We as gamers are a subculture that still has not seen total mainstream acceptance. We may have a wider variety of people under our umbrella than we used to, but as the Real ID scare showed us, not everyone is comfortable associating themselves with the gamer label. Sure, some people wear t-shirts or buttons proclaiming their gamer pride, and I've been known to wear my druid t-shirt out in public (though the fact that non-WoW-players wouldn't understand the meaning of that kind of shirt is part of the reason why I'm so comfortable donning it for a public outing), but the people who I see wearing t-shirts that explicitly state their identity as a gamer tend to be the ones who fit the "gamer stereotype" more than most of us do; after all, there is still a stigma attached to gaming, so if one can get away with not immediately being associated with our subculture, it's generally beneficial to do just that.
In many ways, I find being a member of the gamer community to be a lot like being a member of the gay community, and I can say that because I am a member of both communities. Membership in either community isn't immediately obvious to others if one don't fit the stereotypical image of their respective community. (For the gaming community, it's the overweight, glasses-wearing antisocialite; or the gay community, it's the flamboyant man or the butch woman.) In other words, unlike race or religion, being a member of the gamer community or the gay community has more to do with what you do than who you are, so the only way someone can identify you as a member of either subculture is to see you participate in either subculture's defining activities, see you proclaim that you are a member of either subculture, or see that you fit the stereotypes about the subculture and make an assumption based on that fact. Both communities also have varying levels of acceptance in different circles and different areas, though gay acceptance seems to vary more by geographical location than gamer acceptance does, but both definitely vary by the average age of the members of the circle in question.
Of course, being a member of the gaming community somewhat more of a choice than being a member of the gay community, which could lead to the gaming community being more of an acceptable target than the gay community. However, I would argue that we don't choose which activities appeal to us the most, so though being gamer might not influence our lives as much as being gay influences the lives of members of the gay community, being a part of the gaming community isn't as much of a choice as it is made out to be.
So why do I bring up these similarities? I bring them up because I have recently read an article about the end of gay culture, which proposes that as the gay community becomes more accepted in mainstream culture, the "gay subculture" will fade away, becoming less of a defining aspect of our community. To quote the latter part of the article:
So, too, the majority of gay men and lesbians want nothing more than to raise families behind picket fences. There are other signs of increasing conformity in the gay world. Leather is seen by most younger men as more silly than hot. While they may exercise, younger men mostly don’t strive for Adonis physiques. It goes on. (Lesbians are way ahead of the curve on this. They’ve been mating and nesting for years.)
Is this bad? Probably not. We’ve been fighting for acceptance. Now that we’re getting it, it’s up to us to do what we want with it. If younger gay men and lesbians want the same things as their straight counterparts, so be it.
Have we lost something? Probably. Just as blacks lose their jive and soul when they become middle-class suburbanites, and Jews lose their Yiddishkeite, so we shed the camp, the bitchy humor, the diva worship, and the other facets that defined “gay” for so long. [Emphasis is my own]
Most people, however, would consider it a fair tradeoff.
In other words, as the gay community becomes more accepted as part of the mainstream culture, we could start to shed the trappings once thought typical of gays and lesbians. And this doesn't surprise me at all. It's not uncommon for members of a culture that hasn't been accepted into the mainstream to act as exaggerated versions of their culture, and for that to cease once they have been accepted into the mainstream. After all, the thinking behind it goes, if people aren't going to accept us for who we are, even if why try to earn that acceptance, why try to earn it? Let's instead be as gay (or what have you) as we possibly can; they won't accept us if we try to act like them, so let's act as unlike them as possible for the sake of preserving our sense of identity. However, once the mainstream does accept a sub-culture, members of that sub-culture have a reason to try to fit in with the mainstream culture. After all, for all that we may put individuality on a high pedestal, we humans are social animals, and the desire to fit in is hardwired in our brain for that reason.
I witnessed this phenomenon myself in high school and college. My high school was in a fairly wealthy, very white suburb, so the school was mostly comprised of white students; I could count the number of black students I knew of who lived in that town and went to that school on one hand. As part of a program to try to give inner city children better education, we also had black students from urban areas nearby bussed in to attend school with us. Now, the school wasn't racist by any stretch of the imagination, but these inner city kids didn't fit in, and they knew they didn't fit in and would never fit it, so they would act very "thuggish". I have read that this phenomenon is not isolated to the high school I attended, and it happens for the very reason I outlined above. Contrastly, the college I currently attend has a very racially diverse student body, and though I have met my fair share of thuggish black students, I have also met a lot more subdued, not-so-thuggish black students in my time at college, and I think it might have something to do with the fact that they stand a chance of fitting in if they don't act like exaggerated versions of the stereotypes about their subculture.
In short, we once had the choice between trying to fit in and not being accepted, or acting like exaggerated stereotypes and not being accepted, and since both would lead to the same result, we picked the latter, because it was more fun and didn't force us to sacrifice our identity in vain. Yet now we have the choice between trying to fit in and standing a chance of being accepted, or acting like exaggerated stereotypes and not fitting in. Since we stand a chance of actually being accepted for who we are, the former option is starting to look a lot more attractive.
The question I want to ask is, what will happen to the gaming community if we are accepted into the mainstream? Will we lose the jive and soul, the Yiddishkeite, the camp, the bitchy humor, the diva worship of our community, whatever that may be? And if we do, will that really be a bad thing?
In order to answer those questions, we need to ask what it is that we stand to lose if we become accepted by the mainstream. What, exactly, is our jive and soul, our Yiddishkeite, our camp, bitchy humor, and diva worship? Well, if we look at what these staples of each community have in common, it is that they are the result of members of those communities putting forth time and effort to be a part of something that defines their subculture. Being "camp" in a showy way takes time and effort, time and effort a gay man might not otherwise spend if he stood a chance to fit in if he didn't act camp. Perhaps when a subculture is assimilated into the mainstream, its members start putting forth effort towards fitting in rather than standing out, since the former can actually lead to them being accepted. Are there exceptions? Certainly; long after gays have been assimilated into mainstream culture, I'm sure there will still be members of our community who try to be as campy as possible and who will still spend time worshiping divas and all that, but it will likely be more rare than it is now.
So what is a staple of the gaming community that takes this kind of time and effort? An easy answer would be giant LAN parties, midnight release parties, and gaming conventions, which could very well be what we lose if we go mainstream. After all, if gaming became more mainstream, you would see a lot more gamers who have much bigger lives outside of gaming than the typical LAN-attending, convention-attending, midnight-release-attending gamer does. These would be gamers for who gaming is not as big of a part of their lives as it may be a part of ours, so they won't have the time to go to and arrange LAN parties or conventions or midnight releases. We could also see people who now spend a lot of time gaming start doing other things outside of their gaming hobby as less and less stigma is attached to it. With this disappearance of stigma will come more acceptance of gamers in non-gaming circles, and that acceptance could motivate once-hard-core gamers to start doing things outside of the realm of gaming. After all, we are all social animals, and social experiences brought about through gaming (like the ones brought about by WoW itself) can only do so much for us.
In other words, I think the best conclusion to draw from this logic is that if gaming becomes more accepted by the mainstream, we will see a decline in the number of hard-core gamers. It wouldn't surprise me if the current stigma attached to gaming is what drives hard-core gamers to play as much as they do in the first place; they know they can't fit in with mainstream culture, so rather than trying to fit in, they just do more of what they love: gaming. Once that stigma no longer exists and gamers are more accepted by the mainstream, maybe they will no longer be driven to these isolating levels of dedication to their hobby. Just as the black community lost their soul brothers, just as gay community may lose it's flaming queens, we may lose the most extreme members of our community to mainstream assimilation.
Is that a bad thing? That's a topic for another post, though I wouldn't mind hearing your thoughts on whether it is or not in the comments section.
Friday, December 31, 2010
Wednesday, December 29, 2010
Don't you know there's a Shattering on? Redux
The last time I asked the question, "Don't you know there's a Shattering on?", it was because I was struck by the nonchalance the citizens of Stormwind seemed to have taken towards the recent destruction of their world, and I was able to formulate a reason as to why they were so calm after a gigantic dragon had just ravaged their city. Now I am forced to ask this question again, this time by the Hero's Call board. Allow me to copy a line from the Hero's Call quest for each Cataclysm zone (the Alliance versions of those quests, that is) that succinctly sums up your purpose going into each zone:
Vashj'ir: "Recent attacks by the Horde on our trade ships must be met with swift and just force!"
Mount Hyjal: "Our brothers in the Cenarion Circle report that Deathwing's minions have launched a destructive offensive against the world tree and threaten to burn it to the ground!"
Deepholm: "The Earthen Ring requires our aid! They report that the elemental plane of Deepholm threatens to overtake our world and destroy all life on Azeroth!"
Twilight Highlands: "King Wrynn requires a trustworthy and proven hero for a mission of the utmost importance."
Uldum: "Be one of the first to enter glorious Uldum and claim its treasures in honor of the Alliance!"
One of these things is not like the other... I mean, what's up with Uldum? The way that your motivation for going into Uldum stands out from your motivation for going into all of the other zones becomes even more clear as you accept the introductory quests for each zone:
Vashj'ir: "As you may have heard, the Horde's attacking just offshore. The fighting's been fierce and relentless. We need every able body out there repelling the enemy!"
Mount Hyjal: "It is good that you've come here just as Azeroth finds itself in a time of great need. Deathwing's minions are attacking Hyjal and seek to bring the destructive Ragnaros back into our world."
Deepholm: "Deathwing's return to our world left a rift open between Azeroth and Deepholm. If we don't mend the breach, this land will be torn asunder."
Twilight Highlands: "Great burdens have been placed on my son's shoulders in his short lifetime, and I fear his responsibilities are only going to grow. He will never learn leadership confined to the keep, but I am loathe to send him forth without escort.[Name], your deeds in the wake of this cataclysm are already legendary. You would be an excellent mentor for young Prince Anduin."
Uldum: "The ancient region of Uldum has been exposed! Treasures beyond your wildest dreams, free for the taking! We just need a bit of an escort, what with the bandits and all..."
Let's look at each zone individually. In Vashj'ir, the Horde has attacked Alliance ships out near an island that has recently surfaced, and we need to go out and defend ourselves, lest we loose even more lives to the conflict. On Mount Hyjal, the mountain threatens to burn if we don't do something about it, and Ragnaros might be brought back, which would be an even greater threat upon the world. In Deepholm, the world threatens to tear apart if the world pillar cannot be reconstructed. For the Twilight Haghlands, though Varian doesn't exactly make it clear what is wrong in that zone, the tone of the quests give the impression that it is important and consequential. In Uldum, there are treasures to be found! Yes, one of these things really isn't like the other.
In other words, it seems as if our actions in every zone in Cataclysm minus Uldum are motivated by the basic need to save the world or ourselves, or at the very least, some grander purpose. We are out there to do things for other people, as is our character's motivation for much of the game. But when we get around to going to Uldum, we suddenly find ourselves motivated purely by the treasures we can find. Sure, the quests may try to gloss over that by saying that we are looking for these treasures "for the glory of the Alliance" or that we are really helping this caravan get into Uldum, but at the end of the day, rather than being there to help, we are there for fame and glory. In every other zone, we are there to make a difference, to help the innocent, to save the world, but in Uldum, we are there for easy treasures... what.
This dichotomy was especially apparent to me because I only quested through Hyjal and Deepholm before starting Uldum, and in both of those zones, we narrowly avert widespread destruction though swift and timely action. In Hyjal, we narrowly avert the destruction of the mountain by fighting back those responsible; in Deepholm, we narrowly avert the destruction of the whole world by resembling the world pillar. Between these two zones, the mood of the expansion is set as one where the world is constantly teetering on the brink of destruction, and only by acting quickly can we save it. That's why it's pretty jarring to spend two zones saving a world that is very close to destruction, then to be lead to a zone where our only reason for being there is to see what treasures we can find. As the people in that caravan asked me to escort them into the desert, I couldn't help but ask myself, don't you know that there's a world out there that could be lost if we don't go help? Don't you know there's a Shattering on?
The one possible reason I could think of for Blizzard to put in a zone with such a different mood is that they wanted to show that our characters are not the spotless paragons of good they might otherwise seem to be. They may be heroes, but perhaps Blizzard wanted to show that they are by no means perfect, and they can get excited about personal gain just like anyone. I can understand why they would want to do this. After all, they are trying to tell a story, and we are simply playing the part of the protagonist of that story. If the protagonist of a story is too perfect, he becomes a Mary Sue, and the story becomes unbelievable. But our characters do have flaws, the most prominent of which might be their gullibility. The way we help Tyrus Blackhorn, Drakaru, Teron Gorefiend regain their power in Mount Hyjal, Grizzly Hills, and Shadowmoon Valley, respectively, show just how easily our characters trust others, a trust which is often taken advantage of. But being that that is the only flaw that comes to mind (for me, at least), perhaps they are a bit too close to being Mary Sues, which is why Blizzard wants to add self-centered greed to the list of their flaws by sending them to Uldum to look for treasure.
Does it work? I suppose this is a matter of opinion, but I'm of the opinion that it doesn't. Our characters spend so long being near-perfect heroes (with gullibility as their only flaws) that for them to show this interest in more selfish motivators so suddenly feels more like character derailment than character development, even if there isn't much character to derail in the first place. Now, maybe I need to level an alt through the old content so I can see that our characters really can be pretty self centered, because the truth is that I haven't leveled a character past level 14 since the start of the expansion. Hell, it probably isn't out of character at all for goblins. But I can say that two large zones' worth of setting our character up as a grand world-saving hero is enough to establish our characters suddenly taking on the role of a treasure hunter as decidedly out of character.
And even if this concept did work, it would completely ignore the fact that the world is teetering on the brink of destruction, as was made clear to us in Hyjal and Deepholm. No amount of character development or any other such justification can mask the fact that Hyjal and Deepholm probably aren't the only areas in need of being saved by our characters, and to be forced to go treasure hunting when the world is teetering on the brink of destruction forces our characters to show an uncomfortable amount of disregard for the world at large.
Vashj'ir: "Recent attacks by the Horde on our trade ships must be met with swift and just force!"
Mount Hyjal: "Our brothers in the Cenarion Circle report that Deathwing's minions have launched a destructive offensive against the world tree and threaten to burn it to the ground!"
Deepholm: "The Earthen Ring requires our aid! They report that the elemental plane of Deepholm threatens to overtake our world and destroy all life on Azeroth!"
Twilight Highlands: "King Wrynn requires a trustworthy and proven hero for a mission of the utmost importance."
Uldum: "Be one of the first to enter glorious Uldum and claim its treasures in honor of the Alliance!"
One of these things is not like the other... I mean, what's up with Uldum? The way that your motivation for going into Uldum stands out from your motivation for going into all of the other zones becomes even more clear as you accept the introductory quests for each zone:
Vashj'ir: "As you may have heard, the Horde's attacking just offshore. The fighting's been fierce and relentless. We need every able body out there repelling the enemy!"
Mount Hyjal: "It is good that you've come here just as Azeroth finds itself in a time of great need. Deathwing's minions are attacking Hyjal and seek to bring the destructive Ragnaros back into our world."
Deepholm: "Deathwing's return to our world left a rift open between Azeroth and Deepholm. If we don't mend the breach, this land will be torn asunder."
Twilight Highlands: "Great burdens have been placed on my son's shoulders in his short lifetime, and I fear his responsibilities are only going to grow. He will never learn leadership confined to the keep, but I am loathe to send him forth without escort.
Uldum: "The ancient region of Uldum has been exposed! Treasures beyond your wildest dreams, free for the taking! We just need a bit of an escort, what with the bandits and all..."
Let's look at each zone individually. In Vashj'ir, the Horde has attacked Alliance ships out near an island that has recently surfaced, and we need to go out and defend ourselves, lest we loose even more lives to the conflict. On Mount Hyjal, the mountain threatens to burn if we don't do something about it, and Ragnaros might be brought back, which would be an even greater threat upon the world. In Deepholm, the world threatens to tear apart if the world pillar cannot be reconstructed. For the Twilight Haghlands, though Varian doesn't exactly make it clear what is wrong in that zone, the tone of the quests give the impression that it is important and consequential. In Uldum, there are treasures to be found! Yes, one of these things really isn't like the other.
In other words, it seems as if our actions in every zone in Cataclysm minus Uldum are motivated by the basic need to save the world or ourselves, or at the very least, some grander purpose. We are out there to do things for other people, as is our character's motivation for much of the game. But when we get around to going to Uldum, we suddenly find ourselves motivated purely by the treasures we can find. Sure, the quests may try to gloss over that by saying that we are looking for these treasures "for the glory of the Alliance" or that we are really helping this caravan get into Uldum, but at the end of the day, rather than being there to help, we are there for fame and glory. In every other zone, we are there to make a difference, to help the innocent, to save the world, but in Uldum, we are there for easy treasures... what.
This dichotomy was especially apparent to me because I only quested through Hyjal and Deepholm before starting Uldum, and in both of those zones, we narrowly avert widespread destruction though swift and timely action. In Hyjal, we narrowly avert the destruction of the mountain by fighting back those responsible; in Deepholm, we narrowly avert the destruction of the whole world by resembling the world pillar. Between these two zones, the mood of the expansion is set as one where the world is constantly teetering on the brink of destruction, and only by acting quickly can we save it. That's why it's pretty jarring to spend two zones saving a world that is very close to destruction, then to be lead to a zone where our only reason for being there is to see what treasures we can find. As the people in that caravan asked me to escort them into the desert, I couldn't help but ask myself, don't you know that there's a world out there that could be lost if we don't go help? Don't you know there's a Shattering on?
The one possible reason I could think of for Blizzard to put in a zone with such a different mood is that they wanted to show that our characters are not the spotless paragons of good they might otherwise seem to be. They may be heroes, but perhaps Blizzard wanted to show that they are by no means perfect, and they can get excited about personal gain just like anyone. I can understand why they would want to do this. After all, they are trying to tell a story, and we are simply playing the part of the protagonist of that story. If the protagonist of a story is too perfect, he becomes a Mary Sue, and the story becomes unbelievable. But our characters do have flaws, the most prominent of which might be their gullibility. The way we help Tyrus Blackhorn, Drakaru, Teron Gorefiend regain their power in Mount Hyjal, Grizzly Hills, and Shadowmoon Valley, respectively, show just how easily our characters trust others, a trust which is often taken advantage of. But being that that is the only flaw that comes to mind (for me, at least), perhaps they are a bit too close to being Mary Sues, which is why Blizzard wants to add self-centered greed to the list of their flaws by sending them to Uldum to look for treasure.
Does it work? I suppose this is a matter of opinion, but I'm of the opinion that it doesn't. Our characters spend so long being near-perfect heroes (with gullibility as their only flaws) that for them to show this interest in more selfish motivators so suddenly feels more like character derailment than character development, even if there isn't much character to derail in the first place. Now, maybe I need to level an alt through the old content so I can see that our characters really can be pretty self centered, because the truth is that I haven't leveled a character past level 14 since the start of the expansion. Hell, it probably isn't out of character at all for goblins. But I can say that two large zones' worth of setting our character up as a grand world-saving hero is enough to establish our characters suddenly taking on the role of a treasure hunter as decidedly out of character.
And even if this concept did work, it would completely ignore the fact that the world is teetering on the brink of destruction, as was made clear to us in Hyjal and Deepholm. No amount of character development or any other such justification can mask the fact that Hyjal and Deepholm probably aren't the only areas in need of being saved by our characters, and to be forced to go treasure hunting when the world is teetering on the brink of destruction forces our characters to show an uncomfortable amount of disregard for the world at large.
Labels:
Cataclysm,
game design,
philosophy,
questing,
story,
Uldum
Monday, December 27, 2010
The sad state of illustrious grand master enchanting
I haven't been very happy with the state of enchanting going into Cataclysm. Yes, archeology may have it bad, and that's an issue that affects more players than are affected by the problems with enchanting (assumedly), but that's why I wrote about it first, and now its time for my primary profession to take the spotlight.
You see, enchanting is in a rough spot right now. For those with no experience with enchanting other than having others enchant their gear, enchanting is both a gathering profession and a crafting profession. We "gather" materials by disenchanting green-quality or better weapons and armor, which destroys the armor and awards us with the materials we need to do our enchantments. The steadiest supply of green-quality or better armor is quests, and thus the best way to level enchanting is to gather materials by disenchanting weapons and armor awarded by the quests we do as we level up. This applies at all levels, from level 10 to the level range we find ourselves in now.
Now, once upon a time, an enchanter could disenchant any piece of gear, regardless of its ilevel, but in Burning Crusade, most gear was given a minimum enchanting skill that would be required to disenchant the gear. Gear awarded by quests in Vashj'ir, Mount Hyjal, and Deeopholm require 425 enchanting to disenchant (except a few of the rares, which require 500 skill), which is good and all, but upon entering Uldum, we are greeted with an ugly surprise. The quest rewards in Uldum, including the simple greens that we so depend on to obtain our basic mats, require 475 skill to disenchant. This is problematic, because there's no guarantee that an enchanter will reach 475 skill by the time he reaches Uldum. I myself just barely made it to 475 with the materials I obtained by disenchanting quest rewards from Hyjal and Deepholm, and I had a ten skill-point head start with my leftover materials from Wrath of the Lich King. In other words, I was only able to level enchanting 15 to 20 skill points with the materials I obtained from questing in Hyjal and Deepholm, and I was lucky enough to have the 25 skill point head start thanks to advanced Wrath of the Lich King recipes (enchanting becomes very costly to level with Wrath of the Lich King recipes around 425). Someone who didn't get that head start would be even more likely found himself unable to disenchant his quest rewards. He'd probably have to go back to whichever 80-82 zone he hasn't already completed so he can obtain more materials, which I found myself doing, so even that might not be enough to push him to the 475 level. In other words, enchanting has the potential to flat out break for someone trying to level it along side a typical leveling pattern. Enchanting has never been an easy profession to level by any stretch of the imagination, but this is just not acceptable.
How to fix this issue? Well, lowering the minimum required skill to disenchant Cataclysm greens would be a start. The lowest skill required to start learning recipes that use Cataclysm-era materials is 425, so it seems a bit of an unreasonable jump for lowly greens to go from requiring 425 skill to 475 skill, since that's fifty skill points the enchanter could potentially need to earn with only two zones' worth of materials. If that number were lowered to 450, this issue could be solved easily and with minimal effort.
That's the main issue I have with illustrious grand master enchanting as it is, but there is a more minor one that has taken up my thoughts, too: currently, all Cataclysm enchantments are restricted to ilevel-300 gear, and I find that just plain unjustified. The highest ilevel of gear anyone can obtain from Wrath of the Lich King content is 284 (from heroic 25-man Lich King and Ruby Sanctum), and while Hyjal and Vashj'ir quest rewards have a lower ilevel than that, Deepholm's quest rewards don't, and is it that unreasonable for players to want to enchant their Cataclysm gear with Cataclysm enchants? It would be just as easy for Blizzard to restrict the Cataclysm enchants to ilevel 285 and above; it would have the same effect of preventing Cataclysm enchants from being used on Wrath gear, and it would allow enchanters to start using their new and exciting toys earlier.
In fact, why not just lower the minimum ilevel for Cataclysm enchants to 270? 272 is the lowest ilevel of Cataclysm gear, so this minimum would allow enchanters to use their new toys as soon as they entered Cataclysms content. Yes, this cutoff would include some Wrath of the Lich King gear, but it would only include gear obtained from the hardest of raid instances. And though I may be wrong, I was always under the impression that these minimum ilevel restrictions were put in to prevent high-level enchants from being put on low-level gear, so you couldn't add 130 agility to the Alarmbringer's Mace. But now that the era of Wrath of the Lich King is over, the only gear over ilevel 270 that anyone can reasonably expect to get is Cataclysm gear, and considering that Wrath of the Lich King raid gear that is over ilevel 270 is better than Cataclysm quest greens of the same ilevel, I don't imagine that allowing Cataclysm enchantments on such gear would create a stat imbalance at all.
Now, one might say that stat imbalances are exactly why these seemingly-unreasonably high minimums are required. Take at look at the Beakless Polearm, for example. It's a quest reward from Vashj'ir, one of the two lowest-level zones in Cataclysm. If one were to enchant it with the Mighty Agility enchantment, the amount of agility it provides would be almost doubled, and that could be considered an imbalance in terms of how much of an effect enchantments are supposed to have. But it all balances out in the end, because as a green-quality quest reward, the Beakless Polearm won't remain the player's weapon of choice for very long. It will soon be replaced, and a player will go through materials very quickly if he tries to keep all of his replacement weapons enchanted. Thus, though the benefit of applying such a powerful enchantment to such a low-level weapon might be high, the amount of time that the player will use that weapon is comparatively low, and thus the total benefit he gets out of that enchantment will be about the same it would be if he had enchanted a higher-level weapon.
You might be wondering, why is this even an issue? After all, no player in their right mind would enchant gear they plan on replacing soon, so who would put an enchantment on a green-quality weapon? No player who isn't an enchanter, that is. We enchanters are the only ones who would have access to a steady enough stream of materials that we'd be comfortable enchanting green-quality gear, so it's not unheard of for us to do just that. If it weren't for the fact that I have materials to spare due to disenchanting all of my quest rewards, I would never have put 50 haste rating on my Bloodcult Handwraps, yet because I have dusts and essences to spare, I did just that. Of course, given the choice, I would have put that enchantment on my Corecrusher Gloves, too, but they were too low level for me to do so.
Since enchanting is the only profession I have any experience with in the illustrious grand master range (other than herbalism, which is doing just fine, thankfully), I now put out this question to my readers: are other professions suffering similarly? Do you find yourself unable to properly level up your primary professions whilst leveling up normally? Or is enchanting the only profession suffering from these kinds of issues?
You see, enchanting is in a rough spot right now. For those with no experience with enchanting other than having others enchant their gear, enchanting is both a gathering profession and a crafting profession. We "gather" materials by disenchanting green-quality or better weapons and armor, which destroys the armor and awards us with the materials we need to do our enchantments. The steadiest supply of green-quality or better armor is quests, and thus the best way to level enchanting is to gather materials by disenchanting weapons and armor awarded by the quests we do as we level up. This applies at all levels, from level 10 to the level range we find ourselves in now.
Now, once upon a time, an enchanter could disenchant any piece of gear, regardless of its ilevel, but in Burning Crusade, most gear was given a minimum enchanting skill that would be required to disenchant the gear. Gear awarded by quests in Vashj'ir, Mount Hyjal, and Deeopholm require 425 enchanting to disenchant (except a few of the rares, which require 500 skill), which is good and all, but upon entering Uldum, we are greeted with an ugly surprise. The quest rewards in Uldum, including the simple greens that we so depend on to obtain our basic mats, require 475 skill to disenchant. This is problematic, because there's no guarantee that an enchanter will reach 475 skill by the time he reaches Uldum. I myself just barely made it to 475 with the materials I obtained by disenchanting quest rewards from Hyjal and Deepholm, and I had a ten skill-point head start with my leftover materials from Wrath of the Lich King. In other words, I was only able to level enchanting 15 to 20 skill points with the materials I obtained from questing in Hyjal and Deepholm, and I was lucky enough to have the 25 skill point head start thanks to advanced Wrath of the Lich King recipes (enchanting becomes very costly to level with Wrath of the Lich King recipes around 425). Someone who didn't get that head start would be even more likely found himself unable to disenchant his quest rewards. He'd probably have to go back to whichever 80-82 zone he hasn't already completed so he can obtain more materials, which I found myself doing, so even that might not be enough to push him to the 475 level. In other words, enchanting has the potential to flat out break for someone trying to level it along side a typical leveling pattern. Enchanting has never been an easy profession to level by any stretch of the imagination, but this is just not acceptable.
How to fix this issue? Well, lowering the minimum required skill to disenchant Cataclysm greens would be a start. The lowest skill required to start learning recipes that use Cataclysm-era materials is 425, so it seems a bit of an unreasonable jump for lowly greens to go from requiring 425 skill to 475 skill, since that's fifty skill points the enchanter could potentially need to earn with only two zones' worth of materials. If that number were lowered to 450, this issue could be solved easily and with minimal effort.
That's the main issue I have with illustrious grand master enchanting as it is, but there is a more minor one that has taken up my thoughts, too: currently, all Cataclysm enchantments are restricted to ilevel-300 gear, and I find that just plain unjustified. The highest ilevel of gear anyone can obtain from Wrath of the Lich King content is 284 (from heroic 25-man Lich King and Ruby Sanctum), and while Hyjal and Vashj'ir quest rewards have a lower ilevel than that, Deepholm's quest rewards don't, and is it that unreasonable for players to want to enchant their Cataclysm gear with Cataclysm enchants? It would be just as easy for Blizzard to restrict the Cataclysm enchants to ilevel 285 and above; it would have the same effect of preventing Cataclysm enchants from being used on Wrath gear, and it would allow enchanters to start using their new and exciting toys earlier.
In fact, why not just lower the minimum ilevel for Cataclysm enchants to 270? 272 is the lowest ilevel of Cataclysm gear, so this minimum would allow enchanters to use their new toys as soon as they entered Cataclysms content. Yes, this cutoff would include some Wrath of the Lich King gear, but it would only include gear obtained from the hardest of raid instances. And though I may be wrong, I was always under the impression that these minimum ilevel restrictions were put in to prevent high-level enchants from being put on low-level gear, so you couldn't add 130 agility to the Alarmbringer's Mace. But now that the era of Wrath of the Lich King is over, the only gear over ilevel 270 that anyone can reasonably expect to get is Cataclysm gear, and considering that Wrath of the Lich King raid gear that is over ilevel 270 is better than Cataclysm quest greens of the same ilevel, I don't imagine that allowing Cataclysm enchantments on such gear would create a stat imbalance at all.
Now, one might say that stat imbalances are exactly why these seemingly-unreasonably high minimums are required. Take at look at the Beakless Polearm, for example. It's a quest reward from Vashj'ir, one of the two lowest-level zones in Cataclysm. If one were to enchant it with the Mighty Agility enchantment, the amount of agility it provides would be almost doubled, and that could be considered an imbalance in terms of how much of an effect enchantments are supposed to have. But it all balances out in the end, because as a green-quality quest reward, the Beakless Polearm won't remain the player's weapon of choice for very long. It will soon be replaced, and a player will go through materials very quickly if he tries to keep all of his replacement weapons enchanted. Thus, though the benefit of applying such a powerful enchantment to such a low-level weapon might be high, the amount of time that the player will use that weapon is comparatively low, and thus the total benefit he gets out of that enchantment will be about the same it would be if he had enchanted a higher-level weapon.
You might be wondering, why is this even an issue? After all, no player in their right mind would enchant gear they plan on replacing soon, so who would put an enchantment on a green-quality weapon? No player who isn't an enchanter, that is. We enchanters are the only ones who would have access to a steady enough stream of materials that we'd be comfortable enchanting green-quality gear, so it's not unheard of for us to do just that. If it weren't for the fact that I have materials to spare due to disenchanting all of my quest rewards, I would never have put 50 haste rating on my Bloodcult Handwraps, yet because I have dusts and essences to spare, I did just that. Of course, given the choice, I would have put that enchantment on my Corecrusher Gloves, too, but they were too low level for me to do so.
Since enchanting is the only profession I have any experience with in the illustrious grand master range (other than herbalism, which is doing just fine, thankfully), I now put out this question to my readers: are other professions suffering similarly? Do you find yourself unable to properly level up your primary professions whilst leveling up normally? Or is enchanting the only profession suffering from these kinds of issues?
Friday, December 24, 2010
Failure to adjust: whose fault is it?
Being that I am still level 84, I have not yet had the "pleasure" of stepping into Cataclysm's heroics, but if Allison Robert's look at the unbearable suckhood of pugging is anything to go on, I'm not missing much. I can't say I'm all that surprised that in the wake of Blizzard making some pretty significant changes to heroics in Cataclysm--crowd control is necessary, DPS can't be healed through avoidable damage, triage is more important that fast healing, kill order and interrupts are important again--it seems the playerbase has been less than willing to adapt to these changes. Now, we are still in the first few weeks of the expansion's life time, and given time, players might learn and change their ways (especially when their current ways deny them their epic loot). But if Allison's post and other horror stories I have heard from other players and other bloggers are anything to go on, people really aren't do well in adapting to the changes made to heroics in Cataclysm. But does the fault really lie with those who "refuse" to adapt to the times and the demands of a new era? Or might the fault lie elsewhere?
When heroics were introduced in Burning Crusade, they were difficult, and wiping was common. When Wrath of the Lich King came out, that changed. Heroics were not all that difficult, especially as the expansion wore on, and the fact that we kept running heroics long after we outgeared them lead to players developing some pretty bad habits for running them. It was bad enough when Wrath heroics allowed us to ignore kill orders, not interrupt spells, and AoE down trash at the beginning of the expansion; once the emblem system allowed us to get amazing gear without leaving heroics, it was all downhill from there. Runing heroics took the same amount of skill as doing old-world quests for Loremaster; that is to say, it took none, but people still did it, and as a result, they developed some pretty low expectations for how difficult heroics should be. Players who try to run heroics now using the strategies that they used in latter Lich King era heroics are like level-80 players who try doing Cataclysm quest content using the strategies they use to do low-level quests for Loremaster (which, if you've ever killed low level enemies for any reason, you know would end in disaster). I don't know for a fact that those players exist, but if they did, they'd be comparable to today's heroic runners.
But let's look at Wrath's heroic dungeons more closely. You had heroics, which took almost zero effort and a minimal investment of time and awarded great gear, and raiding, which took a great deal of time and effort and award superb gear. Considering that heroics took infinitely less ability and commitment to run and awarded gear that wasn't much worse than what raids awarded, it's no wonder players flocked to them, even those without the skills that are usually necessary to succeed in group content. And when they went there, they obtained gear that trivialized the very content that awarded it, but they kept playing because they liked these shiny epics they could earn. Because of this design, players associated heroics with zero-effort rewards and started playing under the assumption if their zero-effort approach did not yield victory, it meant someone was playing badly, an assumption which hampers their ability to adapt to today's heroics. The expectation of reward for zero effort also keeps players in heroics who have no business expecting to succeed in a cooperative environment, further hindering our efforts. And whose decision was it to design Wrath's heroics to start out easy, become even easier when the gear they awarded trivialized them, and thus create this mess in the first place? Blizzard.
Now let's fast forward to the development stages of Cataclysm. Wrath of the Lich King is coming to a close, and many non-raiders (a category which includes a startlingly large players, if a poll I ran a while ago on my blog is anything to go by) continue running heroics because that is the only thing they have left to entertain themselves, thus further cementing the bad habits they have developed over the course of the expansion pack. Meanwhile, in all of their interviews and press releases, Blizzard makes clear their intention to make heroics challenging again, to make them require crowd control, kill order, interrupts, strategy, etc. They make this clear at BlizzCon, in miscellaneous interviews, and as a result, us players who keep up with WoW news online are well aware going into Cataclysm that things are going to be different, that the strategies we used for old heroics won't work in this new expansion, and that we're going to have to change the way we do things. We knew this, but the players who don't follow WoW news online didn't.
I don't know exactly when I started following WoW news online, but if I had to put a guess to it, the earliest I would be willing to guess is November of 2008. Now, I started playing WoW in September of 2005. That's sixty three months I have been playing, and I have only been following WoW news online for, at the most, twenty five of them. That's less than half of my time spent playing WoW, and it means it took me more than three years to realize that WoW had an online community. Now, I'm sure the community has grown more robust as the game's popularity has grown, meaning someone who started playing after I did would probably have an easier time discovering WoW's online community than I did. But I bring up the duration of the time during which I was oblivious of WoW's online community to illustrate that not every player is privy to the information we often take for granted. For anyone who did not keep track of news about Cataclysm, the sudden rise of difficulty in heroics is something they had no way of anticipating.
So, we have Blizzard creating a situation that leads to players developing really bad habits in heroics, and then doing nothing to convey to players who don't follow news about WoW online that they are increasing the difficulty of heroics come Cataclysm. It's beginning to look like the fault for these players who didn't adjust to Cataclysm's heroics is resting on Blizzard's shoulders. The question is, was it Blizzard's responsibility to prepare players for this change?
Blizzard hasn't exactly been transparent when it comes to information about their game. When they expanded the armory to include a wowhead-like database of items, it was a big break from convention, to say the least. They have put other detailed information, like boss strategies or walkthroughs, on the official website, the kind of thing you would get on other sites. Sure, they'll release general information about the game, like overall descriptions of the classes and zones, but they've never been one for revealing specifics. This is especially the case in-game, where we go into most situations blind without any of the information we take for granted because we know so much information about the game that we acquire online. We may pick up on general patterns that can help us in entirely new situations (such as, one should generally not stand in the fire), but those assumptions are formed in response to general patterns of game design; they do not influence the game design itself. In other words, we know not to stand in the fire because developers usually make fire harmful; they don't make fire harmful because we usually don't stand in it.
What this means for heroics is that just because we players grow accustomed to certain facts in game (fire is bad, heroics don't require strategy) doesn't mean Blizzard owes it to us to keep those facts consistent or to warn us when they change. They can design the game however they like--within reason, of course, or else they'll lose subscribers--and its our responsibility to adapt. Part of that adaptation process is assembling information in online databases with boss strategies, item statistics, etc., which results in websites like wowhead and WoWWiki, as well as blogs that detail changes to the game, like heroics being made more difficult) This is all part of the process of adapting to changes made to the game, and knowing heroics were going to become more difficult by following Cataclysm news was part of that adaptation process. By taking that knowledge for granted, we took our adaptive abilities for granted, but some players haven't learned the process of adaptation as well as others. Those are the players who struggle in heroics now, and while it might not seem fair that we have to suffer for their inability to adapt, that's just the nature of group content.
When heroics were introduced in Burning Crusade, they were difficult, and wiping was common. When Wrath of the Lich King came out, that changed. Heroics were not all that difficult, especially as the expansion wore on, and the fact that we kept running heroics long after we outgeared them lead to players developing some pretty bad habits for running them. It was bad enough when Wrath heroics allowed us to ignore kill orders, not interrupt spells, and AoE down trash at the beginning of the expansion; once the emblem system allowed us to get amazing gear without leaving heroics, it was all downhill from there. Runing heroics took the same amount of skill as doing old-world quests for Loremaster; that is to say, it took none, but people still did it, and as a result, they developed some pretty low expectations for how difficult heroics should be. Players who try to run heroics now using the strategies that they used in latter Lich King era heroics are like level-80 players who try doing Cataclysm quest content using the strategies they use to do low-level quests for Loremaster (which, if you've ever killed low level enemies for any reason, you know would end in disaster). I don't know for a fact that those players exist, but if they did, they'd be comparable to today's heroic runners.
But let's look at Wrath's heroic dungeons more closely. You had heroics, which took almost zero effort and a minimal investment of time and awarded great gear, and raiding, which took a great deal of time and effort and award superb gear. Considering that heroics took infinitely less ability and commitment to run and awarded gear that wasn't much worse than what raids awarded, it's no wonder players flocked to them, even those without the skills that are usually necessary to succeed in group content. And when they went there, they obtained gear that trivialized the very content that awarded it, but they kept playing because they liked these shiny epics they could earn. Because of this design, players associated heroics with zero-effort rewards and started playing under the assumption if their zero-effort approach did not yield victory, it meant someone was playing badly, an assumption which hampers their ability to adapt to today's heroics. The expectation of reward for zero effort also keeps players in heroics who have no business expecting to succeed in a cooperative environment, further hindering our efforts. And whose decision was it to design Wrath's heroics to start out easy, become even easier when the gear they awarded trivialized them, and thus create this mess in the first place? Blizzard.
Now let's fast forward to the development stages of Cataclysm. Wrath of the Lich King is coming to a close, and many non-raiders (a category which includes a startlingly large players, if a poll I ran a while ago on my blog is anything to go by) continue running heroics because that is the only thing they have left to entertain themselves, thus further cementing the bad habits they have developed over the course of the expansion pack. Meanwhile, in all of their interviews and press releases, Blizzard makes clear their intention to make heroics challenging again, to make them require crowd control, kill order, interrupts, strategy, etc. They make this clear at BlizzCon, in miscellaneous interviews, and as a result, us players who keep up with WoW news online are well aware going into Cataclysm that things are going to be different, that the strategies we used for old heroics won't work in this new expansion, and that we're going to have to change the way we do things. We knew this, but the players who don't follow WoW news online didn't.
I don't know exactly when I started following WoW news online, but if I had to put a guess to it, the earliest I would be willing to guess is November of 2008. Now, I started playing WoW in September of 2005. That's sixty three months I have been playing, and I have only been following WoW news online for, at the most, twenty five of them. That's less than half of my time spent playing WoW, and it means it took me more than three years to realize that WoW had an online community. Now, I'm sure the community has grown more robust as the game's popularity has grown, meaning someone who started playing after I did would probably have an easier time discovering WoW's online community than I did. But I bring up the duration of the time during which I was oblivious of WoW's online community to illustrate that not every player is privy to the information we often take for granted. For anyone who did not keep track of news about Cataclysm, the sudden rise of difficulty in heroics is something they had no way of anticipating.
So, we have Blizzard creating a situation that leads to players developing really bad habits in heroics, and then doing nothing to convey to players who don't follow news about WoW online that they are increasing the difficulty of heroics come Cataclysm. It's beginning to look like the fault for these players who didn't adjust to Cataclysm's heroics is resting on Blizzard's shoulders. The question is, was it Blizzard's responsibility to prepare players for this change?
Blizzard hasn't exactly been transparent when it comes to information about their game. When they expanded the armory to include a wowhead-like database of items, it was a big break from convention, to say the least. They have put other detailed information, like boss strategies or walkthroughs, on the official website, the kind of thing you would get on other sites. Sure, they'll release general information about the game, like overall descriptions of the classes and zones, but they've never been one for revealing specifics. This is especially the case in-game, where we go into most situations blind without any of the information we take for granted because we know so much information about the game that we acquire online. We may pick up on general patterns that can help us in entirely new situations (such as, one should generally not stand in the fire), but those assumptions are formed in response to general patterns of game design; they do not influence the game design itself. In other words, we know not to stand in the fire because developers usually make fire harmful; they don't make fire harmful because we usually don't stand in it.
What this means for heroics is that just because we players grow accustomed to certain facts in game (fire is bad, heroics don't require strategy) doesn't mean Blizzard owes it to us to keep those facts consistent or to warn us when they change. They can design the game however they like--within reason, of course, or else they'll lose subscribers--and its our responsibility to adapt. Part of that adaptation process is assembling information in online databases with boss strategies, item statistics, etc., which results in websites like wowhead and WoWWiki, as well as blogs that detail changes to the game, like heroics being made more difficult) This is all part of the process of adapting to changes made to the game, and knowing heroics were going to become more difficult by following Cataclysm news was part of that adaptation process. By taking that knowledge for granted, we took our adaptive abilities for granted, but some players haven't learned the process of adaptation as well as others. Those are the players who struggle in heroics now, and while it might not seem fair that we have to suffer for their inability to adapt, that's just the nature of group content.
Wednesday, December 22, 2010
Food for thought on remake and genre designation
Just a week ago, I found myself defending WoW from the accusation that it has become too linear of a game, yet as time has gone by and I have consumed more of Cataclysm's content, it has become apparent to me that WoW really has changed in terms of how linear it is. I remember in my last post before Cataclysm came out, I considered whether Cataclysm could really be called WoW 2, as it has frequently been called, since the setting hadn't changed much. If only I had known just how little change was really wrought by patch 4.0.3, and how much awaited me once the switch was flipped on Cataclysm itself.
Suffice it to say that questing in Cataclysm has more linear than it was in expansions past, especially compared to questing in vanilla WoW. It has become so linear that WoW really has become a different game, at least in terms of its questing, so I would say the title of WoW 2 is not undeserved. In fact, it really deserves the title of WoW 2.0, rather than WoW 2, because Cataclysm is really an updated version of the old WoW. See, when I heard everyone calling Cataclysm WoW 2, I assumed they meant that it would be like a sequel to the game, like the way Metroid 2: Return of Samus was a sequel to the original NES Metroid game. It continued the story of Metroid (which Cataclysm does) and provided some updates to the gameplay and the player's arsenal (which Cataclysm also did). However, considering how greatly Cataclysm has changed WoW, it now seems to me to be more analogous to Metroid: Zero Mission, a remake of the original Metroid released almost twenty years after the original. Zero Mission completely updated the original Metroid, adding all of the new features, weapons, and abilities fans had grown accustomed to over the years as new games had come out, while also expanding the game's universe to add new areas to the remade ones. Cataclysm, to me, seems to be more of a remake of WoW than a sequel to it, which is why I say it deserves the title of WoW 2.0 more than that of WoW 2.
Yes, WoW feels like a very different game now. In fact, after doing enough quests to see just how much WoW has changed, I can say that it reminds of another game I spent a lot of time playing: Grand Theft Auto: San Andreas. I never got into the other entries in the series as much as I got into San Andreas, so I don't know whether they all have this same design or not, but in San Andreas, you often had a few missions you could do at any time, and once you finished those, a new segment of the story would open up. Maybe it would involve one mission that would progress the story to its next stage, or maybe you'd have more missions to do, but the story missions were very linear, and the game itself was very story driven. However, that wasn't to say you couldn't do other things. There were a plethora of side missions you could do, items you could collect, and there was always the option to just go out and cause mayhem. A game with linear story-driven missions in addition to side missions you could complete if you wanted to? Sounds a lot like the way I described WoW but a week ago.
Yet San Andreas was not an RPG by any stretch of the imagination; it was a sandbox game, a genre which shares many elements with the RPG genre, including an open world and many things to do, yet it was not nearly as open and non-linear as WoW was in its earlier incarnations. Could this mean that WoW is moving away from its MMORPG categorization and becoming something new? Not likely. Linearity or lack-thereof is not a defining feature of an RPG, though RPGs tend to fall closer to the non-linear side of the spectrum, but this is more by convention than by definition. No, what defines in RPG is really stats, numbers, leveling up, and things of that nature, game aspects that are reminiscent of the table-top RPGs of yore. What this means is that WoW is still definitively an RPG, not a sandbox game; it is simply and RPG with sandbox elements, which could always be said about it to some extent.
But with that said, WoW is most definitely very different from its vanilla days; the newfound linearity of the quests is enough to prove that is true. If anything, this is the culmination of changes to questing that have been made with each expansion pack, for each continent's quests became more and more linear as time went on, until we got to the point where we are now, where questing has become much more linear than is typical of an open-world RPG. Is this a sign that WoW is moving away from the conventions of the open-world RPG genre and taking on aspects of other, more mainstream genres? And if so, what will that mean for MMOs as a whole? It's probably too early to tell at this point in the expansion, but it's something I'll be keeping an eye out for as the saga of World of Warcraft continues.
Suffice it to say that questing in Cataclysm has more linear than it was in expansions past, especially compared to questing in vanilla WoW. It has become so linear that WoW really has become a different game, at least in terms of its questing, so I would say the title of WoW 2 is not undeserved. In fact, it really deserves the title of WoW 2.0, rather than WoW 2, because Cataclysm is really an updated version of the old WoW. See, when I heard everyone calling Cataclysm WoW 2, I assumed they meant that it would be like a sequel to the game, like the way Metroid 2: Return of Samus was a sequel to the original NES Metroid game. It continued the story of Metroid (which Cataclysm does) and provided some updates to the gameplay and the player's arsenal (which Cataclysm also did). However, considering how greatly Cataclysm has changed WoW, it now seems to me to be more analogous to Metroid: Zero Mission, a remake of the original Metroid released almost twenty years after the original. Zero Mission completely updated the original Metroid, adding all of the new features, weapons, and abilities fans had grown accustomed to over the years as new games had come out, while also expanding the game's universe to add new areas to the remade ones. Cataclysm, to me, seems to be more of a remake of WoW than a sequel to it, which is why I say it deserves the title of WoW 2.0 more than that of WoW 2.
Yes, WoW feels like a very different game now. In fact, after doing enough quests to see just how much WoW has changed, I can say that it reminds of another game I spent a lot of time playing: Grand Theft Auto: San Andreas. I never got into the other entries in the series as much as I got into San Andreas, so I don't know whether they all have this same design or not, but in San Andreas, you often had a few missions you could do at any time, and once you finished those, a new segment of the story would open up. Maybe it would involve one mission that would progress the story to its next stage, or maybe you'd have more missions to do, but the story missions were very linear, and the game itself was very story driven. However, that wasn't to say you couldn't do other things. There were a plethora of side missions you could do, items you could collect, and there was always the option to just go out and cause mayhem. A game with linear story-driven missions in addition to side missions you could complete if you wanted to? Sounds a lot like the way I described WoW but a week ago.
Yet San Andreas was not an RPG by any stretch of the imagination; it was a sandbox game, a genre which shares many elements with the RPG genre, including an open world and many things to do, yet it was not nearly as open and non-linear as WoW was in its earlier incarnations. Could this mean that WoW is moving away from its MMORPG categorization and becoming something new? Not likely. Linearity or lack-thereof is not a defining feature of an RPG, though RPGs tend to fall closer to the non-linear side of the spectrum, but this is more by convention than by definition. No, what defines in RPG is really stats, numbers, leveling up, and things of that nature, game aspects that are reminiscent of the table-top RPGs of yore. What this means is that WoW is still definitively an RPG, not a sandbox game; it is simply and RPG with sandbox elements, which could always be said about it to some extent.
But with that said, WoW is most definitely very different from its vanilla days; the newfound linearity of the quests is enough to prove that is true. If anything, this is the culmination of changes to questing that have been made with each expansion pack, for each continent's quests became more and more linear as time went on, until we got to the point where we are now, where questing has become much more linear than is typical of an open-world RPG. Is this a sign that WoW is moving away from the conventions of the open-world RPG genre and taking on aspects of other, more mainstream genres? And if so, what will that mean for MMOs as a whole? It's probably too early to tell at this point in the expansion, but it's something I'll be keeping an eye out for as the saga of World of Warcraft continues.
Labels:
Cataclysm,
game design,
miscellany,
other games,
questing
Monday, December 20, 2010
Potential improvements to archeology
Let me say from the outset that I really enjoy archeology. Having leveled this secondary skill into the master range, I can say with certainty that it is one of my favorite additions made to the game in Cataclysm. I'm something of a text addict--that is to say I eagerly read every little bit of text that developers put into a game (Metroid Prime took me a very long time to complete for that reason)--so I quite enjoy reading the little text blurbs that come along with each artifact. The fact that I don't have to compete with other players for dig sites is also a much-appreciated aspect of the profession, and one of the reasons I have progressed so far with it; flying to and excavating my own dig sites is much less stressful than competing for quest objectives when the realm is full.
With that said, archeology isn't perfect, and there are some things I believe could be done to improve the profession. Some are minor issues I have with it, issues which I by no means assume are universal qualms which everyone has with the profession:
-I find that knowing which artifact I am crafting ahead of time takes away from the sense of discovery one would think would accompany digging up unknown relics from ages past. Sure, all we get is an icon and a name, but that's enough that the less-than-detailed text blurbs become an underwhelming reward for completing the artifact. That sense of solving a mystery could perhaps be recovered if the icon were revealed bit by bit with each fragment recovered, with the name not being known until the artifact is completed.
-Searching through the list of completed artifacts for one you have just completed just to read the text gets tedious fast. If that text could somehow be copied and become yellow flavor-text for the artifact when it is in your inventory, that would be much more convenient.
-Getting artifacts that sell for five silver at level 85 is pretty underwhelming, especially when one has leveled archeology well beyond the initial stages, where it's understandable for the artifacts to not be worth much (we can't let level 20 players get artifacts which sell for dozens of gold, after all). I think it would stand to reason that as we get better at archeology, we get better at putting together artifacts, and thus the artifacts that we put together could become more valuable. Now, it would be no fun if all artifacts sold for the same amount, so perhaps, instead, the value of the vendor trash artifacts could increase as our archeology skill increases (if Blizzard needed to keep it simple, they could make the value scale just with whether we are journeymen, experts, artisans, etc. in archeology). Under this system, an artifact that currently sells for five silver would sell for less than one that currently sells for twenty, no matter what, but it would still be worth something to a level 85 character with Illustrious Grand Master Archeology.
But there is something more fundamental to the profession that just feels off to me, and that something is the way that we find the fragments for our artifacts. I'm talking about the Survey ability. In its current form, finding fragments with survey feels more like running around following signs than actually searching a dig site. It feels more like we are being lead to the artifact than actually finding it. Now, being that I didn't follow archeology in beta, it could be that this was the best way of finding fragments that Blizzard could come up with, and that they went through many iterations before settling on this one. However, I still believe that one simple change could make finding artifact fragments a more satisfying experience.
I propose that Survey be split into two abilities. One would retain the Survey name and would still spawn the telescope mechanism that survey spawns when you aren't right next to an artifact. However, it would not automatically excavate an artifact once you get close enough to it. To do that, you would need to use the "Excavate" ability, which would collect archeological fragments if you are close enough to them to collect them. Excavate would have a five second cast time, to make the choice to use it more consequential, which would also lead to finding those artifacts being more satisfying. Because it would be serving fewer purposes, the cooldown of Survey could be reduced. This would make pinpointing the exact location of the artifact fragments easier and get rid of that annoying wait during the final stage of looking for an artifact, when you are in the green zone and know you don't have to move far to get closer to the artifact fragments, so you spend much of your time just waiting for Survey to come off of its cooldown.
The reason I think this will make archeology more satisfying, and thus more enjoyable, is that it will bring some strategy into the profession. As I mentioned before, finding artifact fragments with archeology now feels like following arrows until we get to our destination, and we don't know with each survey whether we'll just get another arrow, or whether we'll actually find the artifact fragments. With this set-up, we would have to figure out where the fragment is before digging (in order to avoid wasting time casting Excavate), and that would bring some thought into the excavation process. Now, if this ended up making fragments take longer to find, then the numbers could be changed to balance that out; there could be more fragments per find, or fewer finds per dig-site (which each find giving more fragments).
Now, I by no means think that every player would enjoy this kind of change, which is why I'm posting it here and not of the official forums. With that said, do you think that this kind of change would make archeology more fun and/or satisfying? Or do I just have unreasonably high standards for how challenging the solo content should be?
With that said, archeology isn't perfect, and there are some things I believe could be done to improve the profession. Some are minor issues I have with it, issues which I by no means assume are universal qualms which everyone has with the profession:
-I find that knowing which artifact I am crafting ahead of time takes away from the sense of discovery one would think would accompany digging up unknown relics from ages past. Sure, all we get is an icon and a name, but that's enough that the less-than-detailed text blurbs become an underwhelming reward for completing the artifact. That sense of solving a mystery could perhaps be recovered if the icon were revealed bit by bit with each fragment recovered, with the name not being known until the artifact is completed.
-Searching through the list of completed artifacts for one you have just completed just to read the text gets tedious fast. If that text could somehow be copied and become yellow flavor-text for the artifact when it is in your inventory, that would be much more convenient.
-Getting artifacts that sell for five silver at level 85 is pretty underwhelming, especially when one has leveled archeology well beyond the initial stages, where it's understandable for the artifacts to not be worth much (we can't let level 20 players get artifacts which sell for dozens of gold, after all). I think it would stand to reason that as we get better at archeology, we get better at putting together artifacts, and thus the artifacts that we put together could become more valuable. Now, it would be no fun if all artifacts sold for the same amount, so perhaps, instead, the value of the vendor trash artifacts could increase as our archeology skill increases (if Blizzard needed to keep it simple, they could make the value scale just with whether we are journeymen, experts, artisans, etc. in archeology). Under this system, an artifact that currently sells for five silver would sell for less than one that currently sells for twenty, no matter what, but it would still be worth something to a level 85 character with Illustrious Grand Master Archeology.
But there is something more fundamental to the profession that just feels off to me, and that something is the way that we find the fragments for our artifacts. I'm talking about the Survey ability. In its current form, finding fragments with survey feels more like running around following signs than actually searching a dig site. It feels more like we are being lead to the artifact than actually finding it. Now, being that I didn't follow archeology in beta, it could be that this was the best way of finding fragments that Blizzard could come up with, and that they went through many iterations before settling on this one. However, I still believe that one simple change could make finding artifact fragments a more satisfying experience.
I propose that Survey be split into two abilities. One would retain the Survey name and would still spawn the telescope mechanism that survey spawns when you aren't right next to an artifact. However, it would not automatically excavate an artifact once you get close enough to it. To do that, you would need to use the "Excavate" ability, which would collect archeological fragments if you are close enough to them to collect them. Excavate would have a five second cast time, to make the choice to use it more consequential, which would also lead to finding those artifacts being more satisfying. Because it would be serving fewer purposes, the cooldown of Survey could be reduced. This would make pinpointing the exact location of the artifact fragments easier and get rid of that annoying wait during the final stage of looking for an artifact, when you are in the green zone and know you don't have to move far to get closer to the artifact fragments, so you spend much of your time just waiting for Survey to come off of its cooldown.
The reason I think this will make archeology more satisfying, and thus more enjoyable, is that it will bring some strategy into the profession. As I mentioned before, finding artifact fragments with archeology now feels like following arrows until we get to our destination, and we don't know with each survey whether we'll just get another arrow, or whether we'll actually find the artifact fragments. With this set-up, we would have to figure out where the fragment is before digging (in order to avoid wasting time casting Excavate), and that would bring some thought into the excavation process. Now, if this ended up making fragments take longer to find, then the numbers could be changed to balance that out; there could be more fragments per find, or fewer finds per dig-site (which each find giving more fragments).
Now, I by no means think that every player would enjoy this kind of change, which is why I'm posting it here and not of the official forums. With that said, do you think that this kind of change would make archeology more fun and/or satisfying? Or do I just have unreasonably high standards for how challenging the solo content should be?
Friday, December 17, 2010
Guild perks and guilds "for guild's sake"
After putting it off for a week or so, I have finally broken down and joined a guild. I didn't join one to raid or anything like that; as you learned in Monday's post, I am a happy solo-er and have no desire to change that fact. So rather than join a raiding guild which would level up quickly and need to live a lie every time I log in, I posted the following message to my realm's trade chat:
Solo-er looking for guild. I'm not looking to raid or PvP, but if you let me into your ranks, I will help your guild level and earn guild achievements. PST, but please don't just send an invite; I want to get to know you before I join.
And so, the serially guild-less player has joined a guild, all because he couldn't resist that 10% mounted speed increase or those items awarded by the guild achievements. What have I done differently since joining this guild? Well, I've killed a lot more critters and had a conversation about archeology... so really, not all that much has changed. As I said in my post on Guild perks and the death of the independent player, I was happily guild-less until Cataclysm came out, so when I joined a guild, I didn't plan on changing much about my playstyle. Still, considering that I have enjoyed the conversations I have had since joining the guild, I suppose this change to my playstyle has been, overall, positive, and also fits my prediction as to why Blizzard seemed to be targeting us solo players with these guild perks.
See, in my post that I mentioned above, I theorized that part of Blizzard's motivation for putting in these guild perks was to get willingly guild-less players like me to join guilds (or, at the very least, it was an unintentional positive side-effect). This would be good for Blizzard because being guilded makes a player less likely to quit should he/she get bored. If it's a raiding guild, the player risks losing his spot or falling behind in the progression if he/she takes a break. If it's just a social guild, that social element could be what keeps the player playing after he/she has stopped finding the game itself interesting. But in my searching for a guild, I found many people who had come up with some ways to obtain these guild perks that didn't really mesh with Blizzard's seeming intentions in putting in these guild perks. I found people who had created guilds comprised of only their characters. I heard tell of people who had created guilds for the sole purpose of avoiding being asked to join guilds, guilds which didn't even have a chat channel, and which would now also serve the purpose of giving members the guild perks, but served absolutely no other purpose.
These guilds seem to me to be a sign that some people would rather work around the encouragement Blizzard is providing to join guilds and would rather just go for the rewards. In other words, Blizzard is encouraging players to play one way and giving them incentives to do so, but players would rather work around the system put in and try to get those incentives without conforming to Blizzard's pro-guild ideals. If these perks were put in to encourage players to join guilds, the fact that these "for guild's sake" guilds exist shows that not all players are willing to play as socially as Blizzard wants them to.
Now, I'm sure that encouraging guild-less players to join guilds wasn't the only purpose of these guild perks. The fact that it takes a long time to level up a guild means that these perks reward guild longevity, as well as discouraging players from reacting to guild drama by breaking off and starting their own guild, instead encouraging them to actually work through their issues. The fact that leveling up a guild actually requires the members to do something (questing, PvP, raiding, etc.) means that the guild perks rewards guilds who seek out members who are active participants, rather than seeking out large numbers of players just to have an impressively sized roster. And if nothing else, the guild perk and guild achievement systems breathe some life into what has long been a very stagnant and simple system. Still, one can't deny that those perks also discourage players from remaining guildless; the fact that these "for guild's sake" guilds are popping up prove that they do. Whether these other benefits to the perks system actually materialize remains to be seen, but if, as I theorized, Blizzard wants players joining guilds because it will discourage them from quitting, than the "for guild's sake" guilds show that they haven't exactly been successful in that goal, because those guilds don't provide any incentive to keep playing after the game has gotten boring.
All this makes me think that the guild perk system has failed in its purpose of bringing guild-less players into guilds, simply because it hasn't meaningfully changed their playstyle or made them more likely to keep playing when they get bored. What does this say about the system as a whole? Well, it's entirely possible that it was never Blizzard's intention to change the playstyle of us serial solo-ers, so perhaps it hasn't failed because it was never trying to do that in the first place. It also says something about us players, something which I don't think will surprise anyone: some of us are quite stubborn. You can see this stubbornness in the refusal of some people to adapt to the new methods of play required by this expansion (crowd control, triage, etc.), but if these guilds for guild's sake have shown us anything, it's that that resistance to change applies outside of combat as well.
But if it was indeed Blizzard's intention to use these perks to make us guild-less players join guilds, then the fact that they have failed shows that some of us aren't going to change that easily. We players who don't look to play WoW socially may be rare, but we do exist, and we don't like being told how to play. It's bad enough when other players and our friends try to "convert" us to a more social playstyle ("Raiding is fun, you just haven't found the right guild yet!"), but when Blizzard does it too, that's especially infuriating. But perhaps that's just Blizzard's way of saying, "This is our game, and we get to tell you how to play it. Now be social!" Fine, Blizzard; you have won this round, because I have indeed joined a guild and started being more social. Just don't think you can push this much farther.
Solo-er looking for guild. I'm not looking to raid or PvP, but if you let me into your ranks, I will help your guild level and earn guild achievements. PST, but please don't just send an invite; I want to get to know you before I join.
And so, the serially guild-less player has joined a guild, all because he couldn't resist that 10% mounted speed increase or those items awarded by the guild achievements. What have I done differently since joining this guild? Well, I've killed a lot more critters and had a conversation about archeology... so really, not all that much has changed. As I said in my post on Guild perks and the death of the independent player, I was happily guild-less until Cataclysm came out, so when I joined a guild, I didn't plan on changing much about my playstyle. Still, considering that I have enjoyed the conversations I have had since joining the guild, I suppose this change to my playstyle has been, overall, positive, and also fits my prediction as to why Blizzard seemed to be targeting us solo players with these guild perks.
See, in my post that I mentioned above, I theorized that part of Blizzard's motivation for putting in these guild perks was to get willingly guild-less players like me to join guilds (or, at the very least, it was an unintentional positive side-effect). This would be good for Blizzard because being guilded makes a player less likely to quit should he/she get bored. If it's a raiding guild, the player risks losing his spot or falling behind in the progression if he/she takes a break. If it's just a social guild, that social element could be what keeps the player playing after he/she has stopped finding the game itself interesting. But in my searching for a guild, I found many people who had come up with some ways to obtain these guild perks that didn't really mesh with Blizzard's seeming intentions in putting in these guild perks. I found people who had created guilds comprised of only their characters. I heard tell of people who had created guilds for the sole purpose of avoiding being asked to join guilds, guilds which didn't even have a chat channel, and which would now also serve the purpose of giving members the guild perks, but served absolutely no other purpose.
These guilds seem to me to be a sign that some people would rather work around the encouragement Blizzard is providing to join guilds and would rather just go for the rewards. In other words, Blizzard is encouraging players to play one way and giving them incentives to do so, but players would rather work around the system put in and try to get those incentives without conforming to Blizzard's pro-guild ideals. If these perks were put in to encourage players to join guilds, the fact that these "for guild's sake" guilds exist shows that not all players are willing to play as socially as Blizzard wants them to.
Now, I'm sure that encouraging guild-less players to join guilds wasn't the only purpose of these guild perks. The fact that it takes a long time to level up a guild means that these perks reward guild longevity, as well as discouraging players from reacting to guild drama by breaking off and starting their own guild, instead encouraging them to actually work through their issues. The fact that leveling up a guild actually requires the members to do something (questing, PvP, raiding, etc.) means that the guild perks rewards guilds who seek out members who are active participants, rather than seeking out large numbers of players just to have an impressively sized roster. And if nothing else, the guild perk and guild achievement systems breathe some life into what has long been a very stagnant and simple system. Still, one can't deny that those perks also discourage players from remaining guildless; the fact that these "for guild's sake" guilds are popping up prove that they do. Whether these other benefits to the perks system actually materialize remains to be seen, but if, as I theorized, Blizzard wants players joining guilds because it will discourage them from quitting, than the "for guild's sake" guilds show that they haven't exactly been successful in that goal, because those guilds don't provide any incentive to keep playing after the game has gotten boring.
All this makes me think that the guild perk system has failed in its purpose of bringing guild-less players into guilds, simply because it hasn't meaningfully changed their playstyle or made them more likely to keep playing when they get bored. What does this say about the system as a whole? Well, it's entirely possible that it was never Blizzard's intention to change the playstyle of us serial solo-ers, so perhaps it hasn't failed because it was never trying to do that in the first place. It also says something about us players, something which I don't think will surprise anyone: some of us are quite stubborn. You can see this stubbornness in the refusal of some people to adapt to the new methods of play required by this expansion (crowd control, triage, etc.), but if these guilds for guild's sake have shown us anything, it's that that resistance to change applies outside of combat as well.
But if it was indeed Blizzard's intention to use these perks to make us guild-less players join guilds, then the fact that they have failed shows that some of us aren't going to change that easily. We players who don't look to play WoW socially may be rare, but we do exist, and we don't like being told how to play. It's bad enough when other players and our friends try to "convert" us to a more social playstyle ("Raiding is fun, you just haven't found the right guild yet!"), but when Blizzard does it too, that's especially infuriating. But perhaps that's just Blizzard's way of saying, "This is our game, and we get to tell you how to play it. Now be social!" Fine, Blizzard; you have won this round, because I have indeed joined a guild and started being more social. Just don't think you can push this much farther.
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