When a Raid Member is Not a Team Member

Quick summary: When the announcement was made that 10mans and 25mans would be on the same loot system, I cheered. All things considered, I just enjoy the feeling of 10mans more. More responsibility on each member, the boss fights can be less forgiving.  Because of work reasons, I had to take a break from Unpossible, Lodur’s guild.  As much as it pained me to lower myself to the bench, it needed to be done.

In that time, I’ve been pieceing together a 10man team that will be Cataclysm ready. Starting with a core group of players that I’ve been gaming with since Pre-BC, it’s starting to flourish. And now, the tale begins…

First Incident

We’re keeping it simple. As our guild name implies, this is a Team Sport. Everyone plays a role. Those of us that are “raid leading” are putting forward the effort to bring these people together. We’re not the “you need #### gear score” or the “link acheivement” type. As I’ve posted before, it’s more about the people than the gear/class/loot. I’ve downed Arthas on 10man normal with Unpossible, but killing Putricide with my friends gave me an even bigger rush.  It may sound crazy, but it’s true.

We’ve been doing what we can to accomodate schedules. We’ve found that Tuesdays and Thursdays yield the most guildies. So, I put up the signups on the calendar. People click Accepted/Declined/Tentative. If they click Tentative, all I ask is that they contact me when they know ‘yay’ or ‘nay’. They all have my email, as well as my cell phone number. This leads me to “Kevin” (not his real name).

The first time Kevin signs up for raid, he lists himself as Tentative. After being a random no-show, the next time I see him, I simply say, “Hey Kevin, sorry we missed ya Tuesday. If you sign up as Tentative, would you mind shootin’ me a text when you know if you can or can’t make it?”  He replied, “Dude, that’s why I signed up Tentative.”  “I know,” I respond, “but I just need to know if we’re waiting for you or moving on.”  “Oh yeah, sure.  Sorry man,” was his final quote.

Second Incident

Kevin signs up for the next night as Tentative. Totally cool. Obviously, real life takes precedence over WoW, and it should. Time ticks down to the first pull of the raid night. No text from Kevin. No email. No in-game mail. His status still listed as Tentative.  So, I text him. His girlfriend has been sick, and he’s taking care of her. “Oh, sorry to hear that. Awesome you’re taking care of her. If you could just shoot me a text if you know you’re not gonna make it, that would help out a lot.”

His reply: “Yeah of course, no problem.”

Third Incident

This time, Kevin signs up as Declined. He sends me a whisper, “Hey, I’m signing up as Declined because I’m not sure I can make it or not.” I say, “Cool, we’ll count you out for the night. If that changes and you can come, just text me and we’ll see what we can work out.” “Yeah cool!” is all he says.

Raid starts a little late because our MT got bogged down with work and needed time to do it. We grab a couple new Applicants to the guild, a few of our usual non-guild friends we raid with, and we set off into ICC to at least get through the first wing.

Approximately 3 hours after the raid was scheduled to start, Kevin signs on.  “Hey guys, how goes ICC?” “Pretty awesome, actually. We just started,” I answer.  Raid continues, we only get through Saurfang with the 45 minutes we had before we started losing people to family, work, sleep, etc.

Face-off

After the raid is over, I get a whisper from Kevin. Here’s essentially the conversation:

Kevin: “Hey man, whatever happened to Team Sport?”

Me: “Not sure what you’re getting at.”

Kevin: “You had 3 Applicants and 2 PuGs in there. What happened to full members getting priority?”

Me: “Well, you signed up as Declined, and didn’t let us know you were coming.”

Kevin: “The Team Sport I know would boot one of the Applicants or PuGs to get a full member in there.”

Me: “Actually, that’s not the way it’s been. If you would’ve given advance notice you were coming, maybe we could’ve work ed something out. I’ve made myself available for you numerous times to get in touch with, and you haven’t taken advantage of it once. Just because you wear the tag is no guarantee, Kevin.”

Kevin: “Whatever dude, I’m out”

**Kevin leaves the guild.

You get the point. I was also called selfish, and accused of not caring about the Team. In actuality, it’s because of this team that we’re trying to make it work. The core of us could go anywhere to raid. We could join random guilds just so we could see and conquer the endgame content, but it’s not how we want to do it. Building and filling out this group is vastly more important to us. If other guild members are up to the task, awesome. If not, no big deal, there are other options to explore.

There’s only so much reaching out we can do.  We can’t do much for people that don’t reach back.

TL;DR – Raid Leading is hard.

**If you’re interested in possibly becoming a part of this team, email me at the link provided below. We’re building a small 10man group of talented and friendly team players. Particularly looking for dps with off-specs in healing/tanking. Even if you don’t fit that bill but are still interested, email me all the same**

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

The Aftermath of Real ID

It’s not going away as it’s already been integrated into the game. At least we won’t get our real identities attached to the forums. Personally, I don’t post on the forums that often. When I do post on forums, it’s usually to advertise that my guild is recruiting players (an absolute, shameless plug I might add).

I can’t pretend to know what the full storyline was behind the closed doors of Blizzard. I am a little worried about the direction that this network is going. I don’t have an issue with the idea of Real ID. I think the ability to communicate across platforms and servers is a great idea. But greater control over who can and cannot be on a friend’s list is needed.

Now as for the forums, that idea has been shelved (at least temporarily). That’s not to say that one day it isn’t possible for that to thrive. In order for that to happen though, we need to exist in some super utopian society where stalking and harassment simply cannot occur at all. That day is a long time away. We probably won’t ever live to see it.

A compromise

I do think Blizzard might’ve been on to something though when they set off on implementing a united ID of sorts for players. I might have different characters on my World of Warcraft account, a Starcraft 2 account and potentially a Diablo 3 account. Perhaps I don’t want to go through the hassle of logging in and out everytime I want to switch game forums. Having the forums display first and last name is (obviously) a very bad idea.

steam

But what about a handle that’s universal? That would work. For example, I could apply Matticus as my universal handle and whenever I’d post something, it could attach my chosen character name (like Matticus [Mallet] or something). Haven’t quite thought of all the negatives yet and there’s bound to be some, but I know it won’t generate such an uproar across the entire forums blogosphere community internet.

realid-bbc realid-msnbc

But most importantly…

 realid-reddit

(High five to anyone who reads this blog who is also a Reddit reader)

Posting employee info was wrong though

One thing I did not agree with at all was when certain individuals took it upon themselves to just publically post information about their names, their jobs, their addresses, pictures of their family and so forth. Personally, I felt that action crossed some line. I don’t know, maybe it’s my idea of ethics and my time in school which taught me better. Actual implementation (if it happened) wouldn’t have been for a couple of weeks. Many arguments across the internet already raised the privacy issues. I just don’t think it was the right thing to do. I mean these guys are developers and people who work on the game in some aspect of it too. They’re the architects of the world we love. Do we really want to threaten them and run them out of a job (or possibly worse than that)?

Like, I don’t need to see a nuke go off to know it’ll level a city.

I do know that a number of players voted with immediately cancelling their subscriptions (and some closed their accounts). That’s probably the better way to go especially if it’s something that affects you on such a personal level like this.

Did anyone really like the change? I mean really?

realidpol

Those are most likely not the official numbers, but I generated them purely based off of Twitter, blogs, opinion pieces and people I spoke with. For sure, a solid majority of the community was strongly against it. There were some individuals who felt indifferent or gave off the “doesn’t bother me, I don’t care vibe”. But, I was hard pressed to really find anyone who was seriously gung ho and all for it.

Or maybe I just didn’t look hard enough.

Anyway, my point does sort of stand. You were either against it or felt indifferent. Not many (if any) truly embraced it.

Why the UFM policy doesn’t work

“I don’t like that you’re clogging up my twitter timeline with your junk”

“I don’t want to get spoiled by <some upcoming expansion>”

“You don’t talk enough about warriors” <- (Yeah, I know. I actually had someone tell me this.)

UFM basically means Unfollow Me. I have a twitter policy in place simply because I’ve had former followers who disapproved or disliked aspects of my tweets or personality. Following is a volunteer action. If you don’t like someone on twitter, you do not have to follow them.

And this was the logic provided by players who weren’t really affected by the ramifications of Real ID.

“If you don’t want your name shown on the forums, then don’t post”

For the most part, that was the exact solution I was going to use.

Ultimately though, the carpet bombing solution would lock out a lot of productive individuals who contribute guides, advice, or other beneficial things to the forums. The cost-benefit ratio is greatly skewed where it becomes way too costly. The rewards did not even come close to exceeding the risk. Players who troll are going to troll anyway.

For the vast majority of us, I like to think that we’re all level headed, reasonable individuals. Looking someone up, tracing their location or phone number, and making menacing phone calls or threats? Hey, you just crossed over to criminal territory. Yeah that guy you’re calling up may be the biggest douche bag on the forums, but right now, you’d be the one that’d face jail time or fines or some other form of punishment.

It’s something I learned (and somehow still remember) from my criminology courses. Someone who is going to shoplift a product is probably going to do it anyway regardless of the consequences. The main reason that stores have cameras, store personnel, bars on windows and so forth is to act as a form of deterrence for the rest of us normal, civilized people.

In any case, it’s all over with. It’s done.

At least for now.

Real ID on Blizzard forums, the good and the bad *Updated AGAIN!*

*update* Real ID is canceled on official forums Blizzard most definitely listened, and it’s a good thing!

So, Vaneras over on the EU forums just informed us that Real ID will be making an appearance on the forums. Needless to say there is a slew of comments slinging around about this. Some people love it, some people hate it. Some say it will be the new life of the forums while others think that this marks their imminent death. So I thought it would be good to talk about it a little bit here.

First off, lets talk about the current state of the forums. There are some good threads there. There are some helpful guides and bits of information. But for each helpful bit there is a counterpart. People that just show up to cause issues, scream drama and pick Internet fights. I know a lot of people personally who avoid the forums just to avoid those specific people. This is a sad thing though, as the forums are set up to help build the community and not to be a source of drama or argument. On a personal level I hate having to weed through 15,000 posts of people complaining to get to the 1 that has a valid point in a discussion. This is obviously an exaggeration, but you get the idea.

Let’s face it, the Internet is a place where people can hide behind a fake name and say and do whatever they want with little to no recourse. This can be simple complaining out outright just being an ass-hat.  This Internet anonymity is what Blizzard is trying to take away I think. How many times have they posted a proposed class change only to have intelligent well thought out responses from posters get drowned out by the wailing masses? How many times has a person asked for advices on gear or spec or spell priority only to be called a noob for pages on end? It happens, trust me I know.  So I can see what Blizzard is trying to do here, by eliminating the ability to hide behind a character name, that person is held accountable for what they said or do.

Quick story here. I know a guy who in real life is one of the kindest people I’ve ever met. Intelligent, well spoken and would give you the shirt off his back. When he logs into game or on the forums however, he does a complete 180. He yells at people, argues incessantly, turns into a complete womanizing bigot and has a completely abrasive personality. This sounds extreme but it is a lot more common than you think. When you don’t have to be held accountable in real life for your actions, the rules change. The Blizzard forums have been plagued by this from day 1.

By adding this level of accountability Blizzard I’m sure is hoping to cut down on the forum slop by discouraging the trolls from posting, and making people think twice about just posting empty whining.

There is however another side to this coin. There are a ton of people who try very hard to separate their real life from their game life. They post helpful guides to trade-skills, or how to level efficiently on the forums for general reading. They offer insight to class changes and constructive criticism when people ask for help. This group of people also has something to lose by this change going live, as does the community in general if they stop posting. Some people like the anonymity of their toons as a way to just separate their lives into distinct parts. If they stop posting because of this change, that will be very sad indeed.

Some are concerned for their safety. They fear stalkers and real life harassment and fallout from the forums following them into real life. As a person who has worked in internet security for a long time, I can tell you the chances of this are pretty slim. A persons name alone does not provide a ton of information. It does not for example provide your address and township. Your internet providers work very hard to keep that information private as do most websites, banks etc. It is in Blizzards best intrest as well to keep this information private, and so far they have done a pretty good job of it. Unless you have a one of a kind name and are publicly listed in an international phone book or public websites with your pertinent information, the chances aren’t too great that your name will give up enough information about you to harass you outside of your online personae.  I understand the concern there,  it is a valid reason for being against the change. But it can be rather difficult to find someone .

Another argument is that this goes against the originally stated purpose of Real ID. It was toted as an optional, convenient way to keep track of your friends across servers and even games. Some people feel that being forced to use it to interact on the forums violates this and removes the “optional” portion of the feature. This is a valid argument as there is no way to circumvent this at current.

There are also those of us that this has absolutely zero effect on. Those of us that already live in the public eye and have our names out there will see no change in how we do business essentially. Me personally, doesn’t phase me one bit. My name is out there from the For the Lore podcast and WoW.com. Having my real name show up on the forums isn’t a big deal at this point. I also have the good fortune to have a name that is not exactly unique. Joseph Perez is the Steve Smith of Hispanic names. Try looking it up in the phone book sometimes, it is rather hilarious.

Here are some facts to remember about this

This will only affect the new forums created when SC2 and Cataclysm launch. Old forums and old posts will remain untouched (for now, hopefully this won’t become retroactive)

Blue Posters are not immune to this, and will also be showing their real first and last names

Having your name does not compromise your account security. Email, password (and hopefully you’re using an authenticator) are what let people in. Even if you call Blizzard customer support and say you are “so and so” you have to provide a LOT of proof of identity.

So what do you think? Do you love it? Do you hate it? Will it be a new beginning for the Blizzard forums or will it mark its death?

UPDATE

Let me clarify something real fast. While the change doesn’t affect me personally I still do NOT like it. I understand what they are trying to do with it, but I don’t think it was thought out enough. On facebook I can go silent, I can turn off chat and no one has to know I’m on. I can hide details like my email, phone number and location, and if I so choose I can change my name on the account. Here we don’t have the option. I do NOT like the idea that choice is being taken away from the gamers. We choose to play this game and who to interact with. Why do we not have a choice in this? I think that the overwhelming response people are having to this is a good thing and hopefully Blizzard will see it and make some changes. But again, I am NOT for this change, but I don’t think it needs to be attacked with nukes instead of calm rational discussion. It is a lot easier for people (i.e. Blizzard) to dismiss an over the top emotional response to this (which don’t get me wrong, it’s a perfectly valid response from us as users to be passionate about this change) as opposed to when people calmly lay down why they don’t agree with it. That’s all.

Lodur’s Week In Review

A couple weeks ago we heard that AVR/AVRE has an expiration date. Simply put the addon just did too much by allowing a player to draw essentially in 3D on top of the in game environment. This really drove home how much players respond to visual cues. However not everyone is a visual based player. How about those that rely on sound for their notifications?

I started thinking about this last week. I have been using Deus Vox Encounters as my boss mod of choice for a little bit and have grown pretty accustomed to it. Last week though, new requirements for a particular fight called for BigWigs to be installed over any other boss mod. I’ll get into the why of that in just a second. Making this switch really clued me in to how much I actually draw from audio cues. As a healer, and a raid officer, my attention is always in a thousand different directions at once. My own healing, watching where I’m standing and paying attention to the boss fights, but also watching all my healers and the other raider to make sure people are doing what they are doing. Even with screen flashes, and emphasized bars / buttons etc, I can miss things. Well let me be honest here, I WILL miss things. You can only divide your attention so much before it is spread too thin. DXE allowed for custom sounds for all major and most minor events, allowing me to play a different sound for an incoming Infest or a Pending Defile. This way I wouldn’t have to look for an alert, but rather just listen for a sound. I play with most of the in game sounds turned pretty low unless a specific encounter calls for something different, so it made it easy to add another layer of my awareness to playing.

Enter BigWigs. BigWigs has been a pretty common standard among raiders for a while now. The mod is pretty robust and allows you a lot of different choices in your notifications. The reason it became standard for raider was how it alerts you to defile. If you enable a mode called super enhanced, it will actually have a voice counting down the time to cast audibly. Some folks were having trouble with defile and moving away from it, so BigWigs enhanced mode was the answer, and to be honest I do really like that part of it.

This leaves me with two boss mods installed. I tried running this entire last week with only BigWigs and I just can’t do it. I tried, but all it did was make me realize how much I rely on those audio cues to keep my own rear alive while watching everyone else.  It does not have the same depth in the library of sounds that DXE does. Where I could literally have dozens of sounds in DXE, there is only a limited number in BigWigs. I tried adding new sounds by modifying the .lua files as well, but found that to be nigh impossible with BW, but it was something I’ve been able to do with DXE. So, for every encounter BUT LK, I use DXE. For LK I swap BigWigs on. Now if only DXE could do me a super enhanced countdown mode I’d be super super happy.

I’m sure you’re wondering what today’s post image has to do with my post.  This last week I realized exactly how much I love having a ret paladin and a boomkin in raid. I am a haste junkie, there is no denying it. I love the stat and its ability to give me 1.5 second (or lower) cast time chain heals. If you were to roll my character’s sleeves up, it is likely that you would find the tell-tale signs of haste abuse. Before we would rarely have one, and more commonly neither, but recently it has become much more common place to have both in our groups. Improved Moonkin Form gives all players in range of the aura 3% haste as does Swift Retribution these stack as a multiplicative effect with Wrath of Air Totem. With my current haste total, either of these combined with the totem pushes me to the haste cap, and let me tell you it is addicting. The added bonus for me is that our fairly recent new hire and boomkin Friskme is one heck of a guy. Good sense of humor, good numbers, knows how to handle himself in a fight, and as of recent has become my corner buddy on BQL and the sparkle council. We’ve gotten used to each others movements during the encounters and know exactly how to shift around each other without vocalizing. Also, he’s damn fast on the innervate button when I need it, and that makes me happy. I’ve always enjoyed the company of the druids in <Unpossible>, and Frisk fits right in.

Last but not least, for those of you who don’t follow me on Twitter, I have had a wonderful idea for a new project that a lot of people seem to be behind. Come Cataclysm I’m starting a fun guild up as a side project. No, I’m not leaving Unpossible, that will always be my home. Instead the guild I want to make will be more fun and casual with a slight character quirk. I’ll get more into it at a later date, but for now I need your input. There have been several choices as to where to start this little party, and so far there are 4 major contenders.

What Server Should the Guild be Started on?

  • Other (100%, 8 Votes)
  • Earthen Ring (75%, 6 Votes)
  • Nerzhul (50%, 4 Votes)
  • Feathermoon (50%, 4 Votes)
  • Zul'jin (38%, 3 Votes)

Total Voters: 18

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So if you think I should start it up on one of those please feel free to vote on it. If you think I should start it on a different server, vote for other and let me know what realm and why in the comments.

Well that’s it for this past week, how about you? Do anything fun? Find out anything interesting?

Special thanks to @immamoonkin for this week’s article image. Thank you!

What Will The MMO of Tomorrow Bring?

Cataclysm is rapidly approaching and the game world we’ve known for the last 5+ years is changing. Towns destroyed, new races about and new powers for each race to play with. WoW is not the only game facing changes though, In fact the state of MMOs is changing as a whole, I mean let’s face it, in the coming months everything we thought we knew about this genre is going to go right out the window. The best part is, we as gamers are in the right place to enjoy the best of these changes to come … hopefully. You may ask yourself what am I talking about? Well let’s take a look at things that are going to be happening in the very near future.

Star Wars: The Old Republic


One of the most highly anticipated games coming up is Star Wars: The Old Republic (SWTOR). The game takes a popular franchise and is recreating the universe for a new MMO. So far it is shaping up to bring some new features with.

Every NPC / Quest is voiced: That is right, talk to an npc to get a quest, the whole thing will be read off to you by the character audibly. Pretty massive undertaking, and a pretty cool feature.

Consequence system: Every choice you make in the game, every quest you take every mob you kill has consequences. It can alter what quests you have available to you as well as what powers become available to you. It is possible to play two different characters and get completely different experiences based purely on the choices you make. The other part that is interesting about this MMO is that your choices can lead to faction changing. It has been stated that a Sith can be redeemed and a Jedi can fall from grace, all based on the choices you make in the game world.

Advanced Class system: Each starting class can evolve into one of two advanced classes, each of those advanced classes has two skill trees it can choose from. This allows for a large variation among players and classes and lets you customize your character to suit your needs and play-style. The depth of this is not yet revealed but this can be very very interesting in the future of updating and personalizing your in game avatars.

A Whole Universe to Explore: Most MMOs take place on a comparatively small land mass or group of landmasses (EvE online is an exception here), and can often times feel very linear in its progression. This is a truly massive undertaking as they are creating many many worlds for us to explore and each world is to be massive in and of themselves. The sheer scope of this, and the potential for player freedom here can be an altering factor to MMOs to come after.

These are just things off the top of my head about the game, there will be more to come as the game is closer to release, but they are truly beginning to push away from MMOs as we know them.

Guild Wars 2

Guild Wars received great attention when it was released 5 years ago in part because it was a free to play after you purchased the game, but also because it was (and still is)  a good game. The sequel is shaping up to be even bigger and badder than the original (which is a good thing), but like Bioware with SWOTR, Arenanet aiming to shake things up a bit.

Whole New Way to Quest: I’ll open this up with a quote from Colin Johanson, Lead Content Designer for Guild Wars 2.

When building an MMO, we had to examine every core piece of accepted content from traditional games in the genre and ask, “How can this be improved?” By looking at the traditional quest system used in basically every MMO ever made, we’ve come to the conclusion that quests have a lot of areas for improvement. To address these flaws, we’ve developed our dynamic event system.

Traditional quest systems involve walking up to a character who usually has an exclamation point or question mark hovering over their head and talking to them. From here, you get a massive wall of text hardly anyone reads that describes a horrible or totally mundane thing going on in the world that you need to help with. You run off, complete this task, then return and talk to this character again to receive another wall of text and a reward. Traditional quest systems rely on these blocks of quest text to tell you what is happening in the world; this is just an outdated form of storytelling.

In Guild Wars 2, our event system won’t make you read a huge quest description to find out what’s going on. You’ll experience it by seeing and hearing things in the world. If a dragon is attacking, you won’t read three paragraphs telling you about it, you’ll see buildings exploding in giant balls of fire, and hear characters in the game world screaming about a dragon attack. You’ll hear guards from nearby cities trying to recruit players to go help fight the dragon, and see huge clouds of smoke in the distance, rising from the village under siege.

That is fairly massive right there, I mean just think about that. Total immersion into the world. That is pretty impressive and really sells the world to the players. He goes on to say the following

There is a second fundamental flaw to traditional quest systems: what the quest text tells you is happening in a quest is not actually what is happening in the world.

For example, in a traditional MMO, the character who gives you a quest will tell you ogres are coming to destroy the character’s home, and you need to kill them. You then get a quest which says, “Kill 0/10 ogres” and you proceed to kill a bunch of ogres standing around in a field picking daisies. Since every player in the game needs to be able to do this quest, the ogres will never actually threaten the character’s home – they will just eternally pick daisies in the field. The ogres aren’t actually doing what the quest says they are – the game is lying to you!

At ArenaNet, we believe this is NOT good enough. In Guild Wars 2, if a character tells you ogres are coming to destroy a house, they will really come and smash down the house if you don’t stop them!

We’ve all seen it, we get the quest to go kill x of y because they are coming to hurt z, but in truth they are just standing around doing nothing but waiting for the players to come and kill them. This adds a real consequence to the game world and leads into the second big thing about the game.

A Living Breathing World: Every action you take has an effect on the world around you. This means if you don’t stop the ogres from destroying that home, guess what? The building is actually destroyed and gone. If an army lays siege to a town and takes it, they will occupy that town, until someone frees the town from the army. There is no case of say a certain inn in a certain western location being built for 5+ years. If a city or town gets decimated it is not outside of reason that in this game it will be rebuilt over time. Traditionally in MMOs once you complete a quest or a task, you collect your reward and you move on with no effect on the world (That damn Corki keeps getting caught by the Ogres…), here everything you choose to do — or that which you choose not to do — has an impact on the world around you and can cause a chain of events that you may not see happen from making one innocuous choice.

Bringing a Community Back to MMOs: Right now in most games if a player goes off to kill a named NPC and another player gets the same quest, unless they are in the same group together they have to wait for the mob to respawn. This has often let to things such as griefing and harassment. Arenanet aims to end that. I’ll end my section here with one more quote

All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.

Tell me that doesn’t sound pretty cool. Again this can help shape how players move and interact through MMOs to come, depending entirely on execution of course.

Tera: The Exiled Realms of Arborea

Recently I had the good fortune to speak with Producer Brian Knox and writer Robin MacPherson from En Masse Entertainment on the podcast. If you’re interested you can click here for the show notes and the episode is free for download on iTunes or direct link from the site. The information we gained from the interview is pretty killer. The game itself is being simultaneously developed for both the eastern and western markets. There has been some trouble bringing eastern games over to the west based purely upon the different ideas of what we want in a game. En Masse aims to not only break those barriers but redefine the MMOs while they do it. So what do they have in store for us?

Define Your Own Player Relations: As of now there are no factions like we are used to in World of Warcraft and other games, instead it is entirely up to a player to choose who they side with. You choose your allies and your enemies. There is no pre-set racial enmity so you have complete freedom here. This is kind of a big deal for some people, and hasn’t really been seen since the days of Star Wars Galaxies. Yes there is PvP in the game, but it is about groups and teams versus other groups and teams. It is very likely that at some point you will be facing off against members of your own race in gladiatorial combat! It really opens up a lot of opportunities for the players both in terms of the game and, if they so choose, role playing.

Combat and Healing: The developers of Tera aim to make a much more involved combat system. There are no auto attacks here, there are no infinite stun locks, Tera’s tactical combat system gives players more control and constant involvement in the the game-play. No more point-and-click or just cycling through a palette of spells and skills, you really have to pay attention. This is not only true for damage dealers, but also for healers. They gave us two great examples on the show. One of their healers has a multiple target heal, it is activated by the player and held, the player is then required to select the target of the heals by clicking on them and then releasing the heal. Another can drop a series of orbs that will be used to heal players as they move around, requiring tactical placement and attention to the fight. They also are working to not make healers so fragile that they fall over in combat, but not so powerful that they just can’t be killed. They will have offensive capabilities so that they can hold their own in a fight, both PvE and PvP. One of their goals is to make healing more involved than playing Green bar Whack-a-Mole and to add some more excitement to that particular role. They aim to draw more people to the healing class through interest. The enthusiasm Brian Knox and Robin MacPherson had for the development of their combat system is rather infectious and they are excited to be able to showcase it in more detail soon.

Collision Between Players: Most MMOs don’t include collision in their games, you can run through bosses and other players. This reduces griefing in cities, and helps take a little stress off of planning some encounters and spaces. In Tera when a player is in a city there will be no collision, but when they step outside of the city there will be collision enabled. This is actually a pretty big move and adds a new level of complexity and strategy to combat, both PvE and PvP.  How many times has a boss gone waltzing through the tank and smack a healer dead in one shot? How many times in PvP does the healer or clothie just get burned down because no one can stop them? In Tera that is no longer the case. Tank types can intervene and try to place themselves in harms way to save a squishy. This also means that tank types in PvP are useful as tanks keeping players away from healers or fragile casters and giving their teammates time to react and adjust. Think about in WoW in a battle ground, when you see a warrior, druid, paladin or death knight you rarely will find them in tank gear and spec. It just isn’t useful because PvP in WoW is mostly about burning things down quickly. This also adds a level of strategy to PvP and PvE we haven’t seen before and will require people to work together in more involved ways. This can lead to varied and interesting strategies between different groups to accomplish the same goal.

Political and Economic System: Players make up the world for the most part in any game, we out number the NPCs and aside from driving auction house prices, have little impact on the world. The same leaders are in place and if you go to buy a consumable from an NPC the price largely stays the same. The developers of Tera have been pretty tight lipped on this system but I hear rumors that they may be explaining this in more detail soon. On the cast the stated that players will have a deeper impact on the economy of the game and that players will be able to be elected to offices for their server. Again no details are available yet, but if they do it like SWG did (but better) I think that will be an interesting change. Allowing players to have a deeper impact on the game and a larger investment in their time spent playing.

If you get a chance stop by their website and check out the trailer for the game, it has a glimpse at the UI as it stands right now and a view of some of the PvP action and starts to give you an idea of the size of the world they are creating.

World of Warcraft: Cataclysm

Another of the years most highly anticipated games, Blizzard Entertainment has been hard at work to give us not only an expansion to a game we’ve come to love (or hate in some people’s cases), but to take time and change the game. We’ve been keeping up pretty heartily with things that are changing but let’s take a look at some of the highlights so far.

Stats and Class Abilities/Talents: They are re-balancing stats, pruning excess and making it easier for players to understand their characters. They are doing this not only with classes in mind, but also player roles. It will be easier than ever to know if a piece of gear is meant primarily for healers or DPS. While they are hard at work pairing down stats, they are also taking a look at all of the classes core abilities and talents in the game. In some cases their are some radical things in the works while others will receive some minor tweeks. We have had some information given to us from their twitter dev chat, as well as their class previews that were released not so long ago. New talents are being added and taken away, some find themselves converted into base abilities or trainable spells for the characters, and while they are at it they are adding a whole new talent system to the game called mastery. Rewarding players with key abilities and stat boosts as they invest points in their chosen roles. Tanks become better tanks passively by spending points, healers become better int heir roles and DPS do just that much more damage. This allows players a certain freedom while choosing talents and is working towards eliminating “cookie-cutter” specs and allow for more diversity.

New Races and Race/Class Combinations: They are adding two new playable races to the game just like they did in Burning Crusade. Worgen for the alliance giving them access to a monstrous race that is heavily steeped in the games lore, and Goblins for the horde with a very compelling story for the little green folk. While they were adding new races to the game they also decided to add new race and class combinations to the game. Trolls can become Druids, Humans can become Hunters and so forth. Some of these are based on lore (Dwarves in particular come to mind, but that is a post for another day) others are based on logic and the changing times of the game. Either way it opens up new avenues for players to enjoy the game and immerse themselves in the world the Blizzard has crafted.

New Graphics and a Changing World: Blizzard is simultaneously destroying the world we’ve known for the last 5+ years and making it more inspired at the same time. The game has been around for a long time and as a result the older content does not compare graphically to the newer content we’ve been seeing. Blizz is taking the time to update everything, from the polygon count and character models of the races, to the water and fire effects in the game. This is a huge leap forward in the ever escalating graphical war between game developers these days. While they are upgrading the technology of the game they are also doing a few things to the game world to add an feeling of epic grandeur to to the game breaking zones and cities and creating new areas to explore, bathing the world in fire and destruction and bringing new life to places long since thought dead, and in doing so they are expanding the lore of the game and bringing new life to an old world.

Changing Mechanics: When Wrath of the Lich King was released, tanking had been updated and changed around. Threat generation, tank DPS and the overall feeling of tanking has evolved since that expansions release. This time around Blizzard aims to change the way healers interact with the world. They want to make it a less stagnant role by moving it away from whack-a-mole and having each heal, each use of mana mean something and require not only thought and planning, but for the healer to pay more attention to the encounters and what is going on around them to try to predict where damage will be coming from. This includes adding spells, changing mana consumption and regeneration as well as a myriad of other factors we have yet to see. I think we will see the mechanics of healing change over the course of this expansion as much if not more so than tanking changed and was updated. Also by doing this they open up a multitude of avenues to re-invent boss fights and create new and dynamic encounters within the game that previously they could not do.

Scaling the Game: One of the biggest problems games that have been around a while have is scaling with the players. As you gain levels and powers older content loses its appeal and difficulty. Sometimes this can lead to players becoming bored as they outgrow the content put before them and start looking back on the previous content. Constantly adding new challenges is something that all MMOs do, but adding content that keeps you feeling as if you are in the midst of an epic world takes talent. Back in Vanilla we faced gods, elemental lords and children of dragon aspects and it felt epic. In BC we faced demon lords, specters of the worlds history, demon lords and NPCs that were super powerful and integral to the story and lore of the world, even after Vanilla it still felt epic. In Wrath we fight to face the architect of much of the worlds strife, and along the way face dragon aspects and a plethora of political intrigue as well as beginning to unravel the mysteries of Azeroth’s birth and forgotten lore, again even after BC the content moved in a steadily increasing arc. Now in Cataclysm we are working to uncover more about the titans that shaped our world and that still live somewhere among the multitude of worlds, are working to safeguard the world from a tormented Dragon Aspect that could have likely shrugged and destroyed Icecrown Citadel and crushed the Lich King. It seem that the arc continues as even now it already is starting to feel epic and it appears to be scaling properly with our ever increasing level and powers.

The game is still in alpha stages right now, but information is slowly trickling in and Blizzard has yet to reveal everything they have in store.

In The End: Needless to say the next year is going to be huge for the MMO industry, WoW is still the standard by which most people gauge an MMO, just like Everquest before it was the measure of the genre. The industry seems to no longer want to make another WoW, instead they seem to be working towards re-inventing the MMO genre. The best part is, in the end it is us the gamers that will benefit from this. We are at the horizon of a new age in gaming , everything is updating at an increasingly quick pace with new graphics, stories and game-play. This is an evolution of social gaming that has been long anticipated by the masses. In the past year alone we have had more choices in games of various shapes, sizes and types than ever before. I think there is a new arms race about to begin amongst the super powers of gaming, and I personally can’t wait to sample each of their wares and play with some shiny new toys.

So how about you? What do you think? Do you think that MMOs are going to evolve? What are you looking forward to the most? What would you like to see developers tackle? Are you excited for what is yet to come?

Well that is it for this week, until next time.