Tag Archives: LOTRO

Winner Winner

Just screams "WINNER", doesn't it?

The issue of equal opportunity in the games I play (or “Return on Investment”) is one that I struggle with constantly; I agree with SynCaine that the Everybody Wins philosophy is a short-term cheat with seriously detrimental long-term implications.  If we don’t know how to lose, and lose graciously, not only are we are handicapping ourselves for the realities all around us, but we rob ourselves of any real value achieved in winning when we actually manage it. However, as an adult with a handful (admittedly small-ish) of actual responsibilities and limited free time, I feel the pull of maximized return on my effort. Time is, after all, the most precious of commodities; disposable cash I’ve got (somewhat), free time for gaming, not so much.

As the father of two young boys, the whole subject is very real for me – team sports are looming on the horizon. And while I want my boys to succeed, it’s more important to me that they learn the nature, and true value, of competition. It’s not about the winning or receiving praise and recognition. It’s about striving to be the best that you can. The outcome, win or lose, should be secondary, at best, to the real purpose at hand; winning should be the bonus, not the goal (or worse, the expectation). This is a lesson I very much want my kids to learn, and if they don’t take to it in team sports, well, there’s always activities that are more individual or less competitive. I’ve had a very recent, personal experience with this; an organization with whom I’ve worked and learned for several years has decided to elevate me to the “next level”. It was an extraordinary feeling, having years of work recognized by those you respect, and I want them to feel that same sense of pride. But they have to earn it.

However, the lessons of competition are never something I would expect them to learn from MMOs; at least, not any of the current crop that are finding mass appeal. Because Syn is right – WoW and its brethren don’t really encourage players to improve. Not in a competitive, “top of the heap” sense. For that I might (someday) point them to strategy games or shooters or…*gasp*… Real World team sports!

Case in Point

But there are lessons to be learned, even in the themeparks as they stand today. Lessons such as cooperation, teamwork, and courtesy to others (okay, maybe not in WoW); social skills like leadership, coordinating groups, and listening. I guess it really depends on what you seek going into these games. If you’re looking for skill-based, sink-or-swim game design maybe the themeparks aren’t for you. Which begs the question – why are you playing RIFT (or WoW, or LotRO, or whatever)?

I know my personal answer (story, story, STORY!). Which always leads me to my constant conundrum – paying the price to see the sights. I love a great challenge, but don’t have the availability to tackle the current design for “challenge” in MMOs (a.k.a. “the grind”). And while I wouldn’t want any game I play to go down the Path of Ultimate Accessibility a la WoW, I don’t really have the time to burn playing the truly challenging alternatives. My drive is always to experience the content – all of it – whether it’s in the form of stories/quests or simply exploration.

Like I said, I’ve got more disposable money than free time, which is convenient for the corporate “sponsors” of our favorite pastime! To whom do you think they’re going to cater – the competitive-but-nonetheless-niche-audience cyberathlete or the time-starved-wallet-heavy buttonmasher?

Sorry, Syn.

Hope They’re ‘Listening’

Wise words from a wise man.

Here’s to hoping that someone at Turbine’s read Syp’s piece and takes it to heart. Better yet, take it to the Board Room. The anniversary festival this year is a disaster; the only thing keeping me from calling it an ‘unmitigated disaster’ is that I just don’t care enough to get worked up over it. Everything about the entire situation reeks of the worst type of game design/customer relationship management, and nothing about the festival or its rewards is even slightly appealing enough to motivate me to care. And guess what happens when your paying customers stop caring about your entertainment product?

That’s right.

The thing is, I want to care. So very, very badly. With Isengard in sight and Rohan just over the next horizon (the fact that they even discussed mounted combat in a recent interview got my pulse up!), there are so many reasons for me to want to be invested in LotRO. In theory.

In reality, I’m just a little bit at a loss. LotRO is becoming “death by a thousand cuts” for me – one tiny (or not so tiny) decision at a time, it’s bleeding the fun out of it. And in the face of some extremely strong competition, both current and future, having a disenchanted player-base is not a situation in which I think any MMO company would want to find themselves.

Oh, we're going to Mordor, Turbine...like it or not.

I just want to see Mordor. I want to fight beside Gandalf at the siege of Gondor. I want to stand behind Aragorn and watch the Black Gates crumble. And I’ll get there, even if I have to carry Turbine and throw them into the fires myself.

I want to finish what I began four years ago; I knew it would be a long road and never did I expect that we would have arrived by now. But it was there, that final goal, whispering in the back of my head, on that first day I logged in. How could we not have wished for it, even back then?

But I feel like someone at Turbine knows all this, expects it from at least a portion of the players, and therefor thinks they can drag us through hell on  the way; because we’ll take it. Because they can.

Can they? Sometimes I wonder.

Another Week in the Sun

This week marks our (almost) yearly family trip to Florida, so I’m pretty much out of the loop for gaming. This laptop can run LotRO, but it’s not much good for group activities. Besides, the whole thing is a good excuse to take a break and catch up on some sleep; it’s amazing how different it feels getting a nearly full night of sleep (kids still make the “full night” fairly improbable). Still, smartphones and WiFi mean we aren’t completely cut off, so keeping up with the news is still possible.

Somehow it slipped my attention that I’d be on vacation during the end of the first World Event in RIFT; normally, I’d bemoan the fact that I missed such an event, but it seems that I didn’t really miss anything and, given my gaming schedule, it’s not likely that I would have been able to get in to see the end anyway. I’m a little upset about how the whole thing played out, but mostly from the position of “detached observer”. I was barely able to accumulate enough shardstones to buy the few items I really wanted, and other than that I wasn’t particularly invested in the event. I was more interested in it as a concept – that it seemed technically feasible and demonstrated Trion’s intentions.

I’ve ponied up for the Founder’s Pricing (which, to be honest, is pretty tame compared to LotRO‘s Founder’s deal) and subbed for the next three months, which I would have done even without the River of Souls. However, it seems that Trion really has fumbled for the first time. But possibly not for reasons fully within their control; the “Bring a Friend” weekend was probably planned well in advance, and the unexpected delay in releasing Phase 2 just created a truly unfortunate set of circumstances; despite giving “priority access” to subscribers, once a visitor is actually in the game, I imagine that Trion would not kick them out for a paying customer.

While I agree with Syncaine about the overall response from players (outrageous entitlement and completely undue rage), I do have two points where I disagree. First, technical issues prevented players who wanted to play and were online at the time from entering the game world. That’s not the fault of players, is a pretty straightforward problem, and is an issue that Trion needs to address.

The second issue is much larger, and it’s something that makes me think twice about long-term investment in RIFT – the nature of dynamic events and exactly how far Trion wants to take the “dynamic” nature of the game. Syncaine is right – it’s just not reasonable (but then again, how often are we reasonable in our demands?) for players to laud Trion for providing a more dynamic world, while at the same time screaming about that same dynamic content not being available to them at any time they choose to log in. It’s an issue that Trion will have to work hard to tackle – how do you make a truly dynamic world, one that’s always changing, while at the same time providing equal opportunity and access to all players no matter what time of day/week/month they choose to log in? It would seem that one cannot accommodate the other.

My guess is that there are a lot of conversations about this very topic going on right now; Trion has already acknowledged their missteps and seems to realize the nature of their error. My guess would be that, in the future, “dynamic content” will fall into one of a few categories:

  • World Events – these will come and go, but each phase will last several days or weeks instead of being as brief as the final phases of River of Souls.
  • “One offs” – these will be very short events (days or even hours) that have minimal impact on the world, almost no real benefit (i.e. loot drops/currencies), but provide the “living world” feel and are fun for those who experience them.
  • Rifts/Invasions – these are well established and will continue as they always have.
  • Something else(?)

It will be interesting to see the outcome, and considering that the next World Event is probably right around the corner, I think we’ll see how their design decisions have shifted based on this first event.

In other news (for the games I play!), Turbine announced the Fourth Anniversary Celebration. I’m always a fan of Turbine’s events, but this one just seems like more of the same. Not to mention that it’s apparently quite a grind (when Goldenstar decides to skip, you know there are issues). The mount is nice, and I’ll certainly be working towards it, and I’ve always liked the “Beer Battle” (I still have a title to achieve, if this is the same mini-game as what’s in the seasonal festival), but nonetheless it seems like there is a distinct lack of content to motivate participation. I know that they can’t “hit one out of the park” every time, but after the rather bland Spring Festival, I was hoping for something a bit…more. Four years is an achievement, but not exactly an easy milestone to promote – it’s not a multiple of five. I’m hoping that they really pull out the stops for next year!

That’s about it for now. Back to the beach!

Can There Be Good Grind?

Another festival come and gone in LotRO, another new mount for my stable and a few new items in my wardrobe (this year’s Festival cloaks were particularly nice!). I always enjoy Turbine’s events, and even though this Spring Festival hadn’t undergone the overhaul that the previous Harvest and Winter Festivals saw, it was still a good time. Stomping shrews, for all of its barbarity, has always been one of my favorite mini-games in LotRO.

Thanks to the extra quest at the Hedge Maze, this particular festival saw me accomplish a goal I’ve held in-game for a very long time – achieving Kindred with both the Inn League and the Ale Association. Getting to Kindred with the Ale Association was fairly straightforward; the number of quests available during each festival made it a fast climb up to the top, but for every quest completed there is a loss to Inn League reputation. You gain more than you lose, so if one is diligent enough and does all of the courier quests for both groups, the net effect is a gain for both. But I’m stubborn, and once I reached Kindred with the Ale Association, I went for the long route so I wouldn’t lose my status. This means there’s normally only one quest available – The Inn League trial run.

Let’s just say I’ve done a lot of drinking in-game over the last three years. It’s a good thing the Inn League makes you check your liver during the initiation quests, because at this point I’d be on my death bed from a catastrophic failure of any number of organs. (I wonder how many Badges of Taste it will cost me to get it back?)

Of course, the hard part now is getting the Badges to buy the Inn League mount. That’s going to entail a loss of reputation no matter what, so I guess it’s time for some math.

I was really happy to have completed this particular achievement; not only because, towards the end, the Trial Run was getting a little stale, but also because it represents the completion of a goal I set for myself a few years ago. So often in MMO’s we measure time in hours or days – at most months – and while I’m not maligning a standard in-game achievement, I think it speaks volumes to our attitudes about commitment and the rather shallow value of “achievement” in our gaming. If it can’t be completed in a gaming session or two, it’s generally labeled as a “grind” (valid or not).

On the other end of the “satisfaction spectrum”, I also managed to finish up the last of my slayer deeds in the Misty Mountains (on to Evendim!). While the Inn League reputation brought me a real sense of accomplishment (and even a touch of pride), completing these only brought a feeling of having finished a chore and a sense of relief that I’d never, ever go back and do that again. Which makes me kind of sad. Having all desire to go back to an area as beautiful as the Misty Mountains absolutely obliterated, it’s just not nice.

Which leads me to my point; not all grind has to be bad.

Grinding out 240 Signature mobs for a tick on one of my virtues and a ten cent tip is not fun; especially when it’s only purpose is to “extend the gameplay”.  Which it does, I suppose, but not for fun. Running the same quest nearly a hundred times, while somewhat tedious, led to real satisfaction. The former took a few hours, the later a few years, and yet I would do the Inn League reputation again. So what’s the difference?

It comes down to intent. And context. Killing Giants in the Misty Mountains only took a few hours, thanks to a Deed Accelerator (which may be the real issue here – I don’t like feeling like my hand has been forced) and has a real impact on character development, albeit a fairly small one. But it’s tacked onto the game, artificially adding hours to my “gameplay”, and has absolutely no context within the stories or character progression. I’m not killing them for a reason, I’m just wandering around Giant Halls until I fill a progress bar. Running a series of drinking games, while not of direct benefit to the world or even my character, makes sense within the context of the world and the factions with which I’m trying to curry favor. They only take 20 minutes or so, spread out over years, so the time investment is minor at any given time. And it’s fun, or funny. Both.

To be sure, it’s a fine line and a very difficult balance to attain. And it’s an issue of personal preference. For some people grinding out hundreds of mobs constitutes fun, or at least fun enough to stomach. Maybe it’s meditative. Or cathartic. The point is that, done right, long-term achievements can be extremely rewarding without being downright tedious. Even those that require repetitive tasks.

Work > Fun > Work > “Poly-game-y”

I couldn't resist...

Funny how an incredibly busy week equates to a truly slow week for the things you want to be doing. Obviously, gaming has not been much of an option these past few days.  Alas.

The title pretty much sums up my time over the past week or so – (Personal) Work more than Fun, Fun more than (Work) Work, and Work has been better than “Poly-game-y” (trying to maintain two MMO subs at the same time…excuse the very poor joke). I barely have enough time to respectably play one MMO, let alone the two that vie for my attention these days. But RIFT continues to entice, while LotRO‘s op and coming Echoes of the Dead keeps me itching to log in.

But I have to admit – I am not a polygamist (in any sense of the word). I just don’t have it in me; call it a remnant of the whole hunter/gatherer division of instinct. MMOs, which seem so often to require monogamy from their devoted players, actually DO for me. Trying to get (or stay) invested in two worlds just divides my attention too much, and I end up feeling a shallow experience from both. Which might be another reason I haven’t been logging in much the past week. And why I’m writing at 10 PM on a Friday night, instead of playing!

And, for me, if I’m not invested, what’s the point? I play for the stories and the adventure and if I’m not feeling those, I don’t feel the need to log in. Which I haven’t this week. Besides, with a personal project weighing heavy on my mind (and making good progress!), my little free time been spent elsewhere. So the title works both ways – Polygamy has felt more like Work, Work has been a lot more Fun, and what was Fun has become more of a chore, recently.

Not that I’ve given up on gaming or MMOs; a very temporary, and inadvertent, hiatus is more like it.

(Oddly enough, I’ve never had a problem playing multiple single-player games at a time…perhaps because they don’t change while I’m gone? It’s certainly not the “get my money’s worth” thing for MMOs – Lifetime LotRO paid off a long, long time ago, and RIFT is well worth the price!)