Anti-Patch Notes

I didn’t think it was possible to get excited for an expansion of a game I haven’t played in over a year, but damn. I got to about here:

Druid

  • Innervate has been removed. Mana costs for Druids have been adjusted accordingly.

…before I realized the devs were serious about the pruning of cooldowns thing. I mean, Jesus, they even removed Mana Gem.

Blink and you'd miss it. Wait... Blink is still around, right?

Blink and you’d miss it. Wait… Blink is still around, right?

Paladins were about the one class that seemed to come out ahead after the ability decimation; losing Wings on non-Ret specs makes me shed a nostalgic tear, but in return no more Divine Plea or Inquisition? That’s practically a bonus! Plus, Lay on Hands and Divine Shield survived. Blinding Light didn’t, but we only had that for what, one expansion? It looks like Seal Twisting is making a come-back, but hopefully it won’t be powerful enough to be mandatory.

Man, look at this:

Priest

  •     Binding Heal is no longer available to Shadow Priests.
  •     Hymn of Hope has been removed.
  •     Heal has been removed.
  •     Greater Heal has been renamed Heal.
  •     Inner Focus no longer provides any mana cost reduction.
  •     Rapture has been removed.
  •     Renew is now available only to Holy Priests.
  •     Shadow Word: Death is now available only to Shadow Priests.
  •     Void Shift has been removed.
  •     Inner Fire has been removed.
  •     Inner Will has been removed.

That’s all of the Priest notes. Well, more or less, there’s some additional explanation at the bottom. Still, there is 109 instances of the word “removed” across 34 pages of notes. The end result will likely be a tighter game experience, but damn, all these simultaneous band-aid removals took some hair with them.

As for the new level 100 Talents, some of them are jokes that won’t pass the AV test. What’s that? It’s simple: just imagine someone (or 40 someones) using the ability in an AV match. Seriously, they’re giving Death Knights Defile. Defile. I hope your CPU is water-cooled next time you’re slumming it up in Drek/Vann’s room because otherwise your machine might well burst into flame. Necrotic Plague alone will pad all the meters, and combined with Chilblains? You can single-handedly stop an entire mounted charge.

That’s basically what I’ll be doing in BGs all expansion long: being annoying. Did it when Death Knights first came out with Death Grip and/or Chains of Ice; did it when Paladins could Seal of Justice mounted players from 40 yards away; did it with portal shenanigans via the Warlock; did it old-school just Sapping people and watching their reactions from stealth as the Rogue. If your goal is to be annoying, it’s damn hard to lose in WoW. And now it’ll be 100% easier in the next expansion!

Preparing for Ti… Oh

Err… looks like I’m going to need to make some more space.

Thank god for no data caps.

Thank god for no data caps.

 

[Kickstarter]: TerraMythos

As a general rule, I do not do solicitations of any kind (*cough* except for free games/MMOs *cough*), but I’ll make exceptions when something amuses me. The Princess of Panchala is the first in a series of YA-ish novels getting Kickstarted by Tom Wright. Part of the premise involves parallel universes, blurring of lines between sci/fi and fantasy, along with a MMORPG setting thrown in there. Based on the sample chapter on the Kickstarter page, I also anticipate there being an “is this girl just schizophrenic?” undertone.

What amused me though, was the paragraph down in the Risks section of the Kickstarter:

The risks for this project are minimal, since the novel is already written and I have a great team working with me. The worst case scenario is that I get hit by a bus, in which case the project would still continue to completion, but the likelihood of completing the remaining books in the series would be significantly reduced.

Ah, understated humor.

In any case, there’s around 20 days left to the Kickstarter if this sounds like your cup of tea.

Them Blizzard April Fools

I despise April Fools, but I will admit that a surprising number of chuckles (and groans) were had over the fake WoW patch notes posted on Tuesday. Some of the highlights:

  • Dogecoin is now accepted as a form of payment, but no one really knows how it works.
  • [Hunter]: For safety, all Hunters must now wear bright orange vests at all times.
  • [Monk]: Blackout Kick now causes the victim to wake up the next day and question their life choices.
  • [Paladin]: New Ability: Renounce. When cast, Renounce permanently changes the Paladin into a Warrior.
  • [Shaman]: Rockbiter Totem now transforms the Shaman into a large stone elemental that cannot save their friends, despite having such big, strong hands.
  • [Warlock]: All spells and abilities have been significantly revamped. Again. You’ll figure it out.
  • [Warlock]: Warlocks are now overpowered. This will be addressed in a future expansion.
  • [Warrior]: Warriors have been nerfed because reasons.
  • [Raids, Dungeons, Scenarios]: Due to recent acquisitions, The Oculus is temporarily inaccessible.

You should probably just give the whole thing a once-over. The Warrior one concerning Charge in particular was extra amusing if you have been following patch notes for the last, oh, several years.

I’m pretty far removed from the game at this point, but I’ll also admit that my eye started twitching a bit at the female draenei joke revamp.

Wut

Wut

“What have they done… oh, right. Ha. Ha.” Some might say that it was too obvious, but after seeing what Michael Bay is doing in the Teenage Mutant Ninja Turtles reboot, I don’t know what to believe anymore. I mean, have you seen this:

I need an adult.

I need an adult.

While pretty much everyone else have been riding the nostalgia train with reboots this past decade, TMNT is pretty much my only non-Toonami stop. Well, them and ExoSquad. And maybe Gargoyles.

Who Beats Games These Days? (2014)

Way back in August 2011, I wrote about a CNN article that stated only 10-20% of people who play a videogame end up finishing it. Some of the industry experts interviewed stated that this metric was behind the rise of shorter campaigns, a heavier focus on DLC, and so on. After all, if it takes 100 developers a year and a half to produce six hours of gameplay, why would they spend even more time/money on extending that out when 80%+ of their customers aren’t going to see it anyway?

Almost three years later, the completion rate has increased to about 30%.

Too bad those stats didn't apply to a better game...

And the other 47.4% did not miss a single thing.

There are caveats galore, of course. First, that series of infographics is damn ugly. Second, the research methodology is simply looking at Steam achievements, so it’s tough to say whether or not it’s representative of gamers as a whole (not that it’s claiming to be).

Third, and most amusingly, this research looks at and includes people who own the game and have yet to turn it on even once. It’s amusing because this isn’t as crazy as it sounds given Steam sales (and Humble Bundle, etc). But it’s still rather surprising for some games when you actually dig into Steam achievements on your own. For example:

And I thought that first achievement was a good joke...

And I thought that first achievement was a good joke…

I know Borderlands 2 was a part of a good Steam sale a few months back, but I’m pretty sure it didn’t end up on any bundle sites. In which case 24% of the people who own the game haven’t completed the very first quest, which is literally pressing E twice.

Of course, when I ran my Steam ID through this website, it indicated that out of the 385 games I own, I haven’t played 63% of them. In my defense… err… uh… I buy a lot of Humble Bundle-esque sales. And Steam didn’t track stats for some of those games I did play a long while ago, like Half-Life and Counter-Strike.

Incidentally, this is a major reason why I hate purchasing things at full MSRP. It is not really that $59.99 is some kind of insurmountable obstacle, but the reality for me is that I have enough games on Steam to last me until the heat death of the universe, and thus it’s difficult to justify purchasing more when I can reasonably wait for a price drop. And even when it’s something cheaper like Banished ($19.99) or Starbound ($14.99), it still doesn’t make a whole lot of sense to me; I can just work on the backlog and save a few bucks later.

In any case, it’s heartening to know that the nightmare scenario of three years ago hasn’t occurred (yet?), and that it appears as though the indie side of things can prop up a lot of the longer-game space AAA has vacated. Still, as someone who endeavors to finish every game that I start even beyond the point of fun, this infographic is a sobering example that I might be well out of my mind.

EVE is Real (Evil)

I don’t play EVE, but I have been following the developing story of Erotica 1 (E1) with a particular interest this past week. The drama itself is interesting enough, but the entire episode asks a lot of compelling questions on the nature of games, social interactions outside of the game but still concerning the game, and the role (if any) of the developers.

EVE, as you might already know, is just about the most hand-off MMO on the market. Scams, extortion, and piracy are not only allowed, they are encouraged. “Be the villain,” and all that. One such scammer took things to another level though. Basically, the deal was that E1 ran an ISK-doubling scam that actually did pay out occasionally, such that it was ambiguous as to whether you could make a bunch of money. After passing the first tests, there was a “Bonus Room” in which you could quintuple your winnings again. The catch? You had to hand over 100% of your in-game assets and then jump onto a Teamspeak server for hours (!) of recorded humiliation.

You can read the full breakdown of what transpired in this particular Bonus Room on Jester’s Trek. In fact, the two hour, seventeen minute SoundCloud file is also linked. The victim has a speech impediment which is fully exploited, and when he finally snaps, E1 and his crew drive the victim’s wife (who showed up to ask what was going on) into a panic attack.

I doubt this is what CCP envisioned with their “EVE is real” campaign.

The reactions to this incident have ran the gamut. I was first made aware of it at all by this post on Greedy Goblin. Gevlon’s take? I’ll give you three guesses and the first two don’t count. Spoiler: Gevlon blames the victim. And in a certain light, it is something you can almost get behind – why didn’t the guy just turn the computer off? Well, for one thing, he had already given away 100% of his in-game assets at that point. And for another, it doesn’t fucking matter. The only truly relevant point (for CCP) is whether or not someone like E1 is worth having in your game.

And indeed, CCP, perhaps finally realizing the potential media shitstorm brewing, came out and issued a statement:

While the content of online interactions between players cannot realistically be gated within our game worlds, CCP strongly disapproves of clear and extraordinary levels of real life harassment against our players in the outside world.

CCP, in collaboration with the CSM, have agreed and would like to state in the strongest possible terms and in accordance with our existing Terms of Service and End User License Agreement, that real life harassment is morally reprehensible, and verifiable examples of such behavior will be met with disciplinary action against game accounts in accordance with our Terms of Service.

While they didn’t announce anything specific, we know from other sources that E1 was permanently banned. I don’t actually recommend going to that second link there unless you’re a fan of sadism, or want to see a rather frightening example of the sort of players EVE’s mostly hands-off policy attracts.

Still, I feel like there were some arguments surrounding this incident worth deconstructing. Gevlon and a lot of other commenters argue that this issue could be solved by not falling for the scam in the first place. Plus, they argue, what’s really the difference between a prank and a bully? Given how tomorrow is April Fools Day, it’s even somewhat topical.

My response would be: there really isn’t one. The difference between assault and a scuffle is someone filing a police report. The prank example that was offered was blocking someone’s door with phone books. Prank or bully? That’s two different questions. First, it’s entirely reasonable to suggest it wasn’t a prank at all, but rather harassment – again, with the difference being simply the victim’s decision. As to whether someone is a bully for doing that depends on their intentions. We can imagine a scenario in which a guy constantly “pranks” people who shrug it off when, in fact, he derives pleasure from the misery he creates. As I mentioned in the comments on his post, someone is a liar regardless of whether anyone believes them.¹

Gevlon then claims that we cannot prosecute people like E1 with intention-based arguments because no one can prove intention. Except the courts do it all the time via mens rea. There is a rather instructive scenario outlined in a related Wiki article:

For example, suppose that A, a jealous wife, discovers that her husband is having a sexual affair with B. Wishing only to drive B away from the neighbourhood, she goes to B’s house one night, pours petrol on and sets fire to the front door. B dies in the resulting fire. A is shocked and horrified. It did not occur to her that B might be physically in danger and there was no conscious plan in her mind to injure B when the fire began. But when A’s behaviour is analysed, B’s death must be intentional. If A had genuinely wished to avoid any possibility of injury to B, she would not have started the fire. Or, if verbally warning B to leave was not an option, she should have waited until B was seen to leave the house before starting the fire. As it was, she waited until night when it was more likely that B would be at home and there would be fewer people around to raise the alarm.

The Bonus Round victim could have turned off the computer at any time. So too could E1. And this is besides the point that there isn’t a jury in the world that would say the outcome was not exactly what E1 and company were intending to occur.

Where things get really amusing is when people argue that E1 can’t get punished because it’s not against the EULA. Except the EULA includes the ToS, of which the very first goddamn entry might be instructive. Or that E1 shouldn’t get punished because it sets a “chilling precedent.” Or the line is too ambiguous, as Gevlon states. Or it somehow would obligate CCP to start banning all such offenders. Or that it opens the doors to nefarious individuals impersonating people and getting others banned. And a number of similar armchair philosopher attempts at rules lawyering.

That sort of nonsense might work on religions and in college electives, but it doesn’t pass muster in the real world. Items #25 and #26 in the ToS give CCP carte blanche to permaban anyone for any reason. Arguments towards precedent and a nebulous obligation to do a full crusade sort of remind me of the Buridan’s ass paradox. On paper, it “makes sense” that a donkey inbetween two equally distant piles of food would starve to death because it can’t decide between them. In the actual real world, people have the ability to make arbitrary decisions and judgment calls. Just because E1 is banned does not necessarily mean CCP has to, by some mysterious logical mechanism, ban the EVE guild that threatens to blow your ship up unless you sing to them on their chat channel. So very few people understand the Slippery Slope is actually a fallacy; it’s entirely possibly to (subjectively!) determine that one is a more egregious example than the other and stop on the slope.

Then again, hey, that singing extortion thing is pretty fucking weird and exploitative and maybe they shouldn’t be doing that either. If these are the sort of examples people point to concerning how “EVE is real,” perhaps it’s time to re-examine whether that tagline actually relates a positive quality. We don’t have to abandon every game in which someone’s feelings might get hurt, but how about we aim for, as Jester points out, the ballpark figure of “your mother can listen to this without thinking you’re a psychopath.”

______________________________

¹ Gevlon’s counter-argument to this is that a liar no one believes is an actor or comedian. Err… no. Those professions do not rely on untruth to scam or exploit out of wealth, power, or security; the intent is to amuse, surprise, and entertain. It’s a nonsensical argument akin to suggesting a torturer and a dentist are similar because they both hurt you.

Lowercase Rift

The news of the week is Facebook buying out the Oculus Rift, which is perhaps the least impressive technology to see other people use. I’ll be honest: I poured out a sip of bourbon in memoriam to independent development and the noble goal that was Kickstarter, which increasingly seems to be an nightmare engine fueled by hubris and wanton optimism.

Actually, none of that last sentence is true. Well, other than the Kickstarter bit.

I did release a heavy sigh at the news, but in the scheme of things it might not be so bad. There are a couple ways of looking at it. For example, this penultimate paragraph from Penny Arcade represents a rather inspiring take:

Before yesterday, The Oculus Rift was technofetish gear.  It ceased to be so in an instant.  If you want to know how you get to the future described in books, any of the futures, it happens when technology has broad social meaning.  I’m not going to tell you it’s not fucking weird.  I’m as surprised as anybody.  I don’t like the idea of a fully three dimensional banner ad anymore than you do.  But do you want to live in a society where telepresence and virtual reality are…  normalized?  This is how that happens.  I used the shitty, old Rift, and I thought I was underwater.  Think of every corner they had to cut because they were trying to make this thing in the finite realm of men.  Now imagine the corners restored, and the corner cutting machine in ruins.

Perhaps you’re not an optimist. In which case, actually consider the alternate realities:

> Just promise me there will be no specific Facebook tech tie-ins.

I promise.

Why would we want to sell to someone like MS or Apple? So they can tear the company apart and use the pieces to build out their own vision of virtual reality, one that fits whatever current strategy they have? Not a chance.

Now, as the scathing Reddit posts below that point out, had Microsoft bought out the Rift he could have just swapped the names around: “Sell to someone like Facebook or Apple?” It really seems to be no difference… except for two things. One, I don’t want Microsoft or Apple to have sole control over the Rift. Apple’s version would likely not be PC compatible and Microsoft would likely bundle it into every Xbtwo purchase. It might “just” be a monitor on your face (the size of a small book) right now, but shit man, it’s 2014 and I still can’t take screenshots of PS3 games without hundred-dollar hardware to trick the DRM or whatever. And two? Sony has VR, Google has pseudo-VR, and now even goddamn Facebook has VR. It’s only a matter of time before the ghost of Steve Jobs releases the iEyes and whoever is running Microsoft releases a more expensive, lower resolution version that requires a constant internet connection.

Competition, people – it’s a good thing.

Having said all that, I don’t really have a dog in this fight. In fact, I barely care about VR at all. Don’t get me wrong, it’s cool conceptually. The frugal side of my nature is excited at the prospect of basically one $300 headset replacing all the monitors and TVs in my house. But that’s when pesky reality starts popping up. I already wear glasses and it’s hard enough finding earphones I can comfortably wear for more than an hour.

But the VR problems are deeper and more systemic to me, in much the same way as console MMOs. For example, can you see the keyboard with these goggles on? Some people can type without looking, but essentially pulling yourself out of whatever just to remember where the ‘B’ key is will be annoying. Controllers don’t really get around this issue, especially considering how much more limiting the lack of buttons will be (imagine trying to play WoW with an Xbox controller). Then I wonder: do I really want to be craning my neck around for 2+ hours? And to what end? Unless you go full nerd, the practical application will be the equivalent of the Lean key in most games; you are still aiming with your mouse/gamepad, not your face.

I’m sure the immersion is all there and maybe that’s enough. From where I’m sitting though, all I’m hearing is “touchscreen monitor,” like I want to be playing games in (more literal) zombie posture all day. No thanks. For me, the Oculus and other headsets are basically conceptual means of being able to play games fully reclined on a Lay-Z Boy or laying down. Actually, nevermind, no access to keyboard/mouse that way. So, err… yeah.

Beta Impressions: Hawken

In an effort to both delay poor decision-making and assuage the pain of not having purchased Titanfall for $48 via GMG, I decided to download and play Hawken this weekend. Apparently the game is still in open beta (since December 2012), even though I could have sworn it had been released already, but whatever.

Graphics are pretty decent.

Graphics are pretty decent.

Hawken is a F2P F2Download FPS mech PvP game. Considering it too has a 6v6 player limit, there are a lot of amusing parallels to Titanfall, actually. The mech combat feels legitimately like you are inside a mech – it takes time to get momentum going when moving, your turning speed is slow, and so on. That being said, your maneuverability is actually pretty good with the assistance of thrusters, allowing you limited ability to fly through the air, do quick dodges, and do a 180-spin. Some mechs have larger (regenerating) fuel reserves than others, and there are lighter mechs that can perform all sorts of mid-air acrobatics.

The shooting feels pretty good and the TTK (Time To Kill) seems reasonable; you frequently have enough time to register you are taking damage and get to cover without dropping past 50%. All mechs can repair themselves, but it leaves you insanely vulnerable for up to 10+ seconds, the first few of which do not repair you at all. There are a few other ways to get some repair action going (defeated mechs drop health orb things), but I actually like how “sticky” damage ends up being; the prevalence of cover-based firing plus regenerating HP in FPS games has led to an over-reliance of ultra-short TTK, in my opinion. In other words, in Hawken you can dance around cover taking potshots at enemies, but eventually you’ll have to give them the opportunity to rush your position.

Pretty badass, actually.

Pretty badass, actually.

Out of the very few games modes Hawken has, the most unique is probably Siege. Basically, each side attempts to gather power resources from either power stations or stealing it from downed mechs, and then deposit it back at their base. Once enough has been gathered, a capital ship appears and starts slowly flying towards the enemy base. At this point, the main goal is “capping” the AA turret in the middle of the map, as it will quickly destroy an opposing ship. If the ship gets within range of the enemy base, it will start damaging it, and your side wins when the base HP goes to zero. If both sides summon a capital ship, they will duke it out in the skies above.

Most interestingly though, your own mechs can fire at the capital ship and deal damage. There are exposed turrets that can be destroyed to significantly reduce the offensive power of a ship, and with enough time even a single mech can whittle the rest of the ship’s hull down with concentrated fire at the engines. All of which introduce neat little dilemmas throughout the battle: do you focus on gaining power, or slowing the enemy’s power gains? Do you bunker down on the AA and hope someone else on your team caps power? Do you assault the AA or do you spend time shooting the capital ships from the ground?

Having said all that, the main concern with these sorts of game are the progression/reward system. And it’s here that I feel Hawken flounders a bit.

If you have a $100 option in your F2P game, reevaluate your life choices.

If you have a $100 option in your F2P game, please reevaluate your life choices.

Pretty much every single thing is an unlock you purchase with Hawken Credits (HC) or with the RMT Meteor Credits (MC). While you start off with a rather large sum of HC, each subsequent battle adds maybe +250 HC at the top end. Sometimes you get as little as 70 HC. Other mech chassis start at 3800 HC and go up to 12,000+ HC. While it is tempting to not spend any HC until you hit that first tier of new mechs, you forgo equipable items and passive abilities (costing anywhere from 300 to 3500 HC apiece) in the process, making you that much weaker for longer. And by the way, each equipment unlock is specific for that mech. Spend 3k MC on regenerating armor on one mech, and you’ll have to spend another 3k to unlock the same item elsewhere.

Is there any P2W? Strictly speaking: no. However, Hawken absolutely features strictly-better upgrades and arguably strictly-better mech types such that you can easily get creamed by more advanced players (who might have spent money to get there). At the most basic level, for example, items have one charge per respawn; their Mk III versions allows three charges per respawn. Thus, even though we might be able to say that grenades or EMP blasts or whatever is balanced, having access to them as essentially a spammable ability (cooldown aside) is not at all balanced in comparison to someone with just a single charge.

Overall, the game is decent enough for a 3.5gb F2Download title. There aren’t a whole lot of maps (7-8ish) or game modes (5) or even opponents (6v6), but the action nevertheless feels quick, responsive, and generally cool as a mech pilot blowing shit up. Hell, each mech’s ability to hover and dodge and boost forward almost made it feel like Titanfall for like a whole second there. Not the fairest of comparisons, of course, but there it is.

Beta Impressions: Wildstar, Part 2

After having spent some additional time with Wildstar, my impression has soured rather significantly.

I touched on it before, but I really need to reiterate how bad Carbine is screwing up questing. We have known since 2012 that they decided on Twitter-length quest text “because nobody reads it anyway,” but this rather disturbingly flippant attitude results in perhaps the most banal leveling process I have experienced in an MMO. It is one thing to reduce all quests down to kill X mobs or click on Y things, but it’s another thing entirely to not even bother papering over the activities with clever writing. I read quest text because it is the only real difference between MMO A and MMO B, in terms of doing things. With Wildstar, I was about 15 quests in before realizing I was wasting my time reading even their Twitter quests.

“Good job. Do this over there now!” Okay… where is “there?” What am I accomplishing? Ultimately, the truncated dialog doesn’t even matter because it’s faster to just click on the Quest Laundry List to get a directional arrow and rangefinder to tell you exactly where to go. And once you arrive, click on the shiny things, tunnel vision down the Challenge, and follow the next arrow somewhere else. At a certain point, I have to wonder if Wildstar could have pulled off an MMO without NPCs or dialog at all. By the end of the beta, I was barely even looking at the environment.

I'm assuming the Explorer jumping puzzles get more difficult later.

I’m assuming the Explorer jumping puzzles get more difficult later.

By the way, the Path system isn’t going to save anything. I tried the Scientist (click on these things with actual lore attached to them), the Settler (click on these things), and Explorer (jumping puzzles + uncover the map) without any real sense about why Carbine decided to compartmentalize the few quests that aren’t bag-n-tag. Maybe they get amazing later, but the only real thing that set them apart from one another are the special abilities that you unlock at the end. The Scientist, for example, can summon party members to his/her location and eventually create portals to the Capital City. Explorers get to triple jump on a 30-min cooldown and the equivalent of the WoW Monk ability Transcendence. Settlers are probably the best in that they create buff stations (that last 60 seconds…) that can grant 30-min buffs like +50% run-speed, bonus XP, and can eventually drop vendors (and I think bank bots, I don’t remember).

Combat-wise, it was not until I read someone describing combat as staring at blue and red circles on the floor that I realized, yes, that is entirely accurate. My initial positive combat experience also seemed to have been colored by a relatively powerful, EZ-mode-esque Stalker class. I tried out the Spellslinger and was shocked to discover that being rooted to the ground for some abilities is a thing. Don’t get me wrong, I’m fine with the idea generally, but it feels particularly incongruent with Wildstar’s “action move move move huzzah!” zeitgeist. Playing the Engineer sort of cemented the experience that, yes, combat is not nearly as crisp or impactful as I felt on the Stalker. And that there are some serious concerns about the long-term viability of ranged classes.

By the way, take a look at some Warplot PvP:

Supposedly, group content is not quite as much of a visual disaster (you only see the green zones from other players). But hey, who actually knows what will happen in 40m exclusive raids, with attunements no less. A pretty bold plan to double-down on vanilla WoW mechanics in the same year that Blizzard thinks downsizing to 20m raids is more viable with their 7 million subscribers.

And, really, that combination of factors took Wildstar from Hype Train to trainwreck in my eyes. If your endgame is “40m raiding or die,” if your PvP is an epileptic seizure waiting to happen, and if your leveling game is a plotless point-n-click adventure, then… what’s left to justify $60 and a subscription? Player housing? Hoverboards? To an extent, I recognize that it’s a bit harsh to make judgment calls about an MMO based upon the sub-level 20 experience, but… well, should we really be giving games such a free pass anyway? Not at full MSRP, that’s for goddamn sure.

Oh, and this is a thing too.

Oh, and this is a thing too.

Of course, sometimes these decisions get made for you. Four members of my ex-WoW crew are playing Day 1. If you order it via GMG, you get 20% off. There’s no way the game is worth full MSRP… but how about $48? Ughhhh. Well. I have at least until Monday to make my decision (assuming GMG’s latest 20% coupon doesn’t come back in time), whatever that ends up being.

Interlude: Skill Trainers

Out of all the things mentioned in yesterday’s Wildstar beta post, the one thing that caught the most attention was that of Skill Trainers. Wildstar has them. And Wildstar having them is, to me, emblematic of a fault-line beneath it’s foundation that will undermine the game’s long-term viability. Hyperbolic much? Maybe. But it’s not about the Skill Trainers themselves, it’s about what they represent.

First though, me and Skill Trainers go way back. Here is a post from SWTOR’s beta back in 2011, which included this picture:

For serious.

For serious.

In fact, I’m just going to quote myself:

This is not to say there were no pressing issues afoot. Light/Dark side issues aside, some of the game mechanics feel they came out of a time capsule buried when Gary Gygax was still alive. Talent trees? How quaint. But seriously, there was another matter which was important enough to submit proper beta feedback about: [above photo]

I am not sure who was the first game designer who thought it would be fun to present players with the dilemma of stopping mid-quest/dungeon to trek all the way back to their trainer to get Rank 3 of Explosive Shell for it’s increased damage, or simply Troopering (*rimshot*) on without it, but they deserve a Rank VII Punch to the face. If there was some kind of RP scene showing you how to get a little more juice out of your grenade shots or whatever, I could understand and appreciate that. But if I can level up in the field and magically grow stronger and tougher to kill from one moment to the next, I should be able to get that +10-20 damage in those same moments. Even Gygax let our Fireballs deal 8d6 damage when we went from 7th to 8th level!

Skill Trainers are an anachronism, a piece of game design debris that was introduced once long ago, and thoughtlessly picked up by subsequent games out of some kind of misguided notion of tradition. Skill Trainers in MMOs are almost always Skill venders, granting access to abilities you have already unlocked by leveling in exchange for (a symbolic) thirty pieces of silver. That is the extent of their function in most games. There is no gameplay attached to them, no lore, no advice given to the proper use of the skills you instantly learned Matrix-style, no training montage, nothing. There are no interesting decisions when it comes to learning the skills – you are simply that much weaker and incomplete until you make the proper offering to archaic game design.

I could see someone making a case for Skill Vendors if they were hidden somewhere in the world (promotes exploration). Or if you had to use the skill several times against training dummies or whatever (demonstrates its use). Or if they had any gameplay use whatsoever. As it stands, the extent of the Pro-Vendor side seems to be it being confusing when abilities just pop into your bar/spellbook. Er… okay. You could just, you know, continue not using the skills until you you feel comfortable opening the spellbook and reading what they do (which is exactly what you’d do even with Skill Vendors). Hell, just roleplay the experience by not reading anything until you double-click on a random NPC in town somewhere.

As I said at the start, my main problem with Skill Vendors is not necessarily with them per se (although they are terrible), my problem is what they represent. If a development studio thinks they are a good idea – or worse, didn’t even bother analyzing their inclusion – what other nonsense is going to be brought back? Attunements? 40-man raids? Oh wait…