I Should Like GW2 More
After loading Fallout 76 for the seventieth time, it occurred to me that I should really like Guild Wars 2 more than I do.
In Fallout 76, I’m basically logging in, collecting some resources for later, progressing down the seasonal reward track via daily quests, and killing everything in 1-2 hits. The last part really is silly, as I spend a considerable amount of time farming/grinding new weapons despite already owning several that destroy everything. For example, I watched a video showcasing a sort of Gatling Shotgun and decided I had to have it. So I do… and it kinda sucks. But… horizontal progression!
Meanwhile, I have found myself logging into GW2 to at least progress through the calendar goodies before immediately logging off. The thought process is that if I ever get gung-ho about the game again – there is an expansion on the horizon – I will be glad my past self was so thoughtful.
But why log off immediately? Whereas my “progress” in Fallout 76 couldn’t possibly matter at this point, stuff in GW2
does could. So this weekend I logged in and stuck around.
… and remembered why I don’t.
To be fair, the comparison is unfair. I stick with Fallout 76 because the moment-to-moment gameplay is enjoyable, even when there is little personal danger. GW2 gameplay is… different. Not terrible. Not great. It definitely lacks the satisfaction of, say, pushing buttons as a Frost or Fire Mage in WoW. Or Rogue. Or most other classes in other MMOs, period. But maybe I’m just out of practice.
Indeed, that continues to be the biggest hurdle: the impenetrable nonsense from a decade of horizontal progression. Where do I even start? Goals are good, I guess. So let me see:
- Unlock Griffin
- Unlock additional character slot
- Unlock some Quality of Life upgrades
The Griffin requires me to clear the Path of Fire expansion, which I apparently didn’t do, so that’s a start. The other two are solvable with $$$ at borderline exploitative rates, or they can be grinded via gold farming. I’m not against some casual farming, even if it takes a while to reach my goals, so let me just see the avenues to get gold in GW2…
[Two hours later]
Welp, there’s all my gaming free time.
Again, unfair. If I just log in and do some WvW or whatever it looks like the zerg is up to, chances are I’d be 80% effective at gold farming compared with casual optimal. But I don’t like not knowing what I don’t know, you know? Learning anything in-game though is nearly impossible – there’s literally ten thousand+ achievements and collections, some of which actually give you permanent bonuses. Great for veterans needing long-term goals, less great for returning optimizers.
We’ll see where things go. I never imagined that GW2 would be some kind of MMO sandbar for me, so some of the blockage is my own mentality. But if you guys have some 5-10 minute routes or something surprisingly worth it to unlock, let me know. Last time I played, I spent about three months farming Winterberries to gear my alts, for example, and I considered that reasonable/entertaining enough to keep my toes in the water.
Happens Every Time
I have tried to have three vacations this year – honestly, just staycations with the kiddo still going to daycare – and yet we are 3 for fucking 3 on him getting sick/having a fever exactly on the week that I am off. Not the week beforehand, not the week after. The exact week I had taken off. Supposedly this is “good” because, hey, I don’t have to use sick time! But, you know… I could use sick time AND not have to entertain a sick two-year old for 12-14 hours when I had plans to do stuff.
If you’re wondering, yes, I accrue a lot of vacation and sick leave each year. Join a union, folks.
Anyway. What have I been up to lately?
This has been my default, “I don’t know what I want to do… let me load this game until I figure it out” game for a long time now. The fact that I still play is actually beyond all objective reason. But… it’s a survival-esque game not in Early Access (even if it sometimes feels that way) and the moment-to-moment gameplay is spot-on. There is also a Season reward track that awards some special items and store currency for completing some daily/weekly quests. That said, my character can only really progress further with precise, legendary item god-rolls all to tackle content that in no way needs said god-rolls to run.
I suppose I did play WoW for a decade despite hitting similar progression walls. And yet I do not have the same confidence that Fallout 76 will continue having new content developed that necessitates new gear. Or new challenging content at all, really.
While I have watched more matches than participated in them, I do still complete the accumulated dailies every 3 days or so. As someone who has played since the beta, I do have to say that this meta is perhaps the strangest it has ever been. Not just the Quest combo decks that finish on Turn 5, or how any game going past Turn 7 is surprising. There just isn’t a whole lot of AoE anymore. Swipe from Druid or Fan of Knives from Rogue have been gone (from Standard) since March, I think, so it has been a while. Still, I raise an eyebrow any time I see players committing a half-dozen 1/1 creatures to the board and/or going wide as a strategy for success. At least, until I remember how much AoE is lacking and that they can usually get away with it.
Slay the Spire (mobile)
I have officially surpassed my progression on PC with that of mobile, in the Ascension department. And I keep coming back, as the game is pretty perfect to play in 10-second chunks as you watch a 2-year old. I have played a LOT of deck-building roguelikes over the past few months, and none of them really come close. I sometimes wonder if that is because of the first-mover effect, or if the game is really that good. Every day I lean more to the latter.
Also, all those other deck-builder roguelikes aren’t on mobile.
…And That’s Basically It
I have a huge amount of games that I “should” be playing that I just… don’t. Ones that have been perfectly fun to play, for the few times that I have done so. The problem is: what do you do when you don’t have a consistent play schedule? For example, I was having fun with Solasta, Control, and trying to see if Death Stranding would ever be fun at some point. But once you lose gaming continuity, a lot of things fall apart. It gets harder and harder to to boot that game back up – you forget the controls, the strategy you were going with a character build, you literally lose the plot.
If I only have an hour to play games, I’d rather play ones that I know can generate fun in that hour.
Oh well. This crazy work project will be going on for several more weeks, and there is no guarantee that anything slows down after that (since we pushed back all normal projects to make room for this one). This could be the new normal. Not exactly what I envisioned or hoped for, but it is what it is.
I knew it was coming, but it nevertheless stung a bit when Bethesda hotfixed “magic weapons” in Fallout 76.
Made famous by this Angry Turtle video, “magic weapons” were guns that did inordinate amount of damage due to bugs derived from their Legendary affixes. This predominantly affected shotguns (each pellet did full damage) and fast fire-rate heavy weapons like gatling lasers (each hit seemed to hit 4-5 more times). In practical terms, magic shotguns would 1-shot most enemies and magic heavy weapons needed only a few seconds of fire to melt foes. As you might imagine, this was quite fun.
Was it OP though? Maybe. But not especially so considering the overall meta.
“Bloodied” builds have been meta for… if not since release, at least for the last year. A weapon with the Bloodied affix deals up to 100% damage per shot based on your remaining HP – the lower your health, the higher your damage. While you would assume the build makes you a glass cannon, Fallout 76 includes a number of Perks that combo with low HP, such as Nerd Rage (40 DR, +20% damage, +15% AP when under 20% HP) and Serendipity (45% chance to avoid damage while under 30% HP). Power Armor already gives passive damage resistance on top of the armor, but the Emergency Protocol mod further decreases damage by 50% (!!) and increase speed by 25% when under 20% HP. Then there is the Adrenal Reaction mutation that basically adds Bloodied (yo dawg) to your weapons at low health, so you can Bloodied while you Bloodied.
Oh, and did I forget Unyielding legendary affix on armor? That gives you +3 on all your stats per piece (!!!) depending on your low health, which means people running around having 30 Strength, 30 Agility, etc, before even considering buffs or chems. So not only were they dealing insanely more damage, they were also passing all the Speech checks added with actual human NPCs no problem as well. Clearly, this was how Bethesda wanted the Fallout 76 experience to be.
As you might imagine, Bloodied/Unyielding items are in demand and thus expensive when sold in player vending machines (if available at all). Thus, I felt like this short era of Magic Weapons was overall good for the game, or at least more equitable for us plebs than the poorly balanced baseline.
In the meantime, I have been making do. All shotguns get scrapped. I have been cycling through various weapons to gauge their efficacy, and have winnowed down the field considerably. While Magic weapons have been removed, there are still a number of probably-unintended glitches, such as how first-hit Sneak Attack bonus damage is applied to several bullets when shot from automatic guns. Targeting the head amplifies the damage considerably, which takes us back to Magic weapon territory. Indeed, overall auto > semi-auto is the name of the game – if your one shot doesn’t instantly kill your target, you are wasting your time in comparison.
Is Fallout 76 still fun for me? Yes. Well, in that general MMO-grind sort of way. I’m collecting Gold Bullion by doing dailies and Events to unlock the highest tier of armor and a few other weapons to try out. I’m doing the Daily Ops to unlock a CAMP item that would be a convenience option. And otherwise biding my time until the next content drop.
So, yeah, exactly in a MMO sort of way.
One (or More) Wasteland
There was a pretty big patch over in Fallout 76 a few weeks ago called One Wasteland. It brought a lot of changes to the overall experience – some good, some bad. Sort of like the game overall, really. But honestly, it got me back to playing Fallout 76 somewhat regularly, which was surprising.
Scaling enemies is one major component of the update. This is what it sounds like: instead of being accosted by level 5 Molerats, you will be accosted by level 50 Molerats (sometimes level 100 in events), assuming you are high level yourself. It’s always interesting to me seeing how many times developers add this sort of feature to their game years after the fact. Indeed, has there been a game that was just straight-up released with scaling enemies from Day 1?
While the scaling itself originally annoyed me – I used to swap to more lower-power guns to clear out level 5 mobs when farming mats – it does make certain Events more rewarding. For example, there was a low-level event called Leader of the Pack, which basically involves killing three Legendary wolves. Each Legendary wolf would drop a low-level 1-star Legendary item, which you could scrap for Scrip, which you could later use to purchase a random, high-level 3-star Legendary item if you wanted. Well, now the wolves are level 50, which means they drop level 50 Legendaries, which means sometimes the items are kinda good. Not good good – especially when you are all decked out 2 or 3-star Legendaries already – but some guns are good even with only 1 star.
Aside from scaling, the other big addition was Daily Ops. These are essentially Mythic+ dungeons ala WoW: timed, instanced group content against enemies with special modifiers. You can actually tackle these solo if you want, but the best rewards happen if you complete it in less than 8 minutes, which can be very tricky solo depending on the modifier. Which are very… Minimum Viable Product-level. Resilient (ranged discouraged), Exploding (melee discouraged), Cloaking (VATS discouraged), and Freezing (decent idea). Oh and the mobs always have Piercing Gaze, so no Sneak Attacks. Resilient is by far the worst, of course, because you can shoot enemies down to 1 HP and then finish them off with a gun bash… if melee hits ever registered more than 40% of the time.
In spite of that, I find myself actually joining a few groups to do these on a daily basis. It helps that no real communication is necessary, even with forming groups, due to UI enhancements. Aside from the exclusive (cosmetic) rewards, you also get some guaranteed, high-star Legendary items from a speedy run, AND all enemies drop the same type of ammo you used to kill them. That last part turned out to be more important than I thought. For one thing, it basically eliminates the friction from the decision as to whether you need to farm ammo prior to running these Daily Ops. For another, depending on the gun you use, these runs can actually result in a net gain of ammo.
Is everything perfect now? Of course not. For example, Resilient has been the modifier for the past 4 out of 5 days. Fallout 76 is in a much better place than it was a year ago, but it’s hard to say whether someone who hated the game a year ago would love it now. For me though, I’m extremely satisfied with my 2018 purchase and the continued, substantial updates at no extra charge to me. And it looks like we’re getting some Brotherhood of Steel quest content this winter and instanced housing options.
Fallout 76 recently received the biggest content update since launch: Wastelanders. The headlining feature? Actual NPCs. More quests, more weapons, more bugs, two new factions to grind reputation for, and so on and so forth.
If only I could get around to actually doing anything.
The problem is that I am psychologically trapped in an endgame loop. My character is loaded with a decent amount of legendary weapons and gear, but they aren’t that great. This means I have a high incentive to jump around the map and visit various other players’ camps, as they have the ability to sell their own unneeded legendaries. I’m also interested in switching to a Bloodied gear set.
Purchasing things requires Caps. Each day, vendors collectively have 1400 Caps to give you in exchange for selling things. While you can just kill mobs and sell the guns that drop, the most efficient way is to farm Plastic, Glass, and Rubber (x3) to craft helmets that sell for 28 Caps apiece (depending on Charisma). Fifty (50) helmets will net you the Caps cap, but the true number is closer to 25-30 given the Super Duper perk card, which can grant you bonus crafts.
As mentioned, Wastelanders also introduced two factions with reputation daily quests. Enough said.
So, that’s the loop. Load into world, scout the map for possibly well-stocked player vending machines. Farm material to craft helmets to sell for vendors to finance the purchase of player goods, and pay for the Fast Travel fees. Complete reputation dailies. Additionally, jump into lucrative world events when they pop nearby. Fight the Scorchbeast Queen (last boss) if she’s available, and end up using 1000+ rounds of ammo, which you either need to purchase (Caps) or craft (farm junk).
If there’s some time left over in your play session (spoiler: there’s not), maybe tackle one or two of the actual, new main story quests.
More likely, you do some of your required chores and run out of time, repeat cycle for a few days, then actually have a solid amount of hours to play but you’re so bored with the game that you can’t bring yourself to do the non-boring stuff. Stop playing for a couple of days, get interested in doing stuff, and then get sucked right back into the loop because you’re level 100+ and the high-level mobs you encounter during regular story missions make you wish you had better weapons… etc, etc, etc. It’s a vicious psychological trap.
So I suppose I am playing an MMO these days, eh?
File this under “It’s all starting to make sense” (from Wikipedia):
BattleCry Studios was founded on October 3, 2012, as subsidiary of ZeniMax Media, headed by Rich Vogel as its president. Initially, BattleCry Studios was seeking employees with experience in microtransactions and free-to-play games.
On May 28, 2014, BattleCry Studios announced their first game, BattleCry. On September 10, 2015, it was reported that BattleCry Studios had laid off a “substantial portion” of their staff. On October 7, 2015, the development on BattleCry was halted for the studio to work on different projects. One of the studio’s first projects following the hold of BattleCry was the modification and restructuring of Bethesda’s Creation Engine (in conjunction with sister company id Software, utilizing netcode from Quake) to support multiplayer functionality in anticipation of then upcoming Fallout 76.
When you follow the  link, you get an Engadget article from 2012 that states:
Bethesda may be known for its one-of-a-kind offline RPGs, but its new Battlecry Studios division is looking to ride the online free-to-play gravy train.
Eurogamer has sussed out a few details based on the firm’s job postings, which include a “monetization designer” and a platform lead position that requires experience with “design and implementation of microtransaction systems and services.”
The advertisements also suggest some sort of console release, as Bethesda notes that “console experience — preferably next generation (PS3, Xbox 360)” is preferred.
Battlecry is headed by former Star Wars: The Old Republic executive producer Rich Vogel.
While the hotbar-selling SWTOR is kind of a hilarious gotcha moment, Rich Vogel also did Ultima Online and Star Wars Galaxies back in the day. So… he either sold out or allowed his vision to become corrupted by publishers, although those are basically the same in the end.
Maybe we can argue about how much each Bethesda Studio contributed to the overall Fallout 76 package, but my money is that the corrosive, microtransaction design came from the studio headed by the guy who introduced the world to selling hotbars in an MMO. And, of course, Todd Howard… who is either an empty suit or willing participant in this nonsense.
Remember last month when we were wondering about whether Bethesda’s latest monetization strategies were a boiling frog scenario? Well, they just tossed the frog in the microwave and nuked it:
PRIVATE WORLDS, SCRAPBOXES & MORE COME TO FALLOUT 76 WITH FALLOUT 1ST
Ever since Fallout 76 launched, we have consistently worked to improve and evolve the experience based on your feedback. That’s why we’re excited to launch Fallout 1st, a premium membership that offers something players have been asking for since before launch: private worlds for you and select friends. In addition to this huge feature, Fallout 1st also includes a host of exclusive items and membership bonuses, all of which you can find detailed below. And the best part? Fallout 1st is available right now.
Yep, Fallout 76 now has a $13/month (or $100/year) subscription option.
Reddit is understandably losing its shit.
The subscription itself unlocks Private Worlds, e.g. your own personal game world that up to seven other friends can join, infinite Scrap storage, a tent to act as a mobile second base, a monthly stipend of Atoms (premium currency), and some lookalike NCR armor from New Vegas. And emotes or something.
While it came as a shock to most everyone, Bethesda did “prime the pump” last week though, when they flat-out said they’ll be selling utility in the Cash Shop going forward:
Our approach to [Atom Shop] items at launch was to keep them purely cosmetic. But after looking at all the data, it became clear that to consistently deliver content that keeps Fallout 76 fresh and exciting for all, we needed to rethink our approach to the Atomic Shop.
While we had many ideas on what to add to the Atomic Shop, one of the ways was the direct result of the community’s feedback. We heard from many of you who wanted items with some real utility. Starting in April, we began adding items such as Repair Kits, Scrap Kits, the Collectron Station, and a working Refrigerator. These have since become the most popular category in the Atomic Shop. We’re also still working on all the previously announced items and new cosmetic categories.
Of course, players can also buy Atoms, and we’re careful with everything we add to not upset the game’s balance. Our main objective is to avoid a situation where players can spend money to gain a competitive advantage or make the game worse for other players. Even more so, we want systems that allow players who do choose to buy Atoms to make the game better for others, not just themselves. With these principles in mind, we make careful decisions about the items we offer to keep it fair for everyone.
That was the same News post that stated the much-anticipated Wastelanders update – which will see the introduction of actual NPCs – was delayed into Q1 of next year to, and I quote with heavy emphasis, “make sure the work we’re doing hits our quality bar, and yours.” Er, yeah. Sure.
The tragedy is that I can see where Bethesda was coming from.
Private servers and the eventual modding piece that goes with it has indeed been one of the most requested features since before the game even launched. Now it’s here. Considering that Fallout 76 basically runs off of Amazon Web Services (AWS), it was never going to be a “use your own hardware to host” scenario. Which means a subscription. So they made one. And if you already have a subscription offering, why not throw in a few additional features to try and entice the people who don’t care about private servers? Hence all the ancillary stuff like the Tent, infinite Scrap box, etc.
Where the dick meets the car door though is the timing.
Imagine if Wastelanders was coming out next week. A huge, sprawling NPC horde that changed damn near every inch of the game world with new quests, factions, and activities. Imagine that it was… at least passably decent. In the midst of all this positive press, imagine Bethesda rolling out this subscription, letting you have your private Fallout experience with no one killing the NPCs or starting quests before you get there. Some of the outrage would still be there – Bethesda has claimed Stash space is limited for server stability reasons, but the Scrap Box can also exist in public servers – but Wastelanders itself could be pointed to as being “free DLC” as promised.
Alas, it was delayed and the suits decided to roll out Fallout 1st anyway.
To be clear, I have no interest in defending Bethesda per se. This subscription was rolled out despite the Wastelanders delay because whatever dipshit suit in charge didn’t want to lose the holiday cash. Hell, the subscription was rolled out despite the “private” servers themselves being already-looted empty servers, with no control over who on your friend list can join. Oh, and the Scrap box is eating scrap too, I guess?
To an extent, none of this matters. Not because “it’s Fallout 76,” but because whales in gaming are not an endangered species and each dollar they spend on shit like this is a vote you never get to make with a boycott. People were calling bullshit on these lines from Bethesda:
We heard from many of you who wanted items with some real utility. Starting in April, we began adding items such as Repair Kits, Scrap Kits, the Collection Station, and a working Refrigerator. These have since become the most popular category in the Atomic Shop.
…but are you really sure that it’s bullshit? Does it really surprise you that utility items were added and that people buy them by the thousands? Shit, a while back I was logging into Guild Wars 2 every day for a month hoping that Character Slots would go on sale in the Utility tab of the cash shop. I barely even play GW2! That was just for Character Slots too, and not any of their actual Utility items like daily resource nodes, special zones with crafting stations, and so on. Fallout 76 is no GW2 or Elder Scrolls Online though, so the hubris is especially galling despite the methods being identical.
My prediction? The subscription details will eventually change, private servers will actually be private, and mods will change how the whole system works on a fundamental level. People who still don’t like survival games will continue to not play Fallout 76 anyway, and yet they will still buy Starfield and Elder Scrolls 6 on release because self-control across a population that is 72% overweight/obese is clearly not a strong suit. And really, why wouldn’t you play games that give 40-400+ hours of fun just because another team in the studio keeps slamming their dick in a car door?
Then again, maybe I have just been reheated one times too many.
So here we are again: another Fallout 76 patch and another controversy. Unlike the previous patch in which a bug existed in the new raid that could delete all your character’s worn items, the focus of collective ire is on… a $7 fridge in the cash shop.
Reddit, of course, is having none of it. The fridge itself does not add to Stash space, but allows ~15 food items stored inside it spoil 50% more slowly. There is already a backpack item that you can earn via gameplay that has a fridge mod option (90% reduction) to slow spoilage of all food in your inventory, and there is a Perk under Luck that does likewise. Nevertheless, this is Pay 2
What happened to no pay to win?
…or is it? There have been some counter-current threads poking fun at the absurdity. Many of those people have been accused of being (paid) shills, as if Bethesda had otherwise demonstrated the level of sophistication necessary to coordinate an effective PR campaign of any kind despite every possible evidence to the contrary.
Between the extremes are more sensible concerns. For example, the general idea that Pay for Convenience incentivizes inconvenient game design. Or how the mere existence of these items permanently close off design space, because anyone who bought one would get rightly pissed if there was a 90% freezer added to the game later. I would also include under “sensible concern” the question of why there wasn’t a trashy, rusted out fridge added as a sidequest reward that anyone can get while the pristine $7 version peacefully exists in the Atom Shop.
It is a fair question to ask why we’re bothering to talk about this at all. There is a general, background radiation-level of concern around microtransactions and cash shops, but the primary impetus to rage was the simple fact that Bethesda said the Atom Store would be cosmetic only.
Here are the tweets from Pete Hines:
Or did they?
There is another Reddit post that highlights the fact that the context around the above Tweet matters. Specifically, the now-deleted question was asking whether someone could buy a legendary minigun from the Atom Shop, and Pete Hines replied “No. Only cosmetic.” In other words, specifying that one cannot buy guns, but only cosmetic skins for guns.
The “cosmetic only” takedown continues in this extremely well-sourced post that essentially shows that Bethesda never gave any particular indication that cosmetics were the only thing slated to arrive in the Atom Shop. The stress was no competitive advantages and no P2W items. When people questioned the existence of Repair Kits – which allow you to repair gear instantly in the field – Bethesda responded with allowing different versions to be found in-game, and stated “If we find that Repair Kits do offer any sort of competitive advantage once they are available, we will make any changes necessary to ensure that advantage is removed.”
In fairness, there are some counter-arguments in that last link that show other contexts in which Bethesda employees have stated “cosmetic only.”
For myself, I find the entire argument complex and interesting.
First, I have a longstanding hatred of microtransactions and the erosion of Consumer Surplus that results. You see this in Fallout 76 with the fridge and the junk robot that could have been in-game quest rewards, but you also see it more broadly… everywhere. Guild Wars 2 is an egregious example of how the fashion endgame is essentially co-opted by the gemmed endgame. Sure, you can technically farm in-game gold to turn into gems to purchase new armor models, but why all those extra steps? Because shareholders.
On the other hand, a fridge and repair kits are about the most benign bullshit that I can imagine getting worked up about. Yeah, something something boiled frog, but Bethesda has been exceptionally communicative regarding fan feedback to changes. It doesn’t stop them from slamming their dick in a car door every patch, but I am not getting a nefarious vibe here. Last patch they added an in-game Atom Shop kiosk despite the fact that everyone has to click through an Atom Shop screen on game startup. After fan outrage, that in-game kiosk was removed with the very next patch.
Second, it’s fascinating from the “they lied!” angle. Let’s put aside the question of whether they really lied or misspoke or whatever. Are developers allowed to change their minds? Probably… not, right? A Tweet or interview from before the game was released saying one thing and a change in strategy (to get more money, mind) would rightfully be considered a Bait & Switch. There are X number of people who would not have purchased the game at all if they knew there was a possibility of P2W items down the road (not that these are P2W by any stretch).
On the other hand, Bethesda brought all this up in an April 2019 blog post:
We read tons of feedback and suggestions from the Fallout 76 community, and Repair Kits were a popular request that we wanted to get into players’ hands. We also felt we could try out something new with these, both in-game and in the Atomic Shop. As we look to the future, we’re exploring ways we can bring other community-driven ideas to the game as well, such as refrigerators for C.A.M.P.s, ammo and food converters, and even the ability to send scrap to your stash without having to head home. Repair Kits are our first attempt at a utility item like this, and we plan to make adjustments based on your feedback, so we hope you’ll share your thoughts with us when they go live later this month.
Five months ago, utility fridges were on the roadmap. At some point we are going to see “ammo and food converters” and chances are good that we are going to be here again, having the same conversation about P2W when they come out too. Probably still absent any sort of indication about what someone is winning for having paid.
I’m conflicted with the whole thing. Part of that is probably because I actually really enjoy the Fallout survival game experience, and hate seeing Bethesda snatch defeat from the jaws of victory every patch. Another part is a sort of reflexive “Fake News!” reaction when everyone piles on the game just because that’s the game we pile onto now. It used to be No Man’s Sky and now it’s Fallout 76 until something else comes along. I thought it was still Anthem’s turn, but whatever.
I would say none of this matters and go on my merry way playing the game, but that’s not how games work these days. Even though Fallout 76 is very much a solo survival game for me, its continued development hinges on cash shop purchases and the community reaction to them. Plus, you know, it’s a shame when artistic resources are spent on paywalled material when it could have been integrated in gameplay instead.
So, Bethesda, for god’s sake man, be careful with that car door.
Do Nothing, Save Money
It’s amazing the value of doing nothing.
Recent Steam sale? Bought nothing. There are like 30 items on my wishlist, but none of them are particularly… buyable? For example, I have Sekiro on there but A) it’s a newer game that won’t see a deep discount, and more importantly B) I have no means of playing. I’m actually coming up on the end of my 4-week baby probationary period (i.e. paternity leave), but that just means a new reality of daily babysitting and the same lack of any ability to do much of anything after work still.
Recent Amazon Prime Day? Well, I did buy some house stuff because I’m a bleeding heart liberal that nevertheless enjoys next-day delivery of… let me check… 100 ft extension cords, razors, fish food, and USB chargers. More importantly though, I did not buy that PS4 Pro $300 bundle despite the fact that I was actually browsing Amazon right when it went up.
If I’m honest, it was less willpower and more dithering. “Surely I would play it! Totally different scenario from the PS3 I have hooked up next to the monitor I’m currently typing on.” “If I’m buying a console for no reason, why not a Switch instead? There are fewer Playstation exclusives I’m interested in, plus it’s portable when watching the baby!” “Yeah… but Final Fantasy 7: Remake.”
“…aaaaaaand it’s gone.jpeg.” “Success baby.jpeg.”
I have talked in the past about my digital hoarding predilections, insofar as it is more centered around avoiding paying MSRP. A good deal on a game that I want to play eventually is very enticing, because when the mood strikes, it strikes hard and turns any other game into ash in my mouth. This used to be a big problem.
Now? I have accepted my fate. I play phone games and browse Reddit for nine hours, then maybe play something equally mindless, like Fallout 76 or now Graveyard Keeper when off baby duty. Could I jump back into Divinity: Original Sin 2? Not really. I mean, I could play it, but I’d probably be interrupted every 30 minutes or so, and only have about two total hours in any case. When that becomes your gaming time horizon, your tastes shift.
I am hoping that things will eventually settle down. My child doesn’t sleep through the night, or even in a crib for longer than 15 minutes yet. I think babies are supposed to though? I have no idea. All I do know is that sometimes doing nothing is the correct answer, which just so happens to correspond to my existence at the moment.
Christ, I just want to sleep. And play videogames.
Posted by Azuriel
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.
Posted in Commentary, Fallout
Tags: Ark, Fallout 76, Fallout Worlds, Game Design, Show & Tell, Subscription, Survival