Main Story Sidequest
Against all odds, I remain playing FF14. Some days. For about an hour or two at a time.
Had I stuck with the Pugilist, I would have unsubscribed a month ago. Instead, I decided to try out the Archer and… I’m actually having fun. Usually. The mobility of instant-casts makes up for a lot of what I can only describe as the “jankiness” of FF14’s combat system. No attacks seem to have any weight to them – they are all high-pitched squeals and brightly flashing lights.
There is also an extremely noticeable delay in state-based attacks. For example, the Archer has a Kill Shot/Execute ability that’s off the global cooldown which triggers at 20% HP. Which is fine… except that it always lights up almost a full second after the target is below 20%. Combined with the default 2.5 second GCD, and enemy attack animations not being synced with their damage, the game feels like you’re playing with 250ms lag all the time.
I continue to slog through things though, because everyone talks about the fantastic story.
Know what I did on Monday? I /danced with some Sylphs to earn their trust. Then did some fetch quests for said Sylphs. Then helped out a bar owner, which involved talking to half a dozen people around the world to find out where a particular NPC went so I could return an earring. Then I helped the NPC make some liquor as a gift. Then went on a side quest to catch a traitor in the woods, ostensibly as something to do to pass the time. Finally, I found the the missing Sylph elder hiding (spoilers!) in another mandatory dungeon.
Best. Writing. Ever.
It really isn’t. I’m too committed to seeing this experiment to its conclusion, to see for myself if there is any redeeming value in playing FF14 for its story, to quit now. But I really, really want to. I have to imagine that SWTOR would be a better use of my time at this point.
Still, I shall overcome. With active, conscious effort.
Overwatch Accretion
About a year and half ago, I was excited about Overwatch in large part because it was new. I enjoy FPS games in general, and have spent countless hours over the years playing the Battlefield series. There were several titles though, such as Team Fortress 2, that I either tried and dropped or didn’t bother trying at all because of accretion:
ac·cre·tion
əˈkrēSH(ə)n
noun
the process of growth or increase, typically by the gradual accumulation of additional layers or matter.
That’s the dictionary definition, but I used it this way: “the older a game gets, the less space exists for the ‘skill middle class,’ and the less the developers seem to care about catering to said group.”
For example, getting into Counter-Strike or Team Fortress 2 these days, as a brand new player, would be an exercise in futility. Not only would you be useless to your team generally, your opponents are most likely extremely skilled veterans, and you are likely to die to mechanics/map secrets you don’t even understand yet. It is a frustrating situation for everyone involved, compounded twenty-fold considering the bile and vitriol that exists just below the thin skin of faceless internet gamers.
After this weekend in Overwatch, I can sadly report that the accretion is getting real there too.
The last time I talked about Overwatch was more than a year ago – ironically around the Summer Games, which are currently ongoing – and I stopped playing towards the end of the second competitive season. Competitive Mode was a necessary addition to the game overall, but I found it has actively made the Quick Play experience worse. First, naturally competitive players got their taste of what it’s like playing with people who actually want to win the objectives, which makes the Quick Play environment feel worse in comparison. Second, new players generally avoided Competitive Mode until they got more practice, lest they tank their ranking when it matters. And finally, the toxic tryhards that couldn’t try hard enough to be successful in Competitive Mode find themselves surrounded by other toxic tryhards and complete noobs in Quick Play all day long.
“Cream rises to the top.” Sure does. But once you remove that, everyone else is stuck drinking the creamless sediment that sunk to the bottom of the glass.
In short, the experience was awful. I stopped playing Overwatch before Ana was even released, so I’m four whole characters and countless patches behind the metagame curve. Team needs a tank? Okay, let me play… Orisa. That probably wasn’t the best pick for the team composition even if I had never played her before, but nobody else cared about team composition anyway (Hanzo and Windowmaker on a point control maps? Sure!), so why not?
Because it results in an embarrassing loss. I’m frustrated because I’m still trying to figure out the correct use of my abilities, but my team is also just bad players… unless they are just trying to figure out their characters… and oh my god just end it now. In another match, I decided to go back to my old standby, Zarya, to get a win. Things were good… until they weren’t, when I realized that the healer Ana spent more time sniping instead of healing. So here I was bringing my A-game with a hero I’m actually good at (but don’t want to play anymore) and everyone else is dicking around.
Wait a minute… now I’m the tryhard.
So, yeah, it sucks playing Overwatch now. If you never stopped playing, or exclusively play in Competitive Mode, perhaps it’s the same as its always been. Coming back from a break though, queuing solo in Quick Play? I’m not even sure I would ever recommend the game to anyone now. I would much rather be playing any iteration of the Battlefield series, where noobs can exist without constituting a full 16% of the team (6v6), or 100% of the teams chance for success should they occupy a critical role, e.g. tank or healer.
The accretion problem is real, my friends, and I’m not sure what the devs can do to counteract it. Overwatch does have Arcade Modes available, and something like “Mystery Heroes” where people get forced to play random classes can help. But these modes are not entirely satisfying on their own, and generally don’t help you develop the map awareness/strategies necessary to win “real” games.
Optimizing Board Games
While on vacation this past week, I had a chance to put in a few rounds of Betrayal at House on the Hill. It is an ostensibly cooperative board game that consists of exploring a haunted house by laying down tiles, rolling some dice, and then attempting to survive once the Haunt starts. Once the Haunt is triggered, usually one of the players becomes a traitor working for the monsters that show up, and thus it quickly becomes 1v3 or worse.
The game was fun for the three rounds we played it, but by the third game, I started seeing the cracks in the design.
Exploring rooms will usually cause an Item, Event, or Omen card to be pulled. Items are pretty much universally good and are a hot commodity. Events are usually bad or otherwise risky – most require you to succeed on a roll to gain stats, or you otherwise lose stats. Omen cards are usually the equivalent of good Items, but once an Omen is pulled, that person has to make a Haunt roll that surpasses the number of active Omens, else the Haunting starts. In the three games we played, the Haunt pretty much consistently occurred after the sixth Omen.
The cracks mostly show once people realize that optimization is the answer. Some of the rooms, for example, allow you to increase a stat (Might, Speed, etc) by +1 if you end your turn there. Now, the rulebook states it only works once per game, but the FAQ (PDF) makes it clear that it happens once per game per player. In other words, the moment one of these rooms open up, the optimum strategy is for everyone to stop what they are doing and go get that stat increase. Free stats are free. Considering that the Haunt can only start when an Omen card is pulled, and no Omen cards can get pulled if no new rooms are being explored, there is zero reason not to perform that strategy.
Another example is the Vault room. A player needs to roll a Knowledge check and get a result of 6+ to open the Vault and snag two Items. Rolling a 6 would be exceedingly unlikely for someone with Knowledge 3, because the dice only have 0, 1, and 2 printed on them. But, again, there is zero danger pre-Haunt as long as no one is actively exploring new rooms. It costs nobody anything let one person roll three dice until a total of six appears. Granted, there are other players with higher starting Knowledge totals who can make the roll faster, but the bottom line is that the preferred result is inevitable.
Once I realized all this, the game become significantly less fun. We didn’t do the “everyone get your +1 Sanity” trick the first two times we played, because we really didn’t know better. The third time we did. And that room might as well said “everyone gets +1 whatever” because we basically cycled through everyone’s turn 2-3 times in ten seconds to make sure people with slower Speed scores could travel there. While we didn’t quite make the Vault an auto-open situation, we could have done that too.
Another example: some rooms force you to make a Might/etc check to leave without taking damage. The FAQ points out that if you fail the roll, you can choose to not leave the room and avoid the damage. Ergo, the optimal strategy is to not leave until you win the roll, and for no one to explore any rooms until you do.
Noticing a pattern yet?
The optimal strategy makes the game less about interesting decisions, and more about whether your friends are willing to play the “right” way. This becomes especially evident once the Haunt actually starts, considering the Traitor/monsters are way more dangerous than most of the other players by default. Since the Traitor/monsters get a turn to try and kill you, suddenly turns become a precious commodity. It’s less about options and more about “we need to win this roll or be turned into a toad.” What ends up being even worse is the fact that the Haunt is pretty much over – win or lose – within like 2-3 full turns. Yeah, sometimes it takes several turns to successfully research X, or tear apart a room for Y, but you either have a strategy/house layout that gives you breathing room or you are dead.
All in all, I found Betrayal at the House on the Hill to be relatively fun for a while. It honestly reminded me of a sort of Arkham Horror-lite, in fact. But having played Arkham before, I immediately recognized how much of a difference it makes to be time-limited. There are still optimal decisions to be made in closing portals or otherwise holding back the eldritch beings, but at least the gambling in Arkham has teeth. Sometimes literally.
Vacation
Forgot to mention it, but I’m on vacation this week.
Which is a real shame, because not only is the WiFi sketchy down here, but there are so many people wrong on the internet. There may have been a brief moment in my life where being “unplugged” was relaxing, but that moment is long gone. I would much rather be having a staycation, playing (and enjoying! (so far)) FF14 as an Archer, preparing for GW2’s free weekend expansion event, and whatever I felt like booting up in Steam. Alas, I must wile away my hours doing things like swimming in the ocean, eating out, and socializing.
Please send your prayers and well-wishes my way.
Path of Thorns
The new expansion for Guild Wars 2 was recently announced as Path of Fire. Clocking in at $30 out of the gate, it is significantly cheaper than the prior expansion, Heart of Thorns. This is good news.
What is less good is the fact that Path of Fire does NOT come with Heart of Thorns.
Q: Is Heart of Thorns included for free when I buy Path of Fire?
A: No. As we said when we announced Heart of Thorns, we always want to give you the option to purchase both expansions for a single price. With the purchase of any edition of Path of Fire, you can add in Heart of Thorns during checkout and purchase both expansions together for less than the combined prices of the expansions. If you already own Heart of Thorns or only want to play Path of Fire, you can purchase Path of Fire separately. (source)
This is an especially brow-raising turn of events considering ArenaNet’s official stance two years ago (emphasis added):
Business Model Clarification
We want to be clear about our business model for future expansions now that we are approaching our first paid expansion for Guild Wars 2. We believe that to keep the game dynamic and vibrant with a constantly growing community, it should be as easy as possible for new players to get into Guild Wars 2. For Guild Wars 2: Heart of Thorns, we didn’t want the core game’s price to be a factor in a new player’s decision to begin playing Guild Wars 2. In the future, if we release further Guild Wars 2 expansions, we plan to offer all of the prior expansions, the core game, and the latest expansion for one single purchase price. (source)
Business models change, and there has been plenty of turnover in the ArenaNet side of things since 2015. But this explanation of things reeks of sleaze. “Core game + all expansions for a single purchase price” does not parse out into “add another $20 to get HoT and the total $50 amount counts as a single purchase price,” but that is what the Community Managers are spinning it into.
As if things were not bizarre enough, ArenaNet is also making it clear that you don’t actually have to buy HoT to play the new expansion. There is a whole list of things that will work and not work:
Q: Do I need to own Guild Wars 2: Heart of Thorns™ in order to play Path of Fire?
Owning Heart of Thorns isn’t required to access Path of Fire content. However, some content is exclusive to Heart of Thorns.
- You must purchase Heart of Thorns to unlock and use the gliding mastery, as well as all other masteries introduced in and exclusive to that expansion. You will be able to complete all of the content in Path of Fire without the use of any Heart of Thorns-exclusive masteries.
- You must purchase Heart of Thorns to unlock and use the 9 elite specializations introduced with that expansion.
- Path of Fire includes access to the revenant profession, but not the Herald elite specialization. If you only own Path of Fire, you will be able to create a revenant character and unlock the Renegade elite specialization.
- You must purchase Heart of Thorns to claim the new guild hall released in Path of Fire, and access the Scribe crafting discipline to fully upgrade your guild hall.
So, basically, if you want gliding or to access one of the 9 elite specs, fork over $20. Well, and I suppose all of the HoT maps (etc) are worth something.
This entire scenario puts me in a mental bind. Up to this point, I had been holding off on buying HoT because I was under the impression that it would be included with the new expansion. I had not been playing GW2 in general very much lately, mostly due to the fact that it was made clear that the Elite specializations that had been released were strictly better than the majority of your other options (as is often the case with new “classes”). GW2 basically only has a fashion endgame so it shouldn’t really matter, but it is hard to get excited about playing a game in which you are limited to objectively worse options. And nevermind that actually purchasing HoT would not give me access to the Living Story episodes I missed, so there is objectively less content available to me anyway.
With Path of Flame releasing in 1.5 months though, I anticipate the new Elite specs to be more powerful than the older Elite specs – designers are simply too incentivised to make shit OP at first. Lack of Gliding will suck, but I never actually had it to begin with, and the designers are promising that it won’t be required for anything in the new expansion anyway. And, hey, some of those mounts seem to be gliding already. So… what’s left? The maps, of course. Masteries that are being promised won’t be required for anything. And… that’s it?
For the people actually playing GW2 on a routine basis, this structure is nothing but upside: they get a new expansion for $30 instead of $50. For new players, it is also probably good, considering they get the base game plus expansion for $30 as well, and won’t really know what they missed in HoT. For anyone else like me, stuck inbetween, there really isn’t anything good about the situation. And while I could easily afford to just throw down for both expansions for “the single purchase price,” the principle of the matter is just odious enough to make me want to delay any decision.
Mobile Mindspace
The rise of the mobile gaming over the last couple of years has been covered rather extensively already. And up to this point, I would have argued too extensively. As a phenomenon, it is certainly interesting seeing a market emerge in real-time, but it never really seemed to impact me. The “gamer” population swelled with the ranks of people playing Candy Crush, which had little to do with any core gamers. Maybe a few well-known studios released a mobile app, whatever.
This past weekend ended up being pretty busy, but I still managed to squeeze in around 5-7 hours of gaming. And close to 100% of that time were spent in mobile games on my phone.
Granted, a few of those hours would have been dead time had I not had my phone with me. But close to half of the total was literally me sitting at my computer desk, dicking around with Clash Royale and similar “time wasters.” Part of it was undoubtedly post-game depression stemming from completing Mass Effect: Andromeda. It is always tough for me to mentally transition from 80+ hours of one title into a brand new game that promises similar hours required.
The other part, though? I am wondering whether it is due to my age that I am gravitating towards more instant gratification. Or maybe traditional game designers are getting worse at their jobs?
I spent approximately 20 minutes playing FFXIV over the weekend. I logged in, talked to some NPCs, teleported to some cities, talked some more, then had to take a minute Chocobo ride back to the main base camp to complete the quest. The main story quest, mind you. I had more fun in the 60 seconds of dead time on the Chocobo than I did in the entire 20 minutes playing overall, as I was able to boot up a mobile game, snag some rewards, and restart some locked chest timers.
Now, of course watching chests explode with goodies is a cheap, diversionary tactic at best; it is hardly fair to compare such things to the slow burn of a (supposedly) epic narrative. At the same time, those now-empty chest slots drew my eye to the 2v2 Battle button hovering just above, fat with the promise of compelling and amusing gameplay just a press away. And if I just get 6 more crowns from destroying enemy towers, I can unlock another chest with even more goodies. Hmmmmm.
Needless to say, I logged off FFXIV soon after getting off the Chocobo.
I guess what I’m getting at is the shift towards mobile is a multi-layered “problem.” There is the vapid dopamine rush from getting easy rewards, sure. There is also the front-loaded fun gameplay in quick gaming sessions. Then there is a whole class of game (MMOs) which are utterly reliant on back-loaded… everything. And it is not even that clear that such back-loaded fun is actually required to be back-loaded – that is simply how things have traditionally been done. Why doesn’t Waking Sands in FFXIV have a teleporter when just about every other town does? Is there a legit reason?
I am beginning to question everything. Opening a chest is a vapid reward. Is it more vapid than gaining levels in a traditional MMO? I am playing a Monk in FFXIV, and even after the revamped combat that came with the Stormblood expansion, I’m getting bored to tears with such a limited amount of abilities. I am stuck with limited abilities because the designers don’t want me to get all of them at the beginning because they are afraid I won’t feel rewarded enough in levels 20-60 after having received my full rotation. And they are right to be worried about that – it sounds awful.
Know what else sounds awful? Spending my time playing this game when I can play something else and be having fun right now.
Mobile gaming has not completely consumed my gaming mindspace, as evidenced by the fact that I spent 90 hours in Mass Effect just before this. But I am finding that the proverbial Fun Floor has risen dramatically over the last few months for me, more than it ever has before. Presumably, I am going to remember the twists and turns of FFXIV’s (later) story way beyond Quick Battle #4,872, and thereby justify the time investment.
But sometimes you just want to, you know, have fun when you play videogames. Right now.
Missed Effect
Mass Effect: Andromeda was finished over the weekend.
My overall impression? Serviceable. Adequate. My /played time was about 90 hours, so it is a tad difficult to ascertain whether the characters blossomed by the mid-game or if it was a sort of Stockholm Syndrome effect. Well, I can say for sure that I immensely enjoyed Peebee and Drack’s company. Vetra too, perhaps, but she’s no Garrus. Cora can take a hike.
The combat and general environments are easily the best the series has offered. I played the entire game on Hard, which was appropriately named. It has been mentioned before, but a lot has been done to incorporate waist-high barriers into the environment in a logical manner. In fact, a sizable portion of the game have none. Which is real shame given how many enemies have beam laser effects, which effectively melt you outside of cover. Still, Hard is Hard, so it was a welcome challenge (most of the time).
The environments and the Frostbite engine in general were exquisite. I got a little tired of the theme planet trope (Desert planet! Ice planet!), but the terrain overall was varied and the organic vistas were amazing. Indeed, I can see now why such a big deal was made regarding wonky character animations given how outrageously polished the rest of the game looks – it seems so out of place.
What also felt out of place were the poorly-implemented mechanical aspects of the game. Fighting feels great. Switching abilities mid-battle feels less great. Downtime inventory management feels awful. Scanning things give you Research Points, which you then use to buy weapon blueprints, which then take resources collected from driving around to craft, which then take Augments and/or Mods you receive from fighting to improve. I’m sure it sounds like a reasonable way to tie all the player experiences together, at least on a whiteboard. In practice, you end up wasting tons of Research Points because every single gun is available from the start and you don’t know how it feels to shoot till you get one in your hands. By the mid-game though, you’ll have needed to pour all your points into upgrading a specific type of gun (e.g. Black Window) through its various iterations (e.g. III, IV, V, etc) to maintain combat effectiveness. So… either settle on something early, making the multiple pages of menus irrelevant, or try all the things and always wonder whether a specific gun sucks, or if it would have been good at max rank.
I played a little bit of the Andromeda multiplayer, and it was… basically ME3’s multiplayer. ME3’s multiplayer was a hidden gem and significantly extended my playtime of the game well beyond the (original) poor ending. That may have been a time and a place thing though, as I had basically zero drive to continue playing Andromeda’s multiplayer, despite an objectively more refined combat system. For the uninitiated, it is a 4-player Horde game mode where one caps out at level 20, but items/weapons/character options are gated behind lockboxes. Open a Black Widow sniper rifle? Now you can take it with any character. Unlock a second one, and now you have a Black Widow Mk 2 with slightly higher stats. And so on.
So far, most of this has been high praise, so you might be wondering why the game is “serviceable” and “adequate.” It’s relatively simple: Andromeda is not better overall than any of the prior trilogy. Graphics and combat? Better. Characters, plot, themes, cohesive narratives, emotional gravity, witty one-liners? Not better. I find it extraordinarily silly to judge Andromeda “on its own merits” considering it has Mass Effect in the title. Andromeda is better than a whole lot of other single-player RPGs, yes, but better Mass Effects (overall, mind you) exist. If you had to make an exclusive choice between all the titles, I’d recommend one of those other ones instead.
And perhaps that is part of the reason why Andromeda may be the last in the series. At first, I was a bit sad, but it kinda feels like the right move now. The Mass Effect name has a lot of baggage attached and, outside of the various character races, there wasn’t exactly a whole lot tying Andromeda to it. Yes, all these people are from the Milky Way, there are various Easter Eggs and such pointing to Reapers and Shepard, and so on. But there didn’t have to be. The fact that it was tied to the franchise just made the world-building easier – no need to explain five humanoid races tooling around with each other relatively peacefully. Andromeda could have been the story of five human nations from Earth and little would have changed, narratively. Hell, the eponymous “mass effect” was uttered like twice in the whole game, always in reference to shields. Eezo sickness could have been any other miraculous plot disease.
Ultimately… I dunno. Andromeda is certainly better than any random given RPG out there. Andromeda is not better than any given Mass Effect title. It is worth experiencing, but it is not essential to experience right now. Perhaps in another couple of years when we finally get some more concrete idea as to whether Bioware is closing the Mass Effect door for good.
Looking Forward
Everything got put on hold due to my Darkest Dungeon infatuation. Now that I might be coming out of that fugue state soon, I wanted to take stock and see where things are headed everywhere else.
Final Fantasy 14
I have officially paid for an entire month’s subscription without logging in once.
The good news on this front is that my miserly ways will allow me to get Heavensward for free should I buy Storm Blood. I haven’t actually bought anything yet though, for the very real chance that I never make it to the original endgame. For example, one of the things that happened right before I drifted away from playing was a 20+ minute DPS queue for a mandatory “dungeon” which consisted of a single boss and no trash. Mandatory. Because reasons.
Guild Wars 2
While I have not logged into GW2 for a hot minute, there was a period of a few weeks where I was logging on everyday to complete the daily quests “achievements” for 2g and a few assorted goodies. Especially the One Free Level books every week or so. It is not as though there is particularly much to do in GW2’s fashion endgame, but it gets really boring running through the same beginning zones over and over whenever you try finding a class that is fun to play.
That said, there is supposedly another expansion coming in the Fall. And just like with FF14, buying the expansion gets you the previous expansion for free. So, no thanks ArenaNet, I’m going to pass on the recent $15 Heart of Thorns deal.
Hearthstone
New expansion comes out in August, and it’s set in Northrend. Time will tell how the new cards affect the meta… but to an extent, it almost doesn’t matter. I never really play Hearthstone more than an hour or two at a time, maybe once or twice a week. Most of the time I find it almost as fun (if not moreso) to watch other people play on Twitch. Say what you want regarding how RNG makes skill meaningless, but goddamn does it make spectating amusing. All of the excitement and none of the salt, because the bad stuff isn’t happening to you!
As usual, I expect to spend zero real-world dollars on the expansion. Gold and Dust should be enough to hold me over, as it has in the prior few expansions.
7 Days to Die
Since I last brought it up, 7DTD has rolled over into 16/16.1 Alpha Stable release. There aren’t any major changes to anything, but this does mean that the dev team can start working on A17 and “settlements,” whatever that ends up looking like. If the devs end up adding actual NPCs into the game (rather than Traders who don’t move from their counter), that will change the gameplay rather significantly. After a while, one gets used to easily meleeing zombies to death with clubs; Bandits with firearms sniping from rooftops would be something else altogether.
Mass Effect: Andromeda
I really should go ahead and start finishing this, shouldn’t I? Just to say I did.
Half Death: Episode 3
Aug 26
Posted by Azuriel
If you haven’t already heard the scuttlebutt… well, I’m sorry. The former lead writer for the Half Life series has released what is widely reported as a summary of the hitherto (and likely forevermore) unreleased Half Life 2: Episode 3. While it is being termed “fanfic” by the author himself, keep in mind that Marc Laidlaw left Valve in January of last year, and there are no other writers from the series remaining in Valve.
Read at your own
riskunforeseen consequences.Divorced from physics-based gameplay and otherworldly vistas, the plot ends pretty quick. And it certainly still leaves the door wide open to some kind of proper Half Life 3. But… this is closure enough for me. It feels right. While nothing can really assuage the ire I feel after the ending of Episode 2 almost ten years ago, this nevertheless meets me halfway. It lines up with pre-established lore, and completes the themes presented since the original game.
Which makes sense, coming from the person who wrote everything in the first place.
At the same time… goddammit. Valve hasn’t released a single-player game since Portal 2 in 2011. That’s more than five years ago, for those (not) playing at home. And really, they don’t need to anymore. Steam obviously more than pays for itself, as evidenced by the non-standards of Early Access and shovelware that make it to the front page. For all intents and purposes, Valve has taken the ball and gone home, having monetized every inch of the field. They built it, we came, they left.
Oh, well. At least there are all these other games I can play on Stea…
…goddammit, Gabe.
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Tags: Half Life, Half Life 3... Not Confirmed, Steam, Unforeseen Consequences, Valve