Swamped
Just back from a long weekend /afk, and it’s taken pretty much the entire day to plough through my RSS feeds. Sometimes I think Honorshammer had it right in this tweet about /ignoring all the clutter, but then I catch-up with great posts like Veneretio on tanking consistency, learn that Portal 2 will have co-op, find Tam has setup a bloggers & readers guild (US version here), and all is well :-)
Mass Effected
The voice acting was the most surprising thing. Whenever I start a game I always turn subtitles on (in case of interruption or distraction) and normally end up turning down the voices in a game, but this was so well done that I listened to every word. The dialogue trees in particular are fun to explore - the choices you are given are more about the “feel” of your reply than the actual words. So for example the tree option will read “Do you agree Captain?", but what you actually say will be more detailed, with interesting intonation and sometimes surprising emphasis. Which is far more satisfying than just hearing the avatar speak the exact words you just chose.
All of which gives me sudden new hope for the “all spoken dialogue all the time” approach that Star Wars: The Old Republic is taking. I had thought that this would be impossibly dull, and would instead become an “all skipping all the time” system. But if they can make it as interesting and well acted as ME, then maybe it will work. At least for the first toon :-)
The combat was a bit chaotic to begin with, I wasn’t sure exactly what I was doing with the various weapon options. I ramped the difficulty down (is “ramping down” even a legitimate concept?) as I am more interested in the unfolding story than struggling with a 3rd person shooter. I even almost let go of the instinctive mix-max character levelling process, setting my squad to “auto-level”, and generally letting the game recommend my skill upgrades. I don’t think that will last (I want to max out my “charisma” settings to open up more dialogue trees for example), but it makes for a more relaxing game experience. No meta-gaming, no Gamefaqs, and the game is still entirely playable and enjoyable.
The huge advantage a single player game has over the MMO is that the designers have total control over the plot. Cut scenes and dialogue choices force you to pay attention and make decisions. The downfall can be that if those scenes and choices are poorly implemented, you’ll lose interest in the game pretty quickly. That’s definitely not the case with ME. Compare this to Warcraft, where no matter how often I vow to read the quest text, it very rarely happens. The advent of TourGuide and the like means it’s more zen to just click accept, follow the TomTom arrow, stomp something, and hand in. Blizz’s own improved quest tracking only reinforces the “a-b-c” approach to levelling.
The only time I stop and pay attention is if something about the quest is particularly lore relevant (Wrathgate being the obvious example), but even then I often miss it due to the incredible complexity of the WoW backstory. There’s very few quest chains I can recall with fondness, despite levelling many-a-toon. Mulgore is the only exception, because, well, it’s Mulgore. ME is compelling, good looking, interesting to watch, with some nice direction and the feeling that the game universe is super solid. Being in space after spending all that Warcraft fantasy time is refreshing to say the least - Outland notwithstanding ;-)
Endgame freedom?
“It’s amazing how free you feel once you decide that you don’t want to get tied into the endgame grind.”
That made me rock back in my chair a little. What a concept: reaching the endgame and then… enjoying the world. No badge grinds for gear, stat upgrades, LFD or PUG raiding. Just fishing, crafting, noodling around. For this approach to work, the game has to support that kind of play. And it sounds like LotRO does exactly that, with a combination of epic lore based book quests, virtues and deeds, and the well received skirmish system (that scales the same content from solo to raid groups).
“Go play a single player game” you might argue. But one of the attractions of an MMO is chatting away to friends online whilst you noodle. And MMOs have the huge advantage of being an ever (slowly) changing landscape - each new addition to the game gives new content to explore and share. This is especially true in LotRO, where the new content advances the Fellowship storyline. If you’re not tied up in endgame progression and ‘keeping up’, MMOs allow you to park your toon for a while then come back when some new content is offered up. DLC can offer some of that for single player games, but the sharing and social aspects aren’t there.
Between Spinks’ post and Syp’s re-entry into Middle Earth, LotRO sounds very tempting. My gamer group tried it briefly once, but quickly retreated back to Warcraft, mainly due to not having the energy to reinvest in a new MMO. But the Spinks perspective is enough to make me consider rolling around Hobbiton solo-MMO style. If it was free-to-play I’d be in there now, but committing to a sub takes a bit more consideration - and I can’t turn off WoW, I’ve got to keep up ;-)
Numbers or Names?
Surely it would be possible to design a game so that the numbers are more hidden, at least to the casual masses. EJs will still want to min-max based on figures, but I’d be surprised if the majority wouldn’t prefer titles or visual indicators once they reached certain milestones. Achievements allow that in a way. You can see each step to Epic for example, so why not also have some non-numeric means of letting people see their progress toward key statistical milestones.
It could be something like the paper doll that shows when your gear is broken - but instead of showing damage, it shows how close each piece is to the magical goals. It would get pretty complicated with all the myriad stats, but with the coming Cataclysm stat simplification, surely it would be possible. I’d bet the vast majority of the player base would have no idea that their are certain numeric goals for each stat. Which leads to fail PUGs and finger pointing. But if you could work it so that it was more obvious, and more intuitive, then more players would be at least equipped well enough to hold their own.
Don’t get me wrong, I enjoy crunching spreadsheets, working out gear rankings, and planning upgrades. But all of that work is a meta-game, and it’s all for the minority of players. Better to put the basics in game, make it visual so people can see what they’re aiming for, and reward players for reaching those goals.
MMO Exclusivity
Before WoW (WoW-BC) I would play games like NWN, KotoR, HL2, etc. Post WoW (WoW-AD) those kind of games are all languishing in my Steam queue unplayed. I still buy the occasional game (hello Dragon Age) with the intent to play them, but never seem to get around to it - the siren call of WoW always wins. This is probably not a good thing. And yet I can’t seem to find the time required to invest in a new game (which is not an FPS or something of similar pick-up-and-play simplicity) and also keep Warcraft chugging along.
The only other game I play regularly is Civ4, and that is only as a participant in a PBEM game with a few friends - in other words, about 1 minute of play every few days. This kind of MMO-obsession, or MMO-exclusivity, is nothing new. It’s probably even an official affliction these days, like being Tiger Woods. It is strange however that one game can absorb all your gaming time and needs. Sometimes I resent it, which is also not a good thing.
I’m not sure what the conclusion here is, and maybe one game is enough. But I can’t help feeling like I’m missing out on all that other gaming action that people rave about - Mass Effect 2 being the latest. In fact, I’m going to fire up Steam right now, and download Mass Effect 1 (I’m a series completionist at heart). And I’m determined to actually play it. Lok’tar!