It only took from the beginning of Classic until now, on both co-mains, but this finally happened:
It was one of those epic 3+ hour AV fights that you hear people who used to play in Vanilla brag about. The battleground started like any other, where the Alliance held off the horde for a while but eventually we lost the Stonehearth Graveyard. That usually signals the beginning of the end, because the Horde gradually accelerates their gains from there. But something unusual happened: the Alliance was able to push back and eventually --after an hour-- to retake the Stonehearth Graveyard.
During this time I --on Az-- found myself with only another rogue for support, so we both sent back the Wing Commanders* and then I took the southern mine. That mine capture is typically a love-it-or-hate-it move, with very few people on the Alliance side in the "meh" camp. Luckily this time our side was happy for that, and I quickly gathered the 10 resources, killed off some wolves for the pelts, and made it back up north just in time to become a member of the backcap crew.
And there I spent the vast majority of my time in-game, part or a 2-3 man crew defending the Dun Baldar bunkers and graveyard from Horde who'd outflanked the main force.
During this time the main force continued their unusally strong push and had a breakthrough by capturing the Snowfall Graveyard. We were able to hold both graveyards, and in the process kill off the Horde Wolfriders and their Shamans.
When the Horde lost their Shamans, their morale broke.
We were then able to capture the Iceblood Graveyard, and our gains accelerated rather quickly until we finally downed Drek.
I've been waiting for what felt like forever for this, as this is the typical result we see:
So a victory like this, hard fought from beginning to end, was something to savor.
*Two of them made it back, which was unusual in itself.
Not too long ago, I mentioned that I'd gotten into my first true raid.
Ever.
That was a Zul'Gurub run that, looking back on it, was a fairly wipe filled run that lasted almost 4 hours.* However, I will say that the raid leader was a real saint; he kept calm and never raised his voice, as he patiently explained and reexplained how to handle each boss.
In that raid I learned three things:
For a raid to be effective, you have to be in a voice app of some sort. You may not have to talk --I saw people reply in raid chat to requests-- but you must be able to respond to the raid leader's (and others) directions. We had one person in the ZG run who was not in chat, and that person was simply not following instructions, even the written ones.
As a sub point on that, everybody not only has to be in a voice app, but be able to understand the language spoken. Being in a voice app does you almost no good if you don't understand what's being asked of you. And yes, that 4 hour ZG run had at least one person in the raid who didn't understand English, and also didn't know the raid. It made things difficult at times.
I like to perform interrupts and stuns on Az as part of my work in regular 5-man instances, and that part of being a Rogue becomes important in ZG. In the ZG run Az was literally the only rogue, and I got assigned the job of interrupting the healer in the Raptor boss when he (it?) splits into three people. Once that boss was burned down enough, I and the off tank were the only ones on that boss for a large part of the fight, with me eschewing anything resembling DPS in favor of watching for the healing action and then delivering a solid kick to stop it. While my job in ZG overall wasn't very taxing --mainly don't stand in the bad, do what the raid leader says to do, and just keep my DPS Slice and Dice ability running-- at this one point I had the big job to make sure we don't make a boss fight that much more difficult. And I was able to do the job because I enjoy those little things about being a Rogue.
Raids in Classic take about as long as the longer instances in WoW. If you compare a Classic level raid (Molten Core, Zul'Gurub, etc.) with the longer Classic instances (Blackrock Depths, Maraudon, etc.) the Classic instances are either as long or longer than the Classic raids. So the time commitment by me would be pretty much the same. The only thing that the raids have over instances are the buffs and the consumables, where Mages, Alchemists, and others who handle both items spend considerably more time in preparation than the people who don't have those classes and/or professions.
But despite my initial concern about what to do in ZG, I found the explanations easy to follow. And I learned very quickly that "bat riders go boom" as I put it in guild chat afterwards.
***
What?
Oh, that.
Yeah, I joined a guild. It's a small one, and not even close to being in the same orbit as some of the huge guilds on Myzrael-US, such as Sunrise or Stance Dance Revolution, both of which have over 400 members.
More on this another time.
***
Anyhoo, I went on another ZG run a week later, and that run was as smooth as butter. It clocked in at just under two hours, and we only had one wipe, on the trash leading to Hakkar. We even handled the Jin'do fight without any problems.
So fast forward a couple of weeks, and a friend who I'd run quite a few instances with over the past months whispered me on Friday. One thing led to another, and this was the result.
Yep, still running with that BRD Green drop for my chestpiece. Still, Card only died once, the Majordomo teleported her up front. Twice.
It was an alt run put on by two guilds, and they pug the extra people.
The most amazing thing to me was that when I zoned in, I discovered that I knew about 1/3 of the people there. When I mentioned it to my friend, he laughed and said "that's the Vanilla experience for you."
Back in pre-history, when people still loved the live action version of Game of Thrones on HBO, the question arose what would happen when the showrunners ran out of George R.R. Martin's A Song of Fire and Ice as source material. After all, George wasn't known as the speediest of authors, and anybody could see that the series on television was going to finish long before the books were.
Well, it was revealed back in 2014 that the showrunners had met with George and already knew the broad strokes going forward, including how the series would end.
And while Season 7 had its moments --including the Hodor masterstroke that the showrunners confirmed was George's idea-- we all know how Season 8 ended the series.*
And when I mean planned out, I don't mean for an entire expac, but rather years in the future.
***
As I commented on Kamalia's post, back when I was in college --and even before the red beard itself-- I'd read about how soap operas were plotted out. I was curious about this because I developed an addiction to Days of our Lives my sophomore year in college**
Yes, it was really this cheesy.
and I wondered just how much of the plot was planned in advance and how much was just made up as they went along. In spite of the "bad acting" that goes on in those shows --and when you consider that they film/record them day in and day out with very few outtakes due to the schedule, it's actually pretty good-- the plots, stories, and scripts are written months in advance of actual filming. Add to that the shows frequently had months of filming already "in the can" as the saying goes, the storylines were frequently plotted out about a year or more before airing. While this isn't saying a lot for a regular prime time television show, a soap is broadcast almost without fail, five days a week, 52 weeks a year. At maximum, that's 260 possible episodes, but in reality --due to holiday programming and other factors-- the number is somewhere between 200 and 260. For a 24 episode prime time season, that's 10 years worth of episodes, and for a BBC or cable type of series that's more like 20 years' worth.
To keep everything straight, therefore, long term plotting is essential.
Now, let's translate this into video games.
An MMO such as LOTRO, which is based on a completed series of fantasy novels, has a great advantage over MMOs that are on the Game of Thrones plan. You know the plot, you know the characters, and you even know the geographic locations and the potential for in-zone quests. All you have to do is fill in some of the details and extrapolate based on the author's works (and in Tolkien's case, both finished and unfinished). While I'm not saying it's easy mode, for a developer it's far less stressful to fill in a portion of Middle-earth than it is, say, the Star Wars universe with SWTOR.
Sure, there's a lot of potential reference material out there for SWTOR, but there's also a huge amount of freedom for a developer to change things around. The Old Republic era of the Star Wars universe doesn't have to tiptoe around the old Expanded Universe novels (outside of the Revan ones, obviously), it doesn't have to worry about any of the movies in terms of settings and plot, and it certainly doesn't have to worry about the vast majority of Star Wars fans upset with either the jettisoning of the EU or the direction the prequels and/or sequels took.
But it is under constant scrutiny by everyone and their grandmother for whether SWTOR is "Star Wars enough" to be considered Star Wars.
Between that and the constant pressure SWTOR's development staff is under, courtesy of Bioware executives and EA overall, it's no wonder that the direction of SWTOR's story has swung wildly over the years.
***
Warcraft and WoW fans may not be as rabid as the Star Wars fanbase***, but they do have definite ideas on how their beloved franchise should progress. However, unlike SWTOR and LOTRO, WoW's fanbase dictates a bit of a different focus than what you'd come to expect.
Remember the maxim "the game starts at max level"? For WoW, that means the focus is on Endgame more than anything else. However, I personally don't think that Endgame itself is Blizz' focus, narratively speaking.
If you look at the expacs for WoW --at least the ones that I've played up until I dropped by subscription-- it seems that Blizz's focus is toward specific set pieces, and plot/narrative is driven in service of those specific set pieces.
From Burning Crusade --with the dramatic conversion of Lady Liadrin prior to taking up the leadership the Shattered Sun offensive-- through Wrath with the Wrathgate event, and even into Mists with its multiple video cut setpieces (and the Siege of Orgrimmar), that seems to be what drives the WoW expac.
But for me, the question is whether there's an overall narrative plan stretching across multiple expacs, or whether their service to the set piece means that the set piece is developed first and then the expac is developed around it.
***
The reason why Kamalia's post is so important is because she lays bare that the upcoming Shadowlands expac takes all of those dramatic death scenes --or moments of sacrifice/suicide missions-- and makes them horrifying because death isn't the release people thought it was.
And yes, I agree with her completely on her point.
But I don't believe that was a primary objective of the expac; it was merely a side effect of the WoW expac development process.
I find it very hard to believe that all of those raids, starting from Wrath onward, that have bosses who die and exclaim that "[insert end boss here] controls me no longer", would have led to this existential moment where death turned out to be a horrifying alternative. Instead, I believe that Blizz said "Okay, let's do [XXX] set piece. Cool, isn't it? Now, how do we get to there?"
That's the thing about these set pieces: they only work if they are part of a cohesive whole that extends from expac to expac as part of a long term story that Blizz wants to tell. Right now, it certainly seems that Blizz is creating these set pieces without any sort of long term plan.
Why would I say that? Because if the set piece creates some jarring plot holes large enough to fly a zeppelin through, then maybe the set piece is the one that needs to change.
Speaking of set pieces that drive expacs (or movies)... From wikipedia.org.
For example, in the lead up to Mists there was the "mana bomb destroying Theramore" set piece. On the face of it, a major Alliance city so close to the Horde capital city would naturally be a military target in an Alliance vs Horde war. However, if you played the Horde (post-Cataclysm) questline in Stonetalon Mountains --which made use of another mega-sized bomb-- the total destruction of Theramore makes absolutely no sense, as Garrosh (in an earlier set piece) executed the Stonetalon Horde leader for displaying a lack of honor in slaying non-combatants. And, as everyone knows, there are plenty of non-combatants in a major Alliance city --with a sympathetic Alliance leader-- that had in the past sided with Orgrimmar over their own faction's potential interests.
Because someone decided edgier is better. Hmm... There's something about that statement that fits right in with the DC Universe.... (From metacritic, of all places.)
But when set pieces (and to a lesser extent the endgame) rules the decision making process, plot holes happen.
Just ask all those Daenerys fans about Season 8 of Game of Thrones.
From Vanity Fair.
Or maybe not.
*And that's coming from a guy who had no interest in reading or watching either version. George takes maniacal delight in killing off characters, so I took a wide pass on any of his writings.
**I only overcame this addiction when I was watching an episode and blurted out loud after a supposed major reveal "That was incredibly stupid!!" It was then that I realized bad storylines couldn't keep me engaged forever.
***I'd imagine that Blizz employees would beg to differ on this point.
I tried chasing down the original, and this is actually a screenshot of a screenshot. Therefore, I'm not exactly sure who truly created this, but as a pencil and paper RPGer I found it the sort of "D&D legalese" way of getting out of the price of a Fey's pact.
Now, if you'll excuse me, I have to go drive 6 hours each way to get the rest of my son's dorm stuff, as the county in Pennsylvania that his university is located opened up and the university is allowing us on campus to go get his gear.
I've been pondering something a bit while I've been working on my fiction, and that is how MMOs translate things such as death into a game.
An MMO is a strange beast in its own way: by design it is a multiplayer sandbox where people get to experience all sorts of interactions (such as quests) in their own time. Sure, you can group up, but the multiplayer nature of the game means that death --for both the baddies and you-- isn't permanent.*
You die, you respawn. They die, they eventually respawn.
Items such as phasing as implemented in WoW with the Wrathgate event, as well as other MMOs' version of such phasing, is an attempt to alleviate this. Making it seem like you truly have an impact on the environment is the goal.
But what I've been thinking of is something else entirely: what is the psychological and physical impact of death on people in an MMO? And how did people deal with this in real life when they were drafted, given some basic training, and then shipped out to go kill people?
***
In an MMO we can make light of death, given that to the player it's an obstacle to overcome. Listen to MMO players talk about wiping in raids or instances, and it's just no big deal. You can even hear bosses express relief at their death, meaning that "Hakkar controls me no longer".**
But nevertheless, "Kill Ten Rats" is just a stone's throw away from "Kill Ten Kobolds" and then "Kill Ten Defias."
I choose the Defias for this because of their origin story, which is something that a lot of people would identify with.
Since there are a few people --including the mini-Reds, who I know occasionally read this blog-- who don't know the Defias origin story, I'm going to put this behind a big ol' cut:
Yes, I get a bunch of these "thinky thoughts", as my wife calls them, from time to time. Stuff not worthy of a separate blog post, but also things that make me go "hmmm...."
So here we go, a compilation of curious thoughts that I couldn't quite get rid of.
***
What is the appeal of The Cult of the Damned?
I get that there are some people who are psychotic and are so in love with death that they'll seek the Cult* out, and that there's the occasional person who wants power so badly they'll sacrifice everything about their human form that they'll willingly become a lich, but come on. All these people in Scholomance, the Plaguelands, and supposedly throughout Azeroth as Cult members?
What is it; do they throw great parties or something?
Looks like they could use a keg of beer and some red solo cups. Or at least a television with Mario Kart running in the background. From thelurkerlounge.com.
***
Black Diamond would make a great name for an 80s rock band. I've mentioned that in a few Blackrock Depths runs, but only us old folks find it amusing.
***
If there was one thing that a Mage in WoW would dispel, you'd think it'd be a Magic debuff. But no, it's "Remove Curse". Go figure...
***
Every time I play Star Trek Online, when you talk to an NPC for a quest, there's just something about their eyes that is so unnatural that it creeps me out.
When the eyes shift from left to right... It just looks like an alien pretending to be human. From Playstation Nation.
***
People who write quest text should be forced to read it out loud as if they were talking to someone. If nothing else, it would force them to write quest text that actually sounds like a conversation rather than what passes for quest text these days.
Have you ever tried reading quest text out loud? It can be an incredible struggle to do just that. At the same time, it's supposed to be a conversation, so it should just flow properly like as if you were speaking to your buddies.
But you know what? It only rarely sounds normal.
If there's one thing that the SWTOR writers nailed, it's the quest interactions. Those cutscenes for questing are absolutely dead on, particularly in the original "vanilla" SWTOR areas.
Oh, not from playing games or anything, because there were plenty of things that went on:
I got stomped pretty badly in a game of Settlers of Catan.*
I got into my first raid since my Horde guild back in the day did a 10 man raid of AQ40 in Late Wrath.
I'm seriously considering joining a guild. (Yes, this and the raid bullet point are related.)
I ran Dire Maul - North with someone as tank that I've not run an instance with since Az was last in Razorfen Kraul. (He is still as good a tank as ever.)
But I took the weekend off from the entire blogging process.
I even ignored my email, Reddit, and Facebook for the weekend, and the latter two turned out to be a very good thing because I would have been driven nuts by seeing all the lack of social distancing going on.**
It was freeing to not have to worry about coming up with anything for the blog, because suggested posts kind of fell in my lap regardless, but the one thing I couldn't seem to get away from was the endless parade of "Why aren't you in a guild?" questions.
***
On a very early Saturday morning, I woke up and couldn't get back to sleep, so I figured I'd get on WoW Classic and do some rep farming until I felt sleepy again. While I was perusing Cardwyn's current rep status and quests, I discovered I'd never finished the Marshall Windsor questline on her. I had the last quest in the Windsor portion of the chain, but I never completed the event. Therefore, I rode down to the entrance of Stormwind, waited for the person currently on the event to finish, and started it for Card.
About partway through Stormwind --for those Horde players who never performed the Alliance only questline, you end up walking rather than running-- a priest decided to tag along. She buffed me --and I returned the favor, because that's the polite thing to do-- and as we walked along she checked to make sure that I was aware of what I was getting myself into. After exchanging pleasantries and discussing WoW lore***, she then asked the inevitable question that people quiz me over: why am I not in a guild?
I explained the usual situation, about how I've been burned in the past and I'd really not deal with the drama in my gaming any more than in real life, but she made a point that stuck with me: I'm not obligated to remain in a guild if I don't like the drama. She herself had left a previous guild because she wasn't interested in drama, and the guild leadership was basically a generation younger than herself****, so she didn't have those social touchpoints to connect with people either.
Perhaps the reason why it resonated with me so much was because when I join a group such as a guild, I try to make it work. I put in time to be social, to help out in farming mats, and doing other (non-raiding) activities when I can. And I guess that makes me more loyal than it should. Certainly, if a guild's members or leadership don't reciprocate, I'm not obligated to remain with that guild. At the same time, I hate to leave people I like behind, but nothing says that I have to break ties with them just because I left.
Yes, you'd think that this is Adulting 101, but at the same time my tendency toward loyalty does become a problem this way. Even if I don't like a situation I'm in, I'd prefer to not rock the boat until things simply become untenable.
Or they blow up.
***
Because of this, I've spent a lot of the rest of the weekend thinking.
It's easy to tell others that they have to grow up and act in a more mature fashion, but not so much to shine the harsh glare of reality on yourself and practice what you preach.
And one of the things I've decided was that I invested so much time in my independence while gaming that it's become a large part of my identity, and likely to my detriment. That while it is fine to be independent, I shouldn't shy from making connections. I shouldn't reject everything because of a couple of bad experiences, and instead I should approach this in a more nuanced fashion.
This should be an interesting week. We'll see how things land.
*That's what I get for playing the percentages rather than "trusting my feelings".
**I saw the lack of social distancing in action on Friday when I "noped" out of walking around in the small town the oldest mini-Red's university is located. I drove through, saw all of the people hanging out and congregating in big groups, and said "oh HELL no" and took a pass.
***I mentioned that Christie Golden is a friend of a friend of mine of Facebook, and she got all excited as Christie was her favorite of the WoW authors. I did confirm that she seems nice on FB, but I don't really have any interactions with her. So beyond the occasional comment on our mutual friend's FB page, I don't really talk to her.
****She was my age. (Or at least she said she was, and to be fair if she was lying I don't know many people who'd lie and say they were older than they really were.)