Showing posts with label changes. Show all posts
Showing posts with label changes. Show all posts

Tuesday, October 18, 2022

The George Lucas Method of Preserving the Past

Time may change me
But I can't trace time
--David Bowie, Changes

One thing I’ve discovered about Northrend is that the questing cadence is quite different from Outland (TBC Classic) and the Old World (Vanilla Classic). I suppose that you could say that Northrend is the first area that contains the “Modern WoW” quest design, where you get quest chains that are: 

Quest 1 -> Quest 2 [-> Quest 3 Optional] -> Mini Boss

in flow. TBC Classic had some quests like that –and Vanilla Classic as well—but you find it in abundance throughout Northrend. Since I started playing WoW back in Wrath, I never realized that there was anything other than that style of quest design, but having seen the progression from Classic -> TBC Classic -> Wrath Classic, I can now see clearly how Blizz zeroed in on that questing style after fumbling around with a variety of different designs in Vanilla. 

Which also explains why I’m so used to that cadence throughout the MMO-verse, especially those that are called “WoW Clones”. 

***

Of course, doing things in threes isn't exactly new. Aristotle --yes, that Aristotle-- had a triptych about communication involving three steps:

  1. Tell people what you're going to say.
  2. Say it.
  3. Tell people what you just told them.

The first time I encountered that triptych, I was in college and part of a team working on a project for an Engineering Design Seminar. Everybody had a part to play on the team, and I got drafted (they pulled my name out of a hat) to present the team's findings in class. I remembered my old Speech class back in high school providing me some basics on how to lead a meeting, but it was only when I was putting the report used with the overhead machine did my professor suggest the triptych. 

Ah, those were the days.
You know, before PowerPoint.
And computer presentations.
From Wikipedia.

I always thought the triptych came from Mr. Rogers --again, that Mr. Fred Rogers-- but only when I looked it up for this article did I discover its true origin.

Regardless, the triptych highlights the importance of the cadence of three things at a time, and one that Blizz* has embraced in their quest/story design.

***

Remember the long, meandering questline for Marshal Windsor --or for the Horde, their even worse Onyxia questline-- and how it sometimes took forever? Or the Green Hills of Stranglethorn? Yeah, those questlines would never get made today, and I recall Soul telling me when I first started encountering those missing pages for the Green Hills of Stranglethorn that even Blizz admitted that the quest didn't work the way they wanted it to. 

But you know, I was fine with that. It may not have been a streamlined experience, but it certainly had character. 

***

Being a Wrath baby, I had no idea just how much the Old World --and, consequently, Outland-- already had been altered from its original state when Wrath dropped. I was aware of the "Feats of Strength" achievements, for things that were no longer in the game, but since most of the people I interacted with in-game had begun in TBC or Wrath, I never knew about some of the quests and achievements that lurked out there. Such as Marshal Windsor. 

Or that the original Hemet Nesingwary quests in Nagrand didn't involve killing 12 animals per quest, but 30.**

Or just how many of those older quest zones --such as in Silithus or Burning Steppes-- began life with all those mobs as elites, not the normal mobs I encountered. 

Or that some of those roaming world bosses in places such as Burning Steppes were true world bosses, not the "rares" as they turned into when the Dark Portal opened. 

By the time Wrath came along, enough of the Old World had changed that some of those old zones were closer to the 1997 Special Edition Star Wars releases than the OG versions I thought I knew. 

Some of the changes were simple, such as allowing riding inside the ring and chains areas of Blackrock Mountain, which was how I remembered it when I first poked my nose inside. (Because Wrath, you know.) The same goes for allowing some of those high end (Vanilla era) raid/dungeon Summoning Stones allow summons for up to L80, an increase from TBC's more stringent requirements. 

Of course, the fact that Summoning Stones actually, you know, SUMMONED people without the need for a Warlock being new to TBC was bit more of a dramatic change to the environment.

Yep, a lot like that.
From WoW's Facebook page.



Or the questing additions to Dustwallow Marsh, which effectively doubled the quests in the zone and completed the mystery questline as to who caused the fire at the Shady Rest Inn. 

Oh, and the change of Tabetha from a mysterious character of somewhat unknown origin and purposes (and age, let's face it) to just another Mage with some apprentices hanging around was also significant. To a non-Mage, that might not be a big deal, but to me... Yeah, it's kind of a big deal. The Mage questline to make a wand in Vanilla Classic was hard to do at level, because you were outnumbered and outleveled by everything nearby. You either had to band together for mutual defense or you spent a lot of time and effort getting there and back to her farm, not to mention actually doing the quests. Even finding the farm was an adventure, because there was no path there and nothing to indicate you were nearby until you were practically on top of her shack. Yes, it was quite a rite of passage for a Mage if you tried to do it at level without an assist from a much higher level toon.***  

Even Horde Mages sought out
Tabetha. Also, note the name of 
Tabetha's apprentice in the screenshot:
Garion. Someone at Blizz was likely
a fan of David Eddings' The Belgariad.

That's not to pretend that Cataclysm wasn't a blowing up of the Old World entirely, it's just an acknowledgement that what I thought I knew wasn't the case. 

***

There are times when I simply don't understand George Lucas.

His historical reluctance to never release the original trilogy in their original form is totally at odds with his reverence for the movie serials of decades past. I get it that he paid homage to those movie serials with Raiders of the Lost Ark and the eventual Indiana Jones series of movies, just as I understand his desire to see Star Wars as he originally envisioned it come to life on the screen. I also understand that he wants his wishes as the creator of the work to be respected. 

That being said, the original Star Wars has significant historical importance from not only a fan's perspective but a filmmaker's as well. It's not just that the special effects were ground breaking --they were****-- or that the cinematography and editing were all well done, but the entire product is a film that can be studied by future students to appreciate the significance of A New Hope. (And yes, I'd be fine with the "A New Hope" scrubbed from the titles, but I realize that is likely never gonna happen.) As much as George studied those movies and movie serials of the past, future filmmakers should be allowed to study his movies as well.

From quickmeme.com.



Right now, people will look at Star Wars: A New Hope decades from now and wonder just how much was modified over the years, and how much was left alone.

***

Admittedly, video games --and MMOs in particular-- don't quite have the same problems. If you'll recall when discussions surrounding Blizz creating an "official" Vanilla version of WoW first began in earnest, the biggest question was "Which release version of Vanilla should Classic be?" Wilhelm Arcturus weighed in on that more than a year before Blizz officially announced WoW Classic, and others did too. Trying to figure out what release version of an online game --even if it were just an exercise among friends relaxing on a weekend, remembering the "good old days"-- is bound to raise some passionate responses among any fan base.*****

This isn't going to devolve into a "no changes" versus "some changes" argument, because I'm not interested in that. It's just that I wanted to point out that in WoW at least, there really never was a static "Old World" that I thought existed once TBC and Wrath released. I'm not even talking about class changes and whatnot, because that's been tweaked from the beginning, but I meant the world itself. Blizzard didn't have to blow up the Old World to make things better in Cataclysm, because they already had tweaked it a bit in TBC and proven that "some changes" could be done without ruining everything.

I guess it says something about Wrath Classic that my very first impressions about the expac were what changed in the Old World versus a return to Northrend itself. Having seen firsthand how the class changes in the prepatch suddenly felt overpowered compared to TBC Classic, I can understand now how some people felt Wrath wasn't what they were used to, raiding and other things notwithstanding. What I thought was an unchanging world definitely wasn't.




*And other software development houses, to be fair.

**When that changed in the Wrath Pre-patch, my jaw dropped.

***One, that I might add, I did not accomplish at level. 

****As much as 2001: A Space Odyssey broke new ground in special effects in 1968, the overall feel of those effects was to emphasize the cerebral nature of 2001 as a film. Lucas expanded on those designs and integrated them seamlessly into an action movie format in a way that still feels concrete today. I look at the average Marvel, DC, or Star Wars product today and think that I'm watching a comic book rather than an actual film. There's a certain amount of Uncanny Valley feel to them, where in the back of your head you comprehend that it's all computerized special effects, and there's nothing that people can actually reach out and touch.

*****If Bioware wants to bring back "Classic" SWTOR, I'd be on board with playing! I remember how much harder things were back in the day, and how convoluted certain things were (commendations on a per planet basis, anyone?) But I also remember going through just about every quest on every planet because you needed all of the XP and gear and whatnot you could get. The people who blitzed to the end, WoW style, then filled chat with "I'm bored" moved on very quickly, so these servers would most definitely not be for them.

Monday, July 11, 2016

Anyone for a friendly game of pick-up?

MMO players tend to be a bit of an odd breed.

No, I don't mean in the "u suck noob!" manner, and not in the "obsess over a game" manner either.

But in how a significant portion of the player base is constantly looking at new, unreleased material and that this is considered completely normal.

Imagine about 10-20% of the people who saw The Force Awakens got to see it about 2 months beforehand, multiple times, and a) got to provide detailed write-ups of the entire plot and the fights before the movie was even released, and b) used the viewings to organize friends into the optimal movie watching strategy for the Midnight showing. And consider that the really hardcore viewers were in a race to see who could finish watching the movie first, and you've got a bit of what it's like operating with the PTR servers for an MMO.

It may sound silly when converting the MMO concept of a PTR server into other forms of entertainment, but to a decent sized portion of the player base a PTR server is absolutely vital to playing an MMO. Working out boss strategies, figuring out optimal pathways to world firsts, exploring every corner of a new expac (major or minor) and writing up a world guide, and figuring out what the newest "hot" PvP class will be are all integral to the MMO experience.

For MMO developers, the PTR provides free player feedback and bug reports, so it is a win-win for them as they can tweak the patches prior to formal release. As an IT person myself, I completely get that; it's the equivalent of a QA server where people can kick the tires prior to a formal release to Production. And I like that, as it means that I have a better chance at a bug-free release.

But this also highlights what MMOs are to a certain amount of the player base: an exercise in (group) mechanics and achievements, where the theme is secondary (or tertiary, if you count the toon sex appeal on some games*).

***

I'm guilty as the next person for trying to do things such as figuring out a rotation or going to Elitist Jerks and try to min/max my toons' gear, but I have to wonder whether the MMO community has lost something over the years.

Go ahead and Google "legion is coming are you ready", and scan the results. I see forum and blog and YouTube posts from as far back as August and September 2015 on how to maximize your output and prep your stable of toons to be ready for when Legion drops. Remember, these are posts from almost a year ago about what, mechanically speaking, you need to do to prepare yourself for the new WoW expac that hasn't dropped yet.

To me, as a long time boardgame player, these articles remind me of discussions surrounding the hard core Eurogames, such as Puerto Rico or Tigris and Euphrates. If you hang around BoardGameGeek enough, you'll find that there's an "optimal" strategy for Puerto Rico, and if you play with some of the hard core, you'll be berated if you deviate from that strategy; yes, the exact same "L2P NOOB!!!" behavior exists in the board game community. And, like the MMOs, the theme is less important than the mechanics and the team requirements to win the game (or finish the raid). Eurogames in particular were infamous for a tacked-on theme hiding behind an optimization game, and if you were out shopping for boardgames it made a lot of sense to read the entire description on the back very carefully so you'd know whether the game is the sort that you'd be interested in or not. What might be a game that sounds like wheeling and dealing in Istanbul's grand bazaar is really an economic simulation that requires you to figure out how many wheelbarrows you need to transport goods to market to exchange for rubies. The theme itself is secondary to the mechanics behind the theme.

Comparing a Eurogame to an MMO isn't really fair, since MMOs are much bigger than any Euro, and because they are bigger, they can appeal to far more than simply the min-maxers and the others. But at the same time, those subgroups do take up a lot of the oxygen in the room.

***

I used to gripe at Blizzard for shoving a lot of plot and background development off screen and into their books. "The game is right there," I'd say, "why not incorporate all of this into the game instead?"

My belief was that Blizz had decided that it was cheaper to pay an author to write a tie-in novel rather than develop the story in WoW itself, and I'm sure that's still part of the equation. But what if Blizzard did this because it wanted to get some of the story out of the game? Maybe Blizzard recognized that enough players weren't interested in the story, so to preserve the story as much as possible yet still accommodate those players that weren't interested, they decided to push the story into novels. The critical path storyline is still present in the game, but all of the background material that a decent portion of the player base wouldn't be interested in was moved offline, as it were.

If this is the case, then Blizz is performing one more balancing act that I'd not have considered beyond the traditional PvE vs. PvP and the class balancing ones: how much story to incorporate in game and how much reveal before release.

***

I've picked on WoW a bit in this meandering post because Legion is due out soon, but this argument that MMO players are focusing so much on mechanics --to the extent that they spend time in playing the game in PTR to be ready for when the game is actually released-- could be applied to just about any other MMO out there.*** It just seems somewhat unreal when you think about it, that a player willingly sacrifices their sense of wonder at seeing something new just so that they've got their practice in when the big day comes.

In that respect, maybe MMOs are a bit like sports after all. There are those who play for purely social reasons, and those who make a commitment to dedication to work hard and do well. And then there are the pros (and the wannabee pros) who practice so that nothing is ever left to chance.

As for me, I realize that I'm never going to be hardcore, and I know that my physical skills aren't as good as they were even 5-6 years ago, so I'm not worried about being the best I can be. Competence is enough. And I know enough now to realize that while I've got elements of a completionist and a perfectionist in me, it's about the journey rather than the destination.

That's not going to keep me from griping at rules changes, and nothing screams "stay off my lawn!" more than grousing about how things were back in the day.





*gamebynight.com pretty much covered my opinion of TERA, particularly Item #4.

**I'm sure Blizz could generate statistics based on how quickly players click through quest text.

***Or MOBA.


EtA: Corrected a grammatical issue. Or two.

Tuesday, October 4, 2011

We Don't Make the Class You Play... We Make the Class You Play Better*

 It's been said by quite a few internet pundits that the Paladin is the easiest of the WoW classes to play.  While I don't know whether that's the case --I could make a good argument for Arcane Mages taking that slot-- Ret Paladins are certainly one of the least "button heavy" classes to play.

One of the big knocks about Ret Paladins in Wrath was the lack of any real rotation.  The "rotation" a Ret Pally had was the equivalent of a giant game of Whack-a-Mole: whatever ability was off CD was the button you used.  Sure, there were a few choices here and there, but in this case perception was indeed reality.  Cata actually introduced a rotation (of sorts) to Ret, which boiled down to

Crusader Strike -> filler -> Crusader Strike -> filler -> Crusader Strike -> Templars Verdict

with a few items such as Inquisition, Zealotry, and Avenging Wrath inserted as needed.

This is not very button heavy.  (Stop laughing, Arcane!)

With Ret, once I took care of some basic keybindings and a few macros, there wasn't much to do.  Since I don't raid, I'm not too concerned about squeezing every last bit of DPS that I can out of my rotation.  I know the spec, so as long as I can work it well enough I'm fine.  Even a Frost Mage isn't that button heavy, particularly once the keybindings and macros are settled into place.  In PvP, it's all about CC and driving the other side batty.**

But when I started leveling that Warlock, my laissez-faire attitude hit a brick wall.

With Adelwulf, there were not only a lot of buttons, but you get them all launched at you in quick leveling succession.

By L20, I knew my old button system was in trouble.

By L30, it was just about untenable.  My fingers ached, and I knew that if I didn't overhaul my keys I'd get a serious case of carpal tunnel syndrome, not to mention being completely incompetent.

Of course, that meant that my old keybinding setup had to be thrown out the window, which is why I balked at the task for so long.  Muscle memory was going to be a bitch and a half while I settled into something reasonable. 

My first attempts went poorly.  Oh, I knew what I wanted from a Warlock angle so that was easy enough, but I didn't expect how much trouble it would be to reorganize my Ret keybindings into something I could use effectively.  In my first run after keybindings 2.00, I ran Q through AV.  Or rather, Q bubbled his way through AV.  I'd placed Divine Shield too close to a button I hit more often, and I was accidentally spamming DS the entire run.  Iteration 2.01 didn't go so well either, as every time Art of War procced I hit the wrong key and had to look away from the screen to figure out what I was doing wrong.

Not good.

Iterations 2.02 through 2.17 were incremental improvements until I finally got to the layout I liked.  Main attacks on top, debuff removal and cc stuff below that, and rarely used spells on the bottom.  There were individual quirks about my setup, like having Exorcism and Hammer of Justice use the same finger as before --but keys on different rows-- kept me from accidentally blowing a CD on something I wanted later.  (Trust me, it all makes sense in my mind.)

Turning to Neve, I balked.  PvP and PvE spell emphasis on a Frost Mage are different enough that I really didn't want to work on it.  Like ever.  But when you can't even find your main spells once you login, you have to do something.  And I'll be honest:  I haven't really finished the job of reorganizing Neve's keys into something that feels natural, even after iteration 2.13. 

Even that half baked key setup, however, is much easier on my hands.  My fingers don't ache after a couple of games of WSG like they used to.  And when I remember where everything is, I can hit the keys more quickly.

If it weren't for trying out that Warlock, I'd probably never have reworked all of this stuff.  Amazing how something good can come out of a class that wallows in its use of evil.

I do have one side effect of all this work, however:  my left pinkie has a disturbing tendency to accidentally hit the "Sleep" button on my keyboard***.  Talk about Imps and their tricks.  /grumble



*This is a wordplay on an old series of commercials for the chemical company BASF, whose tagline was "We don't make a lot of the products you buy, we make a lot the products you buy... better."  Here's a link to a 14 year old commercial via YouTube:  1997 BASF Ad

**If I've got at least three Alliance trying to DPS down Neve in WSG, I consider that I've done my job.  When 1/3 of your team is chasing after one person who isn't a FC, then the rest of your team is freed up to do the dirty work.

***Which, naturally, won't stay disabled.