31 October 2015

The Summer Wind ...

... came blowin' in from across the sea

Time has moved on since the summer and we’re now smack in the middle of autumn. My summer this year was simply marvellous. I attended a conference in London in the last week of July and I was able to bring the family along. That was a magnificent experience. I always enjoy visiting London, having spent a year at college there. After that we had a two week vacation in Italy, followed by a week each at both my wife’s and my parents. Working in the educational sector in Europe is rewarding in more ways than one. Speaking of work, I’m back at the university, still pursuing my goal of becoming a tenured professor. So, personally and vocationally, all’s good.

I stopped all gaming over the summer to focus fully on my family. Upon returning home, however, I felt the urge to revisit some of my old-time favourites, namely three instalments of the Heroes of Might & Magic series. Heroes of Might & Magic III was the first turn-based strategy game I ever played, and, after a brief introduction, both my wife and I did play quite extensively. I might even go so far as to proclaim HoMM III my favourite game ever. Strangely enough though, in all my time playing this series, I had never even played the campaigns as I agree with TotalBiscuit that the true value of the Heroes series can really be found in the custom games. So it happened that I finished all the campaigns of Heroes of Might & Magic III to V including their respective expansions. Unfortunately, the series ends with HoMM V for us as there’s no way we’re going to succumb to Uplay. All in all I have to say that HoMM III remains my favourite despite its dated look. I know that some die hard fans will shout heresy when I state the following, but for me it is, in fact, a close call between HoMM III and IV. I must be one of the very few people who genuinely enjoy HoMM IV and consider it to be a very good advancement of the Heroes series. I’ll gladly admit that it has glaring flaws but I don’t think it’s nowhere near as bad as some people make it out to be. HoMM V on the other hand really feels like a cheap rip-off of WarCraft III (e.g. story and cut scenes) and plays like a 3D port of HoMM III. So I’m kind of torn here: I like many gameplay elements but found the story, in particular, to be rather lacklustre. I do, however, enjoy playing all three instalments, especially together with my wife.

Much has changed on the MMO front. WildStar went free-to-play and after reading what Bhagpuss had to say about the game, I decided to give it a try. I finished the tutorial and afterwards started exploring Nexus. I must have played for about an hour when I had enough. That game is just not for me. I remember when I first heard about WildStar I was rather intrigued. That changed quickly when I learned about the action combat and the telegraph system. I seriously hate twitch gameplay, so naturally I uninstalled the game right away. But at least I did give it a try and tested it for myself. Many voices can be heard as to why WildStar tanked and with it yet another MMORPG had to resort to a free-to-play model, most of them claiming that the game was too hardcore and that this is the sole reason for its failure. As I don’t believe in mono-causality, I wouldn’t want to fault any single aspect for the demise of any game. It usually is a combination of several factors. Consider e.g. that WildStar was indeed marketed as a hardcore game (40-man raiding) with a cartoony exterior and action combat. Any combination of those basic pillars could both attract and repel potential players. I for one would enjoy a cartoonish look and a hardcore approach, but I cannot come to terms with twitchy gameplay. Couple that with the fact that WildStar’s idea of “hardcore” means (or meant, not sure if that’s still the case to be honest) time constraints (Gold runs, Explorer path), count me out. Even if WildStar was the perfect MMO otherwise, combining all the elements that I want to see in an MMO like a game built around crafting with strong social ties and interaction, in a living and breathing world, those two elements (time constraints and twitch) would drive me away. I can imagine many people feeling similarly or altogether differently.

No comment on the next WoW expansion. I’m simply no longer interested in retail WoW and instead get my kicks from the Nostalrius project. They have launched a PvE server most recently. YAY!!!

The 4.0 patch of Knights of the Fallen Empire has almost completely ruined SW:TOR for me. I was hopefully optimistic after the koffee announcement, but all that is left now is disgust! More on that some other time.

21 June 2015

No Time Available?


Who has time? But then if we do not ever take time, how can we ever have time?

This post by Tobold along with the subsequent discussion may very well be the worst that was ever published on his blog. Tobold makes several assumptions and statements that I strongly disagree with. A hat tip to Bhagpuss once again for the best comment and to Azuriel for arguing a solid case against Tobold in the comments and on his own blog. My reply will focus on the specific problems surrounding Tobold’s conception of time and how it is connected to choice. I will, therefore, exclude his nonchalant and almost completely inaccurate depiction of capitalism and communism, and to some extent his theories on fairness as well. The point of reference is a healthy human being on planet Earth. I’ll start with two relevant quotes (with my emphasis) because they highlight the assumption that I object to the most. The first one is from the original post and the second is one of Tobold’s own comments.

... there are now people who were favored by the flat payment model because they had more time to spend than others, and these people are now complaining about "Pay2Win", as if that was any worse than "Grind2Win".

There is absolutely no difference between somebody using his larger pool of available time to reach a personal win condition in a MMORPG and somebody using his larger pool of available money to reach a personal win condition.


In order to address the issue of time it is necessary to first define two central terms, namely experience and perception, including their corresponding verbs. For the purpose of this post experience is defined in its relation to physics or the physical world. It can be measured (objectively) using scientific methods. Perception, on the other hand, relates to a person’s mental state, i.e. what goes on in the mind of a human being and can therefore easily change based on individual circumstances. Temperature is a simple example: if it is 30° Celsius then everybody experiences the same objective physical sensation while at the same time each individual may possibly perceive the temperature subjectively, differently depending on their weather preferences.

The same distinction of experience and perception applies to time as well. As a physical unit, a unit of measurement, time is independent of both human experience and human perception. One can say that it exists a priori. In that sense time is not relative. As such the old saying “Time flies when you’re having fun” does not relate to the (physical) experience of time, but rather to how an individual human being perceives the time spend doing an activity. Time is the same for every living human being. That is a fact of existing on planet Earth and as such it’s true for everything on our world. We may perceive time differently but we all experience time in the same way.

People like Tobold who claim that they don’t have the time (to do something) are – probably subconsciously – employing both a stylistic and a mental device that helps make language more economical and (maybe) even more importantly allows them to negate personal responsibility by blaming external factors. The problem is choice. As Dàchéng accurately points out in the comments of another one of Tobold’s posts, the critical issue here is choice. While every single human being on this planet by definition has the exact same amount of time available, it is their choice how they spend this time. Barack Obama may choose to watch an episode of Modern Family with his wife and children when he’s not busy running the U.S.A., but that is his choice. He could also do something else entirely. Tobold and I choose to work (probably) over 40 hours per week, but that is our choice. Or as Sheldon Cooper says: “we have to take in nourishment, expel waste and breathe in enough oxygen to keep our cells from dying. Everything else is purely optional”.

The choices of any human being, the structure of his life can be modelled as a system of hierarchies. This is also true for the course of human interactions. If I ride my bike I cannot, simultaneously, drive in my car. If I visit my parents who live in one city, I cannot at the same time visit my in-laws who live in another city. That is a choice! Now, make no mistake here: every single time someone says: “I’d like to do this, I just don’t have time.” it’s not that they don’t have the time (available) because everybody has the exact same amount of time available, it’s rather that they choose to do something else based on their system of hierarchies. That is the simple truth; and an inconvenient truth at that. People do not like to hear that something or somebody else is more important to us than they are and the expression “don’t have the time” offers a loophole of sorts, a clean way out. This has become so ingrained in our everyday language use that most people don’t stop to reflect upon the meaning.

Note that I did not comment on the practical implications or consequences of the time versus money debate and its relation to MMOs because the outcome depends on personal preferences. To reiterate one more time: every single person on this planet has the exact same amount of time available, but not the exact same amount of money and I’d be cautious of any argument to the contrary since it might be heavily skewed, unless it’s coming from Bill Gates, of course. Nonetheless, this is what happens when someone on a crusade, in this case an engineer and a self-proclaimed scientist enters the realm of philosophy: he ignores the fundamentals and takes the second step before the first.

18 June 2015

SW:TOR // Knights of the Fallen Empire

Looks like the hot topic right now is the announcement of the next expansion of Star Wars: The Old Republic, called Knights of the Fallen Empire. As usual, Dulfy has the complete coverage. I’d also suggest taking a look at what both Shintar and Rohan have to say on the issue. Shintar’s blogroll will also lead to plenty of other related posts.

The expansion is marketed as a return to cinematic storytelling and apparently only subscribers have access to the new content. I agree with Shintar in that “I haven't been this excited about an MMO expansion in a long time” as well and I’m even tempted to re-subscribe. I will, however, make that decision only when I know a lot more about the expansion because I’m still sceptical. Also, none of the subscriber rewards interest me. We’ll see how things pan out.






As to the actual trailer, I must admit that I was very pleasantly surprised. I think it’s very well done and has surpassed the Hope” trailer as my favourite. Unlike many others I did not miss the final death blow because my eyes were glued to the screen. AWESOME! The topic of father issues has a long tradition in literature (and by extension in all other forms media) and the trailer once more reaffirms my vow to be a good father to my children.

All in all I can say that I’m now hopefully optimistic about the future of SW:TOR even though I’m not quite sure if a unique single-player experience warrants a subscription.

02 June 2015

Apodeixis Galore

Tobold and Azuriel are at it again, presenting their personal opinions as facts. For only they are aware of the truth and everybody who holds a different view is blind or delusional. This sort of apodictic thinking is as widespread as it is counterproductive. There’s no point in discussing anything when one side always assumes that their position and their position alone is the only one that matters. “I’m right, you’re wrong. End of story. Bye Bye.” Now, to be fair, I don’t think anybody is like that all the time and even Tobold and Azuriel have their moments. Nonetheless, based solely on my personal observations, both of them seem to step into this particular pitfall quite frequently. The approach of projecting one’s own preferences onto others is very common and, at best, it can be interpreted as a stylistic device that some people employ to give more credit to their opinions.

Towards the end of an otherwise decent post Azuriel make the following statement:

For the longest time I have sought to moderate the absurd histrionics I’ve encountered regarding WoW. Things like the removal of atunements, introduction of LFD/LFR, hybrid taxes, Old Blizzard vs New Blizzard, and so on. Not to defend Blizzard for the sake of Blizzard, but to defend rational design decisions in their own contexts.

The way I understand it, is that Azuriel considers the removal of attunements or the introduction of LFD/LFR rational design decisions and those who disagree are simply not clever enough to understand why that’s the case (“absurd histrionics”). For me the key word here is “rational” and looking back at my last post I want to explore what is meant by that word. The Oxford Dictionary defines it as being “able to think sensibly or logically” and to be “based on or in accordance with reason or logic”. Following this path one arrives at a dichotomy between rational and emotional thinking or behaviour. This dichotomy can be described as a continuum with reason on the one end and emotion on the other end. Any person is more or less free to move along in either direction. This model, however, does not appreciate the fact that emotions are a primary aspect of the human condition and personal experiences will always influence one’s judgement. It’s very hard – if not impossible – to imagine a person who thinks or acts devoid of any feelings whatsoever. Human beings are not machines. For some reason, however, rational” is attributed a positive connotation while emotional” is often attributed a negative connotation. This could be endlessly debated in a philosophical discussion of its own.

Returning back into the realm of MMOs, the main question for me is how the rational part of (design) decisions is defined in a non-arbitrary way. In fact, if one cares to read Blizzard’s own statements one frequently finds them using phrases like “we feel” or generally referring to how players feel about something. That doesn’t sound too rational to me. Question: why is e.g. the removal of attunements a rational design decision? Answer: because people don’t want to jump through hoops before doing the content they’re interested in. Conclusion: desires are more emotional than rational. This thought process can be repeated for every design decision. Maybe there’s a different answer to that question though; one from the viewpoint of the developer, the one who actually made the rational design decision. Assuming that the developer’s primary motivation is to increase revenue, any decision that results in more money is certainly better for them. The establishment of causation, however, is again debatable. Who decides what is rational (in a specific context)? Is the removal of flight in WoW another rational design decision? Or is the situation different this time because Azuriel disagrees?

Somehow, I have the distinct impression that people like Azuriel and Tobold simply do not like attunements or hybrids taxes or several other mechanisms that WoW used to have, and are therefore glad that those were changed. I can fully accept that. If someone does not enjoy a feature but is contend with a modified version or its outright removal, good for them. What I do object to, however, is the depiction that those who did like the older version are somehow deluding themselves. In this sense, Tobold is a very strange fellow. He has mentioned before that he more or less only plays WoW for a few weeks/months at the beginning of an expansion and then leaves again. Yet somehow he argues against other people behaving similarly.

So for me the most likely scenario is that people will start playing on this Ragefire server out of nostalgia, and then relatively quickly discover that their selective memory made them remember all the good things and forget about all the bad stuff. [...] Most players will give up after only a few levels

How he knows this is beyond me, especially the last part. But fear not, Bhagpuss has the perfect reply once more in the comments. The first part is another prime example of Tobold simply dismissing other people’s perceptions as nostalgia. I’m currently playing WoW on the private vanilla server Nostalrius and I do admit that I had forgotten many annoying things. However, I can live with all of the “bad stuff” (e.g. looting quest items in groups) as long as the good stuff remains the way I like it (e.g. player stratification or the difficulty of dungeons). I think it’s safe to assume that at least some of the people who choose to play on such a server feel the same way. As any regular reader of Tobold’s blog should have realized by now, he is a man of the masses, i.e. he is only interested in what the masses do and fails to realize that the exact number of people who participate or who enjoy something is irrelevant as long as there are enough people around (to play with or) to keep the lights on.

25 May 2015

On Semantics

Semantics as the study of meaning is a branch of philosophy related to linguistics. It has a close connection to the field of pragmatics. In a very simplified way one can say that semantics is concerned with codified meaning whereas pragmatics identifies the meaning of utterances in concrete communicative situations. The phrase “it’s all just semantics” which is frequently used to invalidate a different opinion or to shrug off differing opinions seems to suggest that semantics is not important. I disagree strongly with such a sentiment because I consider semantics to be central to the understanding of the human condition. Our reality is defined by our language and in order to successfully communicate with other human beings nothing is more important than to adequately express what one means.

All too often, however, there is a stark contrast between what is said and what is meant. One reason for that might be that many speakers assume that their use of an expression is shared by all speakers of their speech community and that said expression has a fixed meaning, probably assigned by a dictionary. And, to be honest, in most cases they are justified in that assumption. In other cases, however, it does make a lot of sense to define essential terms at the beginning (or during the course) of a discussion in order to establish a solid basis. Alas, it seems that many people are reluctant to discuss fundamentals – for whatever reasons – and rather want to focus on minor details, oftentimes taking the second step before the first. This can be frequently observed when politicians or “experts” discuss an issue in political talk shows. These discussions usually lead nowhere because everyone is only interested in promoting their own agenda. A personal pet peeve of mine is the misinterpretation or misrepresentation of statistical data or terminology by politicians, especially the difference between correlation and causality.

So how does this excursion into semantics pertain to MMOs? In the scientific community it is standard practice to define terms and concepts relevant to one’s study and maybe MMO bloggers could adopt this approach as well. Take, for example, this post by SynCaine where he talks about “backer-envy” in relation to crowd-funded video games. Irrespective of the content of his post he fails to define what exactly he means by this expression and somehow takes for granted that his audience already knows the meaning or that it will become apparent by reading the article. Unsurprisingly, the very first comment – by Rohan – asks specifically what SynCaine actually means with his concept of backer-envy and the following discussion – beautifully continued by Bhagpuss – is needed to clear the waters. As I understand it now SynCaine considers backer-envy to be the reverse of buyer’s remorse which is how I originally understood it. So the new concept (“backer-envy”) is formed in analogy to an already established concept (“buyer’s remorse”), but with a major difference: it’s not the backers who are envious but rather the other players who did not back the game. This confusion could have been avoided by defining the relevant terminology at the beginning of the article.

Similarly, there’s an ongoing debate about pay-to-win scenarios in video games without a general definition of what that actually means. It seems that almost everyone has a broad understanding of the concept as such but working definitions are far and in-between. To be more precise the term “pay-to-win” should actually be abandoned because etymologically it suggests that a financial transfer results in the completion of a victory condition within the framework of the game providing a win for the buyer. If one agrees that the primary purpose of any video game is to play, then it doesn’t make any sense to buy a win and rob oneself of the playing experience. In addition, MMOs do not offer any win conditions at all. They are open-ended, never finished and won’t reward players with a “Victory or Game Over” screen. Boss fights and PvP matches hardly count in this regard because the victory is only momentarily achieved and does not constitute the final goal of winning the entire game. The expression “pay-to-win” is a misnomer and should therefore be replaced with the more accurate phrase “pay-for-power” (or maybe “pay-for-advantage”). Both Gevlon and Dàchéng have discussed this as well and I think that their contributions are very noteworthy since they offer a sensible definition of the “pay-for-power” scheme as any item being sold in a cash shop that “affects the gameplay of other players”, i.e. the gaming experience of other players is directly influenced. The focus on other players also explains why most objections against pay-for-power items are brought forth by PvPers. Note that the situation in professional, competitive environments (e.g. e-sports) is purposefully excluded here.

The final example to highlight the importance of semantics has to do with language change. I’ve talked about this before. All natural languages are constantly changing and evolving which sometimes leads to words acquiring a new meaning, i.e. they are used in a way that differs from established usage. In the discussion of MMOs this can be seen by the inflationary use of the term “burnout” to denote that someone has lost interest in a specific MMO or in a specific activity in a specific MMO or in MMOs in general. Essentially, some people who have lost interest in or are bored with anything related to MMOs claim to be “burned out”. I find it quite hard to imagine that every single one of these people is actually suffering from a “physical or mental collapse caused by overwork or stress” because, as a psychologist, that is my understanding of what the word means on a basic level. The psychological concept and medical diagnosis are, of course, a lot more refined. It may very well be the case that “burnout” was overused in media coverage in recent years and people subconsciously feel that saying they’re burned out is sexier (or more socially accepted) than admitting that they are simply bored. Regardless of the reasons behind it, this new use causes a devaluation of the medical component which in turn could lead to problems for people who are in need of help. One should at least be aware of this.

In conclusion, I’d suggest using the expression “pay-for-power” instead of “pay-to-win” and to avoid equating “burnout” with a loss of interest or boredom.

16 May 2015

Back in Business

Shintar, the Priest With A Cause is back! This time on a private vanilla WoW server. Not that she was ever really gone. Nonetheless, it was her post together with this very personal piece by Kadomi that sparked my return as well. Kadomi talks about her personal life and how it affected her gaming and blogging in some detail and while reading, I kept thinking: “Hey, this is very similar to my situation”. Here are two quotes (with my emphasis) that describe how I feel as well:

It’s not that I don’t want to blog. When daydreaming at work, or driving home, I have fantastic ideas for blog posts. Very briefly, work was slow enough that I actually wrote draft ideas into Evernote, at least working titles.
By the time I am home from work, I don’t want to sit down and write blog posts. A full post takes me an hour minimum, if not longer. After work, I want to lounge on the couch, play Candy Crush Soda Saga for a while (sue me), and do something relaxing. Now that I am in my 40s my interest in PC gaming is waning, because I would much rather sit on the couch in comfort than spend hours at my desk. Then there’s dinner to cook, my SO would like to spend time with me, the kitties have demands and bam, it’s bed-time.

Now, I don’t use Evernote, but I too have written down a few points or working titles that I would like to expand upon some day. I also don’t play mobile games for that matter and I’m not in my 40s yet. We don’t have any pets and I walk to work. But these are just minor circumstantial details. The simple fact of the matter is that blogging takes time and we’re both very busy and otherwise occupied.

I commented on Shintar’s post that I had actually stopped gaming altogether for over a year. There were several reasons for that and it was my choice. First, I simply no longer feel that I am among the target audience for video games in general any more. Virtually all recent developments are going in directions that I do not appreciate (e.g. mobile gaming, casual and “accessible” gaming, free-to-play, cash shops, DLC, Early Access, etc.). The World of Warcraft that I loved is destroyed. The World of Loading Screens” (SW:TOR) that I could get on board with became a glorified slot machine selling hotbars. Console manufacturers have no interest in offering backwards compatibility because now they can sell the same game several times to the same customer. I have no intention of paying for any of this on general principle!

Additionally, my real life got a lot more complex. My wife’s second pregnancy was strenuous – not dangerous or complicated – just a lot more demanding than her first one. This meant that I had to manage our daily life (cooking, cleaning, etc.) by myself, all the while working (almost) full-time at the university. In general, I keep a tight schedule, meaning that my day is very structured. I get up at 6 o’clock every morning and exercise for about an hour. Afterwards I shower and get dressed and prepare the breakfast for the family. Then we enjoy a nice family breakfast and I head off to work. The trip takes about 20 minutes by foot and I always walk. I usually arrive shortly after 9 a.m. and start the work day with some administrative tasks such as checking the mail and answering e-mails. I teach my first class from 10 a.m. to 12 noon and afterwards have lunch with co-workers, some time between 12 noon and 2 p.m., depending on who’s coming and where we’re going. The next class is from 4 p.m. to 6 p.m. and then I stay until at least 7 p.m., sometimes even longer. When I arrive at home, I have to prepare dinner for the family (or at least assist my wife) and then spend some quality time with my wife and children. The kid’s bedtime is usually at 8:30 p.m. and then it’s just my wife and me for about an hour or two before we go to sleep.

This cycle repeats the next day, every day, every week from Monday to Friday. I do not mind this at all. I value consistency and structure very much. I’m one of those guys who could eat the same meal every day and still enjoy it. I don’t get bored easily. Looking at this timetable there are hardly any opportunities for blogging. “By the time I am home from work, I don’t want to sit down and write blog posts. [...] I want to [spend time with my family] and do something relaxing”. This excludes playing video games. I’ve written a couple of posts at work but I just cannot take the time to do that anymore. Workload is very intense. Becoming a professor is no cakewalk. I suppose I could write on the weekends, but we clean the house every Saturday morning and Sunday is the family day where we visit relatives or have a picnic or go out for a walk or do other stuff together. That only leaves Saturday afternoon as my personal free time. When I’m not teaching, all the work I do is computer work or paper work (correcting papers, doing research, writing articles, etc.) so I’m glad if I can do something else in my spare time, like playing actual golf. Even when work was less demanding, I’d much rather spend my time actually playing the games I enjoy instead of writing about them. This explains why I was such a poor SW:TOR blogger.

Nonetheless, I wish to take up blogging again and for the future my plan is to publish one post every week, possibly on Sundays.

25 September 2013

Card Hunter

Small Update: Work is crazy busy right now with preparations for the upcoming semester and lots of staff meetings.


In the field of gaming, I have been inspired by Tobold’s numerous positive posts about Card Hunter and I decided to give the game a try. Apparently, so did lots of others which led to the minor inconvenience of log-in queues from time to time. Blue Manchu said they were working on increasing the server capacity. Since Card Hunter is a Flash-based browser game, one can always use the waiting time to catch up on some reading.

The game itself is graphically rather simple but it manages to capture the nostalgia associated with early versions of Dungeons & Dragons quite well. It is free-to-play with an in-game shop and some sort of extra subscription, but up to now I have not felt the need to pay anything. Like Tobold, I might pay something mainly to express my support. Currently, I have three characters in my party – a Dwarf Warrior, an Elf Wizard and a Human Priest – all of them level 8. I do not know whether this is the best combination, but it serves me quite well so far and it seems the most immersive.

All in all, I can highly recommend Card Hunter to anyone who enjoys a tactical, turn-based gameplay experience. It’s simply oodles of fun. I shamelessly stole that last expression from my favourite person on the internet. Now who might that be?

30 August 2013

SW:TOR // World Events

World Events are a common aspect found in many modern MMOs and Star Wars: The Old Republic is no exception. In addition to the Life Day festival, four world events (officially named In-Game Events) have taken place over the course of the game so far: the Rakghoul Pandemic Dynamic Event, the Chevin Grand Acquisitions Race, the Relics of the Gree Event and most recently the Bounty Contract Week. Each world event in SW:TOR may look good in theory and I am sure that a lot of players have greatly enjoyed all of them, but I for one felt that they were all rather boring and poorly implemented – some with very distinct drawbacks.

At the moment the Relics of the Gree and the Bounty Contract Week are considered recurring events, meaning players will be able to participate on a regular basis. It seems that the first week of every month will be a Bounty Contract Week while the Relics of the Gree Event will become available again every other month or so. One can assume that the Chevin Grand Acquisitions Race and the Rakghoul Pandemic Dynamic Event were one time occurrences, even though there is some discussion about whether or not the latter will return. This is one of the reasons why I generally dislike world events: players who are not online when the event takes place are going to miss the experience altogether. A problem that is somewhat mitigated by SW:TOR's recurring events. Another reason is that world events distract from the usual business, the everyday routine so to speak. I value structure and order and dependability extremely high, both in the real world as well as in virtual worlds and therefore do not appreciate distractions very much. I can, of course, fully understand why many people feel the need to mix things up now and then.

It was only after reading Shintar's description of the first Bounty Contract Week that I eventually decided to give it a try. I actually did everything exactly as she described it on my Chiss Bounty Hunter, but alas, I found the experience very unfulfilling, if not to say boring. Suffice to say I have no plans to repeat this event at all, let alone being sucked into the associated reputation grind.

Shintar has already beautifully covered the Relics of the Gree Event and its various iterations. I would like to point out that the major flaw here is inclusion of a PvP component which is also the primary complaint voiced on the official forums. The missions themselves only serve as another reputation and token grind and are not intrinsically fun. Therefore it should not be surprising that many people are only interested in reaching the desired reputation level or token count as soon as possible, thereby feeling forced to complete the two additional missions in the PvP area as well. Bringing two groups with very different tastes (PvE versus PvP) together in the same environment is a surefire recipe for disaster. Apparently the same situation has also happened in another game – with the same results.

Interestingly, even many players actually interested in PvP are ignoring this opportunity and behave in an orderly fashion just to complete their mission without delay rendering the whole “let’s add some PvEers as cannon fodder for the whining PvPers”-point moot. This does, however, not happen everywhere and/or not all the time, so that the individual player may still be faced with the typical PvP ganking.

In a similar vein, the Rakghoul Pandemic Dynamic Event was horribly designed because it consisted of several staged missions that only became available the following day (gated content). This meant that it was not possible to complete the entire event in one playing session. Maybe the developers felt the need to entice players to keep on p(l)aying. One may suggest that if this was the case, the experience could not have been so good to begin with. Moreover, the final reward for completing all related missions was a set of Medium Armor gear and hence only usable for certain classes (Adaptive Armor and Legacy gear were not yet implemented back then). Receiving all related Codex Entries required the defeat of three world bosses (two of them level 50), one of which was conveniently located in the open PvP area on Tatooine – again forcing the two different groups into the same environment.

Generally, I find the world events in SW:TOR to be utterly boring and badly designed and implemented. It is never a good idea to combine PvE and PvP aspects and, in fact, one should never, ever listen to PvP players in a PvE game in the first place. Make no mistake here: most theme park MMOs like SW:TOR, WoW, RIFT are actually PvE games first and foremost, with a poorly designed PvP component added on top. If someone truly desires an awesome PvP experience, then maybe, just maybe games like EVE Online or Darkfall Unholy Wars match their profile better.

26 August 2013

Personal MMO History

One of the hot topics in the recent past was the announcement that both WildStar and The Elder Scrolls Online will be employing a business model based on subscriptions. The former also offers an alternative payment method similar to PLEX in EVE Online. Bhagpuss has a very good post about how payment models generally do not matter all that much.

I'm a member of the apparently increasingly rare breed of gamers that likes to devote all their gaming time to one game, so a subscription is great in terms of value for money. -- Shintar

Since I agree with this statement entirely, I am more than pleased by this shift away from a misleadingly named F2P model. While I am not that interested in TESO, WildStar on the other hand leaves me hopefully optimistic – at least judging by what has been revealed so far about both games.

Considering the commitment and devotion I deem necessary for real MMO gaming, it should not come as a surprise that I have not played that many MMOs up to now. I am not a very creative person and I find describing aesthetics and art design (in video games) rather difficult. The following is a chronological overview of my experiences with different MMOs.



This was the first ever MMO I played and the one I played the longest. I was deeply invested and the decision to abandon ship so to speak did not come easily. I still think that WoW is the most polished MMO where everything feels natural and in place. Some people are pondering a return, but I am not one of them – even if Blizzard were to revert the game back to a state that I would enjoy. To quote Shintar yet another time: “I think I hit a "point of no return" in WoW, having been disappointed too many times... even if Blizzard changed it into the perfect game for me tomorrow, I'd still be suspicious of it”. Maybe I will revisit my old characters when WoW goes F2P at some point in the future.



It must have been about a year after LotRO launched that a friend gave me a trial pass to test the game. The world Tolkien created has shaped the fantasy genre in numerous ways and the opportunity to enter that world, to be part of that gaming experience – developed with adherence to the lore – was a dream come true. The brutal reality, however, was that I felt almost immediately repulsed by the game. There was no sense of awe or wonder upon entering and I cannot quite point my finger as to why that was. It might have had something to do with the character models, particularly with their movement and with the UI. Everything just felt clunky and out of place. I wanted to give the game a chance so badly that I pushed on until I simply could not take it any more. The level of polish was miles behind what I came to expect. WoW had certainly spoiled me. My wife and I tried again some time ago (long after LotRO went F2P), but we could not force ourselves to like it. My wife is usually very calm and thoughtful, but she ranted on for quite some time about how unfathomably bad that game was and how she was at a loss for words that our friend actually bought a Lifetime subscription.



This is my current MMO and I have been playing it pretty much since launch. The game feels very clean and everything falls into place quite neatly. The level of polish is second only to that of WoW – just ignore the many, many, many bugs. Despite what the haters claim, this game does not suck and its drawbacks are primarily rooted in the limitations of the Hero Engine and certainly do not lie in voice acting or in story-driven content. In fact, it is voice-acting more than anything that has spoiled me yet again for future MMOs. I do not even want to imagine reading quest texts again. Nevertheless, the transition to F2P has hit my commitment and my dedication to SW:TOR very hard and I seriously dislike the direction the game is heading in: more and more daily hubs and an overemphasis on the Cartel Market. I do not know how long I will keep on p(l)aying.



TERA prides itself on introducing action combat to the MMO genre and I felt like giving this idea a try after the game went F2P mainly due to Liore’s positive comments. I have about 14 hours of played-time over the course of a weekend and I can safely say that this is not the game for me as I have come to realize that I genuinely dislike action combat in MMOs. More importantly, however, I simply do not care one bit about the world. I have no prior relationship with the IP and the whole setting feels very generic and exchangeable. This post offers some reasonable explanations as to why TERA is not that successful among western gamers.



This is part of my summer project. I created two characters shortly after the game went F2P and I did have a blast for some time. However, while the game does have potential, especially regarding the soul system, it also suffers from the absence of a compelling IP or lore. There is just no immersive reason as to why players should care about the world, its inhabitants and their conflicts. One thing I will say though, is that RIFT’s F2P restrictions are very unobtrusive, which is in stark contrast to SW:TOR.



WildStar is my new hope on the MMO horizon, though I am only hopefully optimistic at best. The video footage looks quite appealing but who knows what the actual gameplay will feel like. The game seems to be whimsical enough to make me care. However, Syl already adequately demonstrated that the developers have clearly misunderstood and misinterpreted the Explorer archetype. While I do have plans to give it a try when it will be released next Spring, I cannot help but feel a bit uneasy about their intentions.

16 August 2013

Macky's Back in Town

It has been over a month since my last post because I was thoroughly enjoying my summer holidays. My wife and I went on an extend summer vacation. We started our trip by visiting her parents for a week, followed by three weeks in Italy and lastly stayed for another week at my parents. We finally returned back home last week. That makes about five weeks of awesome and mainly relaxing summer time. And I even have one more week of holidays to enjoy.

Anyways, now that I am back online I will start posting more regularly again, especially since time obviously did not stand still in the world of MMO blogs and it seems I did miss quite a few juicy pieces.

02 July 2013

SW:TOR // Community

Another one bites the dust. It was a sad day for the tanking and theory-crafting community in SW:TOR when one of its most prominent members, Kitru, announced his retirement from the game due to the developer’s design decisions and their interactions with the community in general. The triumvirate consisting of dipstik, KeyboardNinja and Kitru has provided an undeniable source of knowledge for any aspiring Tank – Vanguard, Guardian and Shadow alike. Kitru’s posts in particular were usually amazingly well written and presented an unrivalled level of detail. Seeing him leave is rather disheartening. With tanking being my second preference right after healing, I was ready to recognize and reflect upon any insights they offered. Even though I am a very experienced Tank myself, I still believe that there is always room for improvement. In that sense, I can only hope that at least KeyboardNinja will continue to crunch the numbers and offer guidance where needed.

Since I am not raiding in SW:TOR, I cannot really comment on the current predicament in any meaningful way. There seems to be some sort of problem with Shadow Tanks in that they can be one-shot by a particular boss if RNG goes against them. Apparently the other two tanking Advanced Classes have methods of preventing this from happening. It may also be possible that the entire issue is being vastly exaggerated. I honestly do not know. However, I do welcome all changes that serve to make encounters less predictable. Failure must always be a possibility. As soon as near-perfect preparation and near-perfect execution are inevitably resulting in victory, people are tricked into a false sense of expectation that will lead to boredom and frustration. Where is the thrill if everything goes according to plan all the time? Today’s success could be tomorrow’s failure and vice versa.

I consider Kitru’s departure a loss for the game’s community in general. That is distressing not only because of his dedication and knowledge but also because the community in SW:TOR is a very pleasant and positive one – possibly due to its limited size. One might not always get this impression judging by the official forums alone, but the sense of community is a lot greater in SW:TOR than e.g. in WoW or RIFT. This becomes more obvious in-game, of course. Nonetheless, I feel the need to qualify this statement with the fact that I can naturally only speak from my very own personal experiences which are very rich in the case of WoW, and almost nonexistent in RIFT (I will discuss this in another post, some other time). SW:TOR falls somewhere in the middle, leaning a bit closer to WoW.

While I had plenty of characters spread across a large number of servers in WoW, I only have characters on two (technically three) servers in SW:TOR which severely limits any generalizations I can make. The Progenitor is an English RP-PvE server hosting all of the characters on my main account. Technically, I do have one other character on The Red Eclipse but I am going to transfer him to my main Legacy. Additionally, I have one character (on a different – F2P – account) on the French PvE server Mantle of the Force which I created for my summer project. This character is currently level 26 and will leave for Nar Shaddaa next. The Double XP Weekends allowed for a rather speedy level progression. To this point, I have completed every available Flashpoint and [HEROIC] mission on this character, always with the help of other players and I must say that the atmosphere on this French realm is simply unbelievable. People are generally extremely helpful and friendly and above all else very, very polite. Everybody is treated with respect and communication follows the rules of the French grammar. Nobody is shouting in CAPS, insulting other players or yelling “gogogo ffs”. Skipping conversations during leveling Flashpoints is not common practice here – something that I really appreciate. So far, at the beginning of every Flashpoint people have always greeted each other politely and at least one player has always wished the group a successful and pleasant run. In fact, my positive experiences on French realms in SW:TOR and WoW have led me to seriously consider a French server for my adventures in WildStar.

I have the overall impression that people are by and large friendlier on an RP server and The Progenitor is no exception. I have a hard time remembering unpleasant encounters with actual human beings in SW:TOR, while that is pretty much all that I remember from WoW (I know, I know: selective memory is selective). Of course, this refers only to PuGs. I enjoyed the atmosphere in most of my WoW guilds immensely. The annoying people in SW:TOR usually fall into three categories: (a) they moan about others going to slow and/or about not skipping conversations and/or trash mobs in Flashpoints, or about other people sucking in Warzones; (b) they are ninja-looters, i.e. rolling “NEED” on loot that their current player character cannot use; (c) they are bad players in that they are unwilling to learn and improve. I would say that the types (a) and (b) are most common in SW:TOR as I have observed that many people welcome and accept polite and constructive criticism. There is a high chance that this is the first MMO for many players, who do not have any prior knowledge (e.g. about the “trinity”) that the veterans take for granted.

In conclusion, I can safely say that the in-game community on the two aforementioned European realms is friendly and welcoming, particularly below the level cap in non-Hardmode content. Maybe the situation is thoroughly different on American or other European servers. In any case, SW:TOR provides an excellent experience for small groups (of real-life or in-game friends) and the next step of establishing social ties with the larger community is certainly something that I would recommend.