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Posts Tagged ‘wow’

Just a quick thought today.  The venerable Big Bear Butt and the inimitable Syl have articles up today that reminded me of one of my old wishes for World of Warcraft: Housing.

Big Bear Butt’s Putting the Pieces Together

Syl’s Off The Chest: Midlevel and Endgame Grinds No Thanks, I Rather Have A Castle!

And just for reference, my old collection of Allods Online screenshots.

Y’see, I’d love to see private Outland/Allod style floating islands as housing locations in WoW.  Wizard 101 does almost exactly this already, and for their trouble, they earned some money from me when I bought my Marleybone steampunk island home.  (That I currently can’t find any screenshots for, sadly.)  I’d love to have a little floating island home out off the coast of Nagrand, or maybe a Dalaran satellite.  Maybe I could have a little research hut out by Area 52 and a winter home tucked in the Grizzly Hills. Of course, these would all be phased, so they wouldn’t be a blight on the world, but that’s OK, I don’t necessarily want visitors anyway.

…it all reminds me a little of the system of outposts I tend to make in Minecraft, actually.  That’s a delightful game that I’ve spend a great deal of time in.  When I’m out exploring a Minecraft world, I build little waystations in interesting locations, and I link them with shortcuts via the Nether, since moving one “grid square” in the Nether is equivalent of 8 spaces in the normal world.  I have developed a good sense of how far to go before the Nether portals don’t just tether to existing portals, so I can leapfrog a series of Nether portals and overworld exploration to cover a lot of ground.  I wind up with the Arctic home, the Swamp home, Anvilania, the cliffside village, the Burrows, the tree farm, the diamond mine and so on… a whole system of locations that fit into the larger world, but that are uniquely mine.  (Get it?  Minecraft?  OK, my humor needs work.)

If I could have a set of private islands or shacks in the World of Warcraft, especially if they were linked via a portal system… I’d spend more time in the place.  It’s even another monetization vector.  Yes, it would cost something to develop, but I think it would be worth it.  I’d prefer the game to go subscriptionless, of course, and note that I’d spend money on said housing… y’know, while I’m dreaming.

And yes, I know WURM Online kind of scratches this itch, as does Minecraft.  I know LOTRO has housing, as does Wizard 101 and Puzzle Pirates.  I’m not hopeful that Blizzard will do this, and I’m not really looking for them to take over the world.  I just think this is an obvious design area that WoW could go in, and I’d have fun with it.  Just ruminating a bit on a Tuesday morning.

Ah, and many thanks to DÀCHÉNG for taking the idea and running with it over thisaway.  There really is a lot of fertile design space to mine in this housing concept.  Blizzard is missing a trick here, I think.  Maybe they don’t need to leverage the Minecraft/DeviantArt “artist” impulse to be successful, but I’m pretty sure the cost/benefit ratio is firmly tilted in the benefit direction.  Letting players modify their experience a bit and share their creativity is at least partially the heart of the whole “transmogrification” scheme, and that’s been a success.

I suppose I should have made it clearer, but yes, I am assuming that players would be able to invite friends to see their homes/islands/fortresses.  They wouldn’t just be private instances, forever sealed away.  They might be instances, but they would be places that other players could access in some way.

…as far as I’m concerned, that builds community while granting players ownership and letting them invest emotionally.  That sounds like a game design WIN to me.

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…for shameless self-promotion.  Y’see, there are sales afoot, and one might as well take advantage of them, yes?

Specifically, I’m an artist.  I do art.  Some of it’s good.  Some of it’s for sale.  Some of it’s on sale.

Some is over here, at Zazzle.  It’s mostly shirts, but also some fun puzzles and assorted knickknacks, like this Zelda-inspired bumper magnet and this Mousemech art (available on a variety of things) that I’m inordinately happy with, and some preliminary Project Khopesh art.

Some is over there, at Shapeways.  Specifically, my gearpunk dice and some World of Warcraft inspired “class rings“, suggested by the venerable Big Bear Butt some time ago.  At present, I only offer Druid rings, but I’m taking requests.  I also have some other great ideas for 3D prints, if only I can make the time to create them… including the models for Zomblobs!

CafePress carries one of my shirt designs, but I’ve decided I’m not a huge fan of their limitations on free shops, so most of my products will be offered via Zazzle for the forseeable future.

I also do the occasional commission, but to date, that’s mostly been for in-game currency over on the Puzzle Pirates forums, where I’m known as Silveransom, from whence several of the bits of art in my Mini Portfolio hail, and where one of my art tutorials resides.  I’d love to open the floodgates to do commissions for cash, but since I can’t promise a quick turnaround, I’ll just say that I’m very open to requests, I’m just going to be somewhat less than a full-time production house.  Somewhat less than part-time, really, but you might be surprised what is possible to do in the wee hours around midnight when the kids go to bed.

Y’see, things are unnaturally busy here at the Tesh household.  We’re finishing the basement, so my “vacation” from work this holiday season isn’t exactly filled with carefree whimsy and mad dashes to fulfill art requests.  Still, I’m working in a bit, here and there.

So yes, Happy Holidays!  Merry Christmas, or whatever it is you do this time of year!

…are the Steam sales up yet?  That’s kind of an event, right?

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I “tweeted” last week that I was going to take advantage of an offer from Blizzard (seven whole days of free game time, woot!) to go and take a look at Karazhan.  The venerable Big Bear Butt offered to show me around the joint.  So, I finally saw Karazhan.  And took almost 250 screenshots of the place.

…it’s way bigger on the inside than it is on the outside.  Oh, and in BBB’s son’s continuing quest to Control All the Things, he managed to grab control of one of Moroes‘ beefy melee henchmen.  That would have made a nice difference if we were running the place at level.  Also, Tinhead is creepy, but the Opera Event is pretty cool, and the Chess Event is awesome.  Yes, it’s not real chess, but it’s good fun anyway (and, like in real chess, knights are nicely useful).

Some highlights (in no particular order, because I’m short on time):

…and then, just because Blizzard finally got with the program and decided to allow anyone, even trial accounts, to play any race, I fired up a Pandaran Rogue.  The Pandaran starting area is really nice… even if I can’t fly around in it.  It’s the new shiny, and I like it, but I still like Gilneas and Mulgore about as much.  The Pandarans themselves are very well done.  I like the “Red Panda” look the females can access, even if the real world red pandas aren’t actually pandas.

So I guess I’m a Tauren/Worgen/Panda kinda guy.  Though I still say Blizzard missed a trick in not letting Pandarans be Druids.  Still, their starter area is open to pretty much anyone, so have at it!  There are plenty of photo opportunities and some fun character animations.

Google+ collection of Karazhan shots

Google+ collection of Pandaria shots

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Friday Fun

This is a followup on a Big Bear Butt post over thisaway, wherein he suggested some art based on World of Warcraft PvP fickleness, and then I went and made some art.

Here are the basic pieces, Horde and Alliance…

Go Alliance!

Go Horde!

And here are some desktop images from them…

And then here are the two-sided shirts.  Mostly just because the idea of them made me smile.  Those are in my Zazzle storefront, Tish Tosh Tesh Toyz, where I have a variety of other artstuffs, so if you do go check out the shirt, please poke around and see if anything else piques your interest.  Oh, and incidentally, shirts are on sale over there for the 4th of July holiday, so it’s a good time for shirts.

(Edited to remove shirts; may as well not flirt too much with trouble.  They weren’t up for profit anyway, but Zazzle doesn’t have a “demonstration only” setting.  I still love the idea of a two sided two-faction shirt.  Maybe I’ll make a sufficiently noncopyright version one of these days. )

Happy weekend!

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A little while back, Syl mused about how World of Warcraft has changed her in an article thisaway.  Others chimed in like Victor, over here, and Rakuno over here.  I figured I’d jump in, since I haven’t done enough navel-gazing lately.  To dig into what MMOs have done to me, I need to go back to the 90s, before I did anything with them.

I work in the game industry.  I play games.  A lot of different games.  MMOs are just a small slice of my game library and vocabulary (though they tend to consume a disproportionate amount of time), but they have had some significant effects on me over the last 6 years or so.

My background is primarily in RPG games and tactical games.  I’ve played RTS, FPS, driving, fighting, puzzle, and other games, but most of my gaming time before MMOs was with epic RPGs like Final Fantasies, Chrono Trigger, Star Ocean 2 and the like.  Back in… 2002? or so, I remember seeing an advertisement in a magazine for the upcoming World of Warcraft.  It wasn’t the first online game I’d heard of (Sierra’s The Realm gets that honor, I think, and I was aware of Ultima Online), but it looked really good, and I liked the Warcraft IP, having spent many fun hours with Warcraft and Warcraft 2.  That was the draw, really, the ability to prowl through the jungles at ground level as a single character, rather than the third person nonentity I was in the Warcraft RTS games.  In short, I was captivated by the idea of exploring the WORLD of Warcraft.

Of course, the blasted thing is an online game, and the only place I had internet access was at school or work.  Those were the only places I had a computer capable of then-modern gaming as well.  Yes, I spent a lot of time with classics like Master of Magic, Master of Orion 1&2, X-Com (the old, good one), Privateer and the like well past their heyday.  I’ve always been a late adopter of games, really.  It’s better on the wallet.  Anyway, while WoW looked appealing, there was no way I was going to be able to play it, so I ever-so-slightly wistfully pushed it aside and ignored it.

In the meantime, I graduated from college in 2003, then got a full-time job that let me buy a then-powerful laptop that I fully intended to play games with.  I still didn’t have an internet connection (and to this day, I still think the darn things are too expensive), but I had a computer that could finally play Morrowind.  I was hooked, finally happy to be wandering through a fantasy world that was so much more interesting to me than my FPS experience in Wolfenstein (the old one) and Doom (also the old one).  I got lost along the shores outside of the starting town, died a few times, and then downloaded a few hacks.  I found I wasn’t all that interested in playing the right way, I just wanted to putter around in a fantasy world.  Imagine that.

It was while I was working in that first post-graduation job that I ran into someone actually playing that World of Warcraft thing.  He played during lunch, mining, mostly.  I watched him maneuver his zombie-ish guy around some barren-looking canyons, mining some sort of rocky nodes.  I think, looking back, that it was maybe in Thousand Needles, one of my favorite locations in the game before the Shattering.  He showed me around a little, noting that his “real” character was an Orc Shaman.  He offered me a ten-day buddy key to try out the game, and I graciously accepted.

I still didn’t have an internet connection.

So, I installed it on my office computer and played a little during lunch like he did.  Yes, we played games at work.  We were working in the game industry, and every one of us were gamers.  One guy played Magic the Gathering Online for lunch, and sometimes we all played the actual card game for lunch.  And it was good.  The bosses didn’t play games as much as we did, but they didn’t mind us playing, even with company assets like the computers and internet connection, so long as we got all our hours in and got our work done.

Anyway, I had ten days to play, only during lunch, only at work.  It was little more than a taste of the game, really.  I fired up a Tauren Shaman and puttered around.  I learned what the WoW notion of quests were, and I followed some breadcrumbs around the hill to a small Tauren town, then made my way up the road to Thunder Bluff, still my favorite capital city in the game.  I learned Skinning and Leatherworking, charmed with the ability to make my own gear.  It felt like my Tauren was a self-sufficient adventurer in a larger world.  It was good.

The game’s reality lurked in the wings, though.  I wanted some more backpack space since I kept winding up with lots of junk I picked up off of the critters I killed, but I couldn’t buy anything from the auction house and vendor bags were too expensive.  I figured I’d use Leatherworking to make some kodo hide bags, since there were kodos just downhill.  Silly me, I figured it should be easy.  Just go kill and skin a few kodos (they are huge, and should have plenty of leather apiece) and then stitch together a bag or four.

…the last three days of my trial were spent trying to make those stupid bags.  I had to skin several dozen critters to qualify for skinning kodos.  I had to kill dozens of kodos just to get one scrap of kodo leather.  I needed six such pieces to make one bag.  I stuck with it because it was my “endgame” goal for the time I had.  I never actually did finish even a single bag.

It was stupid.

That, in a microcosm, is the WoW experience, I think.  Fascination with the world and its potential, ownership of your own little avatar in that world, seeing new sights and new monsters… then running face first into the soul-crushing time sinks that the game uses to suck people into that next sweet month of subscription money.  I learned enough about the game to know I still loved the idea of the World of Warcraft, but that the game itself got in the way.  Even if I had internet access at home at that time, I still wouldn’t have bothered with the game because of the absurd subscription business plan… and to be honest, I did want to keep playing, but I was already getting burned out a bit, just because of the stupid grindy pacing of the crafting system.  It was probably good that I didn’t keep going at that point, since I was still on the edge of still liking the game for what it could be, and could go on pretending that it was exactly what I hoped it was.

Soon after that, I found Puzzle Pirates, and it was like I had found a home I never knew I was missing, and I didn’t have to pay a sub for it.  It’s still my MMO home.  I was hooked there by the gameplay, not so much the sense of the world, though I did love “memming” the ocean solo, still scratching that Explorer itch.  It helped that I was pretty good at the game (skill is more important there than time investment), and that I got my own ship without reaching some arbitrary “endgame”.  I didn’t much mind that I was missing out on the WoW craze.  I had something that fit me better, and really, it still does, seven years later.  In fact, last night I finally won my first Swordfighting tournament.  Sometimes it’s the small goals that make the most fun.  It is also the only MMO that my wife has played with me for more than a half hour.  She gave Guild Wars a good try, but it just didn’t stick.

It wasn’t until… 2008 or so, when the ten-day passes were obsolete and anyone could just sign up for a ten day trial, that I tried the game again.  I played another ten day trial, this time with my home desktop and internet connection (albeit a cheap one, which made the game laggy… which didn’t help).  The game still looked nice, and it was fun to make a new character, hoping for good times.  This time I did a little more research on the game and fired up a Druid.  I’ve loved Druids ever since.  I have a soft spot for Hunters and Shaman still, but I’m a Druid player at heart.  I had fun, learned Bear form, messed around a bit shifting between forms as necessary… then my time ran out.  I still mostly liked the game, but still wasn’t going to pay to keep playing.  I was mad enough that I had to pay $50/month for the internet connection.

The wider world of MMO gaming had been opened to me, though.  I tried a bunch, from Dungeons and Dragons Online to Guild Wars to Lord of the Rings Online to Atlantica Online to Star Trek Online to Allods Online to Wizard 101 to Neosteam to Free Realms to City of Heroes to DC Universe Online to my latest experiment, Pirates of the Burning Sea, and others in between that I’m not remembering at the moment.  I (quickly) grew tired of the DIKU grind, always chasing levels and loot.  I decided that playing with others can sometimes be OK, but that I’m still a soloist at heart.  I studied game design, business models and the game industry.  I found some MMO blogs as I studied the silly things and their communities, and eventually started a blog of my own.  This is why this blog still has a backbone of MMO analysis, but it’s not devoted to any one game or even stuck solely on games at all.  I came to this blogging world because of MMOs.

I may not be a MMO groupie, but I still find value in the sociality involved with the games and blogging in general.

So that’s what MMOs have done for me.  They have introduced me to bloggers I consider friends, they have increased my knowledge of the game industry and game design, and given me well over 6000 screenshots that I can use for inspiration (I’m an artist, after all).  My knowledge of games, my chosen career, has been enhanced by the wider world of the internet and how games work in that shared social space, whether or not they are designed for it.

My life is richer, not necessarily for having played MMOs, but for what they have led me to.

…but I still hate subscriptions.

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Appropriately after my last post, I just finished up the Uldum questlines (dungeons aside) in World of Warcraft and then hit level 85 in a random Looking For Dungeon run in the air palace above the south shoreline of Uldum, perhaps appropriately in Cat form, surrounded by the carcasses of bird things.

Ding

Yeah, Tishtoshtesh is level capped.

So I went to Thunder Bluff, perched on the highest point I could find in Swift Flight Form and logged off.

All done

(This shot in Orgrimmar looks better, but Thunder Bluff is still my favorite WoW capitol city, and it just makes sense for a Tauren.)

Almost done

I won the game, right?  Tishtoshtesh is on par with some old world raid bosses (OK, the weakest ones, but still…).  The Uldum story is done.  Time for a well-earned rest.

Time to go do some spoof game artwork (hint: ME4) and finish up Zomblobs!

(Yes, I’ve been slacking on Zomblobs! a bit.  I ran into a mental roadblock, and sometimes the best thing to do is step away for a little bit.  I think ultimately I’m just going to run with what I have in mind for the game and if playtesting shows it’s stupid, it gets changed.  That’s what betas are for, after all.)

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Dead Man’s Party

I have nowhere near the pull or presence to make this sort of thing happen, I just wanted to mention it because, well… I thought it could be funny and/or fodder for blog posts, and maybe someone can take the idea and run with it.

Big Bear Butt has recently done some PvP, and one of the things he mentioned was setting up a cross-realm battle comprised of teams of bloggers.  That’s a fun idea, and could spur some interesting posts.  Putting a pseudo-face to a name in-game has a way of changing things, ever so subtly.

I can’t help but think that a similar session of PvP comprised wholly of baby Death Knights might be worth attempting.  Let’s call it, A Dead Man’s Party.

Y’see, everyone would be on more or less equal footing, with the same gear and levels.  The differences would be racial, spec and personal skill.  This sort of flatter playing field interests me much more than most PvP… but then, I’m probably weird.

Anyway, just a thought, for all you PvP fans out there.  I know you exist.

Somewhere.

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OK, I caved and jumped back into World of Warcraft thanks to that absurd Scroll of Resurrection thing.  It’s kind of a big deal.  Sorta.  If the conspiracies are to be believed.  (I still say they should sell level capped characters.)

Me?  I just used it to make an insta-80 Shaman, a Dwarf I’m calling Rumblethump, so I could use Far Sight to take more esoteric screenshots.  We’ll see what I come up with.

…that’s probably not what Blizzard intended, but hey, I finally used one of my 30-day time codes from the VISA rewards card, so that’s less of a chance of me losing out on that value in the eventual shift to a glorious subscription-free WoW.  Anyone for buying my retail 60-day card?

In the meantime, I might get my “main” past level 78 and poke into Icecrown, then finally tame myself a Venomhide Raptor mount.  Yeah, tourist priorities.  Then I’ll take a lot of pictures.

So there.

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“Video Games” run a theoretical spectrum from almost purely mechanical beasties like FoldIt to barely interactive… things, like Dear Esther, Trauma or one of those atrocious “Full Motion Video” games from days best forgotten.  I’m not certain that you could ever have something purely mechanical with no context, and something purely narrative with no input wanders off into “Movie” territory.  I’ve written before on some of what I think games are and what they perhaps should be, even specifically about narrative in games.  There’s a blog devoted entirely to the notion, and many others that are quite eloquent about game design.

So… yeah, nothing really new to offer on that count, but I did want to highlight a post from Tobold today.  He’s writing about skill requirements in WoW over thisaway.

I was going to comment there, but it got long and linky, so I brought it here.  I think that putting level, group size and skill gates on content that completes the WoW narrative is asking for angst.  I see two major avenues to relieve the stress:

1. Give raids several levels of difficulty for the same content, from an uncapped zergfest to solo.

2. Pull the narrative out of raids.  (Alternatively, drop dev narrative, but that’s not going to happen.)

In any discussion of raiding and the dichotomy between the elites (self-defined, of course) and the unwashed hordes (the other guys, no matter their actual skill level), I think it’s also crucial to split the discussion of playing content from receiving rewards.  (It’s also worth noting that I say “playing content”, not “watching content on YouTube”; they aren’t the same thing.)

I am all for special rewards for demonstrating skill.  To me, that’s the essence of gaming, developing skills, learning game systems, and being rewarded for it with further tools to explore the game systems.  The whole “play for a while, watch a cutscene, repeat ad nauseum” design we see in a Final Fantasy RPG uses narrative as a lure and reward for grinding through the game, which is far less satisfying to me than expanding the gameplay itself.  I do love most Final Fantasies and many other RPGs, but that’s usually because there’s some good gaming under the hood.  The story is only tangential to what I think of when I play these games.

…and yet, I do like the story and characters sometimes.  I’m one of those that bought Advent Children and actually like it (yes, it’s cheesy, yes, it has problems, yes, I still like it).  I don’t want to go back and play through Final Fantasy VII to see that story, but I’d probably happily go through a tour of the cutscenes and crucial story points.  Yeah, I had fun with the chocobo racing and materia wrangling when I played the game, but I won’t do it again just for the story.

Maybe that makes me a terrible, no good, awful tourist or consumer or something, but hey, I did buy Advent Children, and I bought almost every Final Fantasy, so I’m a customer.

Point being, these “game” things we play tend to be a mishmash of interaction and passive fluff.  If the fluff is going to be important to all of your players, they need to be able to get to it.  I see no problem gating loot and even some game mechanics behind skill tests, because that’s what gaming pretty much is.  I’m not a fan of gating fluff behind skill checks, especially if you’re trying to build up a narrative that you want players to care about.

RPGs tend to alleviate that by letting players overlevel content, RTS games allow cheat codes and so on… MMOs have no such release valve for raiding.  Even the much-vaunted (or vilified) Looking For Raid doesn’t open the gates much, and what it does do tends to just mash together more people with different gameplay goals, always a stressful thing.

I’m not convinced that dev narrative needs to be the “fourth pillar” or dev focus for MMOs, but if it’s going to be important, it has to be accessible to as many players as possible.

Oh, and latebreaking but oh-so-relevant, Mass Effect 3 and multiplayer… apparently, the “best” ending demands multiplayer.  Ick.  Bad designer, no twinkie.

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Trek Tales

As much as I like Star Trek Online, I’m looking forward to finishing it and moving on.  I suspect it’s similar to how I’d approach Star Wars The Old Republic, inasmuch as I want to play the story and then move on to another one.  I don’t think that’s a bad thing, and I’m not burned out on STO (and I still highly recommend it, flawed though it is at times, like any other game)… I just have a lot of other games I want to play, and I need to move on instead of getting stuck in a rut.  This also means I’m less likely to burn out on the game, since I’m not feeling obligated to play past the point where I’m having fun, whether because I’m in a raiding guild or paying a subscription I want to get good value out of.

It’s remarkably similar to how I approach novel reading, actually.  I liked the Harry Potter books when I read them, but I don’t feel much impetus to start over and reread them.  On occasion, I do pick up one of them and just start reading somewhere in the middle, just for fun.  Likewise, I’ll pick up I, Jedi once every few months and reread a random passage, just because that’s the era of Star Wars that I like the most.  It’s a lot like my bookmark system that I wrote about back in my Turning Back Time article, where I can just jump into the narrative wherever I feel like it.  I do similar things with DVDs when I’m working in the evenings; I’ll fire up a movie or TV show I’ve seen but maybe I’ll skip around to the parts that interest me at the moment as I paint or design.

We don’t see that much in games.  Between autosave systems like Batman Arkham Asylum/City and MMOs and their “always on” nature, the biggest games I’ve played lately aren’t all that amenable to replay unless I flat out start over.  Y’know, I don’t always want to do that.  Sometimes I just want to jump into the parts that I loved most the first time through and replay the fun bits, maybe with some tweaks to my approach.

Maybe World of Warcraft is tinkering a little bit with this, as Big Bear Butt suggests over thisaway, by letting players bypass the grind inherent in gearing up alts, but that’s not quite the same thing as replaying some of the narrative bits or trying something as a different class (I’ve argued before for full character respecs, all the way down to class, as I note over at BBBs’ place).  Sure, we can replay a dungeon here and there, but what about the stories out in the world at large?  I don’t think there’s any way to replay a world quest without firing up a new character, and that’s a time sink.

It might be fun, sure, but it’s like starting a novel all over again just to get to that cool part one third of the way in or watching a movie on videotape.  Sure, you can fast-forward a bit, but you can’t skip ahead like you could with a DVD.  We’re totally spoiled by DVDs and their instant access to varied scenes in a movie.  I have a hard time watching movies on VHS these days.  I’d like to see more of that sort of spoilage in gaming.

This is where STO really shines.  I’m convinced that the best writing in the game is in their Featured Episodes, each a handful of missions with some tight scripting and play.  No, there’s not a lot of player autonomy or choice for Bioware-flavored gaming fans, but sometimes that’s OK.  Yes, I’d love to see more simulationist MMO gaming and player choice, but just going along for the ride can still be good fun, especially in bite-sized chunks of time.  (Though I maintain that it’s a Very Bad Fit for subscription MMO gaming, I do love a good Final Fantasy or the like sometimes, just like I love Minecraft sometimes.  They can both be good fun, just different.)

Anyway, the Featured Episodes are replayable pretty much whenever you’d like, so long as you’ve done them once.  They autoscale to your level (and there are three selectable difficulty levels) both in challenge and in rewards (experience aside).  This is fantastic, as I can just go replay the missions I loved most without starting a new character.  It’s simpler in STO, thanks to the instanced nature of missions, but man, it’s a great core design decision.

It also might be worth noting that I could get all the fun I’m getting out of STO if it were a single player offline game.  Sure, I’d need to go online to catch up with Longasc or BlueKae or Tipa in-game (though I’m not so good at that anyway), but I’ve been playing the Featured Episode missions entirely solo since Longasc helped me through one of them some eight months or so ago.  STO is a good game solo, and it’s a good game with friends.

…but it’s about time to move on.  I’ll finish the game, plunk it in my “good game” memory and move on.  Maybe I’ll come back just for fun one of these days (a huge strength of the nonsubscription model), but it will be because I enjoyed it and want to again.  Maintaining that positive mentality toward a game is a Good Thing, methinketh.  I’ll probably play through the new Feature Episodes on the 11th, and then go play Batman Arkham City or Insanely Twisted Shadow Planet.  Tally ho!

Oh, and here are some of my favorite screenshots from my STO play.  I have a LOT more, but these are my favorites.

Obligatory mug shot

Obligatory ship shot

Obligatory away team shot

Obligatory Earth orbit shot

Obligatory DS9 shot

Obligatory Empok Nor shot

Obligatory Enterprise-F Odyssey model shot (only available during the 2nd anniversary shindig)

Obligatory Memory Alpha shot

Obligatory cool planet shot

Obligatory cool space shot

Obligatory space station raiding shot

Obligatory shipping crates shot

Obligatory planetary cityscape shot

Obligatory weird lava planet shot

Obligatory Tribbles shot

Obligatory Gorn shot (my son's character, Sss'anta)

Obligatory noob shot (my daughter's character standing in a fountain, petting a Tribble)

…and a few other random shots.

Romulans experimenting on Borg tech

Reman Base

Broken down

Fire Caves

Blowing stuff up

This illustrates my favorite ground combat trick: my Science Captain’s “endothermic field somethingorother”… basically a nice Area of Effect ground fire.  It’s a blast to use on stationary targets.  It’s also good to use on NPCs, since standing in the fire confuses them, and they don’t use special abilities or move out of the fire.  Then I turn the Cryogun on them for a little fire-and-ice action.  Yeah, I love AoE attacks on targets that just sit there.

Standing in the fire

150 or so over on the Google hivemind.  Resistance is futile.

(4200+ not shown.  Yeah, I take a lot of screenshots.)

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