CR: The Prince

Just as a petty “I told you so” per Supercell’s latest patch notes:

Prince: Charge speed decreased by 13%

  • The Prince is currently the most used card in the game, but despite very popular opinion, he isn’t overpowered when looking at his win rates. However, his ability to take down a tower on his own when left unchecked can be quite startling. Slowing down his charge speed a notch will give more time to react and counter.

So, yeah, like I said, the Prince is the most used card in the game.

Now, they say in there that he’s not overpowered when looking at his win rates. Personally, I’d like to know what those win rates actually are. But honestly, that doesn’t really indicate to me that he isn’t overpowered. I’m no longer running my Prince because A) he’s level 1, and B) everyone specifically keeps direct counters to the Prince in their deck. For example, I’m running the Witch, melee Goblins, the Goblin Hut, and can technically toss my Giant Skeleton in front if needed. If I didn’t have to worry about the Prince destroying a tower in 9 seconds by himself, I’d be swapping out at least two of those for more offensive cards.

So, to me, a card that everyone uses is de facto an overpowered card even if the card does not necessarily guarantee a win. Good players take note of the metagame and include counters. It seems obvious said good players with said counters would win more often, bringing down the overall win rate of the most popular card. But the Prince is popular for a reason, and his mere existence suppresses the diversity of the rest of the decks. The Prince is like Hearthstone’s Dr. Boom – he won’t instantly win you the game, but every deck you create has to keep him in mind.

In any case, Supercell seems to have a monthly balance schedule, and I anticipate seeing the Prince nerfed again in April. If not because he is literally overtuned, then because he will continue being the most popular card in the game for his ability to force an answer from your opponent or die.

Royale with Cheese

Like with many bloggers, I have been playing Clash Royale for quite a bit lately. It has been an interesting experience – my feelings on the gameplay, the payment structure, and overall package has oscillated wildly, sometimes several times within the same day.

The basic structure of the game is dropping troops to go destroy towers, MOBA creep style. Resource parity (1 elixir per second) and the random nature of “deck” draws (4 cards out of 8) makes for an often nail-biting experience. While I hesitate to use the term CCG, considering there are nearly 50 different cards, Clash Royale does have that seductive element of deck-building and metagame strategy that makes the genre difficult to put down.

ClashRoyale1

I love waiting arbitrary amounts of time.

The game is not without its cheese, however. The reward mechanism are Chests, which are time-released and tied to the general Arena rank you were when you earned them. There are four empty Chest slots to fill, and the shortest timer is 3 hours; you can cap out your Chests in four matches, which can be done in 10 minutes. You can open these chests early with the cash shop currency, of course, or spend dollars buying gold, which is necessary to level up your cards. Cards, incidentally, which are randomly opened from chests.

The random card distribution mechanism is the source of most of my ire these days. There are card rarities, of course, and the Epic cards are some of the most powerful. It isn’t that they are impossible to counter, but rather they need to be countered somewhat immediately. The difference between not having a given Epic card and having one is immense. Getting a 2nd copy will let you level it up to level 2, which is a 10% stat gain. So not only is it possible that you won’t get a powerful Epic troop, you might be facing someone with one that will always win against your own even if you do get one.

The Prince in particular is one I have harped on elsewhere. He costs 5 elixir to deploy and can easily be swarmed with low-HP, high-volume units, sure. But if he isn’t, he deals double-damage on the first hit on your tower, and will often completely destroy it before you can even drop more troops… unless you are specifically pooling elixir to directly counter this strategy. The Giant can also destroy a tower if left alone, but his ponderous gait and inability to deal minion damage means 1-2 skeletons can finish the job. It’s hard to even say that the Prince is a high-risk strategy though, because even if he can be countered by being swarmed, he’s still, you know, a high-damage troop. One that you have to plan around in every single match lest you be taken unawares.

ClashRoyale2

Current deck. Would not recommend this setup.

I continue to play Clash Royale though for a reason that’s somewhat surprising: I can. I still boot up Clash of Clans periodically, but my play is limited to ~3 minutes every 1.5 hours due to the structure of the game. I was originally playing Clash Royale the same way, mentally declaring it a toilet game, e.g. something you only play once you have empty chests available. But… you don’t have to. As Syncaine notes, you can still play and get rewarded with trophies for wins, which eventually pushes you to the next Arena rank, which makes the chests you acquire contain more and better goodies.

After a particularly brutal series of humiliating defeats dropped me out of the Arena 4 bracket though, I realized that hey, it’s actually kinda fun just playing the game and trying different things. You’ll encounter bullshit matches against vastly superior troops, sure. The leveling system structure even means you’ll face opponents who have towers with more HP and damage than your own. But… but! There is literally nothing stopping you from pressing the Battle button again. There is no Energy gauge to limit your screen time to some arbitrary, cash shop optimized level. Getting zero progress rewards does suck and makes my eye twitch with the inefficiency of it all… but, hey, I’m pushing buttons and playing a game.

Which is surprisingly and embarrassingly uncommon for phone games of any genre.

So I say give it a shot, if it sounds interesting to you. The early game experience is kinda terrible I’ll admit – people running around with Princes in Arena 1 and Arena 2 are terrible people – but once you get a handful of epics, the game opens up considerably. Well, as considerable as a two-lane MOBA-esque quasi-CCG can.

Small Changes, Big Effects

I was thinking the other day about small changes in a game’s design that end up radically changing the entire approach I take with the game, either mechanically or just emotionally.

For example, many moons ago I was playing Candy Crush Saga on my phone, and reaching the limits of my patience with the game. I still had a few of the free special abilities left (e.g. your first free hit of crack), and was realizing that losing the level by one move was dumb when it often took extraordinary luck to even to get to that point – it doesn’t matter how skillful you are when success relies on clearing a row or column and having some helpful color replacements drop in. So, I used the free stuff, and then basically stopped playing the game.

A few weeks or so after that, the next time I booted the app up, King had introduced some sort of daily roulette wheel where your first spin is free. One of the prizes? A random special ability. Not all of them were as powerful as the Lollipop Hammer, but they were something. And knowing that I could accumulate these advantages by logging in every day provided an incentive to do so, and continue my progress through the game knowing I could use the special abilities should I need them. The move might have been a cynical cash grab considering you could buy additional roulette spins, but getting one free chance at nabbing a special ability enormously extended my interest in the game.

There have been similar changes going on in Clash of Clans in the past month or two, although cumulatively they might not be able to be described as small anymore. Originally, I was feeling like I had reached the natural end of my progression curve, as I was losing more resources to raids than I was gaining from raiding others. My alternatives seemed to be either spending money, or committing to playing more than 3-4 times a day. Then things started to change:

  • Town Halls started containing many resources themselves, invalidating the old strategy of keeping them outside your base and hoping someone destroyed just that building to give you a 12-hour shield.
  • Only lose your shield if you actually commit to an attack, rather than simply browsing bases to attack.
  • Attacking only reduces your current shield by 3-4 hours, instead of removing it entirely.
  • Added a daily quest to earn 5 stars via attacking, gaining bonus resources based on rank.
  • Reloading traps is cheaper.
  • There is a broken “loot cart” after you get attacked, which refunds a percentage of what was stolen.

The approach I am taking with the game is completely different now. The bonus rewards you get for winning a raid (getting at least one star) was often not worth it if you could fail but still nab most of your target’s resources. Now that I’m in Crystal 1 Master League 3 though? 70k 110k bonus is nearly a 100% increase in what I can usually acquire, so now I’m pushing for full-clears. I also attack more often now, since there is less of a penalty for doing so (losing shield), and even more of an incentive (the daily). The end result is that not only am I more actively engaged with the game, I am still actually progressing at the same time. That these changes might actually end up squeezing more money out of F2Pers in the process – by encouraging buying boosters to speed up attack frequency – is good for Supercell, but ultimately irrelevant to me. Technically, it’s win-win.

In terms of MMOs though, I am mostly drawing a blank. Perhaps the introduction of dual-spec in WoW? Or that one glorious period of time where dailies were weeklies and you ended up burning yourself out running 21 dungeons across three alts on reset day?

…okay. Maybe not all little improvements are good.

Unfinished

I was browsing my game library yesterday, desperately looking for something that could grab my interest, and it occurred to me just how much of it is filled with unfinished games. Not “unfinished” in the sense of my not completing them – there are plenty of those too – but rather them being literally unfinished by the developers:

  • Ark
  • The Long Dark
  • Deadwood
  • Dirty Bomb
  • Starbound
  • The Forest
  • Delver

Those are just the ones that came to mind. Some of those are in a more finished state than others, of course. What especially irks me about this scenario though is how badly I want to be playing most/all of these titles… but know I shouldn’t.

For example, I did break down the other day and start playing Starbound. I had an itch for collecting and counting proverbial beans, and it seemed especially suited to that task. The game even looks mostly finished. But it’s not. Or at least the game is paced bizarrely enough that I hope that it is unfinished, because I was about done in 20 hours whereas Terraria held my attention for 50. Even when I decided to settle in with the more freeform nesting gameplay, I realized that most of the blocks/tilesets I wanted to use were random drops rather than craftable items.

Is that intended? I don’t know. I don’t know if even the designers know.

And now, even if the devs end up finishing Starbound, I will have already consumed the lion’s share of the game’s novelty – that ever-finite motivational resource. No more character wipes? Then I’m already at endgame. Character wipes? I already know where to go, what to look for, how to overcome the obstacles, and basically speed my way through normal progression. Assuming I can be bothered to do so a second time.

“Play something else.” I tried, man, I tried. When you get the urge to play something in particular, trying to play anything else just feels worse. It’s like taking a big swig of what you thought was water, but it ended up being Sprite. They both might quench your thirst in the abstract, but in that particular moment you will be choking and sputtering.

Spell It Out

I was playing GTA 5 this weekend, and one of the missions really reminded me of why I prefer game devs to just spell out what they expect you to do as a player.

The mission was technically a “side-quest” of a heist the main characters were setting up. This particular branch was to acquire a getaway vehicle, take it to a discreet location, then call Michael and let him know where it is. Not just any vehicle will do, but there are a million carjack opportunities in the game, so it didn’t take long to find one the game was satisfied with.

What did take an annoyingly long amount of time was figuring out A) where a “discreet” area was, and B) phoning the location in. Back alley? Not discreet. Docks? Not discreet. Area marked in green? Whoops, that’s an entirely different mission area. I tried calling Michael half a dozen times, but never got the option to “Mark the Location.” And I never knew whether that was because I wasn’t in a discreet location, or if I was but I had to be outside the vehicle to make the call, or if the quest was just fucking bugged.

There are a lot of challenges I enjoy in gaming. The one challenge type conspicuously absent from the list is being a goddamn mind reader. Or, more specifically, trying to figure out what the designers wanted players to do. Sometimes the issue is that I missed what would otherwise have been an obvious clue. Hey, it happens. Doesn’t change the fact that I’m not going to wander around cluelessly for 15 minutes not playing the game. Give me a puzzle, and I’ll try to solve it. But I’m not going to fucking hunt for the puzzle, because I have zero faith in my ability to divine whether all the proper programming flags were set.

So, I looked the quest up. Turns out they wanted the car in a neighborhood area. Drove there, parked, and the option to Mark the Location came right up. Fantastic. If they could have just dropped some markers down on the map like they do with everything else in the game, I would have been done with this vanilla quest more than 20 minutes ago instead of it completely breaking the flow of my gaming session.

And looking at my experience with MMOs? Same sort of thing applies. I played WoW when it didn’t have quest givers on the minimap, when quest items didn’t sparkle, before addons highlighted quest areas, and when Thottbot was breaking new ground over Allakhazam (I think). You know what? I’ll say it: it sucked. Killing mobs and not knowing whether you were just unlucky with quest drops or if you were killing the wrong specie of bear sucks. Get lost in a cave sucks. The item you need to click on being the basement as you scour the other three floors fruitlessly sucks.

I’m not saying there can’t or shouldn’t be mysteries in a game. But it should never be a mystery that you are in a mystery. The difference between hunting for clues and being clueless is immense. It is the difference between playing a game and not.

Again, I have empathy for the players for whom their primary enjoyment is figuring shit out on their own. I hope there are addons or options for you to turn off all the quest tracking overlays. But if the designers want me to collect ten bear asses to complete a quest, that is my quest, not exploring the taxonomy of virtual Ursidae and/or their habitat. If you want me to stash a car somewhere “discreet,” you either tell me where that is, or allow me to stash it somewhere I think is discreet enough. Which was apparently 100 feet away from where GTA 5 said I couldn’t make the call.

That Old Difficulty Bugbear

Another MMO difficulty discussion has appeared!

Both Keen and Bhagpuss have posts up, with the former talking about being praised for running his healer over to the tank during aggro, and the latter missing:

Having to look around, pay attention, evaluate the situation, review options, compare current circumstances with previous experience. I miss the need to know, in detail, what tools I have in the box and which ones I need to pull out when. Crucially, I miss having the time to do all that and enjoy it.

This discussion is a bit different than the usual “good ole days” ones though. For one thing, Burning Crusade was relevant up into the end of 2008, and I distinctly remember entire heroic dungeon stratagems revolving around face-pulling with the paladin tank and then hiding in a door corner Consecrating and hoping for the best. Wrath shifted things a year later, of course, but the raids brought them back. Then there was Cataclysm for a minute. A minute too long IMO, but nevermind.

Point being, it’s been less than a decade. And potentially zero difference in coordination required, depending on the content you are doing. I’m not sure what the “Unrest Fireplace” deal is, but if it requires 6+ people with crazy pulls and such, that almost sounds raid-ish. Or Challenge Mode-ish. Sure, it might also be “open-world” content, but let’s be serious: there isn’t much difference.

The Bhagpuss angle is also interesting, as he admits that it isn’t a lack of challenge per se, but rather a changing in what the challenge consists of:

Players and developers alike have come to expect overt, clear signals in the form of ground markers, circles, cones, colors and written or spoken instructions. We’ve gone from improvisational theater to an on-book recital with cue-cards and a prompt.

What Bhagpuss misses is the “local knowledge,” which dictated which mobs were easy and which were not, which guards would protect you, where the safest farming spots were, and so on. And… that’s okay, I guess. It is indeed a challenge type that has been entirely supplanted by modern games with mods and Wikis and crowdsourced and datamined knowledge, often weeks before the content even goes Live.

On the other hand… if you had time to improv, was the content really that difficult?

And what does it say about the difficulty itself, if it were dependent on the slow accretion of experience? I do not consider trial and error particularly challenging. Nor memory games, for that matter. Which really just leaves… execution. The eponymous Raid Dance. I don’t know any people who are seriously thrilled about a difficulty that revolves around playing voidzone Guitar Hero for 12 full minutes, but a challenge that can be defeated via YouTube isn’t much of a challenge either, IMO.

There really isn’t one answer here. Everyone wants content tailored to their skill level, which means we all end up wanting different things. I will say though that many MMOs actually do have what Keen and Bhagpuss are probably looking for, in at least token amounts. If you want an entire game revolving around that though, sorry, you are going to have to stick with the niche titles. Because for however many amazing experiences you had, twenty other people died for what seemed like no reason, their group fell apart, and they lost hours of their life.

These days, you will know why you failed: you stood in the fire.

Ark: Griefing Evolved

I picked up Ark for $12 as part of the Humble Monthly bundle the other day, and my five or so hours with it have been… interesting. Even more interesting was what I was reading on the Steam forums about the recent addition of handcuffs into the game:

Ark is a great game but it’s become unenjoyable for some and unplayable for others. As I write this, my avatar on official server 16 has been caged, immobile and unplayable for over six hours. I’d suicide and respawn… but that’s not an option. […]

And no, you can’t do anything about it. Handcuffs can’t be escaped and don’t allow you to use your hands. No punching walls or using anything to suicide with. Your captors encumber you so you can’t burn stamina, food and water to kill yourself. And captors are able to force feed you to keep you alive indefinitely. So you’re stuck, unable to actually play Ark for as long as they decide to hijack your game.

In case you don’t know much about it, Ark has a “torpor” mechanic that is primarily used to knock out dinosaurs so you can tame them. As it turns out, torpor can also be used on other players (the game is PvP by default). There have been cages and prisons and the like for a while now, but players used to be able to kill themselves by thrashing about, as the esteemed sir throttlejam mentioned above. Handcuffs remove this ability, and make it so that other players can manipulate your inventory directly.

The player responses to throttlejam’s plight go on to demonstrate that one really can justify anything. They basically run the full gamut from “your friends will save you” to “you got what you deserve for not playing with friends” to “go play on a different server.” Quick note: your character’s progress is limited to the specific server you are on. Playing on a different server basically means rerolling.

Some people were doubting throttlejam’s description of events. Surely it can’t be that bad? Which then led to this description:

You’re not unconscious. You’re handcuffed and they put weight in your inventory to encumber you so you can’t move and they force feed you like taming a dino. All you can do is stand there and wait… forever. You’re in a cell made of greenhouse glass and you can see everyone else being held around you… and there are multiple levels of nothing but cells and captive players. I can see them all.

An immobile player uses very little food or water… so it’s not a big drain on a large tribe’s resources to imprison a LOT of player avatars. On this server there are maybe 20 – 30 players online at one time… and these guys have most of those players avatars in lock up. How’s that fun?

…I think I’m done with Ark for now.

For the record, it is not necessarily due to Ark’s dedication to raising the bar for sociopath simulators. Indeed, my gameplay thus far as been entirely on a single-player server – I went to a official PvE server for about five minutes, saw a huge player-constructed tower, and remembered I don’t actually like people all that much. No, I’m primarily done with Ark for the time being because not even a GTX 970 can eek out more than about 24 fps on a good day.

Well, that, and I built a small hut, then a larger hut with a better view, then realized that I’d never be able to farm with a nearby source of water. I actually scouted abroad pretty far, found a nice area near a river, and then it occurred to me that I’d be looking at another half dozen hours just gathering resources. Let alone taming dinosaurs, or venturing out and getting immediately eaten by raptors.

There’s fun, and then there’s fun. I’m more in the mood for the latter.

Dirty Bomb

Dirty Bomb is an Overwatch-esque* TF2 clone in perpetual Open “we’ll take your money though” Beta. It features fast gunplay, pseudo-Titanfall maneuvering, overpowered abilities, and a large roster of $9.99 characters.

DirtyBomb_1

Yep, shotgun to chest would explain that death.

I only became interested in Dirty Bomb after the recent Humble Bundle was offering multiple character unlocks and 50,000 points (enough to unlock another character) in the $1 tier. Now that I have around 10 hours invested, I can perhaps see this game as being a stopgap FPS solution to my Overwatch itch.

There are some interesting things going on in Dirty Bomb. Before heading into a match, you have to lock-in three Mercs – while you will be free to swap between them mid-match, you cannot select any others. Running speed is affected by your currently equipped weapon ala Counter-Strike, so running around with knives out is the best way to get around. There is a limited amount of wall-jumping and various “long-jump” shenanigans.

One of the mechanics I enjoy a lot is the downed state. Basically, when you “die” you really fall to the ground and writhe around until the wave-based respawn timer triggers. While on the ground you can be revived by any character if they spend 5ish seconds holding F down, or instantly by any of the Medic class abilities. The other team can prevent a rez by finishing you off, either by pumping more bullets into your prone form, or landing a melee hit. I enjoy the tension in the choice to finish someone off, as bullets are in short supply (you basically have 2-3 clips unless you have an Ammo guy on your team) and splitting your attention in the middle of a firefight can be deadly. Do you finish that guy off, or try to take out more people and risk a Medic zipping in and instantly reviving him?

DirtyBomb_2

Pardon the stickie bomb stuck to my face on the left, there.

There are some shortcomings in Dirty Bomb. First, the game looks like it came out in 2010. While that does ensure that it’s playable on a number of PCs, the lack of production values of almost any kind makes me leery of “investing” in expanding the roster. Not necessarily in the money-sense – if you only play with Missions up (which reset every 3 hours), you can unlock a new Merc every ~10 hours of gameplay – but in the time-sense.

Second, the game feels unbalanced all to hell. Nowhere is this more evident than in the “Execution” mode, which is essentially Dirty Bomb pretending to be Counter-Strike… with a grand total of two maps. With respawns disabled, it becomes very evident that the characters with airstrike and orbital laser bombardment abilities are far and away better than more generic characters, in the sense that they can one-shot most everyone.

Overall though, Dirty Bomb is fine for what it is: a F2P FPS distraction. If you are like me and have zero interest in trying to get into TF2 after nearly a decade of updates and uber-veterans, you could probably do worse. Maybe. Whatever, it’s fun.

* Obviously Dirty Bomb came out before Overwatch, so it’s not technically Overwatch-esque, but you know what I mean.

Impression: Infinity Wars

I took a look at my Steam Wishlist the other day, and noticed that one of the items was a F2P game called Infinity Wars. It was not a game I was expressly seeking out, but one of those games casually mentioned that I wanted to check up on later. “Hey, why don’t I just, you know, take care of that?”

So I did.

Infinity Wars bills itself as a digital TCG, but plays out as a hugely complex combination of Hearthstone, Magic, and one of those elaborate board games that weird friend of yours keeps trying to get you to play.

InfinityWars_02

This Draft game isn’t going well already.

The basic premise is that each character has 100 HP, 100 Morale, and a fist full of cards to reduce one or the other down to zero. Oh, and you pick three creature cards to play in your “Commander” zone before the game, and those determine the “purity” of your deck, e.g. what type of cards you can put in. You gain 1 resource per turn, sort of like Mana Gems in Hearthstone, and the creatures you play have persistent HP levels also like Hearthstone. But rather than there being just one play area, there are three per side: attack zones, defense zones, and support zones. And the order in which you place creatures in a zone matters, as if they were lanes in SolForge (which can you rearrange at will). Also, there activated creature abilities and spells you can cast.

Oh, have I mentioned that all turns are simultaneous?

If this sounds like a complicated mish-mash of mechanics, that’s because it is. Rounds in Infinity Wars are incredibly, stupidly complex with about a million and a half different ways for things to go wrong (or right, depending on your ability to bluff and/or get lucky). For example, say you have a 7/7 and a 5/4 creature currently in the Attack Zone, while your opponent has an 7/4 in his Support Zone. The “ideal” play here would be to keep both your creatures in the Attack Zone, but rearrange them so the 5/4 is left-most, with the assumption that your opponent puts the 7/4 in the Defense Zone, they kill each other, and your 7/7 wins the day.

But maybe your opponent isn’t dumb, and knows you will do that. Perhaps they move the 7/4 to the Defense Zone but also plays a spell targeting your 5/4 that deals 4 damage, which would kill that creature and allow the 7/4 to trade with the 7/7. But maybe you figure that is what he would do, so you actually move the 5/4 out of the Attack Zone and into the Support Zone instead, thereby making it an invalid target for that spell. And maybe your opponent figures he will hedge his bets by also casting a separate spell to buff his 7/4 creature by +5/+5, so it can beat your 7/7. But you happen to suspect such shenanigans, so you move both of your creatures to the Support Zone.

End result? Nobody takes any damage, all creatures live, and your opponent has a 12/9 in the Defense Zone. Begin planning out next round.

The problem with Infinity Wars is exactly that: the complexity. Sometimes you can get your opponent to overthink themselves into just taking a ton of damage to the face. Other times you get tricksy and get wrecked. Or maybe you join the New Player – Constructed queue, and get matched with someone who plays the goddamn USS Enterprise.

InfinityWars_01

Thought I was kidding?

I still don’t know what the fuck that even does – I blocked it once with a random creature and it got Phasered or something, and returned to my Support Zone and made Exhausted. Simply put, there is way too much shit going on to make an informed decision. All of my opponents cards were new, and I didn’t feel like 1.5 minutes was enough time in a given turn to make rational play. There doesn’t even appear to be a way to review what happened in the last turn, which if true, pretty much kills the game entirely.

Of course, once you get behind in this game, things quickly snowball all to hell considering your opponent can see what creatures you play before they ever get out of your Support Zone (unless they have Haste or Vigilance, creatures have to wait a turn to get moved to the Attack/Defense Zone). If you’re stuck casting one creature a turn, they can simply preemptively target your lone dude with the understanding you either try to block and it becomes a valid target, or you leave it in the Support Zone to make the spell fizzle but also eat another round of damage/bullshit effects.

What Infinity Wars was successful in doing though is making me appreciate Hearthstone all the more. Is Hearthstone a dumbed-down Magic: the Gathering? Maybe. But outside of Force of Nature/Savage Roar OTK combos and the like, you have time to react, read cards, and otherwise get a better grasp of what’s going on in a given game. Magic has deep complexity for veteran players, sure, but that same complexity really fucks over newer players when any given action they perform can be countered seemingly out of nowhere. “OK, I block your creature and it dies.” “No it doesn’t… Giant Growth!” “Oh, you’re tapped out? Fireball to the face!” “Nah, going to return three Islands to my hand to counter that spell.”

I dunno. Maybe if I stick with Infinity Wars, I will get a better grasp on the… Star Trek metagame, or whatever. Or perhaps I will simply realize that this is not a game you can enjoy without diving into the shit face-first.

If subterfuge and ruses and an infinite and a half different possible outcomes are your cup of card game tea though, have I got the game for you.

FFXIV Impression: Wrap-Up

My 30 days have expired.

The highest my character reached was 25 Arcanist/13 Thaumaturge, with a smattering of other classes inbetween. I did have a few open days in which I could have pushed to unlock my first Job (Summoner at 30/15), but when you know you are not resubscribing to an MMO, you tend to lose (even more) interest in final pushes. Here is a random smattering of my wrap-up thoughts.

Invisible walls e’erywhere

I was genuinely surprised by the frequency and sheer brazenness of the invisible walls in FFXIV, especially coming from the (amazing, apparently) openness of GW2. While the minimap will generally indicate which areas are off-limits, sometimes it makes no rational sense. No swimming in your game? Fine, I can understand having oceans and lakes (invisibly) roped off. But sometimes you can wade into ankle-deep streams and sometimes you can’t. For example:

FFXIV_InvisibleWalls

That’s a damn-high vertical leap, by the way.

There is falling damage in the game – and flying eventually – so it is not as though every cliff-face is restricted. But some are. It’s generally one of those things I am hesitant to test lest I fall to my death, but when you actually bump off such a wall, I get an irrational urge to try finding the seams.

I suppose it didn’t bother me in FFX, so it shouldn’t bother me now… but it does.

Character Modeling

They are damn good.

FFXIV_Outfits

What a coincidental shot!

And I’m not even talking about just the culturally different tastes in women’s fantasy attire, I mean all the other incredibly intricate things FFXIV characters can do. The emote system is extremely thorough, to the point you can pantomime practically any conversation. The entire system is one of those “minor” things that you get used to after a while and later feel is lacking from every other game you play.

Tonal Whiplash

Speaking of cultural differences, I don’t even know what’s going on with quest text half the time. Are the writers trying to be funny? Edgy? Are there localization shenanigans afoot?

FFXIV_Sheep

Uh… huh.

FFXIV_DeadWhore

That must be very cold indeed, er, Hezzkhezl.

Maybe the game is simply a lot darker story-wise than its otherwise cheery facade would indicate, I dunno. Most of the early quests have you doing generic level 1 fantasy things like picking up apples or whatever. Then you get that, provided you accidentally stop spam-clicking your left mouse button near the quest givers.

I also enjoy the meta humor a bit…

FFXIV_Rotation

Just kidding, Ruin spam for days.

…but not so much when it only underlines the awful gameplay the class in question provides, e.g. Arcanist. “Sure, let me use Aetherflow and Energy Drain efficaciously… there we go. Now just got to wait 60 seconds for another go-around.” The Thaumaturge proves that the designers are not completely incompetent; if Aetherflow had a lower cooldown or having it up gave your DoTs a chance to proc a free Energy Drain or something, the class might actually have some redeeming feature.

Alas.

Waiting for things still sucks

FFXIV_WaitTime.jpg

It does.

This is not nearly anything as bad as what WoW got up to towards the end of my dungeon running career. Then again, I wasn’t actually forced to do any dungeons to continue the story up to the level cap either. But nevermind, I already griped about that.

Second Pass?

I have been pretty harsh on FFXIV thus far, but I do recognize that it largely follows the same MMORPG mold in which all the goodies are back-loaded into the endgame. Part of the point of my criticism though is that that sort of thing doesn’t work for me anymore. If you are in a period of your life where you can muscle through 30+ hours of unfun gameplay to “reach the good bits,” well… cherish it. There is nothing systemic about MMO design that forces a designer to build their games this way. If WoW came out now, I’d have the same criticism.

All that said, the original FFXIV plan was to play with a friend and check out the sights together. That plan got delayed by a necessary PC upgrade on his part, so when and if that happens, it’s entirely possible I will give FFXIV another month to turn things around. We’ll see then if my perception of the game changes, especially as a melee character.