rants

Latest

  • The Soapbox: My lore problem

    by 
    Mike Foster
    Mike Foster
    04.30.2013

    "In the distant forests of El'quen, a dark evil stirs. Marrowgore the Unhunter, imprisoned for a thousand years in Cauldron Lake by the Eye of Son'drak, has broken free. Now, he and his evil BoneSlurpers stage an all-out war on the United Provinces. You, a freshly christened hero known for valorous acts both on and off the battlefield, must take charge of the Sacred Axeblade of Loqtai, harness the power it contains, and send the Unhunter back to his watery prison. "But first, can you get me nine wolf pelts?"

  • The Soapbox: You can't go back again

    by 
    Justin Olivetti
    Justin Olivetti
    04.09.2013

    Returning to an old MMO love is a tradition for us vets, isn't it? I see people doing it a lot, and I'm certainly not immune to giving in to these whims. It usually starts out mild: hearing a friend talk about the game, remembering a good time you had in it, or seeing a big chunk of shiny new content come down the pike. Suddenly you've signed up again and logging in like you never left. It feels so familiar. It feels so alien. And that's when you realize: You really can't go back again. It's a dreadful realization, one that makes you lunge for the clock and attempt to turn back time with a sheer force of will. Stages of grief set in: denial, anger, bargaining, depression, and acceptance. Sometimes you work in "snack food binge" in there as well. Why, you wonder, can't this be just like last time? It's a game, so why can't you recapture the same magic?

  • The Soapbox: Dispelling the 'easy' myth

    by 
    Mike Foster
    Mike Foster
    03.26.2013

    A few weeks ago, I took a nice long look at World of Warcraft: Mists of Pandaria. Then I wrote about it. My impressions, like most things on the internet, were met with both ardent agreement and defiant protest. Everyone has an opinion, especially when it comes to World of Warcraft -- some people love the game, some people hate it, and some give it a resounding "eh." I don't mind people disagreeing with me. People react to games differently, and what works for me may not work for you. But there was one specific critique that rose, repeatedly, in the great debate raging in that article's comments section. A critique that, frankly, I cannot abide: "World of Warcraft is too easy."

  • The Soapbox: Be as bad as you like

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.19.2013

    There are a lot of reasons I love MMOs, but one of the reasons is the fact that there are so many possible goals in any given game and so many different reasons to pursue them. Even in games with more limitations, you've still got a surfeit of character options, moreso than in almost any other genre. I love to roleplay a character who wouldn't normally be the main character of a story, explore what makes her tick, and give her space and the ability to be heroic and skilled as she deserves. What I'm less enthusiastic about is when someone asks why in the world I'm playing a particular race and class combination because obviously my character is now sub-optimal. There's an emphasis on optimization in most MMOs, a push to create the best possible version of a character in gameplay terms that I'm not entirely on-board with. It's one with comprehensible origins, but it's unfortunately taken on a lot of ugly dimensions that sometimes short-change what MMOs can be.

  • The Soapbox: No sympathy for cheating

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.12.2013

    Some years ago, a good friend of mine was chatting with me after he had received a three-day suspension from Final Fantasy XI. "I don't see why they suspended me," he said, with what I assume was an exaggerated shrug and a hang-dog expression. "I mean, I was using FleeTool, but I was just hacking my movement to be faster in cities. It's not like I was really cheating." "So you were using a known cheating tool." "Yeah, but just in the cities." What followed were several sentences from my end filled with so much profanity that attempting to type them out here would make it look as if my vocabulary consisted almost solely of the word "redacted." He had been expecting some sympathy from me, some compassion for his plight. As it turned out, I didn't have any. If you get nailed for cheating, you deserve exactly what you get.

  • The Soapbox: Yes, Virginia, sexism still exists

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.05.2013

    About two years ago (two decades in internet years), I wrote a piece about sexism as it pertains to MMOs. I didn't write anything about it for a long while afterward because I would just be reiterating points that were stated in the first article, something I'm not fond of doing. But when I wrote another article praising a game for mostly getting equality right, well... I'm not fond of rehashing old points. But I'm also not fond of the idea that people have evolved from saying "it's not sexist" to "oh, there's no sexism here in the first place." As I said two years ago, there's a lot that MMOs get right that gaming in general still gets wrong. But there's also a lot that MMOs get wrong still. So I want to look at the issue, look at some of the common attempts to pretend it's not really an issue, and possibly provide some links of relevant interest. There are a lot of those.

  • The Soapbox: No game is cooler

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.26.2013

    I don't think I'm ever going to understand why some people have what seems to be an outright phobia about bright colors. There are people who look down on WildStar and World of Warcraft and Free Realms because the games are colorful, stylized, and uniquely designed. I can't understand it, but I can accept it, even if I disagree with the premise. We've all got our own tastes. What I can't accept is people who try to argue that as a result, another game is somehow inherently better than these games because it's "not as cartoony." This is something that crops up time and again in MMO fandom, this sort of never-ending back-and-forth over how one game is cooler than others because of reasons. Here's the skinny, people: Your game is not cooler than anyone else's video game. Your playstyle is not cooler. Your choices in story are not cooler. And if you're trying to play games based on which game is the coolest, you are officially doing this wrong.

  • The Soapbox: Commitment issues

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.19.2013

    I have friends who have a hard time settling down into just one game. This is not inherently a problem; if you want to jump into many games a month at a time, more power to you. But that's not the case with these folks. They want to be in one place, to stick to just one or two games. These friends look to me, not because my friends assume I am a font of all wisdom as it pertains to MMOs but because I'm pretty stable in games. Barring my participation in things like Choose My Adventure, the games I play are staples. I've been playing Final Fantasy XIV and Star Wars: The Old Republic since launch, the only thing that stopped me from playing City of Heroes was a shutdown, and even my briefer incursions last four months or more. So how do I do it? The answer is the same as the answer to how you make a long-term relationship work: You commit.

  • The Soapbox: The stuff from the stuff

    by 
    Justin Olivetti
    Justin Olivetti
    02.12.2013

    There was a great quote from the second season of the short-lived sitcom Sports Night when one of the characters chastises a friend who's overreacting by saying, "You've got to be able to separate the stuff from the stuff." Translated from Sorkinese, it means you need to stop lumping everything into one generic category to be upset about and instead sift through what's important and what is not. I think this is quite applicable to the MMO community, as I see countless examples of people who just can't separate the stuff from the stuff. Everything, for some people, is a matter of utmost importance and worthy of a spontaneous riot on the same level as everything else. There are no degrees of importance; a mild nerf to a player's class is equally demanding of a 10-paragraph rant as a studio going back on its word just to screw players. Not everything is life or death. A sign of maturity is learning to pick your battles and to mellow out the rest of the time. Let's see if we can take some steps together toward that goal.

  • The Mog Log: Final Fantasy and sexism

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.02.2013

    Passive sexism is a big deal to me. If it isn't a big one for you, it should be, because at some point high heels and metal bikinis became something passively accepted in games as a whole and that's not all right. MMORPGs on a whole do better than single-player titles, but you still have games like TERA that stick every female character into gravity-defying heels and the legal minimum required for clothing, or Scarlet Blade and its outfits made entirely out of electrical tape and fishnet. Some games are better or worse about this than others. The Secret World allows you to dress up either gender to be as sexy or as casual as you like, and Guild Wars made a point of keeping skimpy armor as skimpy armor for both genders in most cases. (Although not hardly all.) But the question that's actually relevant to this column is how Final Fantasy XI and Final Fantasy XIV stack up, and the answer is that they acquit themselves remarkably well. So much so that they're among the most even-handed games I've seen, if not at the top of the list.

  • The Soapbox: Joy in the little things

    by 
    Mike Foster
    Mike Foster
    01.29.2013

    Some people play MMOs because they love the challenge. Some are there for the social aspects. Still others stick with their favorite titles because they're deeply in love with the content or lore. Every single gamer reading this post has a different reason for logging into their MMO of choice instead of watching television, reading a book or choosing any other type of recreation. There is no right way to enjoy a game. Despite the fact that our comments section is often filled with people letting others know what they "should" or "shouldn't" be playing based on their affinity for certain in-game functions, having fun is a very personal experience that depends entirely on your tastes and desires. If you're having a good time in a game, you're doing it right. It's all about the little things.

  • The Soapbox: Can we reward fun over persistence?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.22.2013

    MMOs are games of repetition. Advancing past a certain point is always a matter of doing the same thing over and over, whether it's repeating raids in World of Warcraft, playing the market in EVE Online, or taking part in the same event to clear daily achievements in Guild Wars 2. Whether or not you enjoy these repeat performances can make the difference between the grind from hell and a pleasant upward climb, but it's still a game of repetition. It's not exactly the ideal state of being. Nearly every new game seems to recognize this and advertise itself as free from grinding, which at best is true in a very narrow sense. You won't be grinding daily quests, but you'll be grinding events or PvP maps or dungeons. So why don't we have a game out there that rewards fun instead of persistence? Is it possible to create a game that's free of repetition and focused on enjoyable experiences?

  • The Soapbox: Stop reminding me that I'm playing a game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.08.2013

    To me, the most amazing part of a video game is the way that it can steal you away from the real world in a way that nothing else quite can. A good book or film will take your focus for several hours, but you're still aware that there's a layer between you and the media. A good game blurs that, lets you creep into the game world for a while and experience things you never would otherwise. There are moments of wonder and joy that you can feel from a few hours in games that are simply unmatched. So please, stop ruining it. MMOs in particular have gotten bad about this. It's ironic, as the genre as a whole lends itself to people taking a step into another world. But what's changed isn't a matter of systems or mechanics, just a sense of what designers feel are completely acceptable breaks between in-game reality and the real world. It's annoying. So stop reminding me that I'm playing a game, will you?

  • The Soapbox: The heartbreak of altitis

    by 
    Justin Olivetti
    Justin Olivetti
    01.01.2013

    In the MMO culture, there are those who alt and those who don't. Sometimes there's a hilarious rift between the two factions, as one side can't understand why you wouldn't want to try out all of the game's classes and the other side can't understand why you wouldn't specialize and excel in a single character. I'm one of those who alt, which is a blessing as much as it is a curse. I blame City of Heroes for starting me out on the path to altoholism. C'mon, it was simply impossible to play that game and not be rolling a new superhero concept every other day. By the time I moved on to more "traditional" titles, I was hooked on the idea of alts. It's a curse as much as it is a blessing. I'll be the first to advocate that alting can give you a wider perspective in a game, offer you more play flexibility, and perhaps keep you in a title far longer than if you played a single character until you burned out. But there's a darker side to it, a path to heartbreak. For those of us who alt, this is the unspoken danger that lurks in every reroll.

  • The Soapbox: What MMOs could learn from social gaming

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.25.2012

    I mentioned a couple of months ago that social gaming isn't going to destroy MMOs. That's good news for everyone other than Richard Garriott and Zynga stockholders. But I think taking this as a sign that we can ignore social gaming for now and forever as an aberration would be... a mistake, to put it lightly. See, there are things that social games do even better than MMOs tend to. And the hint is right there in the name. No, I'm not implying that these are better games; I'm saying that social games are generally much better about handling the social side of the equation. And the MMO industry as a whole would do well to pick up on the hints. Not everything, of course. We all have recurring nightmares about that one person on Facebook whose timeline is nothing but a series of dubious achievements in social games. But there are a lot of elements scattered throughout the games as a whole that could be oddly useful if taken as a whole.

  • The Soapbox: Using MMOs to relax and unwind

    by 
    Brendan Drain
    Brendan Drain
    12.18.2012

    Every now and then, everyone needs to take a break from the hustle and bustle of everyday life to relax and unwind. The outside world can be loud, and the stresses of work and home life can add up quickly, so it helps to be able to switch off for a while. Some of us find relaxation in sitting down in front of the TV, others in zoning out to their favourite music, and an increasing number of people now wind down with computer games. I've personally found MMOs to be incredibly effective refuges from stress and anxiety, but until now I've never really thought about why that might be. Any game can provide a few hours of escape from the daily grind, but there's something special about MMOs that seems to make them more comforting places to be. Certainly MMOs are manufactured to give a sense of solid progress as you play, a fairness that the unpredictability of real life often can't deliver, but there has to be more to it. Do the music and ambient sounds in EverQuest II's virtual forests and glens produce the same reaction as walking through a real life wood? Likewise, does EVE Online trick us into slowing down, and is spending time in a virtual world just more appealing than slogging along in the real one? In this opinion piece, I look at some of the most relaxing areas and activities I've found in MMOs and try to figure out what makes them tick.

  • The Soapbox: I demand to pay more for this!

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.04.2012

    Champions Online launched amidst a bunch of controversy. Admittedly, this was back in a time when we as a community had a much lower bar for controversy, but still, there were accusations and recriminations flying around like, well, superheroes. One of the chief complaints was that the game had a subscription fee, but it also had a cash shop right from launch. Scandalous! These days we don't blink too much at this sort of thing. Pretty much every game in the world has a cash shop now, and the rare exceptions are games that try to pretend it's something else. But there are still a lot of people who object to the idea, who would much rather have a subscription or nothing or see everything from the cash shop free to subscribers. I am not one of those people. In fact, I'm happy when a game goes into the free model or just opens up a cash shop of any stripe. The way I see it, there are some definite upsides to having a cash shop.

  • The Soapbox: The trinity isn't so bad

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.27.2012

    The role trinity in MMOs has gotten a pretty hard drubbing over the last two years or so. Ask a lot of people with knee-jerk responses and they'll tell you that it's what's killing MMOs. Well, unless they tell you that tab-targeting is killing MMOs. Or themeparks. Or free-to-play. Or World of Warcraft or Star Wars: The Old Republic or subscription fees or lack of housing, or... All right, so there are people quick to announce the death of MMOs based on pretty much any feature that the announcer dislikes. But the trinity has still been falling out of vogue with players. Guild Wars 2 even made a selling point out of the fact that it didn't have a proper trinity, instead having a series of roles that no one seems entirely clear on. There's a very consistent idea floating around that a game based on the standard trifecta is in some way flawed or not trying hard enough. Except that the trinity isn't a bad thing. Tank, healer, and DPS is not a model that's lacking in some crucial area. And it deserves a bit more appreciation than it gets.

  • The Soapbox: Everybody wins

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.20.2012

    I make no bones about the fact that despite working in this industry for three years, I know there are parts about MMOs and the culture around them that I just do not get. For example, I still have no idea what possesses someone to think that "toon" is a good term for characters. But on a slightly more serious note, I have no idea what makes people cheer for a game to fail. You see it everywhere. World of Warcraft subscription numbers drop; people cheer. Something bad happens to EVE Online's community; people cheer. A game goes free-to-play; people announce the game's impending demise and begin cheering prematurely. A game closes down; people cheer. I don't get this. All right, I get it on the most basic level, inasmuch as this is a game you don't like and you're willing to publicly crow about your schadenfreude. The thing is that this is never a good thing. Cheering for a game you dislike to do badly does not result in anything good.

  • The Soapbox: Remembering that games are games

    by 
    Mike Foster
    Mike Foster
    11.13.2012

    I think it's safe to assume that we all love games. If we didn't, I wouldn't be in this crowded, noisy coffee shop writing this and you wouldn't be blowing off some sort of important responsibility reading it. We're all here together, engaged in this somewhat-anonymous internet back-and-forth, because games have touched our lives. It sounds corny, but it's true. For many of us, games have a deeply personal and specific meaning. We like the games we like not so much for their craftsmanship or content but for the way they engage our minds and spirits. Games create incredible, irreplaceable moments infused with emotional resonance, and it's only natural we would feel some sort of personal connection when a piece of digital entertainment syncs just right. It is precisely this personal connection that leads many of us to act like total morons.