Classy

Soul of the Forest posted an interesting question: what class do you refuse to play? Their bette noir is melee DPS, which is a very reasonable position to take. Staying alive is the key difference in playing and contributing well and being a dead weight, and melee DPS is always bottom of the heal priority whilst being in the most danger of death. I stopped raiding on my Rogue because I used to die too much too easily, but I’ll still play melee DPS as long as I’m wearing plate or have some good self heals.

Armagon and Endalia responded, with tanking being the main thing they avoid (largely due to the pressure from other players), and I’m sure there are more thoughts out there too.

I’m quite happy playing tanks of all descriptions, and love playing a Hunter obviously. I haven’t played a lot of healers in an MMO, but in Overwatch I love playing Mercy.

The class or role I just can’t bring myself to play is a caster. Something about using magic just doesn’t gel with me, and I can’t find a way to make it work. Despite casters being essentially a Hunter with lightning or flame instead of arrows and bullets, they don’t work for me.

The same fear of magic applies in tabletop RPGs like DnD, some of which is down to the overwhelming spell tables, but it’s also just not a class I can roleplay at all. It somehow seems too passive, or that it’s not me doing the work, it’s the magic.

So I guess my characters have to have some element of physicality to them, something with heft or guile or a pet and a bow. I’ll leave the weaving of magic to the experts.

Why we watch

Mailvaltar has an interesting post about why we sometimes prefer to watch rather than play a game. Having a love/hate relationship with Overwatch means that they prefer to watch the game instead of the stress of the pressure to perform when playing. I can totally understand that tension – Overwatch is a sure fire stress machine if you’re having a bad run.

I watched some of the Overwatch League and enjoyed it, but I did find there was a fair bit of assumed knowledge and often not enough time to unravel what just happened. Often a critical play would happen off camera, just because the maps aren’t compressed into a single camera zone. And I’d pretty quickly start thinking I should be playing rather than watching. That’s not a feeling I get watching live sports, for example, because you can’t just stop watching and go play a quick game of rugby or basketball. With gaming you obviously can.

The time investment required to watch something is probably where I balk, especially when compared to reading. A live of recorded video requires full attention and doesn’t allow much time shifting, or doing something else simultaneously. Whereas I love reading about games, especially on blogs where you get a personal take on something rather than the often banal professional feed. Mailvaltar’s example of TAGNs Eve posts is a great example – I don’t play, and likely never will, but still enjoy reading about it immensely.

I’ll also check in on Polygon and Kotaku regularly for the industry side of things. And I very happily subscribed to the printed version of Edge magazine, which is a superb publication that has somehow managed to retain incredibly high production values in this age of the near death of the newsagent.

Mailvaltar closes with this observation, which is spot on:

For a long time I couldn’t quite come to terms with the fact that enjoying a game doesn’t necessarily require to actually play it.

I feel the same way, though I still get itchy hands reading the great Blaugust blogs about SWtOR, GW2, DDO, LotRO, etc, let alone all the incoming games on the horizon. The good news is someone out there will write about it, and it will become their passion, and we’ll get the benefit of them sharing that passion, even if we can’t play them all. Thanks in advance!

Expansion paralysis

It’s happening again.

Instead of diving into the latest expansion with arms open and eyes wide, I’m doing everything to avoid even logging in to my only 110 character. This happens every time, and I’m at a loss to explain why.

Running dungeons with the Alliance guild is one thing, but everything else I’m doing is pure avoidance. So far I’ve rolled up one of each Alliance race, tried them out, deleted them. Settled on a Dwarf Hunter alt, then decided the name would be better for a Panda, but do I really want to play a Panda? Maybe a Human. But wait, I’m an actual human, why would I play one in a game.

Then I thought I should level a Highmountain Tauren – the character model is beautiful, especially those massive antlers, and it would be fun to unlock their epic looking cosmetic armour. 90 levels before I’d have to face BfA – that should be time enough to get used to the idea!?

Realising this was kind of ridiculous, I caught up on a few blogs, thinking that working my way through the great Blaugust list TAGN put together would focus me on the task ahead. But instead, reading through them made me start to ponder rolling up some characters in some completely different MMOs.

Armagon Live’s enthusiasm for SWtOR (and the great transmog in that post), along with the long term commitment to the game from blogs like Going Commando, make me enthused to don a lightsaber and jump back in again.

Likewise the ongoing chronicles of GW2 from Bhagpuss (who even when wary of the direction the game is taking makes it sound interesting) lures me to GW2, and it’s hard to resist the deep appreciation Blaugust creator Belghast has for ESO. Or Syp’s relentless enthusiasm for LotRO and DDO. Speaking of Dungeons & Dragons, my DnD group are playing The Curse of Strahd (aka Ravenloft revisited), which led me to thinking I should maybe play Neverwinter Online in order to flesh out ideas for the tabletop game.

Meanwhile my Horde Hunter stands patiently waiting but gets no closer to being played. Does anyone else have this problem?

Ah well. If nothing else, my BfA avoidance scheme has made me appreciate the gaming blogosphere all the more. Even though we can’t play every game, the enthusiasm of the blogging community means we can get close. Thanks all!

Training wheels

Gloriaboboria recently posted some impassioned thoughts on how Warcraft could (and should) go about attracting, and more importantly retaining, new players. It’s a common problem in established MMOs, and one not easily solved:

A running theme I’ve seen among newer players giving feedback, including some I’ve introduced to the game like my own brother, is that they’re entranced by the initial portions of the game, love it, rave about it, but eventually fall off around level 20-30 and leave and don’t come back. That’s not even halfway to the level cap.

There are so many nuances and interlocking systems in an MMO that it feels like a new player has no chance. If they want to play an MMO, it seems like they’re better off jumping in on a new one where there is an entire playerbase learning the ropes and sharing knowledge.

The problem with this of course is that new MMOs struggle to gain traction. Even heavily promoted and well executed games like Wildstar floundered after launching with much fanfare. So playing one of the established games with an already strong community becomes a better choice. At which point we’re back to the problem of complexity.

One suggestion from Gloriaboboria is a mentoring system:

It seems like a monumental issue to try and tackle and yet we already have examples from other games that at least make attempts to rope new players in via mentoring systems. I’m not saying the mentoring systems in games like FFXIV and Guild Wars 2 are perfect, because they aren’t, largely because they aren’t monitored in any way. But at least they EXIST. Take a page from their notebooks and set up a basic mentoring system in WoW.

I agree this would be sensible – whenever I’ve logged onto GW2, I’ve noticed specially designated players who have been granted some kind of mentor role. I’m not exactly sure what they do, but it seems like a smart idea that rewards your dedicated players with an enhanced in game role and also helps new starters.

Warcraft has done well by streamlining the gameplay experience, making it as seamless as they can despite the ancient code base and massive history. The class trials seem like a good idea too, though throwing someone into a level 100 scenario for a test drive is more for experienced players than new. But there are still mysteries for the new player that are nigh impossible to unravel without help. How does a guild bank work? Why is the bag UI so bad? What’s a Beastmaster Hunter compared to a Survival Hunter compared to a Marksmanship Hunter??

And perhaps the greatest problem of all – how to Dungeon? How to Raid? The two pinnacles of content are also the two things that have the greatest barrier to entry, and are the most likely places to suffer a crushing experience that will make you leave the game and never come back.

I’ve long considered starting a guild that is for mentoring dungeon and raid groups. A few level locked tanks and healers, with an open policy to guide and help new players learn the ropes when it comes to coordinated group play. It wouldn’t take long to get new players comfortable with the concepts, and give them the confidence to get out there in Dungeon Finder and LFR to enjoy the high level content.

The problem is there are no good in game tools to support such a concept. Using the forums is hardly effective, and in game advertising is more or less limited to general chat and the broken find-a-guild systems. Blizzard seem to have acknowledged some of the problem in creating their new Communities system in BfA, but it still seems to focus mainly on existing players and friends.

Maybe one day I’ll give it a try using the tools available, but it feels like there should be more systems in game to support the mentoring role. Then again Blizzard are probably not too worried about recruiting and retention at the moment given the huge reaction to the BfA preamble. Only a few days to go!

The Mighty Boost

With the announcement of BfA came the inevitable news that we would all be receiving a free level 110 boost along with the release. This is now expected with every increase of level cap, theoretically to allow a new player to jump in and start playing the new content immediately. Or maybe it’s for luring lapsed players, tempting them back with the offer of immediately playing with their still subbed friends.

Neither of which makes a lot of sense. If you’re a new player, than you would be much, much better off starting from the very start. MMOs have an overwhelming number of systems and mechanics to learn, and the idea that a brand new player could – or should – start close to level cap seems counter productive. The most likely result is feeling lost, confused, and unlikely to continue. Compare that to levelling from scratch, discovering the world and your class as you quest, and experiencing the wonder of the MMO genre. I can’t imagine playing GW2 or LotR or SWtoR, games I’m far less familiar with, and starting anywhere but at the beginning.

Similarly for lapsed players, the rust takes a while to shed, and chances are you would be better served rolling a fresh character and feeling your way back into the game. With levelling pathways so streamlined and rapid, even without heirlooms, there’s no reason not to. And if you are playing with friends, the recruit-a-friend mechanic should be tempting enough to get them to help you speed your way to the top.

Recruit-a-friend

Which leaves us with existing players. Perhaps that’s who these boosts are targeted at? A bonus auction mule, or crafting specialist, or gathering bot. That’s the only reason I can think they might be tempting. If you’re already playing, you’ll have favourite characters and are unlikely to want to roll something brand new.


I’ve had boosts for the last few expansions, and used them eventually, but found that as soon as I boost a character I never play it again. During Warlords I developed a plan to level a couple of alts in order to have a full complement of crafters. The boost mechanic meant that if you were level 60, and had any level of profession, your profession level would be boosted to max along with your character. So I dutifully levelled a Herbalist/Alchemist Druid and a Mining/Blacksmithing Paladin, and boosted them to 90.

The problem was that once I logged on to them I didn’t recognise who they were. Weird armour, strange abilities, meaningless action bars.

I have a feeling we’ll meet again

I think the problem is I tend to invest in the story and mythology of each character I level, so skipping 30-40 levels of those experiences means the characters become strangers. I don’t know them, and they don’t know me. Compare that to all the many alts and several max level characters, who are all someone in my head, and who I can’t face deleting even though many are long parked. A level 10 Rogue who server transferred several times just to snatch some twink trinkets. Two stalled level 60 Paladins (hello, Hellfire Pennisula!), a Tauren and a Blood Elf, each seeking their own interpretation of using the Paladin’s light.

You could argue that these are pointless characters given they’re not playing endgame, nor ever likely to, but I agree with Bhagpuss: “Sometimes the sheer fun of doing something is all it takes to make something worth doing”.

Preparing for a cataclysm

Like Syp, I would often level tanks through dungeons, enjoying the low level leadership and fast pace of levelling. And it does give you some sense of story, even if it’s contained to instanced events. But I recently decided to take a Bear Druid via the same less travelled path, eschewing heirloom armour, choosing levelling zones to play and finish, and avoiding dungeons.

It’s slower, but not terribly much, and far more interesting. You meet characters of great lore and history (note Sylvanas and Deathwing above, both encountered through levelling), and many of the quests are extremely well designed – Garrosh Hellscream’s story in Stonetalon manages the nigh-impossible feat of making him seem like a reasonable fellow. Most of the zones are beautifully crafted, especially Northrend where I’m up to now. Bonus things like capturing unique battle pets as you travel and levelling gathering skills through each zone makes the whole exercise relaxing and entertaining. And I understand my character perfectly: the rotation, which gear to use, which skills to add to the hot bars and which to ignore.

One of these things is not like the others

Maybe the best use of a boost character is to park them near some old world rare spawns, or outside Karazhan to try for the horse each week, and treat them like the strangers they are.

Wherefore Warcraft

Back in September 2016 I posted about being stalled in Warcraft. Five months later nothing has changed. I’ve maintained my subscription, but have only logged on to idle about, stare at my character stable, get momentarily enthusiastic about one, then logout shortly after.

As I covered in that earlier post, this is something that happens after every new expansion and I’ve been trying to work out why.

This time it was particularly galling as I’d found a great guild (after the gradual disintegration of my own during the appropriately-named Cataclysm). Reading the adventures of Frostwolves through each patch makes it clear how welcoming and encouraging they are, even through some very hard personal times recently. And I’ve missed out on being a part of that, through my own bizarre reluctance to play.

After some thought I think it comes down to a few different things.

One is the feeling of pressure to level and equip that occurs with each expansion drop. Logging on after a few days and seeing people already at max level and working on gear and rep leaves me feeling like I’m underperforming and lagging behind almost immediately. I like the idea of being on an even keel with other raiders, which is what an expansion should allow, but due to my slowness getting started I’ve always ended up behind before even getting going. I know the guild wouldn’t judge or mind or even notice at all, but it’s a mental block for me.

So I drop behind quickly, and then start feeling like it’s impossible to catch up. Which leads to not logging on, or creating low level alts and getting that quick hit of levels and skills – and getting even further behind.

Another is that an expansion makes the gear/rep timesink somehow more transparent. Rushing through the levelling to get to end game, then having to slowly gear up via daily quests and rep becomes less appealing when you’re starting from scratch instead of working on incremental upgrades. I’m not even sure that makes sense, given loot and gear acquisition is one of the rewards of an MMO, but perhaps being able to see the mountain ahead is more obvious during the first weeks of an expansion, compared to the subsequent patches where you are already comfortably geared and just looking for bits and pieces. The rapid accumulation of new gear should be exciting and fun, but it also puts a barrier up that needs to be overcome.

During WotLK, when I was main tanking for my guild, I was called out for not gearing quickly enough by two guild troublemakers (who disappeared from the guild shortly thereafter). There was probably some truth to it – I was unwilling to put in endless hours of gear grinding being happy with ‘good enough’ (and preferring to fish or find pets with that time) – but that pressure and expectation ended up destroying the guild. Some hangover from that drama no doubt contributes to the wariness I feel now about ‘keeping up’.

There’s some appeal to playing the way Bhagpuss does, levelling and gearing enough to be comfortable with solo content, while avoiding the end game treadmill:

I’m about finished up on the last EQ2 expansion at least as far as my Berserker goes. The main story’s all done and he’s nicely geared for solo. Next comes the gear grind to upgrade everything, the spell grind, the faction grind, all that good stuff that keeps people subbed ’til next time. I can skip that.

But when I play like that I always feel like I’m missing out on the main substance of endgame, i.e. raiding. I end up in LFR, and almost immediately wish I was doing it with a gang.

So why not play at my own pace, enjoying the guild community, and join the Sunday night ‘casual’ raids when I’m eventually ready? That would seem ideal. I think the problem with that approach is that I end up joining raids when they already know all the strategies and tactics, meaning there’s far less of that epic feeling of a team learning and progressing through a new fight, which is so rewarding. Much as I loved and appreciated being able to run through the tail end of the Warlords raids with Frostwolves, I never got to that point of a deep and intuitive understanding of the raid and my class, because I came in so late. I felt I was just barely keeping up, and learning fights on the fly (and with copious Wowhead boss fight revision).

It’s a catch-22. I want to be in a team of raiders learning and progressing, but I don’t level and gear quickly enough, so I end up behind, which means I don’t raid, which leaves me further behind, etc.

So there it is. A brain dump and wall of text about why I’m doing nothing in Warcraft, yet again. I’m not sure I feel any closer to a resolution or way around this, but I suspect one answer is that ‘proper’ end-game raiding is probably just something that is out of my reach. If I can come to terms with that, maybe one of my toons will leave Dalaran and start journeying to 110. Just in time for the next expansion!

Zerg appreciation society

Bhagpuss writes a lovely lyrical paean to the joy of the MMO zerg1:

EverQuest began with no formal raiding structure but players invented one of their own, bringing larger and larger gangs to clear entire zones in a rolling wave of terror. When SOE formalized matters with the Planes of Power expansion the raid size was set at 72, a number that sounds pretty massive even today.

A spontaneous ‘rolling wave of terror’. Lovely. Reminds me of the very occasional WoW groups I’ve joined that would attempt to raid opposing faction capital cities (all of which have fallen apart due to lack of leadership – and the lack of PvP skills in a typical PvE player).

Every time Bhagpuss writes about GW2 I want to go and try it (again). But every time I do I get bogged down in the starting areas and abandon ship. It doesn’t help that the racial selection is so limited, and all the Norn female faces look like supermodels, but there’s something that stops me continuing each time.

I’m not sure what exactly it is. Maybe the clunky storytelling (those cut scenes) or the endlessly spawning events (didn’t I already kill the Direwolf?). Maybe it’s the lack of rails, the free form nature of ‘do what you want how you want’ is too imtimidating, especially when trying to get a grasp on a whole new game and UI. The completionist urge is also a problem – I don’t feel like I can leave the starter area until I have all the vistas, events, hearts, etc. In other words, it’s not the game, it’s me.

When GW2 launched a bunch of WoW friends all jumped in arms open, but the only one that stuck around was the PvP fiend. Which, reading Bhagpuss, makes sense. The WvW game seems so strong, when it works, and while I tried it WoW drew me back pretty quickly.

I feel now like it’s too late to begin or catch up, though I still have a lonely browser tab of ‘GW2 tips for beginners’ open, just in case, and for next time the bug bites. And damn if I wouldn’t love to be part of those zergs.


  1. As opposed to the swarming version of SC2 

Emulation: everything old is new again

Following in the footsteps of MAME, there’s a pleasing resurgence in fan-crafted MMO emulation projects.

From Star Wars Galaxies to vanilla Warcraft to Warhammer Online, it’s great to see these worlds being preserved. Even better to see people like John Smedley giving them the thumbs up.

Even if they can never be the same as they were – the lightning-in-a-bottle communities are impossible to recreate – it’s important that the history and joy those worlds represented aren’t lost.

I briefly tried a Vanilla Warcraft server, and it was amazing to remember just how far things have changed. Hunting with ammo, pet happiness, minimum range, weapon skills – and the possibility of dying in starter areas1. And despite the small numbers, there’s every chance the emulated games will generate unique communities of their own.


  1. What I really wanted to try was Plainsrunning, though I’m not sure it ever made it into a production build.