Showing posts with label wow. Show all posts
Showing posts with label wow. Show all posts

Tuesday, August 25, 2026

The Bastards Won

I never really thought I'd ever get to the point when playing an MMO that I would simply not care about the story. Back in 2010, I was shocked when some of the guildies I knew said that once Arthas was dead they didn't really care what happened next. We were on the cusp of Cataclysm, and I'd bought so completely into the narrative of the story that I was leveling two toons --one for each faction-- with the express intention of exploring the story from both sides. 

How did I go from that level of dedication to now, where I really don't care about the story in any of the MMOs I've played over the past 6 years?

There. I finally admitted it. 

I'd been dancing around this realization since at least 2019 when I explored Vanilla WoW Classic and discovered there was no overarching story to Vanilla. Sure, there were some questlines that were pretty epic in scope, but beyond that there wasn't a Main Story that everybody had to follow. No Shadows of Angmar for LOTRO, no OG three faction story in ESO, no vanilla SWTOR story (and class story), no nothing.

And I discovered I liked that lack of story more than I ever thought I would. 

That's not to say that I didn't think the original SWTOR stories were bad --they were awesome-- or that Shadows of Angmar was epic --it was-- but as time has gone on and I've seen expansion after expansion presented to the player base, I've become incredibly jaded. 

It reminds me of how a band pays their dues by playing in clubs, working out songs through endless rehearsals, and finally gets signed to an album deal and releases their first album. That's great, but then they have to turn around and put out another album that doesn't have the years of polish that the first album did, and frequently that second album turns out to be a bit of a dud. If the band is lucky, they land on their feet and figure out a way to write songs and keep the grind going, but otherwise they're destined for the bargain bin by the third album. 

Nothing that the development team has put out after the initial release seems to meet the quality, story-wise, of that original Vanilla release. Sometimes they come close, which is me throwing a bone to the World of Warcraft Legion fans out there who assure me that the expansion was great, but almost every other MMO out there doesn't reach that initial high point. 

"I don't care what they're yapping about," one player once told me in a dungeon in SWTOR, "I'm here to kill things."

"And get the loot," another player added.

That made me more than a bit sad, because I thought they were missing the point of the dungeon. But I decided that you can't please everybody, so just focus on those who do enjoy what the devs created. 

And here I am now, 15 years later, so jaded with modern MMO stories that I've discovered at this point it's better to simply not care. 

***

Before someone says that the stories have all "gone woke" and that's the problem, that ain't it. That's akin to arguing that the OG Star Trek didn't have a social and political angle to it.* What I complain about is twofold: the feeling that the stories were written by committee, and the belief that for an MMO story to work, it has to consistently be bigger, badder, and the stakes more earth shattering that what came before. 

While I don't have any proof that a lot of the more recent MMO stories were written by committee, I've been involved with enough committees at work and at college that I know how they operate. They try to smooth off the rough edges, build consensus, and remove problematic content. All of these are good endeavors to strive for, but the problem is that what each of those means to the individuals in a committee is quite different. Arriving at a consensus, therefore, means less taking a scalpel to a proposal and more akin to taking a hatchet instead. That doesn't mean I want edgier stuff, I just want stuff that has a singular point of view and a single voice presented as the narrative. 

But you know what committees also don't do? They frequently don't present a case where you have something --or someone in the case of a story-- that you can identify with and root for.

Have you ever done a side quest chain that is really satisfying and has someone you can cheer for and identify with? That's because that side quest was likely written by a single person in charge of a questline or three for a specific zone. The NPCs in the quest chain were people you could empathize with and share a common bond with because they were written with that in mind. There is no main storyline about the "Fate of the World" weighing them down, so their admittedly smaller concerns are more important to them. I know that I have absolutely nothing in common with people who occupy the C-Suite or the places of power in government, so there's absolutely nothing relatable to me with their story. But the guy who cuts my hair, or the Dad I talk to while standing in line at the creamy whip** down the street? That guy I can relate to. I'm not going to be able to relate to a Prince, or a King, or The Head of the Conclave of Wizards, or any other sort of Grand Poobah, because I am not them, and their troubles are not mine.

The other problem, the constant need to go bigger than the previous expansion, is one I've harped on before. I was actually thinking the other day that at least Blizzard tried to not top "Defeating The Afterlife" of Shadowlands when Dragonflight was released, and I do applaud them for that, but then I stopped and went "Huh... When is it that the most powerful beings on Azeroth are considered a downgrade for a storyline?" That is the reality we're talking about with the Dragon Aspects as the central point of the expansion, that their expansion is not quite so over-the-top world ending as just about every other expansion with the exception of, uh... maybe Mists and Warlords?

***

Okay, I've gotten that out of my system. Can I still enjoy an MMO and ignore the story? Yes, I can. I mean, I do fish a bit...



But seriously, I can do it. I can hold my nose in the same way when I accept a quest I personally loathe and then go and do whatever needs doing. 

If I can skip a cutscene, so much the better. If I can't, I'll simply get up and walk away until the cutscene is over. 

I can't even say "Don't let the bastards win" because in reality the bastards already won. I have become like them.




*Free Hint: The original Star Trek did have a LOT to say about society and the politics of our time. If you can't see it, then you're not watching the same show I did.

**It's a Midwestern thing. Although in Wisconsin you get Frozen Custard, in the Cincinnati area you have "Creamy Whip" or "Soft Serve" places. They operate during the Spring, Summer, and the Early Fall months, and they sell various forms of soft serve ice cream. Payment is typically cash only. Some sell burgers and hot dogs in addition to ice cream, but ice cream is the main draw. For the record, one of our favorites is Putz' Creamy Whip:

From Yelp on August 10, 2026.


#Blaugust2026

Wednesday, August 19, 2026

Writing and Re-Writing

There are times when I sit here, writing away, and I have trouble making things click. It's more prevalent when I'm writing fiction, but I've had it happen during regular blog posts too. There's no way around the reality that it really sucks when it happens. 

What drives me bonkers is that I'd write something, decide it really isn't going in a way I want it to, and start over. When I do push through all the way to the end and then go back to edit it, I still end up tossing all that writing for something else. 

I really blame the writing of some 80s era cartoons for some of this. Some of the writing for Voltron, a show my brother really watched but I was kind of peripherally involved with, has shown up in earlier drafts of some of my stories. When I go back and edit and I say "Holy crap does this sound bad! Where did this come from?" I find out weeks later watching some random YouTube video a clip from Voltron or Star Blazers and realize the origin of that dialogue.

For an example, this particular snippet of dialogue took me about 3 weeks to write to where it's in this form. Obviously it's still a work in progress, so it'll likely look different than at this point, but at least I like the flow and the direction of the dialogue.

“Hmmph.” My sister sat down next to me and stared out over the pond. 
 
If she thought I was going to overshare, which was the sure sign of a guilty conscience, she was going to be waiting for quite a while. Still, I figured I’d lay out the one thing that Linna likely most feared. “I’m going to have Zarg do it.”

 “Do what?” She tore her eyes off the far end of the pond to look me over.

“The investigation that needs to happen. I’m not an idiot, you know, and I’m quite aware I’m not healthy enough to do it myself.”

 Linna’s face twisted; not quite disgust, and not quite disapproval. “And you’re going to let her do it.”

“Yes. She knows a lot about the Cult, after all, and people always underestimate her.”

My sister involuntarily glanced over at the slumbering Neve.

“I already cleared her,” I supplied. “What about your Draenei friend?”

“She’s safe as well.” Linna had a long pause as her face went through a myriad of emotions.

“You’re thinking of that place, aren’t you.”

Her expression settled on anguish. “Card…”

“They don’t know her like they do me, so it’s safer for her to do it.” I felt strangely at peace with that admission. I’d always done things myself, and relinquishing the responsibility for investigating my curse was a difficult step to take. It was also going to be quite dangerous, dealing with the Cult of the Damned, but if there was one thing I was confident about it was that Zargala could handle herself. “If you get a chance, can you carry a note from me to Mathias? He deserves to know about what happened here.”

“Yes.” Another pause. “I don’t want to lose you.”

I nodded. “Nor I you. But you have to trust me.”

“You don’t make it easy.”

“My name wouldn’t be Cardwyn if it was.” I looked around. “Carys should be back soon.”

“I told her she could come back when I was done talking to you.”

“I bet you didn’t make sure the other two weren’t snooping.”

Linna stared at me for a moment. “Shit,” she blurted and split.

I heard her footfalls fade, then I turned my focus back to the pond. “Okay, Lewys, I know you’re out there. Come on out.”

There was a rustle in the brush, and a very guilty-looking nephew emerged.

I raised an eyebrow as a smirk crept across my lips. “Sorry to disappoint you, but I’m not going to explain what we were talking about.”

“But…”

“Sometime later, but not now.” I patted the ground next to me. “Sit.”

He dragged his feet a bit, but Lewys eventually sat down. “Take my other rod,” I told him. “I loaned it to Briganaa, but she’s not here right now.”

Lewys picked up the fishing rod and began casting with me. “Aunt Linna was really mad at you,” he finally offered.

“Yeah, I know.”

“How come?”

“Why does everybody think I’m going to tell them that?” I sighed. “Okay, I’ll give you this much: she was scared.”

“Scared? Aunt Linna?”

“Yes, she was. She was scared of what I might do, because I sometimes do things without thinking. And in our little talk that you so conveniently eavesdropped on, I assured her I wasn’t going to do anything like that.”

“Oh.” He made a face. “This is all hard.”

“Yeah, life is hard. Even when you’re all grown up.”

"That doesn't seem fair."

"It isn't. But I'll let you know if it ever does turn out fair; I think I'd like that every once in a while." 

 



I suppose I ought to have saved an earlier draft to show you what I wasn't keeping, but still I wanted to share a bit about the difficulty I face in writing. It can be a lonely and humbling process, and agonizing over something as simple as this is a guaranteed way to drive me nuts. 

But the thing is, I derived some inspiration from the fact that many famous people --geniuses, really-- agonize over their craft in their own way.

Here's a short clip of Maximillian Schell and Leonard Bernstein discussing Beethoven and what made him a genius. 

Speaking of geniuses...

The fact that Beethoven struggled and agonized over the creation process makes me feel better about my own struggles. Not because I think I'm a genius, but because people of Beethoven's stature struggled to come up with their works of art. And here I am, just struggling to put words on a page that made even a smidgen of sense. 

So many other modern creators, particularly those who loudly proclaim their own genius, loudly trumpet the ease at which they make their creations. Yet I think it is more humbling to see the real struggles people have --and what they have overcome-- that inspires me to try harder. In that case the real genius is perseverance. 

#Blaugust2026

Friday, July 31, 2026

I Didn't Have THIS on my Bingo Card for This Fall

For everybody in the MMO community who is thinking there's a Classic Plus coming soon, I bet the announcement yesterday was a bit of a letdown...


Yes, it was a Gen Con release that World of Warcraft is coming to D&D 5.5 (aka D&D 2024), along with other classic settings: Greyhawk and Dark Sun. Greyhawk is the OG AD&D setting before Forgotten Realms kind of muscled in and took over.* Dark Sun is, well, "Grimdark D&D" in a nutshell.

I'd put the Dark Sun trailer here too, but it's definitely a bit on the gory side. And it's age restricted. So instead, I'll just put the link here to the entire D&D Vision Keynote:


One more thing (tm)... There's also this little announcement at the end of the Keynote...

From Instagram, but really all over and likely
originally from Wizards of the Coast.

Yeah, I think that Gen Con 2026 started off with a bang.




*One could be forgiven if the Dragonlance fans are standing around, saying "Hey, what about us?"

Tuesday, July 7, 2026

Situation Normal All Effed Up, Part Whatever

We all knew it was going to happen, right?


Well, there you go. Jason Schreier reported yesterday that XBox is going to cut 3200 jobs and either sell or divest themselves of 5 studios.

An internal email from Asha Sharma, the current CEO of XBox, outlined everything. She also said that she wants 1 billion players per day for XBox overall (this starts at the 4:58 mark in the video above). She also mentions that they want to focus their investments in XBox, which pretty much means for these bigger studios to shed projects that won't generate as much profit and eyeballs on screens. 

From what it sounds, XBox Game Studios and Zenimax will be hit hard by layoffs, and Activision Blizzard King less so but still impacted. The overall number of jobs being lost is 3200, but only 1600 right now. That translates into waves of layoffs going forward, including divestiture/sale from the studios already identified. (Apparently Arkane Studios is also targeted, but Microsoft has begun the divestiture process with the French Work Council, as they can't summarily be canned without due process.)

What does that mean for those who love the two big MMOs that these studios manage, Elder Scrolls Online and World of Warcraft? Probably job cuts and scaling back of the staffing for both teams. 

For all those expecting Classic Plus, here's hoping that these cuts don't kill it off.

I would expect, however, far more monetization of both properties to try to boost profits. So, if you've been dismayed at some of Cash Shop options from World of Warcraft, hold onto your hat. You ain't seen nothing yet.

There will be a lot more integration of these various game studios with the Microsoft parent organization, so that Zenimax or Activision/Blizzard or King (it's marked separately from A-B in the email) will lose a lot of their independence and corporate culture. Will that impact the end product? Yes, it will; you don't change corporate culture without changing the product itself. Hell, this happens all the time in Corporate America: the old enshittification process writ large. The back office jobs, or those not labelled "critical" to a game studio are about to get cut.

Let's hope that these studios aren't saddled with having to use a single engine for all of their development in the same way that Bioware got trapped by EA into using Frostbite for their game engine for the past several games, despite it being NOT built for RPGs or ARPGs at all. 

I noticed that Jason didn't mention Obsidian with the letter, but I have to think that it won't have escaped unscathed. Helluva time for Tim Cain to move back to California to rejoin Obsidian after being in semi-retirement.


Tuesday, June 30, 2026

State of The Redbeard, Summer Edition 2026

I spent this weekend at ARRL Field Day 2026, which is put on by the American Radio Relay League, the largest Amateur Radio organization in the US. I'll post more about it later this week, but the TL;DR is that it's a contest/activity that's intended to get hams and clubs out into the field and away from their home locations to try to make as many contacts as they can. Just like guilds in MMOs, some clubs are far more hardcore about this than others, but I'm grateful my club is NOT one of those.

Anyway, I wasn't playing MMOs much this weekend --only a couple of hours playing WoW this afternoon-- so I got the opportunity to take a step back and consider what I want to do with my MMO playing.

Well, the first thing I did was to admit that I haven't really been playing LOTRO much at all since the great 64-bit server migration. My oldest, who also had been playing LOTRO far more than me, hadn't been playing much either. We haven't set up a new Kinship house --and in my case I haven't even bothered with setting up a new personal house-- and all I've done the past few months was to login and wander around Bree for a few minutes at a time. 

This theme also follows what I've been doing in ESO, where I'm so out of practice that when I do go out and about and fight any sort of enemy I almost end up dying. That's kind of embarrassing, given that I really used to love ESO's and GW2's limited ability bars, but that's the reality of me not effectively playing either game over the past 6+ years. 

I'm the plain looking Dunmer to the side.
All sorts hang out around a bank vault, I guess.

That leads me to SWTOR, where I bowed to reality here and decided to cancel my in-game subscription. I've gone from logging in once a week and doing stuff in the Vanilla SWTOR zones to logging in more like once a quarter. I can trace my decline in interest with SWTOR directly to the change that impacted companions' pathing, but I also think that the success of Classic WoW lead to the realization I liked the pre-expansion Vanilla version of SWTOR more than its current iteration. If the dev team were to come out with a "SWTOR Classic" with a pre-Rise of the Hutt Cartel version of the game available to play, I'd be all for it. I still love the Vanilla storylines, and I'll miss them a lot,* but paying a subscription to a game I'm not playing is pretty silly.

Some of the other games I've played in the past, such as Neverwinter and Age of Conan, I've uninstalled from my PC. I'd login, look at my toon for a moment, and just logout. The former I couldn't get into after a certain level (I think it was mid-20s) and the latter is still a buggy mess that requires grouping up to finish the main storyline, and I honestly don't know anybody who plays it anymore. That the talent tree for AoC is so obnoxiously huge --it makes Rift's talent tree look really basic by comparison-- I have absolutely no idea what my options really are. If you've ever heard about analysis paralysis, I met that head-on in AoC.

Speaking of Rift, there's so few players --especially in the low level zones-- that you really can't do much. You can quest in a zone to an extent, but the grouping that is expected to happen in fighting Rifts or whatnot in the open world simply doesn't happen. You need a critical mass of players to do that, and that's just not happening anymore. I haven't tried their automated LFD tool, but given my experiences with automated tools in other MMOs I'm very reluctant to try it and group up for their equivalent of a dungeon.

Like most days when I poke my nose in Rift,
nary a person in sight.


I do login to Star Trek Online a bit, but like LOTRO, I just wander around and maybe take a trip from Earth to Vulcan. If I were subscribing to STO, it would have also been on the block for unsubscribing.

And now let's circle back to the elephant in the room, the various forms of WoW.

At this point in time, WoW is the only MMO I'm actively subscribed to. Well, kind of: I buy 60 days' worth of WoW at a time, which forces me to review whether I'm enjoying myself every couple of months. And so far, that has been the case.

Among the versions of WoW I've played, the Classic Anniversary servers are what I've played the most. I still poke my nose into the Retail and Era servers, but I've not touched the 2019 WoW Classic progression servers since 2023 or so. About the only thing I did do there was to occasionally login so I knew what my toons originally looked like when I recreated them on the Anniversary servers. 

***

So, that begs the question: what have I been doing?

The most obvious answer is that I've been doing non-gamer things: amateur radio, gardening, repairs around the house and cars. And eventually I'll get back to making more outdoor furniture since the weather has finally heated up.

But what about gamer stuff?

Oh, single player games: Civ IV, Stardew Valley, Stellaris, Age of Empires.

There's a few other games scattered in there, but I've stayed away from long games that require a lot of attention, such as any of the isometric RPGs (Baldur's Gate 1/2/3, Icewind Dale, Divinity Original Sin 1/2, Disco Elysium, etc.). I simply don't have the time to devote to those games, and I realized that when I came to the conclusion that my BG3 playthrough was long enough in the past that I can't even remember what I was trying to do at the time. Maybe I'll get a chance to play these longer form games another time --I'm looking at you, Planescape: Torment-- but that's not about to happen right now.

Yeah, buddy. I'm done with trying to figure it
out, so you'll just have to wait and I'll recreate you later.

That's the biggest drawback to video games made over the past 10-15 years or so: the hours to completion has become so large that you'd have to devote a significant amount of your free time to playing them, and that in the end works against my enjoyment of the game. While I no longer have kids around the house, that doesn't mean I'm swimming in spare time. And these 100+ hour video games demand enough of your spare time that it becomes increasingly difficult to justify devoting that much time to a single endeavor. If I read a book about an hour a night, for books not named Don Quixote** that'd take me about 40-50 hours to complete. So, somewhere between 1-2 months. But a game such as BG3 or The Witcher 3, with their playtimes of well over 100 hours each***, can take me a lot longer than that. I think that when I played the original Baldur's Gate back in 1999 it took me somewhere around 4 months, and that didn't include the expansion.**** 

There are other games I do want to play, such as Dispatch and Stray Gods, but I suspect that I'll get so invested in the story that when difficult choices come along (and from what I understand, you're given a very short period of time to make a choice in these Telltale-type games) I'll likely freeze and simply stop playing. The old line from the Rush song Freewill "If you choose not to decide you still have made a choice" looms large over me whenever I play one of these games. Maybe its my acknowledgement that there are no objectively good or bad solution in these games that causes me to freeze like that, but I do feel bad for all participants in a video game when push comes to shove and I have to let someone down.

I believe this is one of the "easier" choices
in Dispatch. I mean, you could be a selfish jerk
with the left option or have an overinflated ego
in the mid, or just propel the story forward on the right.
Screencap from Dispatch.

***

Does that mean my MMO playing days are winding down?

Not really. Just like everything else, it evolves around here. I expect that as Fall heads toward Winter my MMO playing will go up a bit as I'll be doing less and less outside. Still, you never quite know around here. Who knows what Microsoft might be up to this Fall? More cost cutting? Same thing goes for all of the other game companies, as the "good times" in the post-pandemic world come to an end.

I guess we'll see.



*You know, I still never finished the Agent's storyline. I got mid-way through Chapter 2 and... Just stopped. That's when the pathing issues kicked in, and I couldn't stand it.

**Unabridged version. The abridged version is significantly shorter.

***And I'm here to tell you I do NOT operate at the same speed as the "average" player; I spend way too much time enjoying everything and contemplating my choices before I move forward. What, you thought that I only did that in MMOs? 

****I was loaned the copy of BG1 that I played, so I returned it when I was finished. The guy who loaned it to me kept pestering me to finish it, but I was like "Dude, I have a newborn at home, I'm working 50 hours a week, and I'm wiped. I'm moving as fast as I can."

Friday, June 19, 2026

How to Find Yourself in a Video

Well, I guess Nixxiom has been paying attention to my WoW playing habits.


Hoo boy.

I think I'm an amalgam of a few of the types listed, but I am not the "Blizzard Hater". If anything, I'm more of a Bobby Kotick hater than a Blizzard hater. 

Still, that did get me to thinking. How much is my current playstyle influenced by my health concerns, and how much was a reaction to my MMO experiences over the past 16+ years? I think that it's a mix of both, but as time has gone on and my health scare recedes into the past, that has less of an impact than the weight of experience. I don't think I'll go completely solo in MMOs anymore, because I apparently like casual conversation too much*, but I can see myself trending more and more in that direction. I did find my solo experiences throughout many MMOs immensely satisfying, and there's no shaking that. Casual conversation aside, dealing with the unknowns of grouping up has shown to be more problematic than I care to admit. I still try to do group content, but I know there will eventually come a day when I'll simply give up and go solo on everything. 

But I'm not there yet. 




*Which is really weird given that I'm an introvert, but that's what it is.

Tuesday, May 5, 2026

Layers Upon Layers

Fantasy RPGs and MMOs have a problem with clothing.

No, I don't mean overtly sexy clothing, although there's plenty of arguments around for armor that makes you wonder what the artists were thinking, but rather the design aesthetic itself.

I look at clothing found in games and I wonder how to properly describe them. Part of that is trying to properly describe them in writing, but also just trying to understand what the inspiration was and what time period was the clothing designed to evoke.

For example, LOTRO zooms in on what I'd call your standard Fantasy aesthetic, shooting for a Medieval look in spots and a Renaissance look in others. Think of the differences in clothing in the Peter Jackson's LOTR trilogy with the Rohirrim and Gondor, never mind the differences in The Shire and Bree-land.* Even The Elder Scrolls kind of subscribes to a traditional Fantasy look.

It's in games such as WoW, with heavy Steampunk and SF influences mixed in with Fantasy, where I have issues trying to understand the aesthetic.

(I'm not going to throw in mounts and whatnot here, because this is about clothing. Just sayin'.)

Video games often tend to hew to what Blizzard has defined as the "Rule of Cool": cool people doing cool things. As a corollary, you have to look cool while doing those cool things. So, if there was a design decision on gear/clothing, Blizzard would go with what looked coolest. 

But.

How the hell do you describe the clothing? How would it work? 

To be honest, I never really considered such things until I realized just how many layers people wore in prior centuries. A modern person would consider "layers" as throwing on a sweater before adding a jacket when going outside, but to someone from, say, the 1700s, that's just a start.

Thanks a lot, Shrek; onions and people are the same.
From Yarn (and the movie Shrek).

Part of my interest in Renaissance Fairs, living history locales, and Medieval re-enactment organizations (such as the SCA) are how people lived back then. Any student of history could tell you that a lot of literature and art depicts how the upper classes (nobility, religious, and even rich merchants) lived; by comparison, there's scant space devoted to how the vast majority of people in any given time period lived. 

Still, I get it. People who play MMOs end up playing characters that rise to the ranks of the great and powerful. At the same time, very rarely do people who begin a tabletop RPG or an MMO start at such lofty heights. Your gear changes as you rise in the ranks, but not always. The leader of a Thieves' Guild, for instance, would not want to attract attention to themselves by living it up and wearing extravagant clothing. The same would go for a spy; their job is to inhabit the role they've been chosen for, whether servant or concubine, courtier or merchant. If there's one thing that RPGs and MMOs kind of miss out on, it's that you're not going to be wearing the same clothing all the time. For ease of plot (and to be honest, the ease of the Art and Graphics Departments) you just tend to keep the gear you're wearing all the time. But if you're entering into hostile territory, odds are good that unless you've got an army at your back you're not going to be wearing a uniform or gear that screams "Hey, kill me first!"**

Anyway, back to clothing in general.

When you delve into clothing as, say, a member of the SCA, when you have about 1000 years of history to choose from to make your character and then clothe them, there's going to be a bit of chaos involved. The similar thing happens in RPGs and MMOs, where artists draw what looks cool but isn't typically confined to a specific period or aesthetic. Even then, you have to make design choices. 

For example, in some of the fiction I've played with I decided that it was a good idea for Squires among the Knights of the Silver Hand to embrace a monastic look, evoking the inspiration for the Paladin, the Military Religious Orders...


If you stop at the 14th century version of the kirtle --and potentially the surcoat as if it were a tabard-- you have a suitably monastic look which is quite distinct from others you might encounter around a city such as Stormwind or even Silvermoon City. It is also quite practical and essentially a unisex look, so it would work for all Squires.

From the Etsy store for SPESMedievalMarket
as a Wool Cotte for Men - 13th and 14th Century
Woolen Kirtle
. Uh, don't look at the price, but if it
is hand-made, that explains a lot.

Once you start getting later than the 14th century, the unisex look gave way toward tailored clothing toward both sexes, so sticking with the version above makes sense for your average RPG or MMO.

Leaping forward several WoW expansions, you have the Neo-Victorian look of Gilneas, where Victorians and late-Medieval to Early Modern looks are found in Stormwind and elsewhere.*** Trying to make sense of a world where the Victorian and the Late Middle Ages' clothing coexisted would make your head hurt --I know it does mine-- but I think the reason why I have issues with this is because I look the two styles as points in time from the same culture. In a fantasy world, there can be no assumptions that the two styles are part of the same culture, because they can co-exist without much of an issue. After all, just look at the clothing styles for various cultures even today; there's absolutely no requirement that all cultures maintain the same clothing designs, and to assume such is to be pretty myopic.

I guess with the mish-mash of clothing aesthetics I ought to just give up trying to define everything and just learn to enjoy the ride. Still, I know my desire to define everything will just annoy me to no end. 

Besides, there's an opening to create a story point for your character that just fits. Like this from Dungeons & Doodles: Tales From the Tables...

Here's the Patreon link. Seriously, the
webseries is really well written.




*I'm leaving Dwarves and Elves out of this because they're purely fantasy races. Since Tolkien modeled Hobbits off of the country folk he knew, I'm lumping them in with Men for this exercise. If I were using David Eddings' Belgariad, for example, things would be a wee bit different as the various nations have distinct dress and stereotypical attitudes. Nobody ever confused Eddings' works with deep philosophical and historical themes, however.

**Mages know all about that; even Nefarian can be heard yelling to his underlings in a fight in Blackrock Spire: "Foolsss...Kill the one in the dress!"

***And you thought David Eddings' nations from The Belgariad were a hodge-podge of various tropes. Chereks were Vikings, Tolnedrans were Romans, Asturians were Robin Hood and the Merry Men, while Mandorians were Arthur and his Knights, etc.

Wednesday, April 22, 2026

A Solved Game Forces You to Respond to It -- Whether You Like It or Not

In the midst of planning the construction of some raised garden beds, studying for the Amateur Radio Extra Class License*, and handling family-related activities, I've had plenty of time these past few weeks to do some thinking. 

The biggest thing on my mind was why I actively avoid trying to follow the crowd and follow the clearly defined optimal game path when playing any video game. 

Am I committing self-sabotage by doing this?

When I play a single-player game, it's not a big deal because there's nobody looking over my shoulder to tell me I'm doing it wrong. I'm quite aware that just about every video game, from Baldur's Gate 3 to Oregon Trail** has wikis, walkthroughs, and meta-builds out there for people to use, but unless you're actively streaming your gameplay*** people will be none the wiser. 

But in the case of an MMO, there is always a best way of doing something --courtesy of algorithms and mathematics-- and if you're not following that meta build that's going to be a bit of a problem. Maybe not if you're playing the game solo, but if you want to do any group content there's always somebody who will be annoyed if you're not "doing things properly".

That's one of the big reasons why I never played what was at one time THE best rated boardgame on Boardgame Geek: Puerto Rico. Aside from being a Eurogame with a pasted-on theme designed to hide a mathematical exercise, Puerto Rico suffered from what for me was a fatal flaw: if you follow everything perfectly the winner will be explicitly determined by your initial turn order. Some Puerto Rico fanboys were so into the meta that they'd absolutely flip their shit if you didn't play exactly according to the meta.

Eurogamers aren't very fond of randomness
in boardgames either. From Pinterest.

If you play MMOs, does that sound familiar?

***

Here's the thing: whether or not you play according to the meta of a game, the mere existence of an easily obtainable meta for a multiplayer game means that you have to deal with the consequences, even if you consciously ignore it. Other players will expect you to play it, and if you don't that will impact their opinion of you as both a player and a person. Ignorance is unfortunately not an excuse for a subset of MMO players, and once you become aware of the meta**** you really have no alternative but to deal with it. 

Yes, I deal with it by actively ignoring it, but that's also because I kind of figured out a lot of the meta playstyles in my Classic WoW toons through experimentation while questing. Sure, I'm not aware of the entire meta of a particular class, but a short jaunt to Icy Veins or Wowhead will present it to me in full gory detail. I guess you could say that I'm happy I got 80% of the way there by myself, and it's frequently enough for the pugging I do (or casual play). Raiding would certainly put that philosophy to the test, because a) I don't want to look like an idiot and wipe the raid*****, and b) I have a certain amount of pride in playing well and not being a liability. At the same time, I know that looking at the meta is opening Pandora's Box, akin to downloading and utilizing your first Damage Meter addon: once you see how you're really doing there's no going back.

There's a post by Shintar on her SWTOR blog, Going Commando, that's 4 years old this month about this very phenomenon. Titled My DPS Is Bad and I Can't Look Away, it has been living rent-free in my head ever since I first read it. That it came out 3 months after I gave up my progression raiding career certainly had something to do with it, and I completely sympathize with her opinion. At least with SWTOR the game culture doesn't trend toward hardcore that the versions of WoW do, but for me, that post was uncomfortably close to the lead-in before I'd have another "discussion" from a raid lead about "getting my DPS up". 

But that's the thing: we're all responding to the very nature of a solved game. Consciously playing a different way from the meta is as much a response to the meta as embracing it. 

***

I was thinking about this when my Questing Buddy spent some time playing Stardew Valley over the past Winter. In her usual way, she went out and found a playthrough so she could follow the best path to completing the game. I counseled her to just go and explore the game; sure, you get a "score" after two years but you can keep playing indefinitely after that. Unless you're deliberately trying for something very hard to do, such as completing the original storyline within one year, there's no real reason to follow a playthrough guide.

But you can guess the outcome, can't you? She kept up with the guide.




*Yes, I'm studying for the highest level of Amateur Radio license available in the US. It is certainly much more technically oriented than what I found in the other license coursework; while I originally thought I could be ready to take the exam by April, I have since come to the conclusion it'll be more likely late Summer before I'm really ready. 

**Seriously, there's walkthroughs on how to win a game whose whole purpose is to get you to understand how migration on the actual Oregon Trail was like. Talk about missing the point.

***I'm very glad I'm too shy to consider streaming, because I would not be amused by such commentary.

****Typically having been told of its existence by another player wanting you help you get better at the game. I'm going to be charitable and it was a positive interaction, but if you know MMOs it's equally likely it was a variety of "git gud scrub" followed by a group kick.

*****OF COURSE I've done that before. Do you have to even ask?


Tuesday, January 20, 2026

Cranky Red Being Cranky

(You have been warned.)


Buckle up, because I've got a doozy for you:

I hate Seasons.

Not these Seasons:

No, not these seasons, although this is pretty accurate.
From Reddit, ifunny.co, and NBC 4 in Columbus, OH.

I mean these seasons:

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.

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. 

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 have phones friends?" 
--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.


Too few people use the full meme.
From KC Green and The Verge.


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.

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.

Wednesday, September 10, 2025

It's That Midwestern Mentality

Alas, I did not win the $1.80 billion Powerball jackpot last Saturday.

Of course, there's the small matter of actually purchasing lottery tickets if you want to have a chance at winning.* I'm very much in the "if the winnings are high enough I'll buy a few tickets" camp, but that mentality also wars with a line an old friend from college used to say about lotteries: "Lotteries are a tax for people who can't do math." I'm an irregular-at-best lottery player, although I did buy a few tickets on Saturday.

Even if I had won you probably wouldn't have noticed any changes to the blog, because I'm not the sort of person who runs around showing off what riches they have. (And before you ask, no, I'm not rich.) Luckily for me, I live in a state where the identity of major lottery winners can remain private, so there's that at least. I used to joke that the way you'd find out if I won the lottery was not because I bought a new car or something like that, but that I finally got some major repairs done to the house.

Growing up and living in the Midwest has given me a very specific set of values where the ostentatious display of wealth and/or success is frowned upon. Obviously, that Midwestern mindset has declined a bit over the years as pop culture has penetrated even the most remote parts of the country, but at the risk of sounding once again like an Old Man Yelling 'Get Off My Lawn (tm)', I'm a not a fan of the "Oh, look at me!" sort of mentality.

Sure, dress the way you want. I'm fine with that. Hell, I admire people with a fashion sense (such as Kamalia) that I don't have; if you want to see what you can do with fashion in an MMO such as WoW, go read her blog Kamalia et Alia, because she is amazing at what she can pull off. But if you go running around acting "Hey, look at ME!", I'm more likely to grouse along the lines of quite a few old football coaches (I'd heard it said by Paul Brown) by thinking to myself "Act like you've been there before."**

It needs to be said that I'm not immune to that "look at me" mentality. 



Every time someone comments or whispers to me when I'm on Joanofdark about how much they love the name, I get this small flush of pride. Then I frequently tell them that a friend came up with the name and I just ran with it. Okay, I don't have to do that --and I've simply accepted the compliment as-is a lot of times just like above-- but I do feel guilty otherwise. 

***

A lot of multiplayer video games tend to utilize the peer pressure inherent in groups to sell things to their players. Okay, this isn't exactly confined to video games since you see it everywhere, even in what smartphone you use, but since I play video games more often than I use my cell phone*** I see it there more often.

It's just like people showing off their mounts in MMOs:

Although I'd hesitate in calling a giant, floating,
cigar-chomping face a "mount".


And yes, definitely a mount, but I was never
really a fan of their brethren back in Wrath days.
All it takes is one mounted toon standing on top of
a mailbox, blocking your access, for you to understand.

It's not merely a Retail WoW thing, because I've seen people showing off their gear and mounts in all sorts of other MMOs where people congregate. Oh, and there's plenty of MMO pundits out there who love to mention that a big motivation to getting gear is to show it off. (You know who you are, YouTube creators who never read this blog.) To me, that's akin to going out on a date with your spouse or significant other primarily to show off how great a catch they were. Which says a lot more about you and your priorities than it does anything else.

In the end, this is just me grumping a bit about priorities. I can't make people change, and really I shouldn't be able to anyway. I guess it's an acknowledgement that I'm going to do my own thing, other people will do theirs, and that'll be that. 




*That reminds me of an old joke I once heard that goes something like this version I got from the Harvard website

A deeply religious man, whom I will call Dave, finds himself in dire financial trouble. He prays earnestly to his God to help him out of his predicament. "God, I'm about to lose my car. Please help me. Let me win the lottery." Lottery night comes, but sadly, Dave is not the winner.

Things go from bad to worse. Without a car to get to work, Dave loses his job. Without a job, his mortgage is foreclosed on, and he loses his home. Without a home, his wife leaves him, taking the kids. After each horrible step in the mounting crisis, he pleads with God to let him win the lottery, but he never does.

Finally, broke, hungry, living on the street, he tries again. "God, please, my life is a wreck. I have no car, no home, no family. Please let me win the lottery just this once so that I can turn my life around. I beseech you."

Suddenly, a flash of light rends the sky, and the voice of God echoes down from the heavens. "Dave, meet me halfway. Buy a ticket." 

**The late North Carolina University head basketball coach Dean Smith built a culture that emphasized teamwork. After one of his players would score, that player would turn and point to his teammate who passed him the ball. It was a visual acknowledgement that the basket was a team effort, not simply an individual one.  

***No, I don't play games on my phone. To me, my phone represents the 24x7 on-call nature of my work, and I try to use it as little as possible. However, my kids are far more used to utilizing their phones for keeping in contact than I am, so I've grown used to smartphones in my life more than I'd like. Although I primarily use a smartphone to listen to music and/or podcasts when I can't have access to my stereo or PC.

Tuesday, July 15, 2025

Beware Strange People Bearing Whispers

I've been on a bit of an exploration kick lately in Retail, where I just poke around areas looking for people while I'm on my lowbie Rogue. This is all within reason, of course, since she's roughly L13, but I did poke my nose into Northrend and all sorts of other areas on the Old World. 

Needless to say, it's all pretty empty.



Eh, I took the portal anyway.

I don't know where half of these portals go nowadays.

Ever had the feeling that you're lost in your hometown? Retail is like that to someone who hasn't played since Mists (and even then mainly BGs). Oh, I did recognize a few people around...

Wait, I thought Cardwyn was your only apprentice.
When did all this happen, and does Card know about this?

And I couldn't go more than a few feet without it being suggested that I check out various things...


*SIGH*


But I found some Honor Hold personnel at the bottom of the Mage Tower and I saw they could port me to the Dark Portal. 

"Aha! I can go to Outland. That'll work!"

Whiskey Tango Foxtrot...

What the hell is going on? You know what, I think it's smarter to just go back to the old Lion's Pride Inn and call it a day.

Ahh... Much better.

Still, there was one thing on my mind. After the roleplaying post from the other day, I was reminded that the old Moon Guard - US server was where most Alliance RP took place. And yes, I'm quite aware of Goldshire and the Lion's Pride Inn's reputation. Well, the last time I visited Goldshire on Moon Guard, I wasn't that impressed. This was back in 2013 or so, and some of the worst offenders of ERP back then had been purged from the server, so it wasn't what I'd call "busy". Still, I've seen enough YouTube videos that show an active RP scene, so I got curious and made a toon on Moon Guard just to see what's going on.

Sorry, but she's not named Cardwyn. I did check to see
if Deathwyn was available, but alas it was already taken.
It actually took me about 10-15 minutes of hunting for
available names that I liked before I got to this one.

I wasn't planning on doing any RP myself; I don't have any RP addons installed on Retail, and if anybody were to whisper me I'd politely decline. Hey, it's their world and it's the proper thing to do.

Well, at least this looks normal.
Full Disclosure: I ran back last night to get this
screencap, because I forgot to take one on Sunday.

I did find actual people questing in Northshire Abbey, so that's an improvement over what Livona experienced.

Instead of doing those initial quests, I figured it was safe to run straight to Goldshire and see what I could find.*

Remember the proverb "Be careful what you wish for, because you might get it?"

Yeah, about that...

Holy crap.

I got over to the inn, saw THAT, and immediately logged for the day.

That was a bit overwhelming. The inside if the Inn had to have the most people I've seen in one place in Retail since... early Cataclysm, maybe? It certainly wasn't in Mists, because Ysera-US was pretty empty, even with the server "merges"; on Area 52-US --a 10:1 Horde server-- I think everybody was either raid logging or just hanging out in the Horde Pandaria hub, but since I never leveled a Horde toon to max level that expansion I never made it there. 

So, I decided it couldn't have been that bad, and that I just happened to show up at a specific event or something, so I checked Goldshire and the Inn again tonight...

"Do I really want to know what your rates are
for a room, Sir?"

And stepping outside, there was this:


I ran back to Northshire Abbey, because it was a LOT quieter, and it was there that I discovered two things.

The first is that it's now a default that if someone whispers you it's put in a separate tab, and two... well...

I'm almost 100% certain that person wasn't
talking about Enterprise Resource Planning.


I didn't respond, because at first I wasn't sure how long that whisper had been there --it could have been about 10 minutes old for all I knew-- and I'll be honest in that I should have known that sort of whisper would happen. But... Did you see the size of that crowd? Given the mob inside I figured it would have been hard to pick me out, especially without me having installed any RP addons and only running out of the place, but a female toon still managed it in the minute or so I actually spent in Goldshire. This kind of puts a lie to the concept of "If there's a crowd, nobody is paying attention to you." If there's a way to make my anxiety spike while playing a video game, that was it.

Well, I guess you could say I finally found where the people are in Retail when they're not sitting around wherever the endgame area is: they're in Goldshire on an RP server.




*You have to be paying attention if you do this in Classic, because the Defias and hostile animals lurking near the road could kill you. In Retail, it's not very likely.


EtA: Added the comment on the last graphic because I can't not see the business version of ERP when I see that acronym.