Last weekend, I was on WoW when a guildie posed a question to some others who'd been AFK for a while:
"So, how was SW?"
There was a slight pause, and the response was "It was fun until it wasn't."
"You know," I chimed in, "I've been hearing that a lot lately."
And I have. This isn't a TOR issue either, because I know of people who left WoW for TOR and haven't looked back. And if you read the general chat areas of places like Age of Conan you'll find loads of people who delight in bashing WoW and announcing how more awesome their current MMO is.
But still, in this case let's talk about TOR and WoW. What was it that TOR was missing? Or, for those who still play TOR and have not looked back, what is it that TOR has?
Sholazar Basin has to be my least favorite zone to level in.
This, in spite of the presence of the Avatar of Freya and the amusement surrounding the "Why is everyone looking at me like I crashed the ship?" banter, and the Frenzyheart vs. Oracles quest line.
I suppose I should be happy about a series of quests that are blatant in that they're the "kill ten rats" variety --that's what you get with Hemet and Co, really-- but all I feel is "please please PLEASE just let me get through this quickly!" At one point I looked up and checked the number of quests I'd finished in the Basin, saw it was around 15, and blanched. I had about sixty more quests to go?
I needed a beer. Badly.
Of all of the zones in Northrend, Sholazar is the one that feels the most 'tacked on'. The Scourge only start to take center stage once you get through all of Hemet's quests and almost to the end of the Oracle/Frenzyheart quests. Yes, you could skip around and head straight to Freya, but in the end there's no avoiding the Nesingwary and O/F stuff.
When I made it to Sholazar Basin the first time on Quintalan, I'd already finished up Storm Peaks and most of Icecrown, and I'd paid the (then) 7k gold to get Cold Weather Flying. However, that did me little good in Sholazar because of the tree cover. Having returned to it twice now, I've found that it is harder and harder to navigate because you have to fly so low to the ground. I'm sure I'm not alone in this, but the more obstacles to fly through and constantly change directions with give me headaches. In much the same way that first-person shooters give me motion sickness, flying through Sholazar --like Un'Goro or Feralas-- is a chore for me. Then, when you add the numerous 'kill ten rats' quests of Nesingwary and Co, Sholazar makes my head spin.
I thought about other forest zones that don't give me such problems, such as Ashenvale and Felwood*, and two things do stand out: the density of the foliage and the gaps in the forest. Ashenvale and Felwood are temperate forests, and the density of the trees at flying level isn't so bad. Or rather, you can fly at a decent level above ground and see where you're going. You also get breaks in the forest where you can get your bearings and not feel so closed in. With Sholazar (and U'G and Feralas), that feeling of claustrophobia can come on strong, along with the disorientation of a forest that looks alike in every direction.
Maybe with some Dramamine Sholazar Basin wouldn't feel so bad. At the same time, however, it is pretty much a dead-end, storywise. I'm not sure if that's what's intended, but the impression I get is that Sholazar is the odd-man out of the Northrend story Blizz wanted to tell. Sure, there's an Avatar there fighting the encroachment of the Scourge, and you have a connection with Un'Goro, but as far as the focus on progressing the story toward the Endgame, Sholazar stands apart. It takes you nowhere. Normally I wouldn't mind, given that it expands the overall feel of the game world, but given that the three expansions after Vanilla got away from the "sandbox" type of game, Sholazar just feels out of step from the rest of the design goals for Azeroth.
*I would include the Ghostlands too, but you can't fly there. Yet.
It's no secret that I have a stable of Paladins. Soul plays tanks, Rades (Orcish Army Knife) likes Hunters, and Vidyala (from Manalicious) likes Draenei.
What makes people stick with one race or toon or class over another, while others are confirmed Altoholics?
I can honestly say that I got into playing Paladins because of their similarities to D&D's Clerics. I play Clerics --first because we needed a healer and then by choice-- and so naturally the first class I'd try out was the Priest, thinking it was a WoW version of a Cleric.
It took about 15 minutes before I discovered how wrong I was, and after some encouragement from Soul, I switched to the Paladin.
As for others, I can't say. Maybe it's the appeal of bashing someone in the face, controlling the fight, or the lore of a specific race, but some folks latch on to something and don't let it go.
But Altoholics....
I watch my son play LOTRO, and I swear every time I turn around he's creating a new character. He likes to play Hobbits, but I don't think he could settle on a single character even if his life depended on it.
Oh well. Diff'rent strokes for diff'rent folks, right?
***
As I've been working through Alliance-side Loremaster on Tomakan, I've cruised through Grizzly Hills. In a post-Cata world, this, more than anything else, sticks out like a sore thumb.
"Have you been bloody bitten??!!" the Alliance scout shrieks as we're fleeing to safety. The fear and loathing of the Worgen in that zone is just as palpable as you'll find in pre-Cata Silverpine Forest and Duskwood, and they are so far out of the reality of Worgen as Alliance that it's laughable.
Can you imagine that Alliance scout asking that of a Worgen toon?
"Um, well.... Now that you mention it, yeah!! But I got better...."
***
I encountered a newbie in Zul'Drak this past weekend. I'd forgotten how fresh everything seemed at that stage of the game, but even then, this newbie was in a race to 85. I got the impression that he was jumping as quickly as he could from zone to zone, following some manual or add-on, which put a damper on my reverie, but merely finding a newbie these days is an achievement when you're surrounded by jaded veterans at max level.
I think I need to get out and hang around in the starter zones a bit more often these days...
Count de Monet: It is said that the people are revolting. King Louis XVI: You said it! They stink on ice! --From History of the World Part I
I have a mid-40s Dwarf Paladin over on the Moonrunner (US) server that dates from the pre-Real ID days. Back then, myself and a few other WoW bloggers created a social guild to connect in-game. As Real ID and cross server grouping has replaced the need to hook up on the same server, the guild has fallen into disuse. That said, every couple of weeks I login to Balthan to get in some low level BG action on a Ret Pally.
Well, the other day I logged in and was greeted by the following pop-up:
Now, let's set something straight: I know that the GM isn't inactive; he's Rades of Orcish Army Knife.
Before you ask, yes, he has an Alliance toon. And a female Draenei Hunter, no less. (So much for that Horde bias, right?)
Considering that I know Rades hasn't exactly bolted for greener pastures, I got in touch with him about this little pop-up. Naturally, he thought it funny that it appeared, and he wanted to see what would happen if I tried to dethrone him. I wasn't so sure about how this would work out, since I was the only person from the guild to login for the past 4+ months, and if there were a vote, I wasn't sure how that'd work out with nobody else to cast a ballot. Hell, given the fact that we'd never identified which toon belonged to which blogger, I had no idea who was even still around to assist.
Well, I need not have worried.
And that was how I ousted Rades in a bloodless coup, providing him with endless fodder for blog posts as the exiled GM of Puggers Anonymous. (Well, it's not really that bad; I kept him on as an officer. You know the quote: keep your friends close and your enemies closer....)
Hmm, maybe I should create a Fabulor toon on Moonrunner before Rades decides to make one there....
(Note: I kind of wrote this straight without editing, and I decided to post it as-is. If it meanders, well, you know where that came from.)
I was on Tomakan, working my way through Un’Goro Crater,
when a guildie posed me a question.
“What do you think of the revamped zones?”
“I’m kind of torn,” I replied. “I don’t like the quests-on-rails, but in
some zones the stories are compelling: Stonetalon
on both sides, Southern Barrens on both sides.
They needed to do the quests-on-rails format to tell a story, especially
with the phasing involved. However, for
a sandbox it doesn’t work so well.”
I couldn’t get those comments out of my head while I took a
break and got catapulted into a WSG run.
While I’m not the biggest WSG fan, I still preferred that WSG game to
the prospect of going back to Northrend and finishing up the zones I’d left
behind. Why was that, I asked
myself. Leveling a Warlock via BGs in
Cata is an exercise in masochism, yet that was preferable to finishing up Zul’Drak
for the fourth or fifth time.
The easiest answer to that is because the story never
changes. Even with phasing, we know this
tale because we’ve played it before. The
outcomes are always the same, every time you play. You may have an impact on the game world, but
your choices don’t matter. The few times
you do have a true choice –to either kill or release the harpy leader in Hyjal,
for example—it’s not a game impacting decision.
It’s a lot like the jokes that would get thrown around in the Culling of
Stratholme instance about simply letting Arthas die: everyone knows that the point of the instance
is to keep him alive, in spite of our personal preferences, so we’ll simply
just tag along in the knowledge that this really isn’t our story, but Blizzard’s.
This understanding about the game world is the basis for how
Blizzard gets away with having major plot threads performed off-stage in books,
rather than in the world itself. I’ve
found even in my own writing that it is easier to have certain major events
occur off-stage and then have the characters react to that instead of the more
arduous task of actually putting the events down on paper. I can only imagine that this difficulty is
magnified when you have to have people “act” in an MMO: you’d have to design the quests, the NPC
activity, the words, the artwork, and all sorts of other stuff associated in
setting up a scene vs. paying an author $5k-$10k-$20k to write a book. To a finance department, that’s a no-brainer.
And yet, I can’t help but wonder if a good portion of the
reason why the lower level zones are so consistently empty is because we really
don’t have an impact on the story. Those
zones are reduced to being leveling fodder for people hunting for a transmog
piece of gear or are populated with gold farmers trying to crank out as much
raw materials as they can. Because we can’t
change the story we’re forced to relive the events of the doomed Alliance
commander in Southern Barrens where he is effectively betrayed by elements of
his own side who want a scorched earth policy toward the Horde. We can’t even raise a red flag to the Horde
commander in Ashenvale that there might be a demon hiding in his midst until
such activity draws the ire of Garrosh.
(Old Garrosh despises demons far more than the Alliance, and I have to
give him credit for that.) Have we seen
this play before? You bet we have. And like a cursed sailor on the Flying
Dutchman, we’re forced to relive these events every time we quest in a
particular zone.
Perhaps that’s what appeals to me in BGs: the outcome is uncertain, and you can have an
impact on the game. Sure, you can be
saddled with a lot of people who know nothing about how to play AV, but so can
the other side. Plenty of real battles
were fought when one side was hopelessly green or outnumbered, and yet you can
never say for certain what will happen in the end once the troops are
committed. (The Battle of Marathon or
the Siege of Rhodes in 1480 both come to mind.)
In a game designed like WoW, perhaps this is the best we can
come to an uncertain outcome where our decisions actually matter. Sure, there’s raiding, and I’ve heard and
seen the toll that smashing your collective head against the impregnable wall
of an end boss can put on a person and a guild.
Raiding is, by nature, a hard thing to accomplish, and once you succeed
all of that effort will have been worth it.
However, the story will never change no matter how many times we down
that boss. Once the boss is a photo op lying
on the ground, we know how things will go.
The NPC reactions are always the same.
This might be an unintended side-effect of the LFR
tool: as more people can easily see end
content, the clamor for the new shiny comes louder and quicker. While some folks love to chase hard modes (or
even normal modes now) others who are conditioned by console gaming say “Okay,
I’ve beaten the game. Now what?” This isn’t because people are greedy, it’s
just that they’re conditioned to play the game a certain way, and if that goal
is reached more quickly, they’re at a loss as to what to do.
***
MMOs –even those that aren’t sandbox types-- are by nature
big worlds with lots of options. Soul
and I have posted that very thing on occasion when the “I’m bored!” crowd kicks
it into high gear. If you’re bored with
5-mans, try BGs. If you are looking for
something off the beaten track, try a naked dungeon challenge like what Rades advocated. Or maybe how about an
old-time flashback and organize a Paladin vs. Shaman throwdown?
However, it needs to be said that people have different
motivations when playing an MMO such as WoW, and when that motivation is
unfilled, people will move on in search of that magic. But what is that magic that people are
chasing?
Everyone is different.
People play games for different reasons.
Some love a good story; some love the thrill of having beaten the game;
some go for the competition of PvP; some love to collect, and some just live to
role play. There are as many different
motivations to playing an MMO as there are options inside a game. That elusive magic that a game can bring into
your soul is a chameleon; each player sees a different siren leading them
onward.
Perhaps the restlessness we see in the MMO world today is a
reflection of chameleon like nature of our pursuit of the magic. People remember that moment, that ‘oh wow’
moment, and they wish to recapture it.
For some, the new shiny holds promise, and we shouldn’t be surprised
when people unsub/resub in pursuit of that new shiny. This same group will migrate to and from
MMOs, testing the latest and greatest, yet remembering their first.
I still play ‘old’ games such as Civ and Master of Orion,
because the magic is still there. I
remember that thrill when I finally beat Civ I on King level, a feat I’ve never
repeated. My kids will see the clunky
graphics and primitive sounds of MOO and laugh, but I know that they’ll
remember Civ IV the same way I remember Civ I.
Or how I remember when I finally started playing WoW.
...I've seen the female Pandaren design. While it's better than I expected, she's still too skinny. Is it too much to make a female Pandaren look more like a Panda first and a dwarf second?
When I saw the female Pandaren Silhouette, this is what I thought of:
Yeah, Jack Black and Gwyneth Paltrow.
If you're going to have male Pandaren that look a helluva lot like, well, pudgy pandas, why on earth would you create a female Pandaren that looks like she's been on The Biggest Loser? Don't give me the "we have to make females look significantly different than males" crap, either. Therazane alone defeats that concept.
To me, making female Pandaren "skinny Pandas with J Lo hips" signifies a lack of imagination. Another way of looking at it is to consider the female Pandaren as a female Human base that has been "Panda-ized", instead of going from a real honest-to-god Panda and building a recognizable female from that.
Think of Therazane; she broke the mold for female bosses and (semi) faction leaders completely, and Blizz could have built on that by going in a more unique direction. But with the female Pandaren silhouette, it looks like Blizz played it safe and sexy because it sells.