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May 17, 2012

Category: Gaming

February 22, 2011

Bardic Coolness: The Literal MMO Rockstar

I’m totally convinced that the Bard-like classes in an MMO, that base attacks and magic around playing music, are the middle child of MMO class-dom. Sometimes completely ignored in the midst of the traditional “trinity” of healer-dps-tank classes or otherwise of low standing for their odd, non-traditional role, Bards have never probably received the love that they so richly deserved. How do I know this? History is one teacher. When I ask people, for example, who they feel their favorite character from the Final Fantasy series is, people would be hard pressed to say “Edward”, the famous harpist who used singing skills and flashy music to help defeat enemies. Nobody talks about Edward unless it’s in the context of a badly translated quote for which he’s being made fun of.

Bards in general may have been doomed in MMOs to live a stereotypical connotation of dressing in clothing way too flamboyant. If not that, they are alternatively a Monty-Pythonesque annoyance to other players. After all, Bards have traditionally played a sort of odd hybrid support role, providing mild healing and a secondary support while occasionally doing damage.  This, combined by the fact that primary weaponry consists of a lute, a song, and a distinct lack of a tour bus makes the Bard a seemingly silly role to play.

But Bards are seeing a bit of  a resurgence, most recently in games such as RIFT and LOTRO, where the musically inclined can not only serve a helpful support role but one that is essential. Healing is a bit better, the options for damage are greater, and the appeal of the class as one that isn’t expected and a potential refreshing change for people like me who tire of the “green bars go up” support role and want to try something different.

That’s not to say that playing Bard is not a spam button class either. Like their precursors from EQ and DAoC, Bards today are a study in why gamers can get carpal tunnel. Keeping songs up that buff the party and provide a little more punch to a raid or group means being able to continuously refresh them, a sequential process called “twisting” in MMO terms. I forget where the term “twisting” came from, but considering as a Bard class I juggle as many as 5 things at once, I can see how I could literally twist myself into not being able to type for a couple weeks. And that’s just talking about one element of a class that can potentially heal and do damage, as well.

All the recent hubbub about Bard classes in recent MMOs gives me hope that the class itself will not be ignored for future game releases. I personally like the Bard, stereotypical feathered cap and all, for a change from my normal protective roles, but more than anything, being a Bard for PvP is great. Not for the damage, and not really even for the support in groups – but mostly because dying to anything that uses a lute as a weapon must seem to be particularly embarrassing. So bring on the opponents – because unlike my singing and playing ability in real life, I’m sure to belt out a tune that will knock your socks off.

February 20, 2011

Cheap Mashed-up Updates Are Amazing

Today’s cheap update takes us to the world of mashups – that wonderful world of smashing two things together and hopefully getting something like a Reese’s Peanut Butter Cup and not Crystal Pepsi.

The best part of some mashups when it comes to games is finding something that you totally would not expect to be a part of one, like the below:

February 18, 2011

The Silly Comfort Of Tinfoil

Geeks are usually smart people with a good head on their shoulders. Ask any geek to rationally explain to you why you shouldn’t be afraid of cellphones giving you disease, computers being able to see that you visited the Hello Kitty fansite 450 times in the last week, or anything else that would normally freak you out, and they’ll be able to do it with typical aplomb.

Ask them what they think about one of their favorite games receiving a hotfix because an ability is broken, though, and they immediately become an irrational whirlwind of rage – crying, pounding the ground, and generally having an outburst online that John McEnroe would be proud of. Read any forum, check any fansite, pop into the comments section of any video, and you’ll find these tinfoil hat wearers everywhere. To them, any explanation leads to a definitive conclusion, any set of words can be connected together to fill a hidden agenda, and even a seemingly innocent update about the inclusion of in-game donuts is evidence of some larger scheme designed to do something else, whether that is good or bad.

I’m kind of not sure what makes the tinfoil hat so comfortable to wear, but I do know that it is certainly something that an optimist like me isn’t really interested in putting on my head. For one, it’s a lot of effort. Tinfoil is light, to be sure, but the weight of reading between the lines at any possibility of finding something is a heavy and stressful job. It’s also exhausting, too. If for some unknown reason I was to run around in circles waving my arms around whenever someone said something to me about lunch plans, I think I’d have very sore arms and aching legs. Multiply that by a few days and a few hundred posts and you’ve got someone for whom it is a literal mental strain to actually read anything. Rough stuff.

I think that removing the tinfoil hat is something that will go a long way towards simply enjoying a game for what it is, what it could be, and what it inevitably always has to patch to be. Yes, there is a reason for doing and saying a lot of things, but finding out about them along with everyone else, right from the horse’s mouth, isn’t necessarily a bad thing. To be perfectly honest there are more important things to worry about other than the fact that the latest and greatest something is going to put you to the road to ruin. Games have so much more to them than what the developers tell you about them, whether that is how you personally enjoy them, how your friends perceive them, and how they change the industry overall. Worrying about the methods and design of how they get there, or hidden motivations or agendas is ultimately just has a negative effect – so I say, enjoy those in-game donuts. I know I am.

February 17, 2011

Grown Up Gaming Fight Club

Remember when you were a kid and you and your other friends would go out and mime out being your favorite superheroes, fighters, and overall ass-kickers in play fights? Remember those barely choreographed kicks and punches that sometimes accidentally landed little Billy with a bloody nose, a lot of tears, and some sheepish explanations about how you were “trying to do the hadoken”?

Today’s cheap update takes a bit of that childhood and amps it up into an IRL Street Fighter frenzy. Check out the choreography and camera work of these folks:

February 16, 2011

Savoring The MMO

Unlike the tasty steak on the right, which I would probably devour with reckless abandon, I kind of like to savor the MMO releases that come around the corner. Savoring in this context means many things, but the meaning that comes to mind is appreciating what you like before you consume it.

I get how hard this is, though. The siren call of open beta, events, promotions, and convention appearances sometimes screws around with your need to keep things a bit sane until release. When you get a taste of what you could be playing, for some it becomes a bit of a drug, causing people to obsessively check forums, camp RSS feeds, and overall unabashedly show their desire to have more.

But there is a value to allowing yourself to build your appetite a little instead of taking little nibbles or bites. For one, the prospect of burnout is farther away. Yes, having that MMO steak is very much an awesome thing, but there is no such truth like “too much of a good thing”. Even if you could eat steak all day, every day, eventually, you’d get sick of it. Trust me – a known chocolate addicted friend of mine went to work in a factory and years later cannot stand even the smell of chocolate in the room. It’s a dangerous thing, I tell you.

I do honestly think that the most beneficial thing to savoring your MMO appetite, though, is the fact that it allows you to enjoy it for what it is, as I said when I started this post. I think that in an effort to sate a constantly unsatisfied hunger, a lot of people will tend to obsess over the little things (and get upset over them) rather than understand the big picture, the whole experience, and the entire meal. I’ve employed this for the last 3 or 4 years, and trust me – when you finally get to the table and start to eat, it tastes that much better.

February 13, 2011

De-Necessitating The MMO Ranking

You’d think that by nature, the discerning geek would shun the pecking order and hierarchical nature of society that sometimes tends to get attached to them in real life. After all, the labels attached to one’s physical appearance (such as height, weight, and whether or not you eat at fancy steakhouses or McDonald’s) aren’t the kind that someone wants to bother with when it comes to the great big anonymity of the internet. While I by no means have very many physical features to be ashamed of (other than perhaps an overbite that I’ve always been too lazy to fix), I don’t necessarily want to communicate anything that might put me in some ranking amongst the other males (read: most) of the internet.

That being said, when it comes to MMOs, unsurprisingly geekery is as bad at creating a social ladder to climb as the people who watch and perhaps live the Jersey Shore life. If you don’t believe me, find any blog more traveled than mine about MMOs (which is most of them, granted) or check any forum for online games and you’ll see the full smorgasboard of elitists, shallow folk, and shunned people that you’ve come to know and expect in today’s bar scene. What’s worse is the fact that most of the people who post in these places defend and rank their favorite MMOs with the fervor normally reserved for kids wanting entertainment at a Chuck E Cheese. Whether they think WoW is the ultimate in the bee’s knees or maybe sandbox EVE Online is the best thing since sliced bread, there are always people looking to call the best and the worst of MMOs.

I don’t know about this, really. It might seem like a silly notion, but when was the last time you played a game because you felt that it ranked somewhere in some agreed-upon hierarchy of MMO-dom? While playing what appears to be the most popular and well-liked of games does have its advantages (not the least of which is no shortage of internet personality), I’m not sure that it is necessary for you to really enjoy a game. The problem is that when enough people have this mentality, the Multiplayer in MMO – an actual necessity for a game to be sustainable – suffers, causing the population to decrease and eventually die out. If more people simply played a game because it spoke to or made it fun for them in a way, this would be less of an issue.

I’ve probably written about this before, but people love to defend their MMO of choice to death. This in and of itself isn’t bad, but to participate in the pseudo caste system people try to assign the various titles out there is sort of a self-defeating battle – mostly because people on the internet all have their own opinion of something. It just so happens that some of them align together into similar ideas about their game of choice. If someone just happens to like the fact that an MMO that is ranked, say, 20th on the scale of MMOs is their cup of tea, then I say, more power to them. The idea of ranking MMOs is kind of a blah thing in part because it is anti-variety, implying that a game with only a few wide-spread appealing features is an acceptable game. A dangerous game to play for both developers and players – players being the ones driving the market for what is considered to be a successful mass-market MMO and developers making the decisions in their design to accommodate that (or not).

To this I say – play the MMO because it makes you feel like your toon is worth playing regularly, not because a ranking system tells you such. You’ll be happier for it.

February 10, 2011

The Value Of An MMO Leader’s Masochism

Recently, one of my readers (I do have them!) turned me onto this little gem of a book called “The Guild Leader’s Handbook” on Amazon, which is this little compendium if tips and tricks about being a leader in a group of people towards a mutual digital goal. I have to say, it’s about time that something like this came out in actual print, mostly because I think there are always some tried and true facts about being a guild leader in an MMO that frankly needed to be committed to the written word. I haven’t cracked the book at all, but I do hope that one vital and salient point about what is needed to be a guild leader isn’t missed.

To be a guild leader, you have to be a masochist. And people have to appreciate the positive value of that level of self-punishment.

I was never really a guild leader, but I did climb as high as to be suckered into being a sort of senior officer and a raid leader, which meant such fun tasks as posting raid strategies, using my barely coherent mathematics skills to determine points for our raid/loot system, and listening to people talk my ear off about how the purples needed to be on their toon instead of another’s. The thing is, someone has to do the job, and the job of a leader’s, especially in an MMO’s, is just sometimes as painful as sticking a pair of scissors in your hand and twisting.

Perhaps the worst day I ever had involved:

-Me somehow finding a bug in the raid point software that gave someone hundreds of points and minused a ton of random points from others

-Listening for two hours to 3 people involved in a crazy online love triangle that was affecting our ability to raid

-Having to sit in vent and hearing the unfortunate sound of someone on the raid that had the stomach flu, and

-Misassigning the best warrior weapon in the entire dungeon to a gnome mage.

…but on that day, we killed a raid boss we’d been working on for weeks. Somehow, it made the masochism all worth it. I’d say that the next time you see your guild leader or raid leader, or if you ever pop open the book I linked, make sure you give them a virtual hug and perhaps even some cookies. Trust me – they’ll need them.

February 8, 2011

Easysauce Is The Best Sauce

Maybe I’m a little odd, but I think I’m one of the few gamers out there who likes it when it’s easy to do something when playing. Whether it is diggin’ in my inventory, going to find a quest mob that I have to kill, or being pointed out the obvious weak spot on an enemy with a red flashing arrow, I like to have it all nice and neat and given to me in a way that I can use to succeed.

That being said, some of my friends and associates are all about it being terribly hard or difficult. I feel like sometimes when I’m talking to some of them, as they rant about how something was nerfed or buffed to make it easier, that I’m talking to a weird hybrid of the Comic Book Guy from Simpsons and the Grumpy Old Man from SNL. The people most upset about something being made easier are the ones who remember how difficult it was, how they made it by the skin of their teeth, and how they walked up hill both ways in the snow while carrying a dolphin doing it. They complain about how the challenge is gone and that the unique feeling of being one of the few who have bested something disappears with a lowering of difficulty. And most of all, they treat whatever was nerfed or buffed in the game as a bit of an irreversibly changed pariah.

I think it’s helpful to make the distinction here in my own positive way that when something is easysauce, it isn’t trivial. There’s a difference between the two. If I want to make baking brownies easysauce, I’d provide pictures, include proper proportions, and prepare things ahead of time. If I wanted to make baking brownies trivial, I’d either buy them at the store, or create a way to poke a button and make brownies instantly appear. What the proponents of hard and/or difficult say is that when something is easier, it is trivial, which isn’t always the case.

I look at it this way – if an encounter or a boss or an achievement is easysauce to get, that means that I have an opportunity to help others do the same thing and revel in the fulfillment and enjoyment of doing it. If what I’m doing in the game is suddenly less difficult to deal with, I have more time freed up to go and do other things, too, such as unlock more achievements, pick my flowers, or torch someone while they are occupied by fighting a monster. These are the kinds of benefits that tend to have a ripple effect – the more people that have an easier time doing something, the more that they can feel fulfilled and not as frustrated over dying for the umpteenth time.

That being said, developers probably do need to keep in mind how fast they can create content to keep up with things that they make easier for players. If anything is a truism, it’s that there’s always someone out there that burns through content faster than water drains through a pipe, so to prevent boredom, it’s definitely a good idea to ensure that what is offered is at least good enough not to be trivial. That being said, I’ve always failed to see the drawback to everyone having defeated something. Sure, there’s a lack of a unique feeling, but replacing it is a unified feeling of satisfaction with having beat something that was meant to be beaten in some way. Whether that has a heaping helping of the easysauce or not, I think that that’s the important thing that gamers should be feeling.

February 5, 2011

Cheap Update: Sharing Is Not Always Caring In Gaming

Oh yes, it’s cheap update day today, but going with funny Mario Bros. movies from Dorkly isn’t really a bad thing:

February 2, 2011

The Outside The MMO Box View

Today’s image is not so much about my subject matter as it is the conditions outside that I am currently writing in.  If you’re in my neck of the woods in the Midwest, you know what I’m talking about, so stay safe!

While bundled up with a blanket in front of the computer, I popped a look over at other blogs as I usually do and caught Syp’s post about being an outsider looking in when it comes to following an MMO and what different perspective it might bring. Focusing in on one particular word, it’s perspective, I think, which can ultimately help fuel a positive outlook on whatever MMO you happen to be following at the time.

As Syp said, following a title and getting caught up in the drama and community subculture is definitely an effect which manifests itself in the types of opinions you have on the MMO in question. But it’s not just the community or drama – it’s pretty much everything in terms of decision-making, methodology, and consequences. I’ve had the pleasure of having varying degrees of involvement, and it does certainly change your idea and perception of the scope of executing an MMO project. Being in does give you a bit more insight on not just the community, but all the moving parts it takes to get an MMO off the ground.

That being said, being on the outside isn’t so bad, either. You don’t have the inside track, but what you do have is an ability to look objectively and globally at the way things are hashing out for an MMO. If you’re a fan who casually follows a particular product, you’re not as invested in the happenings and inevitable ups and downs of said product. It allows you to pull back, take a look at everything at a 30,000 foot level, and perceive the far-reaching effects much more than someone caught up in the drama, as Syp tells us. Think about how something like Sim City works, where you can zoom in to catch your people at work or pull all the way out to take a look at the city proper and how it operates. That’s the kind of perspective that being on the outside of an MMO box brings.

Casual fans of an MMO always seem to get short shrift for the fact that they don’t instantly know the latest news, that they can’t see right away how much a decision can impact the product, or how they seem two steps behind the latest and greatest opinions. But I don’t find it to be too bad and say it’s a good thing because of exactly that. The opinion of a casual, outside follower always has a chance to open up a new way of looking at an MMO that people hadn’t really thought of before. It also allows those who are in the inner circle to gain an idea of how their fellow fans who aren’t so hardcore are responding. And there’s also the fact that it’s the critical mass of it all – one thing the hardcore followers and fans of MMOs talk about is how their voice represents a certain portion of the playerbase, one that is credible and meaningful. But what they don’t understand is what kind of positive impact having the true majority of average MMO players, the casual player, has on the overall vision and idea of how to make an MMO fun.

The best part about being an outsider looking in? You’re the target market that is desired. I think we’ve all seen and know that the hardcore and devoted followers, while they certainly have needs to be catered to, are more or less guaranteed one way or the other to either love or hate a game. But the casual, outside the box followers are the ones that are desired because they’re either on the fence or looking for a reason to get into a game and check it out. In the hopes of creating more of a core userbase, we’ve seen that many MMO developers will tweak their design, tout certain features, and overall provide a friendly presence to those outside looking in, hoping that they’ll take a chance and get into the MMO house. This, more than anything, is probably a good reason why you could stay a casual outside the box follower – because who doesn’t like having to be competed over for your affections?

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