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Posts Tagged ‘Everquest Next’

Blizzard sent me their occasional “come back and play pleeeeeeease, so you’ll get hooked and buy more subscription time” email recently, and I decided to take them up on it.  Of course, they pitched it as “come take part in the Siege of Orgrimmar“, but since that’s a raider thing, I chose to interpret their email a little bit.

…and really, I know that this sort of “play for a few days for freeee” email is meant to lure back in players who have been out of the game for a while, but it seems to me that isn’t limited to end-game raiders.  Especially since it seems like you have to be out of the game for four or more months for them to even extend the offer, and by then… are you really on the cutting edge of raid content any more?

Anyway, I did break down a while back and buy a Collector’s Edition of Mists of Pandaria.  (It was something like $35 or so, which netted me the art book, soundtrack and DVD that I really wanted.  The other extras were icing on the cake.  Oh, and the game expansion was nice.  I’ll make a Dwarf Monk at some point.)  You see, WoW and I, we have a tenuous relationship.  It’s a game I could easily spend a lot of time in, mostly just looking around at the nicely realized world and art.

And yet… what time I do spend in it is torn between “ooh, that is a good screenshot opportunity” and “man, this game design needs work”, with a fair bit of mindless questing and dungeoneering in the murky middle.  The combat isn’t terribly engaging most of the time, but sometimes, that’s exactly what I want.  Sometimes I want involved, tactically awesome combat, sometimes I just want to zone out for a bit before I go to sleep.  It’s a bit like watching a Stargate SG-1 episode I’ve seen before; I can just sort of turn off my brain and enjoy the ride as I coast to a stop at the end of the day.  WoW is a game that I just “graze” in, really, and that’s OK.  I’m happy to just putter around here and there during those times when I’m in the mood, and I love that my Druid has flight form and the cat form’s stealth so I can poke around in places where I’m not generally supposed to go.

This is also why the subscription model is such an awful fit for me.  I don’t binge on the game, or commit to it.  I just play it a little bit, and the value calculations of a subscription make that an expensive bit of gaming.  For the $15/month I might pay to play, I’d get in maybe 15-20 hours, tops, and even getting that much in would mean not playing any other games or working on Kickstarter (Go, Go, Tinker Deck!) or other art projects.  I just don’t do that sort of single-game thing any more.  For that same $15, I can buy three Humble Bundles or the like and get hundreds of hours of gaming over the next year or so.

What stood out to me last night, though, wasn’t the value proposition.  No, it was the design.  My Tauren Druid was tasked with fetching rattan switches for this quest:

A Proper Weapon

And as it happens, there’s a bunch of these switches by a neighboring merchant.  That Wowpedia link describes it a bit if you want detail, but I, quite mindlessly, as is my wont when I’m doing these bog-standard fetch quests, just grabbed one of those switches.

And then the merchant started yelling at me.

Immediately, my response was to right click on the guy and see if I could give him back the switch.  There were plenty in the neighborhood, and I was sorry I took his.

This quick incident was at once intriguing and disappointing.  For once, a character in the game exhibited small signs of an AI that was more than just “be present in the world”.  That was awesome.  It was a glimmer of what the AI in Everquest Next might get up to (and I hope that they make it interesting; there’s a TON of potential).  I thought it delightful that a NPC would chew me out for an admittedly stupid minor theft.

And yet, and yetI couldn’t react to it.  I couldn’t give him back the switch.  I couldn’t attack him and kill him for his insolence.  (I didn’t think of that option until later, as it’s not a reflexive response for me, but I still couldn’t do it, even if I had wanted to.)  I could /bow to him or /laugh, but there wasn’t really interaction there.  It was little more than a scripted event that’s just barely beyond what most NPCs do.

Still, it was an NPC reacting to something I did nearby, not something I did directly to them.  That was a nice touch, and I’m looking forward to seeing games take that further.  There’s a long way to go, and it’s sad to see only the very rudimentary efforts when there’s so much potential, but I choose to see that as a glimmer of hope for these MMO things.

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Not a lot of time around here, but I wanted to comment on this while it is vaguely relevant.

This TESO thing?  Silly.  Absolutely wrong for what Elder Scrolls games bring to the table, at least as far as I’m concerned.  I played Morrowind for many hours, just noodling around, exploring the world and messing with things.  Once I found a few mods, I did more tinkering.  Sure, it could have been fun to have a good friend or family member in on the fun, but having a world full of other players with varied and often conflicting agendas, all screwing around?  No, that’s not even close to the same experience.

Sure, maybe TESO will leverage the interesting setting and lore and such, but that’s not what interests me in the Elder Scrolls games.  No, the gameplay’s the thing, and dealing with random internet people and the static modless world that an MMO generally has to be really isn’t adding anything to the gameplay.  It’s wrecking it.  TESO is a totally different sort of game, by its nature, and that’s not a bad thing, exactly… but when there’s a very clear split between the setting and the gameplay as is necessary in this case, I firmly come down on the side of gameplay.

Of course, EverQuest Next is playing around with terrain deformation a little bit, but again, that’s just griefer bait.  I want to like it, I really do, but I just don’t trust people not to screw it up.  If the solution is “the deformation goes away after a while”, we’re still just back to a weird sort of static world, it’s just a bit more pliable in the short term.  Fun, in its own way, but really just another glaze of squishy paint on the theme park experience.

What I’d have loved to see from both of them is their own spin on Minecraft servers.  As in, let players control their own populations, connect to each other on a whim (even directly via IP address instead of through official channels or *gasp* even a LAN), stop screwing around with subscriptions, and go all in and let the worlds really be modded and molded.  Sell the game via a one-time fee, maybe rent out server space for those who don’t want to run their own, and let players really go nuts, again, like Minecraft.  Contain them to their own, small population worlds where it really doesn’t matter if Leggolass142 makes a Lord of The Rings Mt. Rushmore, because his friends approved of the project.

That’s what I’d like to see as “innovation” in the MMO space.  Not “Massively Multiplayer Online” games, but “Moldable Multiplayer Online” games, with small, private servers and a metric crapton of player agency.

But then, I am a Minecraft fan.

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