(You have been warned.)
I hate Seasons.
Not these Seasons:
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| No, not these seasons, although this is pretty accurate. From Reddit, ifunny.co, and NBC 4 in Columbus, OH. |
I mean these seasons:
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| This is ESO's 2026 Seasons road map. From neowin (and Zenimax). |
I'm using the Elder Scrolls Online's seasons graphic as a punching bag here, but pretty much all of the major MMOs do them: ESO, GW2, SWTOR, and the various versions of WoW, among others. Of the WoWs, Retail WoW is by far the most explicit in organizing the game completely around seasons, but if you squint you can see the seasonal format in the Classic varieties too: they're just not called "Seasons" but "Phases".
Seasons are not limited to MMOs, either, as most live service games have organized themselves into seasons to keep people logging in and playing. Some are called Battlepasses, some are Seasons, but you get the idea.
I'll acknowledge the good things about seasons first: they demonstrate that a live service game of any sort is being actively supported, they do keep customers logging in and playing, and in general the seasons format lends an air of predictability to these games. In some of the seasonal formats, everybody pretty much starts out the same in terms of needing to gear up and/or obtain in-game currency, so there's no built-in advantage to having done well in the last season. A returning player can start over in a new season and not feel that far behind, which is a nice bonus. Another thing is that the seasonal format does seem to be pretty popular; popular enough that most of the blogs I read that talk about them speak of them in generally positive terms. We bloggers can be a pretty cantankerous bunch, so something that gets more praise than not is worth noting.
But.
I hate them. I mean, I REALLY hate them.
I hate them enough that I actively avoid playing games' seasonal content. Which, in the case of MMOs that basically organize themselves around such content, is a wee bit of a bummer. If you're a long time reader of PC, you can now tune out and wait for the next post, because it's not like I've been shy about this opinion.
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| From The Office. And Yarn. |
Oh, you stuck around? Okay, here's why I don't like seasons:
I Hate the Rat Race.
You see, I've dealt with "seasons" before, in Retail WoW. When you run Battlegrounds like I did in Cataclysm and Mists of Pandaria, the gear grind was organized around gear acquisition (and rankings). I never bothered with rankings and arenas/rated battlegrounds, because I was more of a casual PvPer. However, when people would sprint ahead and acquire gear quickly (due to winning regular/rated BGs) and you were merely doing your thing, playing in random BGs was a nightmare for a few months until you started to get the PvP gear that you needed. It always seemed to me that once you became barely geared enough to survive without getting one-shot, the PvP season would end and a new currency/gear set would open up and you'd have to start over. This led to one of two options: Git Gud (play more), or Drop Out. Given I didn't have the time to play to such extreme levels to effectively 'git gud', I eventually dropped out in frustration.
Since that time, I've come to understand that the way the seasonal content is designed, this is a feature and not a bug. Companies want you to login as much as possible (and spend real life money on stuff in cash shops too), so seasons are designed to maximize FOMO without turning off the player base en masse. There's a fine line between utilizing FOMO to get people to constantly login and buy stuff without pushing them at all or too much, and over the years the more successful games have figured out where that happy medium is.
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| HINT: That happy medium is much too FOMO-driven for my liking. From Dean Signori. |
It's the consumption-based society placed in a video game. However, instead of keeping up with the Joneses with cars or computers or power tools or spouses*, it's skins and bling and pets and gear and mounts and weapons. And titles; can't forget the titles part.
If you like that, great. Have at it. Apparently you're very much in the majority here. But for me, I'm tired of it.
The Unintended Side-Effects on Social Interactions
I'm tired of the naked manipulation by game companies to profit off of psychological tricks. I'm tired of the systems and FOMO-driven seasonal activities being first and foremost, and items such as story and the world being the afterthoughts. I can't tell you the number of times I've heard in an MMO the equivalent of "I really don't care about any of this shit [the story or the lore], I just want to kill things and get my loot." And for me, nothing is a bigger buzzkill than hearing that from someone I'm playing group content with.
"If money is all you love, then that's what you'll receive."--Princess Leia, Star Wars
I realize that game companies are giving people what they want. If people --or the right sort of people-- didn't want that, they wouldn't make it. They can justifiably say they are responding to player feedback. But at what cost? I look at MMOs as these big, expansive worlds/galaxies, but seasons tend to reduce the scope of an MMO to that of a lobby game or focusing on fewer, specific activities that are part of the current season. This is heightened by the time-limited nature of the seasons, which can not only focus on the tasks at hand but heighten FOMO as much as possible. For example, I couldn't login to Retail WoW for the past few months without seeing this pop up:
It's nice that at least they let you know how much time you have left, but this specific implementation was also done to artificially heighten the FOMO behind the Remix environment. After all, which item gets the largest font size? The time remaining, not what this little box actually is about (WoW Remix: Legion).
Social media hasn't exactly been helping people cope with FOMO, either. There were YouTube videos that came out around the same time as that screencap above that said "Is It Too Late to Start Playing Legion Remix?"**
I know people are doing this for clicks, but still, it's abject lunacy all around. If it's too late to start and you're over two months from the end, then that's absolutely terrible game design and the devs should have locked character creation when it was effectively "too late". If it's NOT too late to start and you're over two months from the end, then the community is actively sabotaging itself.
Yes, I considered the trolls, but I also look at the players who only consider engaging in something if it's not "too late" to do something as a problem in itself. It's never "too late" to try something out, but if you won't do it if you can't get a certain specific item or title, then there's a wee bit of a problem here. Having raised three kids, I know better than to give in when one of them threw a temper tantrum. And people who throw temper tantrums because they didn't get the thing they wanted (or those who would take their ball and go home if they didn't win) don't amuse me. Still, it's extreme FOMO set in motion by the design team if the only way to achieve certain things is to login practically every day. That's part of the reason why WoW's player base melted down in BfA and Shadowlands: pressuring a player --whether by peer pressure or in-game pressure-- to login and do certain activities every day.
If You Don't Play with a Circle of Friends, You're Kind of Screwed
If there's one constant in the positive commentary I've seen from bloggers and online forums about seasons, it's that it's great to play seasonal content with your friends. It certainly appears that when someone complains about seasons in any forum-based environment --Reddit, Discord, Game Company Forums-- the solution most often presented is "go find a guild or a circle of friends and play with them".
So basically what people are saying is that the way to fix problems in the seasonal format, whether exacerbating already extant ones or creating new ones, is to... avoid the problem entirely. Go find some friends and do the content with them.
"Do you not havephonesfriends?"
--Possibly apocryphal
I find that answer extremely disingenuous for two reasons: it doesn't actually address the problems, and if you play at a different pace or style than your friends, you'll create fractures in your group of friends and you'll be unconsciously pressured into operating at the speed of play that your friends are operating at.
In my years of playing MMOs, every guild I ever joined imploded or changed to where I or my style of play was no longer welcome. I honestly envy people who have no qualms about jumping to another guild at the drop of a hat (or joining a bunch of guilds), because I simply can't. When I commit to a guild, I commit to playing with people who I at least consider acquaintances. For me, it is not a lightly-held commitment, and I don't leave a guild without some serious consideration.
Likewise, I've experienced the gradual fissures in my own current friends' group because most of them pushed far ahead really fast in the current Anniversary servers while I deliberately chose to not get swept up in the euphoria of progression raiding in Vanilla WoW again. Sure, their rewards were great, including one of them landing an Atiesh, but I was adamant in pushing at my own pace for my own sanity***. I was talked to by them about how they just want to go do stuff with me, and that they'd be happy to boost me, I basically said "thanks but no thanks" and that was that. I very rarely directly interacted with them in-game save for general chatting, and I ended up having to go the pug route whenever I wanted to run instances or do group content. I was fine with that, but I did miss running content with them. In the end, I guess you could say that they were all more hardcore than I was.
Looping back to seasonal content, if you operate at your own pace or you simply don't know people and aren't inclined to randomly join one of the many guilds who try to chat you up with whispers****, you're left with random pugs. And we all have our horror stories about toxic pugs in MMOs, all the more so when the limited nature of seasonal content means that puggers want to go harder and faster than what they explicitly state. Add to that (in Retail WoW at least) the very real potential that if you screw up in a Mythic Plus run***** by a lack of understanding/lack of skill, the person whose key it was loses their key. Let's just say that people can get cranky about that, which adds to the toxicity of doing pug runs.
Hence the evergreen "Play with your friends!" suggestion that bypasses the toxicity problems without actually addressing them.
To me, this is akin to an ostrich sticking their head in the sand and pretending everything's fine.
The Short Term Nature of Seasons Means the Long Term is Rendered Less Important
We've all had our posts or commentary about "Why does the story in X suck now?" Or maybe "Why isn't company Y putting out new story for their game?" Well, game companies aren't made of money, despite what it certainly seemed in Blizzard's case 17 years ago, so if they're pumping out things to do in seasonal content, guess what typically gets the shaft? The overarching story/game.
Being focused on the short term so much means that resources aren't being allocated to the long term, and that poses a problem for the overall success of the game. This is not exactly a new phenomenon, since it certainly seems that most publicly traded companies (or those owned by private equity firms) operate on a quarter to quarter basis. I've personally seen my own company (or one of its predecessors) basically use financial funny business like "temporary pay cuts for one month" to make the quarterly bottom line look better,# so I'm quite familiar with how such a short term focus causes long term problems. People notice a decline in quality, employees get frustrated with the lack of pay or working conditions and leave, or management lays off all of the people with institutional knowledge in favor of cheap labor who make the same mistakes that were done years ago.
So yeah, such a focus on short term seasons, whether there's an overarching road map or not, means the overall plot can get lost.
Playing Single Player Instanced Content in an MMO is a Band-Aid on a Community Problem
Oh yes. I figured I'd address the other suggestion I'm sure people will promote, at least from a WoW perspective: if you can't do group content, go solo stuff in Delves. That's always reworked for each season.
After all, that's what it's there for, isn't it?
Yes, and actually that's the problem.
Delves are an admission by Blizzard that it's cheaper to devote money toward creating a single-player instanced experience in WoW than it is to clean up the toxicity in the WoW community.
Let me put it this way: every company has to devote resources in such a way that provides the most short term profit. Not long term, because a company that's publicly listed on a stock market or owned by a private equity firm has to show maximal quarterly profits. Cleaning up an in-game community takes a firm commitment from a game company (and the community itself), and more importantly it takes money. Frequently more money than a game company wants to spend for an intangible benefit of having a "good community". And let's also be blunt, losing the bad actors in a toxic community also means that the game company is losing those players' money.
So, to a lot of game companies, creating a single-player experience to circumvent the toxic community in the pugging scene is the way to go. It only costs some developer time as opposed to a lot more money invested in admins and enforcement, and voila! You get a workaround for those left out of group content to do instanced content of their own. Never mind that it is the gaming equivalent of "Pay no attention to that man behind the curtain," here's a shiny new thing that you can play with.
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| From Choice of Games. And the Pythons, of course. |
It's not a matter of whether it's fun or not, that it exists annoys me. It also feels like it's a game company patting you on the head, telling you to go play and leave the other content to the "Big Boys and Girls".
That single player instanced content is popular is kind of an understatement. And yes, I'm quite aware of the Green Eggs and Ham nature of my dislike, but I do know that the nature of my dislike is Grinch-y enough that I would never even admit to liking it if I did try it and like it.##
***
I could probably delve deeper (::rimshot::) and provide more reasons why I dislike seasons and seasonal content, but I think that I've beaten this topic enough. And like I said above, I don't expect people to agree with me on this, because they have different experiences and they do have a tight knit group of friends/guildies that play at the same pace as them, so many of the potential pitfalls with the seasonal format don't manifest with them. And that's fine with me. I'm glad they're having fun.
But for me, I dislike it when not everybody is having fun, when people don't find the seasonal format to be an enriching experience. It doesn't matter if it's in WoW, SWTOR, ESO, or any of the other MMOs out there: I don't consider a marker of success to be whether merely enough people are having fun, but whether those that aren't can find their place at the table as well. Maybe game companies can only do so much, as the community's own behavior has its own part to play, but game companies can create the conditions that a better in-game community can arise. Or they too can focus on the short term and worry about the long term ramifications next season. Always next season.
*Or ham radios. I guess it's a sign that this is everywhere, and not just in gaming communities.
**Seriously. Do a short YouTube search and it'll pop up.
***And blood pressure.
****It happens to me all the time.
*****This is my understanding, as I've never played Retail since Mists so it might have changed. (My watching the crowds at the major cities and Goldshire don't count as "playing", IMHO.)
#Except for the executives. Because of course that's the case.
##It would also require me to engage more in the Retail WoW story, and that is simply not happening.







For the most part, I tend not even to notice seasons. When I do, I just take whatever bits interest me and forget about the rest. I don't see seasons as materially different from other content streams I don't bother with, like raiding or pvp. MMOs have always been a buffet.
ReplyDeleteWhat I do have a problem with, though, is the reverse of what you're unhappy about. It's story that's invaded and corrupted the genre from within. The classic, golden age MMORPGs barely had any story at all, certainly not any kind of overarching narrative arc that supposedly pulled the whole thing together. The "RP" part of the acronym came from people actually roleplaying their characters, not following some professionally scripted, voice-acted narrative.
As for the "Game" part, that really was almost all about killing things and getting the loot (And, of course, the xp.) I'm guessing the focus on narrative storytelling came in with WoW although when I played Classic I didn't see much sign of it. I don't remember participating in a proper, linear storyline in an MMO I played until the Personal Story in GW2 back in 2012 and I complained bitterly about how inappropriate that was. If seasons really are returning to that sort of focus, I'd argue they're taking the genre back to its roots, albeit on fast-forward. I've often thought story belongs in single-player rpgs whereas mmorpgs do better with just some solid lore that players can use for their own roleplaying or ignore as they prefer.
I think the script began to flip in Burning Crusade, and then with Wrath of the Lich King the narrative took over WoW. At around that time there were other MMOs released that had stories to them too, such as LOTRO, SWTOR, and Rift, but that the story was present was one thing, but whether it was done well is quite another. I'm not anti- or pro- story, but if there's going to be a story I want it to be a quality one. Lately what I've seen are stories that, to be charitable, are very lacking in quality and cohesion.
DeleteI think that's the thing about MMOs: if you're going to be a murder hobo MMO, then be a murder hobo MMO. If you're going to be story driven, then be story driven. But I want them done well, and story content I've seen lately from most MMOs has been mediocre at best and really terribad at worst. I look at it this way: if it reads like I wrote the story as fanfic, then it's not good at all, because I'm not a professional writer.
What I rail against mostly is the short term focus of everything: what have you done for me this quarter, and how can we separate you from your money? Rather than taking the long view, which is to emphasize the game world and improve the toxic in-game communities, game companies are increasingly focusing on the short-term instant gratification because they have to make sure they meet their numbers each quarter.
I've been reading a bit about Jack Welch of GE and how his short term rank-and-yank management style gave impressive quarterly results in the short term but basically destroyed the company from within, and I see this happening in the game industry with its every increasing focus on quarter to quarter results rather than planning and execution for the long term or the health of its employees.