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Impressions: Palworld

In case you haven’t heard the news, Palworld is doing gangbusters: 2 million copies sold in the first 24 hours. And now 4 million within three days. It even hit a peak concurrent player rate of 1.2 million players on Steam, which leapfrogged it past Cyberpunk 2077 and into the top 5 of all time.

That is insanely impressive considering it’s also on Game Pass and Epic Game Store, so that’s just a fraction of its total reach.

Not very far from dethroning Dota 2 or Lost Ark, TBH.

Palworld’s tagline is “Pokemon with guns,” which is basically just S-Tier marketing and nothing else. The reality is that it’s “ARK with Pokemon”… like completely. Each time you level up, you get Engram Technology points which you spend to unlock specific recipes on specific tiers. You also get Attribute points to level up one of your base stats like carry weight, attack damage, Stamina, etc. Even the building mechanism via the menu wheel feels identical. Which isn’t to say it’s all bad, just that “Pokemon with guns” is exploiting an information gap in the promotional materials that becomes apparent right away in the gameplay.

Insert The Office meme ItsTheSamePicture.jpeg

Having said that, Palworld does indeed make some good innovations in the general ARK formula. The biggest thing you notice right away is that Pals can be set to work in your camp. The work that Pals can complete differs based on their type – Lamballs hang around Ranches to self-groom their wool, Cattivas will work in your Quarries – but most of them can do basic stuff like wandering around and moving supplies to chests. The fact that they do anything at all beyond staying stock-still waiting for an mistaken Follow-All whistle makes Pals miles better than the dinosaurs of ARK.

Forcing my Pals to craft the very tools of their people’s oppression.

Unfortunately, I cannot comment much further impression-wise because Palworld started to crash to desktop in 5-minute increments for me. Some Early Access releases are basically soft-launches of fully playable games (Against the Storm, etc), but Palworld is very Early Access in… let’s say, the more traditional sense. It’s been a while since I played something that lacked the ability to Exit the game. Like, you literally have to Alt-F4 to turn the game off.

…unless you are playing the Steam (or non-Game Pass) version. There has already been a patch v0.1.2 release to address various bugs, including some that cause crashes and also a bug that causes ambient sounds to not play. Which is a big deal, as the silence when running around is a bit conspicuous. Also, Steam players get an Exit button on the menu. For the Game Pass plebs like myself, such a patch has to go through Microsoft’s certification process, and who knows when that will go live. For how much Microsoft pays to have Day 1 releases on Game Pass, it’s a pretty big limiting factor for these Early Access titles.

Honestly, it almost makes me want to just buy the game on Steam. Almost.

Didn’t want to get raided today anyway.

As it stands, I’m pretty conflicted about playing Palworld further at the moment. The crashes to desktop notwithstanding, there are other elements to the game that are very early Early Access. Your base can be raided by AI, for example, but the two times I got the notification, the enemies spawned down a hill and never moved even when I started attacking them. One of the v0.1.2 patch notes mentions how the arrows recipe went from 1:1 to 3:1, which is significant reduction in terms of resources you have to grind – I have not yet found a Pal that cuts trees, so I’m still manually doing that. While the EA dilemma is something you always have to consider, it’s been a while since I had to weigh it against really basic functionality like this.

Of course, the fact that the scales had to come out at all is indicative that Palworld is on to something. Is it ground-breaking innovation? Nope. I described it as “ARK with Pokemon” before and it still really feels that way. But ARK peaked at less than 250k concurrent players on Steam, ever. Sometimes the derivatives end up being better than the original. Or maybe devs should be selling their games for $30.

Nothing is Forever

ARK is no stranger to controversy, but the latest debacle is especially cruel.

ARK 2, which stars Vin Diesel for some reason, is set to radically change the formula from 1st-person survival game to 3rd-person Soulslike, presumably with you dodge-rolling away from a T. Rex’s jaws. So there’s already some angst from longtime fans (including myself). Like most of Wildcard’s products though, ARK 2 is getting delayed… this time all the way into late 2024.

Enter a tweet from the devs that they are working on a UE5 engine upgrade to the original game, to be released to everyone for free!

oops, just kidding. The UE5 upgrade will cost you $50, but hey, you’ll get ARK 2 for free. For whenever that gets released. In the meantime, enjoy the original game upgrade… until they release UE5 versions of the expansions, at which point you’ll have to buy them again.

Also, the official servers for the “old” ARK are shutting down.

Wildcard is doing some damage control, with them acknowledging the general shittiness of the situation. The new deal is that, yeah, the ARK UE5 upgrade is going to cost $60, but it’ll come with the upgraded expansions too. But now ARK 2 will be a separate purchase. Which is sort of what you’d expect for this situation, although it still seems like something is getting taken away.

Which, in terms of official servers, it is.

Now, everything I have ever heard of in regards to the official servers is that they’re a shitshow. Alpha clans raiding noob shacks for fun, murdering dino tames that take people literal, concurrent hours to achieve for no reason, and trolls building posts everywhere on PvE servers to prevent others from building a base anywhere useful. This is the same game where you could literally be drugged, kidnapped and held indefinitely in a cage.

In my few hundred hours of playing, I never joined an official server for more than a few minutes. My escapades were safely sequestered on a private server, where I effectively eliminated the time it takes to tame a dino, because fuck that. However. Wildcard got famous and (presumably) made a lot of money on the backs of players using their established rulesets on official servers. And now that will be over in a few months. Not because the server is shutting down per se, but because they want more money for an upgrade that is probably being done to save the sequel with a cash infusion. Sort of like how Wildcard sold paid DLC of the original game while it was still in Early Access to pay for the lawsuit threatening to bankrupt the company.

As MMO players, I think we all understand that none of our digital lives are forever. Granted, EverQuest seems to still be going strong, and WoW Classic is more profitable than Blizzard certainly ever expected. Nevertheless, I still sympathize with ARK players who are seeing their digital lives evaporate. The servers are apparently able to be exported to private servers, but that is cold comfort to the psychopaths players who roleplayed murder-hobos ARK socially.

Fallout Worlds

Bethesda recently removed the Nuclear Winter battle royale mode from Fallout 76, and replaced it with Fallout Worlds. This new feature is intended to satisfy the promise of modding within Fallout 76.

Essentially, it allows you to spin up your own Private World (a feature that already exists) but then tweak a large number of “developer” settings. For example, you can remove building restrictions, remove crafting restrictions (i.e. infinite materials), give yourself infinite ammo, crank up/down NPC damage and a number of other settings. Access to this feature does require a “Fallout 1st” subscription, same as normal Private Worlds, although there is a free “community” version that is intended to… something. Advertise the feature? Give bored people something else to do?

There is a catch though: while you can clone your character over to Worlds, they cannot come back.

A large number of people in the Fallout 76 community consider Worlds a waste of developer time. Originally, I did too. What’s the point? Why spend developer time on a feature that has no progression? All of the time you spend in Worlds doing whatever is isolated to Worlds alone, even if the only thing you tweak is goofy things like exaggerated ragdoll effects or more frequent rad storms. I suppose it might also be nice for those people who want to test out certain Legendary builds without needing to track down/grind out specific weapons.

The counter-argument that got me though was this: who says you have to come back?

Almost three years ago, I made the argument that Fallout 76 was a survival game. And, well, I sure as hell ain’t playing ARK on default settings. There isn’t anything approaching the ridiculousness of dino babysitting for literal real-world hours in Fallout 76, but there is an argument to be made that some elements of the experience diminish fun rather than facilitate. Things like grinding out multiple Daily Ops just for the free ammo to feed your minigun so you can use it in Public Events. Infinite ammo would cut out a significant possible gameplay loop, but again, some loops are better than others.

There is also the fact that a solo world is what many people have been asking for all along. Private Worlds already exist as a feature under the subscription, and has the bonus of allowing you to preserve your unified character progress in Adventure Mode. But what is that really? You also level up in custom Worlds, possibly at a faster rate. The two things you miss are the sort of Season rewards – most of which can be boiled down to resource gifts – and… other people. You can invite others to your own Custom Worlds, and they can even rejoin that specific Custom World without you having to be online, but there is otherwise no random people drifting in.

And that’s the real downside, not the forked progression. Other people have certainly been distracting during story progression, but Show & Tell is a strong motivator for emergent gameplay. I can’t tell you how many times I have strolled into a random person’s CAMP just looking to browse their vendor wares and then end up shamed how great their camp looks compared to my Oscar the Grouch roleplay (or at least that’s what I keep telling myself). I have built elaborate nonsense in ARK and Valheim and similar games before with full knowledge that none would witness its greatness. It’s easier in those games though, because other people never existed to me. Here, it’s different.

Having said all that, I have no particular desire to fork over subscription money to access Fallout Worlds. I now understand the appeal though, even if it’s not directly appealing to me. I happen to enjoy rummaging through literal post-apocalypse garbage and slowly accumulating all the things.

If you don’t, well, Bethesda has you covered now.

Valheimed

Like the rest of the world, I too succumbed to the call of Odin and bought Valheim.

But unlike the rest of the world, here’s my hot take: Valheim ain’t special.

Innovation!

This isn’t to say it’s bad. Valheim is indeed clever in many ways… assuming that it’s austere design is intentional, and not a result of it being an Early Access game built by two dudes. Part of that cleverness is the fact that Valheim put a tutorial inside an otherwise open-world survival game. Just think about all the other survival games out there, and how they all proudly lean into their cold opens and lack of direction. I have spawned into ARK with a level 1 character on what was supposed to be a safe(ish) beach and was immediately eaten by a raptor. That may be par for the course for survival games, but it doesn’t have to be. And so it’s no wonder that Valheim with its exclamation mark raven has hooked millions of people into an experience they don’t quite realize is about to get very survivalish.

By which I mean the tedium of resource gathering.

Coming home.

After killing the first boss, the player unlocks the ability to craft a pickaxe with hard, deer god antlers and otherwise move on to the Bronze Age. Which requires the exploration of the Black Forest biome to find Copper and Tin deposits, which can be smelted into Bronze that can then be crafted into better armor and weapons. It is at this stage that I realized I could have been playing ARK, Conan, No Man’s Sky, Subnautica, The Long Dark, The Forest, 7 Days to Die, State of Decay, or Fallout 76. And probably should have instead, because Valheim is incredibly basic at this level. Whereas I could tame dinosaurs to speed up resource gathering in ARK, I’m stuck sloooooooooowly collecting 20 Copper Ore at a time, bringing it back to the Smelter, and eventually turning it into Bronze. Meanwhile, you get attacked by Greydwarves every minute and a half, punctuating the tedium with a different kind of tedium. Oh, and make sure you scour every hillside on your gathering missions so you can find instanced crypts and collect enough red cubes to create your Smelter and stuff.

Seriously though, I’m reading these other bloggers and then looking at my game and wondering if they have never played a survival game before. And maybe they really haven’t. There is nothing particularly approachable about ARK (etc), especially in comparison to Valheim. But thus far, it appears all the really interesting genre innovation died with Eikthyr.

Hard to convey that initial depth of panic.

For example, a lot of hay has been made regarding how Valheim is a survival game in which you don’t actually die to starvation/thirst. Supreme innovation! But what really happens is that you trade off ignoring food at the front end to becoming obsessed with it for the rest of the game, when the opposite is true in every other survival experience. In Valheim, both your HP and Stamina meters are dictated by what food you eat, and you must eat three different varieties to keep them topped off. You can get by with just cooked meat from boars and deer in the beginning, but later generic enemies can almost one-shot you if you aren’t eating cooked meat, neck tails, and then something else like Honey or Mushrooms. That is a lot more varied farming for food than I would need in ARK or 7 Days to Die once I’m past initial hump.

I will continue on playing for a bit and see if anything fundamentally changes after defeating the second boss. Based on writings of people who have already logged 60+ hours though, it sounds like it will be more of the same with a slightly new resource. Which is literally the formula for survival games, I know. Thing is, other survival games typically have an X factor that sets them apart from one another.

As of yet, I don’t see what that is with Valheim.

Time-Poor

I have not had much time for gaming for the past week or so, much to my dismay, and the next few weeks aren’t looking either. And by “time for gaming” I mean uninterrupted time specifically. This uncertainty has changed my usual gaming M.O.

For example, I now float between a number of titles. Divinity: Original Sin 2 is a meaty title that I prefer to digest over time. It’s entirely possible to play it for 20 minutes or whatever, but you often lose the narrative in the process – it becomes much easier to start treating it as just another dungeon crawler than some kind of grand RPG.

Other times I will boot up ARK and collect resources until (in-game) nightfall and then get bored.

I have been actively trying not to play Oxygen Not Included, because while it is still engaging as hell, my base is hopelessly riddled with the equivalent of spaghetti code, and I get caught in priority loops that paralyze my planning. “I really need to get some plastic up and running. But that requires converting crude oil to petroleum. Maybe I could use that Iron Volcano to boil it? That means I need to prep the area to handle the 2000+ degree heat. Definitely need to solve the Polluted Water situation first though. Oh, and some Heavi-Watt Wire…”

This is not, strictly speaking, a very satisfying scenario. Each day, I am playing the game that I want to play in that moment and having fun. But it’s a shallow sort of fun. These sessions do not engage my mind, keeping me thinking at work about what I’m going to do when I get home. I very much prefer games that consume my life and take up residence in my mindspace. I need games that I look forward to playing, to the exclusion of all others.

And I have those games, technically. Just not the means (e.g. time) to satisfyingly play them.

Impression: Project Zomboid

Project Zomboid (PZ) is an Early Access, isometric post-zombie apocalypse survival game set in Kentucky. While the pared down graphics and isometric camera might give one pause, I was fairly excited to give the game a try. What I discovered is possibly one of the more “realistic” survival games out there… and that realism is way overrated. And less fun to play.

ProjectZomboid64_Tutorial

Fairly accurate tutorial.

Honestly, I was actually surprised how much I disliked PZ almost immediately. After character creation, you take control inside the one for-sure non-zombie house – your own. From here, you go through houses and find… normal stuff. Fully stocked refrigerators and freezers. Ovens to cook raw meat. Working lights. Faucets that deliver fresh water directly to your mouth. While your character starts with no skills, you are fully capable of surviving quite a while just fine doing nothing.

That does not last for long, of course. Within a month or so, both the electricity and water will shut off permanently. So the game’s central conceit reveals itself: how long can you survive?

In the abstract, this is not dissimilar to, say, Oxygen Not Included, wherein there is no win condition per se. Nevertheless, I was surprised to find myself immediately repulsed by PZ, conceptually. When you wake up naked on a beach in ARK, there is a very obvious, grokkable progression path towards survival. All of that is turned on its head with PZ. I found myself ransacking houses for supplies, and then asking myself why.

ProjectZomboid64_Sticks

Have to unlearn decades of survival games, e.g. can’t pick up sticks.

The answer is supposed to be “to prepare for self-sufficiency and safety after the lights and water turn off,” but that feels like such a weird, abstract endgame. It’s definitely unique in this particular genre, don’t get me wrong, but I feel like it’s probably unique for a reason, e.g. it feels bad. You aren’t building up to self-sufficiency, you’re building down. It is also harder to feel any particular sense of urgency without metagaming the entire experience.

I dunno. There is technically a starting game mode which takes place 6 months after the start of the zombie apocalypse, which features the water and lights already off, and most things already looted. In other words, a more typical survival game experience. But after spending a few hours with the base game, I don’t know that I feel it.

This is definitely going to be one of those Early Access titles that needs more time in the oven.

Fall(ing)out

First up, everything that Jason Schreier from Kotaku reported was true: Fallout 76 is an online survival RPG. Second, my Concern Meter has been dialed to 11 since the E3 presentation.

As I said before, I am all onboard with a Fallout survival game. Exploring the wasteland and looting all the things consists of about 80% of my gameplay in this series, and I am currently on an extreme survival game kick the likes of which I have not experienced since my high school JRPG days. All of that sounds fantastic to me.

What was considerably less fantastic was this bit:

Bethesda Game Studios, the award-winning creators of Skyrim and Fallout 4, welcome you to Fallout 76, the online prequel where every surviving human is a real person. Work together – or not – to survive. Under the threat of nuclear annihilation, you’ll experience the largest, most dynamic world ever created in the legendary Fallout universe.

That is direct from Bethesda marketing material, and you can hear Todd Howard say it several times during the E3 presentation. Oh, and here is Todd with the final nails to finish that RPG coffin:

“You cannot [play offline]. Even if you are playing by yourself doing quests, you will see other players.”

There are no NPCs. […] There are still robots and terminals and holotapes.”

“We want a little drama there [with PvP/griefers] without it ruining your game.”

Sometimes I wonder whether any of these people have ever played a videogame before.

So there it is. Apparently there will be private servers at some point in the future, complete with modding capabilities. Considering that would likely compete with their own (presumed) microtransactions, I won’t be holding my breath. I haven’t actually heard anything about microtransactions, for the record, so maybe they will surprise us by keeping things honest. Howard did admit that the modding scene is always where their games end up in the long term.

In the Reddit thread where I found the interview clip above, there was this amusing exchange:

So what do you do then?

Do quests and build stuff with friends.

Quests from who? Doing what? With no NPC’s who’s going to give a quest, or at least one that’s meaningful. How am I supposed to give a fuck about the quests if theres no reason in behind them

It’s a fair question, especially if someone has never played a survival game before. The answer: it doesn’t matter. ARK has no NPCs or quests and I racked up 136 hours playing by myself on a local server. For reference, my /played time on Fallout: New Vegas and Fallout 4 are 128 and 96 hours, respectfully. Granted, the quality of those gameplay hours differs significantly – I can recall specific quests and epic moments from the Fallout games in a way I couldn’t describe cutting down the thousandth tree for wood in ARK – but the point is that entertainment can occur without there being a reason for it.

Plus, you know… Minecraft. That is a thing that people do.

Based just what we know today and random musings, here’s what I’m thinking:

  • Basically Fallout ARK minus the taming
    • Ghouls/robots/etc = dinosaurs
    • No human NPCs
  • Overseer quest is extended tutorial to get you to visit all six maps
    • Each zone unlocks specific progression crafting stations/items
    • Overseer is a robot/AI and possibly the Navi to your Link
  • All quests are passive, e.g. go here, find this, activate X, defend Y
    • No direct quest giver NPC, no factions
    • World boss spawns, and public group quests are frequent
    • Radiant-esque quests via Note Board or similar
    • Might find magazines/notes that lead to mini-dungeons
  • The six zones are not contiguous; fast travel at the edges/specific locations
  • Looting/scavenging is a big deal for building supplies, main motivator for exploring
  • CAMP system will reduce base griefing a little bit
    • Pack up your base before logging off; crops (etc) probably won’t grow though
    • Unable to spam buildings across the map to block locations
    • A ton of people setting up hostile turret bases near newbie areas though
  • XP and levels and Perks and Skills, like normal Fallout
  • “Jobs” in the trailer correspond to group-based roles (scout, tank, etc)
  • Always “dozens” of players per map, per server
  • Expect a lot of activity near best resource spawn locations
  • Nukes aren’t necessarily for griefing – they create endgame locations
    • Getting codes to unlock nukes is its own mini-progression
    • Extra hard enemies/bosses spawn in nuked area
    • Some kind of endgame resource spawns only there
    • Radiation requires loot/crafting grind just to survive brief trips inside
  • No private servers at launch
    • “Progression follows you” means getting OP on private, then griefing public
    • Or farming Power Armor quickly, then handing it to your friends
    • Alternatively, allow private servers but character cannot migrate

Most of that is idle speculation, but we can come back to it once more details have been released.

[Edit: Updated Youtube link, since first interview was taken down]

Fallout: Survive

The big news is that Bethesda teased the next Fallout entry: Fallout 76.

https://www.youtube.com/watch?v=-ye84Zrqndo

People were understandably confused by the naming convention. “What happened to Fallouts 5-75?” The mirth turned to trepidation when Jason Schreier from Kotaku tweeted:

https://twitter.com/jasonschreier/status/1001832458164285442

Well, as of this afternoon, Jason tightened the thumbscrews further with this article:

When Bethesda announced Fallout 76 with a teaser trailer this morning, promising more information at E3, it was easy to assume that the new game would be a traditional single-player role-playing game. But Fallout 76 is in fact an online survival RPG that’s heavily inspired by games like DayZ and Rust, according to three people familiar with the project.

Jaw… dropped.

This could be a total disaster. An unmitigated, unrelenting disaster.

…or this could be the best thing of all time. Either/or.

No, but seriously, it’s difficult to assess the firestorm going on in my head right now. Am I disappointed that we’re not seeing a straight-up Fallout 5 right now? Sure. But take a moment and remember back to Fallout 4 and Fallout 3 (and New Vegas for that matter) and ask yourself: how important was the main story, really? Conversely, what were the best parts of this series for you?

For me, it was precisely the post-apocalyptic exploration bits that I love; the mini-vignettes in the form of skeletons or computer logs; the hoarding of thousands of pounds of tin cans and bottle caps; looking at my map, seeing the quest marker, and decidedly going in the opposite direction. While there were never many traditional survival elements to the Fallouts – baring the New Vegas option, which did not change much mechanically – the game setting just had a certain… je ne sais quoi which led me to ransacking every ramshackle shack in the wasteland, in spite of it being totally unnecessarily. Fallout 4’s base-building components were… well, also unnecessary, but at least gave those thousands of pieces of debris a purpose.

So, in short, my body is ready for this.

In fact, I have never been more ready. The only reason why I don’t own Metal Gear: Survive or Conan: Exiles is because they haven’t been bundled/deeply discounted yet. I only uninstalled ARK because it takes up 100+ GB on my limited SSD. I only stopped playing 7 Days to Die because I didn’t want to burn all of my interest until at least patch A17 is released (which is apparently in July). I don’t really advertise it, but my own personal dream game elevator pitch is “Fallout 3 meets Silent Hill – post-apoc psychological survival FPS.”

Now, it’s entirely possible that the devs won’t be able to thread all the needles:

Originally prototyped as a multiplayer version of Fallout 4 with the goal of envisioning what an online Fallout game might look like, Fallout 76 has evolved quite a bit over the past few years, those sources said. It will have quests and a story, like any other game from Bethesda Game Studios, a developer known for meaty RPGs like Skyrim. It will also feature base-building—just like 2015’s Fallout 4—and other survival-based and multiplayer mechanics, according to those sources. One source cautioned that the gameplay is rapidly changing, like it does in many online “service” games, but that’s the core outline.

How exactly does one have both survival multiplayer and quests? Is this going to be a stripped-down The Elder Scrolls Online? Jason mentioned in the comments that “Yeah I’ve also heard people who know the game make comparisons to Ark, fwiw,” so I could imagine it being… well, ARK with quests. But are they going to all be radiant quests ala Skyrim? Can people kill the quest-givers? Can you create your own private (single-player) servers? Will there be modding available?

Details will emerge in the next few weeks, for sure. In the meantime, I’m loving it. Even if Fallout 76 is a total disaster, it has solidified in me the understanding of something I wasn’t quite able to express. Namely, that I want a Fallout ARK. The RPG elements and VATS and such are traditional features that help define the narrative a bit, but I don’t view them as essential anymore. And maybe they never were. I just love that setting, and that gameplay loop of exploring the wasteland.

War never changes, but perhaps our appreciation of it can.

Hard(ly) Drive

I’m running out of space on my gaming SSD, which is 500 GB.

The primary offender is Ark, which at this moment is sitting at 104 GB. I have The Center and Ragnarok “expansions” installed too, but I mostly recall that the original install was north of 60 GB by itself. There is actually another expansion that is coming out soon, that I confess to be mildly interested in. Not sure that I would pay full price for it, whatever that ends up being, but I find it unlikely I would reinstall the whole game all over again in the future, just to play the expansion.

FFXIV is still installed, of course. That’s around 21.4 GB right now, as I do not have either of the expansions. Deleting it would effectively end the FFXIV experiment for good. Which gets more tempting by the day, honestly, as I have discovered that questing is no longer sufficient to reach necessary level milestones. Old news, I’m sure, but it’s still a little surprising that in such a story-centric MMO, one must explicitly farm dungeons, Leves, or FATES in order to progress. Side quests do not even remotely help anymore.

GW2 is sitting at around 35 GB. Just as before, I do not own either of the new expansions. However, I have been rather consistently logging on each day for the daily chest, for about the last three months. Each month means 10 Tomes of Knowledge, which is 10 free levels you can distribute around. I could probably power-level crafting professions to bypass any grind I wanted to, but I enjoy the ease and utility of the Tomes. I plan on coming back to GW2 for a bit once the expansion prices come back down.

WoW (43.7 GB) remains installed, of course. I don’t remember if I ever uninstalled the game; it’s possible it has persisted in some contiguous form since TBC, albeit copied a few times. In any case, that portion of my hard drive is reserved, even if it’s been almost a year since I’ve logged in.

Overwatch (13.8 GB) is a bit more dicey. The Halloween skins caused me to log in for the first time in years, but the game does not scratch any itches for me anymore. It’s a small-team arcade hero shooter… and that’s it. This one can probably go.

I bring all this up because there are games on my time horizon in which storage space will be relevant. The biggest one is Destiny 2, which requires 68 GB. Expansions to any of the MMOs will be 10-15 GB. If Nier: Automata ever goes back on sale, that will be 30-40 GB. I have a few Steam RPGs purchased but never played that clock in the ~30 GBs range as well. Deleting anything I am not actively playing is an option for a reasonable human being, but my gaming whims tend to brook no argument – I either play what I want to play right then, or the alternatives seem a waste of time.

Ark is the most reasonable sacrifice here, as over 100 GB for one game is truly absurd. But will I ever download it again? Hmm.

Airspace

Has there ever been an interesting and/or fun flying mechanic in any game?

I keep asking myself that question, as my eyes glaze over while holding Shift + W in an attempt to get somewhere in Ark on a flying mount. Flying anywhere in Ark is especially egregious, as not only is there no auto-Run/Sprint, letting go of the W key will cause your mount to stop moving altogether. Flying is not particularly engaging in WoW either, but at least you can hit NumLock (or other keybind) and then Alt-Tab for a while.

Which then begs the question of why flying commonly works the way it does at all.

In WoW, it is in perhaps its most banal form: a land mount that moves on a 3rd axis. Up, down, sideways, for infinite periods of time. Back when Flightgate was occurring, I was firmly in Camp Fly, but not because flying itself was particularly fun. Back in Burning Crusade when there were actual concerns – Fel Cannons and flying enemies capable of dismounting you – but those have largely been abandoned in favor of… attunements and grinding. Not a particular improvement.

In Ark, things are a tiny bit different. The biggest difference would be the existence of a Stamina meter, requiring one to eventually land somewhere. This need for landing does slightly alter the gameplay of flying, insofar as you must make decisions to, say, attempt to cross the Swamp at low Stamina or rest up beforehand. Otherwise, flying is largely identical, with no real to worry about running into trees or being attacked by really anything (PvP aside).

Know something that I do find compelling gameplay? Gliding. A lot of people have gone on about GW2’s introduction of gliding in Heart of Thorns and how great it is, but I’ve never experience it there. In WoW though, the Goblin Glider has been my fam for most of Legion. And don’t get me started on how lethargic it feels to play any other class after experiencing the Demon Hunter for 20 minutes. Double-jump plus glide everywhere? Give that dev a raise.

Gliding has a lot going for it, mechanically. There is the gameplay necessary to get to a high enough location to glide in the first place, for example. Once you actually take the leap, your time is limited in a very real, intuitive way. Stamina bars can technically limit flight too, but only abstractly. There is something engaging about the way you might scan the ground ahead, making minor course corrections, seeking to avoid the dangers at the end of your decaying trajectory. Even if you are not actively moving left or right, your mind is still performing the prodigious, subconscious calculus of triangulation every second. Compare that to Shift + W.

The “obvious” solution is to make flying mounts handle more like gliders. But is that really a winning combination? Maybe.

I think the challenge is the threading of the needle between making flying engaging without it being onerous. Having to press Spacebar for each flap of the mount’s wings is probably not the way to go. Being able to dive bomb though? Catching updrafts? Gliding around obstacles? Having to actually pay attention when flying through forests? That is something I can get behind. One of my favorite mounts in Ark is actually the Giant Toad, as its huge jumps are infinitely entertaining in of themselves. Can you imagine a game, MMO or otherwise, that had a flying system fun enough to be its own reward, rather than merely a mechanism to get from A to B?

If it already exists, let me know where.