Lovely ladies

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So another blogger posted an interesting survey recently, although the sample size is small enough that I suspect there is some definite self-selecting bias in there. To me, that means we really can’t make broad extrapolations from the data. I still find the issues raised to be interesting – how does our gender identify with our toon? How does our gender affect our play? How does our relationship status interact with our gameplay?

However, the biggest “reveal” seemed to be the “issue” of female toons being hypersexualized.

I, personally, don’t understand the drama and “issues” that come up regarding costumes, especially those of female toons. Part of what attracted me to Tera (though I never truly played, their free-to-play launcher has serious design flaws with the download) was the highly sexualized costumes. On the same note, I love to transmog my blood elf in WoW to wear pantypants and crop tops.

See, I’m a female gamer, and I’m straight. I just like seeing my avatar as sexy – I don’t have the sexiest body IRL, and I like the escapist fantasy of running around as a badass damn sexy lady. I even play my characters in MUDs (text-based games) or freaking D&D as wearing skimpy gear. So do the other RL females in my D&D group. Think about that for a moment – there are no visuals attached to these last 2 genres, but we still make a conscious choice to pick “sexy” outfits.

Perhaps that hints at an underlying issue with society. Perhaps, however, it hints at a deeper issue with the portrayal of females in games.

These surveys always seem to insinuate that there is some underlying motive, usually by men, for wearing sexy gear, but why is it so bad to want to play a super sexy version of yourself as a female gamer? The overly muscled avatar isn’t nearly as criticized, but that is the male equivalent. To be frank, we like playing our idealization of ourselves – and I see nothing wrong with that.

My visualization of my MUD thief. Skintight leather, aye!

My visualization of my MUD thief. Skintight leather, aye!

I got into a rather big fight at work once with a handful of other gamers about female avatars and how they are portrayed. They were indignant and upset that female characters were portrayed as sex symbols, rather than as legitimate characters. My response to this, however, is that ACTIONS are what define the character, not her clothing – and that fact that the focus is on her clothing, even if it’s to protest what she’s wearing, is focusing on the wrong thing.

If a female character is marginalized in a game, there is a lot more than her outfit as the culprit (unless it’s something incredibly asinine and nearly-porn-like such as Bayonetta, where the devs seemed to think that her outfit constituted half the gameplay). Often there is a flat story or lack of real character development or motivation.

Consider WoW. Let’s name some strong female roles: Jaina, Garona, Anveena, Sylvanas, Sindragosa, Lana’thel, Vereesa Windrunner, Alexstraza, Tyrande, Onyxia, Magatha Grimtotem. That’s a good number of chicks; tweleve. Now, let’s remove all the one who have a big chuck of their story intertwined with a love story. This leave us with….Sylvanas and Lana’thel. Wait, out of 12, only two have stories that stand independent of their relationships to males? And those two got screwed over and corrupted?

Applying the Bechdel Test to video games yields a depressing result:

In order to pass, the film or show must meet the following criteria:

  1. It includes at least two women,

  2. who have at least one conversation,

  3. about something other than a man or men.

That, in my opinion, is what makes a female character marginalized. Tyrande could walk around 24/7 without clothing and still be an entirely powerful character if her focus was on freaking leading the night elves, instead of making her get caught up in (and her actions subservient to) a random love triangle. There are dozens of male characters who have storylines – or even ambient roleplay – that have nothing to do with romances. It is often the exception when their romantic lives are involved. Why doesn’t the same apply to the females?

Interestingly enough, touchedthesky’s survey shows that both male and female gamers, on average, got the same amount of insults about their ability – something which suggests that gamers, on the whole, are egalitarian with their dickish and trolling behavior. We all know that there is the random weirdo and creep, but it seems like today, perhaps, there isn’t actually a huge stigma associated with gender and gameplay. So, I think it’s fair to say that there isn’t some huge bias against female gamers on the part of the devs.

Another self-portrait of my sexy Thief lady!

Another self-portrait of my sexy Thief lady!

My theory? I think it’s unintentional and merely a result of the industry. Video game companies hire far more males than they do females (again, due to self-selection bias, but this time with the job applications). The gap is lessening over time, but it is still a largely male dominated industry. I’m not trying to suggest that male devs are sexist – I am merely stating that they may have stumbling blocks when characterizing females. Hell, I know I’ve had issues trying to RP a male character and have resorted to stereotypes.

However, until a conscious effort is made to make a solid gender equality in games, or we get enough of both gender hired that it becomes irrelevant, I worry that this is something we’ll be stuck with. And it doesn’t matter how many sexy hotpants you give me in game, if the female characters are badly written, I will be turned off.

Spirit shelling your way through tier 14

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So I’ve been sucked back into MUDs and have only been playing WoW a bit every now and then between raids – my guild is now up to 3/6H MSV, 6/6 HoF and 4/4 ToES! Huzzah! I intended to post this ages ago, but it might still be helpful for other teams given how 5.0 raid content will still remain semi-viable for gearing in 5.2.

Spirit shell is, in my opinion, the best trick up discipline priest’s sleeves right now. I loved the spell since the moment we got it, even with all of the initial wonkiness and awkward feeling it first had for use. It rewards intelligent foresight, which I think is a core aspect of discipline priest play – we don’t just heal reactively, but we also use our knowledge of the fight and our raiders to blanket the raid before the damage hits.

So, here’s my quick breakdown of the best spots to pop spirit shell in each fight this tier:

Mogu’shan Vaults

  • Stone Guards – Excellent to use before an overload if your tanks identify that they are going to be unable to execute a juggle with the dogs. This can and does prevent a wipe. I ran holy for this fight due to the better mobility until I got better gear (plus disc was bad off back then), but spirit shell can have moderate use here.
    For heroic, the mines do enough damage that using it whenever you have a free CD can mitigate raid damage – however I saved mine for when I had From Darkness Comes Light procs and used it on tanks due to the immense amount of damage they take.
  • Feng – Perfect for every phase of the fight. If your tank missed grabbing an interrupt, use it for epicenters where nullification barrier is off CD. Use it at the start of draw flame that nullification barrier isn’t eating (draw flame damage ramps up, so starting the shell at the start of draw flames is good timing). For phase 3, use it for the arcane velocities that are not mitigated by nullification barrier.
  • For heroic, you can use it for a general damage blanket during throw shield (though the damage is a bit spotty, so atonement covered that quite nicely).
  • Gara’jal – Spirit shell is stupid awesome in this fight. Voodoo doll damage almost always starts at the tank, so use bubble and spirit shell to absorb that damage off the bat with spirit shell and flash heal (even better with From Darkness Comes Light procs, but remember to save 2 for when you go in totems). The other voodoo dolls will take minimal damage.
  • Spirit Kings – Great right off the bat to absorb Qiang’s massive attacks. Spot heal until Meng is active and use spirit shell before maddening shout.
  • Elegon – Use early on to mitigate damage from Total Annihilation. A good timer for this is to start blanketing right after the celestial protector spawns. Atonement is amazing in this fight because of the dps and hps boost, so smite and offensive penance are your prime heals for most of this fight (especially since THOSE heals can reach the other side of the platform during draw power, whereas your direct heals can’t reach). I usually toss in another shell (or do a hymn of hope) while pillars are being taken down, just to absorb any splash damage from adds. Finally, in the last phase, spirit shell is obviously useful against the constant damage – try to get it out during that moment your team is grouped up at the console, so everyone goes in blanketed in absorbs.
  • Will of the Emperor – Use right before titan gas, obviously. However, there is time for 2 shells between titan gas phases, so I pop shell when I get FDCL procs to give the tanks extra absorbs.
Spirit (binder) shell (s)

Spirit (binder) shell(s)

Heart of Fear

  • Vizier – AMAZING before force and verve. For timing, I do instant holy and 4 smites to get full Archangel and then shell and prayer of healing. Timing is perfect to eat most of the force and verve – follow with a cascade or halo during the active F&V.
  • Bladelord – If you can get the timing down, this is great to use before unseen strikes. It makes a huge difference and can prevent wipes if people are slow to stack. Also, start shelling around 25-23% of the bosses’ health to give your team a nice blanket that absorbs nearly all of the damage from storm unleashed (during which you can’t heal!)
  • Garalon – Start shelling when your pherome carrier is around 15 stacks, assuming you switch in the early 20s. Or just shell whenever it’s off CD, since the constant raid damage is just that nuts. The trickiest part of this fight is being able to heal people in range, since there is a lot of movement from the melee DPS. Bonus points – stand in the blue ring and smite/penance the legs. 200k heals for each penance tick? Yes, please!
  • Windlord – Shell before rain of blades, especially in the later parts of the fight. The trick to this is that the DBM timer shows you the ability’s CD, not actually when the ability is about to happen (the actual ability is several seconds after that) so shell once that CD is at 0, instead of anticipating having a shell up at 0 on the timer.
  • Amber Shaper – Use bubble and shell, especially with FDCL procs, on people afflicted with parasitic growth (and tell your other healers to stop freaking healing the people). In the later stages of the fight, this can and does save lives! Also be very wary of atonement if parasitic growth is up during phase 3, due to the smart-heal nature – a quick shell, however, can ensure that the person with growth remains with higher health than others, allowing you to smite away!
  • Empress – Shell is excellent to blanket the raid before a dissonance field pops. You can also use shell to absorb damage from cry of terror when targets are inside the dissonance field. For phase 3, damage is fairly constant, so you can just use it on CD.

Terrace of Endless Spring

  • Protectors of the Endless – The best use of this (especially if you are going for elite, which you should! It’s especially doable with a disc priest!) is to eat the increasing raid damage from corruption. Use it more heavily as the fight goes on and the damage builds up.
  • Tsulong – Simply use on CD during night phase to mitigate constant raid damage. Bonus points – during day, save your inner focus and 1-2 FDCL procs for sun breath. Start casting greater heal shortly after he begins casting sun breath (so your greater heal casts RIGHT when he starts breathing). You can get several million healing each breath this way.
  • Lei Shi – I use my FDCL procs with spirit shell to give tanks extra absorbs, especially during the spawn elementals phase. Ideally I’d use this for get away, but it’s really impossible to predict when that’s coming. 😦
  • The Sha of Fear – UGGGHHHH. Hate this fight. I use spirit shell when I’m on the main platform to give extra absorbs in case people get hit by the adds’ bolts.

I’ll write up a version of this for the next tier, once we start raiding. Happy priesting!

D&D fiction

So, I am playing with making a (rather silly) story writeup for my D&D group. Chapter one is up. Enjoy!

Boatstorm

Lightning split the skies. Thunder roared. Even the waves beneath the ship churned in a rather irritated fashion. Shit was a mess.

….aaaand so was the vomit (and other fun), the elf noted, as she sidestepped a fresh flood of the upcheck. Her nose wrinkled in disgust as she daintily avoided the seasick, and she flashed a disdainful glare at the idiot stupid enough to shit on (perhaps literally) her ship deck.

The source – a towering mass of red curls and meaty muscle – was unique enough to give her pause, regardless of the storm. It was rare to see a truly honed and dedicated fighter, but something about the casual cant of the notched and pitted axes slung across the poor woman’s back suggested that – when she wasn’t vomitting – she could give any guard company of royal soldiers a run for their money….even if they were all attacking at once.

The elf edged a bit closer to the hurling woman. She made sure she stayed upwind. She smiled firmly. She patted the burly woman on the shoulder. It was a great series of moments.This was totally going to work out well.

Then, the wind shifted direction.

Two hours later, fully cleansed, the elf emerged from her crappy ship’s chambers. Apparently, while bathing and cleaning up, a drinking game had been started in the galley to pass the time. The burly woman she had spotted before was, predictably, a participant. Apparently being seasick conferred a heavy advantage, and, one by one, the sailors staggered away from the revelry, eliminated from the contest. The large axes and daggers and crossbow and muscles certainly played no part in this outcome.

Soon, only one sailor (and the giantess of a woman) remained in the game.

Of course, this is when the shit hit the rudder.

Thursday, February 7, 2013

Boatstorm

Lightning split the skies. Thunder roared. Even the waves beneath the ship churned in a rather irritated fashion. Shit was a mess.

….aaaand so was the vomit (and other fun), the elf noted, as she sidestepped a fresh flood of the upcheck. Her nose wrinkled in disgust as she daintily avoided the seasick, and she flashed a disdainful glare at the idiot stupid enough to shit on (perhaps literally) her ship deck.

The source – a towering mass of red curls and meaty muscle – was unique enough to give her pause, regardless of the storm. It was rare to see a truly honed and dedicated fighter, but something about the casual cant of the notched and pitted axes slung across the poor woman’s back suggested that – when she wasn’t vomitting – she could give any guard company of royal soldiers a run for their money….even if they were all attacking at once.

The elf edged a bit closer to the hurling woman. She made sure she stayed upwind. She smiled firmly. She patted the burly woman on the shoulder. It was a great series of moments.This was totally going to work out well.

Then, the wind shifted direction.

Two hours later, fully cleansed, the elf emerged from her crappy ship’s chambers. Apparently, while bathing and cleaning up, a drinking game had been started in the galley to pass the time. The burly woman she had spotted before was, predictably, a participant. Apparently being seasick conferred a heavy advantage, and, one by one, the sailors staggered away from the revelry, eliminated from the contest. The large axes and daggers and crossbow and muscles certainly played no part in this outcome.

Soon, only one sailor (and the giantess of a woman) remained in the game.

Of course, this is when the shit hit the rudder.

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Sha of Tedium

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So my guild downed the Sha of Fear on Sunday. Yay! Incidentally, you can play the above song 3 times and hit the chorus of a 4th repeat before that stupid boss dies. I know. I counted.

For the final boss in a raiding tier, it’s a completely underwhelming and irritating fight. I mean, feel free to watch it and see:

Ha. Yeah. You totally didn’t watch that whole thing – I wouldn’t have either, and it’s a video of ME.

Don’t get me wrong. I’m happy that we downed him (though irked at myself for doing Karasang and Townlong on my paladin instead of my priest, so now I have to go back and do quests again to kill the Shas of Despair and Junkfood or whatever to get my raid title). I am not, however, looking forward to doing him next week for farm.

Here is my issue with this fight:

– First, if you’ve done it on LFR, you basically have done it on normal. The mechanics are exactly the same; the numbers are just kicked up a notch. So, there isn’t really an extra element, mechanically, to deal with – to me, that’s a let down.

– Second, the few mechanics that the fight has are really easy. Don’t stand in shit on the ground. Stand behind pillars when the panda is at 20%. Kill adds when you have the debuff from killing panda. Stand in cone when debuff is gone. That is it. It is REALLY easy.

– Third, however, is if anyone messes up on those mechanics, you’re wiping. Because of how your group gets split up, you don’t have leeway for anyone to die unless you have INCREDIBLE dps, or you won’t kill the panda quickly enough to get back in time for cackle, and then the boss just starts 1-shotting everyone because there’s nobody in range for him to tank. You can hope for a brez, but half the time your brezzer(s) will be in the other group or in the wrong pagoda.

– Fourth, your team is split up for basically 90% of the fight. This means that if people ARE messing up those mechanics, you won’t even see it half the time. I literally NEVER saw when people were dying – I’d just see them suddenly dead and hear the raid lead sigh and say, “Wipe it.” This kind of design is bad bad bad for team morale, as it’s a lot easier to get irritated and frustrated with people if you aren’t even seeing what they are tripping up on. There’s just also an emotional change, I think, that you feel in a fight when you aren’t really WITH half of your team. I actually felt a bit lonely without the other half of my healing team.

– Fifth, the fight is LONG. Nearly 15 minutes. That’s insane. You dedicate a lot of time to each pull, and that wears on people. We bloodlusted twice. I started fear warding myself as a joke to pass the time. As a side note, priests – shadowfiend shares a perfect cooldown with cackle, so pop it on the panda each time to help your dps team out.

– Sixth, and my biggest issue with the Sha of Fear, is that it is monotonous. You go through one mechanic in the first 3 minutes, and then you repeat that 5 times. There is NOTHING that changes the entire fight. Deathwing used a similar setup but HE GOT HARDER EACH PLATFORM. There is no rampup with the Sha, nor are there any phase transitions or extra elements to juggle as you push him lower. It’s basically 10 superfluous minutes of not fucking up.

Yay! Dead. FINALLY. We didn't fuck up :)

Yay! Dead. FINALLY. We didn’t fuck up 🙂

Not fucking up a static setup is far, far, far less exciting and fun than actively doing things to culminate in a win. Another fight with only one phase, Stone Guards – the very first fight in this tier – was more exciting than the ultimate boss, because Stone Guards gives us a continually increasing number of tasks to handle: the mines keep going off, littering the floor with more and more pitfalls. Chains and puddles mean that players have to dance around these obstacles, while maintaining heavy situational awareness. At some point, the lead will probably make a call to clear chains or clean up mines, and there will be a quick scramble to create breathing room while the tank juggles an overload.

In short, shit gets harder the longer the fight goes on. You feel a mounting sense of pressure and the fight gets more hectic. Small mistakes add up and you push more, hoping you can just hit hard enough, just heal fast enough, just keep going and hang on to down the boss before the slip-ups overwhelm you. There is tense anticipation, true excitement and shouts of palpable relief when you finally manage to succeed. To me, that’s a great fight.

Sha of Fear is not that. You could take away 10 minutes of it, and the fight would be unchanged. There isn’t even any long-term concern over resource management, because of the orbs and their mana return. The fight at 3 minutes in is exactly the same as the fight 10 minutes later.

I have to wonder what exactly Blizzard was aiming for with this fight. It seems to be a complete dud, but perhaps I am missing something essential and vital that I just didn’t experience during our pulls (I only heal right now, so my view is from that side of things). I hear it’s much harder and more exciting on heroic, but I don’t think “It’s way cool on heroic” is a valid excuse for a poor version on normal.

I think a simple change or two could have made this fight a lot more epic. Have the difficulty increase as the fight goes on, even if that just means tweaking damage so it ramps up over the fight’s duration. Maybe increase the number of adds that spawn; by the end, players would have to leave a good handful of them up, and focus on hectic avoidance of their ground effects. Have the cackles come sooner and sooner. Have a second type of cackle (an ominous chortle?) where something else happens in the pavilion (even if it’s just a RP change ala brain room with Yogg-Saron).  Have an ominous giggle where you just swoop around on a baby sha taking damage for a while. Ok, so maybe I really just wanted to fly around on the baby shas more….They really did do something right with the animation for that part. The movement feels awesome (why can’t the rocketway in Azshara feel that fast and swoopy?).

In any case, anyone else out there downed this guy? What did you think about it? Any thoughts to how he could have been spiced up?

E items

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You may have heard the recent news about e-theft; in case you haven’t here’s a quick re-cap: Two boys in the Netherlands physically attacked (in the real world) a third to get to acquire items in RuneScape. The verdict? On top of assault, they were guilty of theft. This is only the latest in a series of similar rulings establishing precedent for real world value for online concepts.

The notion that items which exist solely on the Internet still have some intrinsic real world value is not a new one. You might recall the virtual island which sold for nearly $30,000 several years ago, or the Supreme Court ruling over ownership of domain names. However, this case is unique in that it’s not tens of thousands (or more) of dollars at stake here. It’s basically the equivalent of two kids beating up another to get his prized baseball card – and the courts are recognizing this as just as valid an issue, despite the fact that the stolen item exists solely in a game.

I VALUE MY DARN FULL MALEVOLENT GEAR OMG

I VALUE MY DARN FULL MALEVOLENT GEAR OMG

The ramifications are interesting. IRE‘s EULA provides a solid blanket of cover, ensuring that items such as credits and artifacts are always protected, while items you acquire in-game are subject to game world theft, subject to the individual game’s rules. However, what does this say about the value of our characters themselves and the items they hold? Do they now have a real world or monetary worth? Can items which exist solely in the virtual ether have any sort of price tag attached to them, or are they just intangible abstracts?

An intriguing way to look at this is to consider what in itself denotes value. Basic Econ 101 courses look at real world goods in this way, assessing factors which contribute to an item’s value. One theory suggests that value derives from the inherent costs of production. For items which exist solely online, however, the need for labor and materials is completely absent – a virtual sword doesn’t require a smith’s time or iron ore to make, just like a house in Achaea’s subdivision doesn’t need masons and stone to actually build. Yet these can be highly desired things to acquire in games, so there is obviously something else which plays into how much an e-item is worth – a more subjective scale of perceived use and desirability.

For the most part, items fall into three categories, although there is understandable interlap: utility, enjoyment and rarity. A rune for your blade or a set of wings, a special design for your unicorn in Avalon, or a meta gem in WoW – are all clear examples of items which are highly valued for their utility. These items augment your fighting or greatly ease your travel through the land, and carry high price tags which players consider worth paying because of how useful they are. A house one can roleplay within or a fancy mount, on the other hand, would be an item considered valuable because of the enjoyment factor it contributes  to. These types of items often are acquired more for roleplay or sentimental purposes. Finally, rare items, such as prizes earned through events or promotions, or pets which have a very low chance or spawning, are valued primarily because other people don’t have them, or need them and find them hard to acquire.

Artifact auctions provide a great example of this sort of valuation in practice. Aetolia, for example, is currently holding a unique type of auction, where several of the items can only be bid on with special tokens which players acquired in an earlier promotion. One of the items, a torc which gives the Druid vitality skill, currently has a very high bid, due to how useful the ability is perceived to be in combat. Another item, though, is a special traveling house, and is also rising high up on the bid list, because of the “fun factor” many see in driving a gypsy wagon around. The currency itself, finally, is a great demonstration of the notion of rarity – before the items were announced, most people didn’t value the tokens that highly and they sold for rather low prices. Now, however, that the auction is underway and people need the tokens (and the amount available is becoming more scarce) the price these are being traded for is skyrocketing.

It’s somewhat fascinating how the game world can mirror the real one, but with its own distinct spin put on it. Without the fetters of some real world constraints, such as production and material costs, other aspects of the economy come to the forefront, making for a interesting system to sit back and observe.

How about you? What items do you most value in your game of choice, and why?

Newb Moments

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The following comment from a WI article started reminding me of some of my biggest newb moments.

Daniel said: If quest healing, also remember not to modify your attacks to the alt key! Alt+tab when questing may end in disaster.

You see, I use keybindings a lot for my healing, especially for instant cast spells. Probably a development of all the PvPing I did during my formative levelling. I soon realized that I ran out of keys to use, so I use modifiers quite often.

#showtooltip penance
/cast [mod:alt, target=focus][mod:shift, target=target][nomod, target=player] penance

That’s a simple use of modifiers in a macro. You press different buttons and different things happen. You can use these quite potently…or otherwise…

I, personally, have alt set as my modifier for directing my spells to my tank. Ie, I press 1, I bubble myself. I press alt+1, I bubble the tank. Well, I was raiding on my paladin and we were in Bastion of Twilight at that REALLY nasty trash pull with all the elements, right before the Captain Planet fight.

Now, at this past point in time, I have my hands (eg of protection, salvation, etc) lined up on my F keys to keep track of them really easily (you may see where this is going), but when I try to hand of sacrifice the tank, my game crashes!

“Omg!” I growl into mumble. “Wait, sorry, ack, stupid game crashed!”

I log back in to see that everyone has wiped. Sadface. We run back and try again. Again, I attempt to hand of sacrifice the tank. Again, poof! WoW closes.

“OMG! This spell is making my game crash!!!” I log back in, righteously pissed off at Blizzard by this point, and finally one of my teammates jokes, “Geez, what are you doing? Pressing alt+f4 over and over? Lawl!”

Oh. Duh. I mumble something about bugs as I furtively move hand of sacrifice off of the F4 key.

Apparently I’m not the only one who was reminded of newbiness, as today’s WI breakfast topic is a  wonderful collection of amusing raid-based failure. I highly recommend a read.

Some runs back are longer than others...

Some runs back are longer than others…

“Newb moments,” to me, are something longer-lasting than a simple blonde moment or brain fart. They are almost a sort of epiphany, moments where you discover something fundamental and profound – except in this case, that discovery is something you really should have known about.

My very first memory of a newb moment was when I initially began playing MUDs, over a dozen years ago (ugh, I feel so old saying that). I remember reading the game’s website and imagining how I could become an amazing, powerful….something. I wasn’t that clear on how it all worked. Eager to become awesome, I set off exploring.

Now, I had played other games before this. I had a Sega Genesis as a kid and even before that we had an Atari ST (it was the Cadillac of prehistoric PCs kthnx). Even better, we had internet access before the internet was even a fully-fledged thing. This meant that we got, in addition to all the important boring government DARPA defense stuff, SHAREWARE (and demo) GAMES!!!

While some of these games were amazing displays of graphics and sound like TURRICAN, some were little freeware ditties, including a range of text games: virtual trucker games, a Clue knockoff and Zork-esque adventures. The text adventures, in particular, resonated with me, and I spent many an hour trying to “get dragon” and “kill dragon” (and lots of subsequent “you have died”ing).

So, when I got older and we got ourselves a fancy new computer and super fast internet – the phone jack went STRAIGHT INTO THE COMPUTER!!! – I started looking at what games were out there on the web and found a game called Avalon. Fast-forward to my imagined ascent to greatness.

Oh boy. Telnet.

Oh boy. Telnet.

I explored the virtual world, merrily typing north, north, east, look, get dung – you know, the usual. I discovered things all over that I could pick up. I found a whole castle on top of a mountain filled with dwarves! I got lost in the caves under the castle and got killed by an orc. I dropped all of the awesome shinies I had been carrying. Le sigh. A roadblock on my path to becoming amazing!

It didn’t matter. I was enthralled. I played for hours straight, and then again the next day. And at the height of this enraptured gameplay, something happened – the newbiest newb moment of all newb moments – that changed my paradigm on games completely.

I was still caught up in my voracious exploring and questing when I wandered into a building that appeared to be a temple. The rooms had vaunted names and the text descriptions detailed columns and ornate carvings. I felt a shiver of apprehension. Was I nearly at the part where I became the ruler of the world?

I came upon a dead end. There, standing out in bright aquamarine text, was what had to be part of my ultimate quest: “Archimedes, the God of Wisdom.” Normal quest creatures weren’t named in colors that brilliant. Normal quest givers didn’t have names that illustrious. Normal quest givers didn’t hang out in a sacred temple. Exhaling slowly, I readied myself for the final task and then typed in the phrase I had learned would prompt the game’s creatures to give me quests – GREET ARCHIMEDES.

You warmly greet Archimedes, the God of Wisdom.

I waited, breath bated.

And kept waiting. Weird. The other creatures always gave me quests instantly.

GREET ARCHIMEDES.

You warmly greet Archimedes, the God of Wisdom.

Still nothing. I was getting frustrated.

GREET ARCHIMEDES

GREET ARCHIMEDES

GREET ARCHIMEDES

You warmly greet Archimedes, the God of Wisdom.

You warmly greet Archimedes, the God of Wisdom.

You warmly greet Archimedes, the God of Wisdom.

Archimedes, the God of Wisdom lets out a broad chuckle.

Archimedes, the God of Wisdom says, “Quite the persistently friendly one you are, aren’t you?”

GET QUEST FROM ARCHIMEDES

Archimedes, the God of Wisdom says, “Are you lost? Need some help on your novice quests?”

NOVICE

NOVICE commands are the province of the Ministry of Public Relations and the barony.

Ok, what did that mean?! All of a sudden this game was getting confusing.

Theresa appears before you through the black screen of a magical portal.

Whoa.

“Hi!” Theresa happily says.

Theresa says, “Lost novice here?”

Archimedes, the God of Wisdom nods emphatically.

Theresa says, “No worries. I’ll help her out.”

Theresa says, “Follow me. Just type FOLLOW THERESA.”

WHOA.

Suddenly it hit me – these were not computer creatures. THESE WERE REAL PEOPLE. There were other people playing the game with me. The world fell out beneath me. I had been completely oblivious to the vast, expansive nature of the game I was playing…oblivious to the potential of the internet itself. I was in a fantasy world inhabited not just by monsters and dragons, but also by other living, breathing people. All on my computer. The realization was astounding.

This, here, was my newb moment, when I discovered I had been overlooking an essential element of the game. In my case, I had missed the fundamental nature of what a MUD was – a multiplayer dungeon.

Once that awareness sunk in, the game was never the same.

On one hand, a whole new vista of gameplay unfolded. Player-to-player interactions are far more complex and ever-changing than scripted AI. Roleplay develops, alliances form, enemies are made. Combat is intense and politics compelling. The game develops endless playability.

Then again, there is something vital lost in that awakening. It’s like a kid realizing that (spoilers!) Santa doesn’t really exist. Yes, you see the more complex mechanics of the gameplay (or reasons for the holiday) and learn to play at a deeper level (ie be a grown up), but there is still an element of blissful ignorance that has been shed. What started as an impossibly engaging magical experience establishes itself as just a game.

Any level of competent gameplay requires this transition (which is probably a better topic for another entry, as this one is getting rather long). Sometimes, however, I look back on this first massive newb moment, and nostalgically remember what it was like to be clueless.

How about you? Any incredibly huge blind spots you’ve discovered in your gameplay? Any big discoveries? Any reaaaaaally stupid mistakes you’ve made?

Raiding Trick: How to Sneak Your Team into Terrace

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[edit from 2024: this post will get some serious traffic when classic MoP launches, you’re welcome to the future, check out my mop disc stuff]

So my raiding team has had the first fight in Terrace of Endless Spring (TOES, as we call it) on farm for 3 weeks now. The council fight, Protectors of the Endless, features a unique mechanic called “elite” mode. Basically, if you kill the bosses in a harder order, you get better loot. How much better?

ARE MY BOOTS NOT AWESOME

ARE MY BOOTS NOT AWESOME

Normal is 496. Elite starting level is 503. Heroic is 509. Two upgrades on an elite item and it is BETTER THAN HEROIC QUALITY. This is an amazing opportunity for guilds who are behind the gear curve, like our team was. We started the tier quite slowly and with a lot of hiccups. We weren’t showing enough discretion in who we brought, and tried to just let everyone have a try, with the more experienced and geared raiders doing a separate Heart of Fear run. Once we realized that we had more progression in Heart of Fear than in Mogu’shan Vaults, we knew we had to switch things around. We now have training raids for the newer members, and a dedicated progression group…which means we are flying through content, downing at least one new boss every progression night.

But, like I said, we had a slow start, so we’re playing catch-up with gear. And one trick we’ve used is leapfrogging ahead into TOES.

Yes, our server has a lot of raid teams.

Yes, our server has a lot of raid teams.

We downed Garalon last night, but WoWProgress is being stupid and won’t update. Anyways…

As you can see, we downed protectors before we even killed the second boss in Heart of Fear. It’s actually a very simple trick and something I suggest considering if your team is struggling on DPS checks or with gear. Terrace basically won’t let you in if you haven’t cleared HoF yet. The stupidly simple solution is just….clear Heart of Fear.

The thing is, only one member needs to do that. It’s just like switching to heroic modes. As long as the person who has gotten the requisite kill is the first one to enter the raid, the rest of the team will also be able to enter.

For us, we had the fortunate situation of one member in our group being an alt from a hardcore raiding team. They are already on heroic modes and had someone who had to miss a day, so they were happy to bring our rogue (and his ranked DPS – yes, he ranked 113 in the world on our Garalon kill!) along for a HoF farm. Same with our (nearly as DPS-tastic) warrior. So both of them now have a clear of HoF under their belts and we can all progress in Terrace simultaneously with progression through HoF.

Now, I will advise one caveat about this idea – gauge your guild. Some teams might feel offended by a member jumping ship for a week to get a “carry” (although in our DPS’ case, they definitely held their own) to a clear. It might make members feel as if the raid leader has lost confidence in their own ability. Take careful stock of your team and your members before you consider something like this, and decide if it is going to hurt team morale. It is a sort of a gimmicky short-cut, afterall. For many teams, the value of defeating the boss together is more important than advancing in progression – hell, I’d say the same likely will apply to our team for next tier. We just are trying to recover from that initial hold-up at the start of the expansion.

Plus, our raid lead definitely framed it as something to be proud of – we’re basically the only team on our server outside of the top 15 getting kills in TOES. That’s kinda cool, especially for a group that hasn’t started heroic modes yet.

And DO try elite mode. Our first pull, I freaked out, panicking into mumble, “Hey, I think this order isn’t the one the guides suggest…!”

Our raid lead just mumbled “You must be confused321pull!”

After a dozen or so pulls, we downed them (as seen in the video above) – and my eyes immediately widen when I see the loot.

“We did it on ELITE?!” I was stunned. I felt tricked, but also really awesome about the deceit. I felt proud of us – we had not only downed the encounter, but done it far tougher than intended, all unknowingly!

“Did you know this was on ELITE?!” I demanded.

Our raid leader merely chuckled, replying, “Of course.”

“Why?!”

“Because,” he calmly stated, “I knew we could do it.”

Pfffffft. He was right, though – we totally could.

Yes, Fantasy Music is Totally a Thing!

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(My favorite song from a “fantasy” album – Decemberists, Hazards of Love. At 2:00 it gets amazing)

I read an interesting post over at Superior Realities, in which the author asks a fun question: “Is fantasy music a “thing?””

“One conversation comes up a lot… “Tyler, you should post about the bands you like! It’s your blog; it should be about your interests.” At which point I calmly explain, “The blog is about sci-fi and fantasy, my writing, and where those two intertwine. Music doesn’t have anything to do with sci-fi or fantasy.”

And it’s true, isn’t it? There’s no such thing as sci-fi/fantasy music. Sure, there’s soundtracks for sci-fi/fantasy works, and I have talked about them a bit, and then there’s filk, but… we’re not going to be talking about filk. True fantasy music — serious, professional music on fantastical themes intended to be enjoyed on its own merits — isn’t something I ever thought existed.

But now, I’m not so sure.”

He goes on to detail some lyrics from “Of Monsters and Men,” describing how the songs feature very fantasy-heavy lyrics and then concludes:

Now that I think about it, it does occur to me that Of Monsters and Men may not be a unique example of speculative (sci-fi/fantasy) music. Isn’t there a Rush song that’s supposed to be about being chased by giant robots or something? There’s also that Iron Man song by Ozzy Osbourne, and as much as it pains me to say it, I must admit some of Led Zeppelin’s songs flirt with the fantastical. Zeppelin. How I loathe thee.

So maybe Of Monsters and Men isn’t as original as I thought. But they’re still pretty cool. So what do you think? Is my theory of high fantasy music crazy like a fox, or crazy like Fox News?

Of course, my first reaction was, gasp, how can you loathe Zepplin?!

I jest. (Maybe). That aside, the post got me thinking. It’s a good question!

Let’s just look at some examples to start. Tons of work in the 60’s/70’s take influence from fantasy elements. Many rock songs featured lyrics about magical, mystical and mythical concepts. Off the top of my head, some of the ones I can think of are Led Zepplin (King Arthur/Tolkien/LSD), Jefferson Airplane (Alice in Wonderland), Steppenwolf (Arabian Nights), a personal favorite from War (The Hall of the Mountain King) and Jethro Tull (Ian Anderson freaking WAS the pied piper).

You thought I was joking?

You thought I was joking?

Then, of course, there was the entire folk music movement. Not only did these songs take lyrical influence from both fantasy and history, they also drew upon stylistic elements to create tunes like “Scarborough Faire” – pieces we could almost imagine playing in the background at a banquet in Game of Thrones or in a village in The Hobbit.

These songs are from an era when LOTR was just emerging into popularity, partially as a counterculture movement. My dad tells me about how he first discovered Tolkien: he glimpsed some graffiti scrawled on a grimy subway wall in NYC. The writing was barely legible, but something about it seemed urgent, demanding, and it drew his eye. He paused, and read the words….”FRODO LIVES.”

For many people, being introduced to Tolkien opened their eyes to the fantasy genre, and for many people in the 60s, it was the same story as LOTR (and completely unrelated, I’m sure, LSD) began to gain followers. Heck, my dad named his band Shadowfax. Some of his old songbooks are adorably hilarious compilations of fantasy cliches, tropes and attempts at elfish twists of phrase (Let’s just say, blues is much more his thing).

Soooo, being raised by an ex-hippie musician who was a fan of fantasy had me growing up listening to tunes like these – and I loved it. Hearing rock music with lyrics about fantasy? Best of both worlds, in my opinion!

Of course, bands in the 80’s and 90’s continued to use fantasy themes. Folk music branched out into several movements. Celtic and new age sounds (think Riverdance or Enya) became quite popular, and the term “Neo-Medieval” was even coined to describe music which emulated the antiquated sounds of the middle ages. Seriously, this is an original composition from 1999:

Gothic music also incorporated the fantasy themes and there is a whole genre of metal that focuses itself around myth and fantasy. I’m not a huge metal fan, but I can appreciate some of the music, just because it covers fun topics. A friend ages back sat me down and had me listen to Virgin Steele because I’m a nut about mythology. The band does theme albums, with each one covering a story from ancient Greece, like the Trojan War or the fall of the House of Atreus. I found the concept cool. Tons of metal bands, to this day, embrace fantasy in their music:

…and if you listen closely, I’m sure you can hear similar tones and chord progressions between some of these songs and early video game music.

Of course, to assume that modern musicians invented the concept of fantasy music is presumptuous of us. This song is probably one of the most famous melodies around. I dare you to have not have heard it before:

It’s not about Christmas. Or people being distracted. Or Inspector Gadget. Or whatever montage ad agencies slap over it. No, this famous tune is Edvard Grieg’s “In the Hall of the Mountain King,” composed in the late 1800s for a play by Ibson.

“The piece is played as the title character Peer Gynt, in a dream-like fantasy, enters “the royal hall of the Old Man of the Dovre (the Mountain King).” The scene’s introduction continues: “There is a great crowd of troll courtiers, gnomes and goblins. The Old Man sits on his throne, with crown and sceptre, surrounded by his children and relatives. Peer Gynt stands before him. There is a tremendous uproar in the hall.” (source: Wikipedia)

Even more famous is a tune EVERYONE knows (if they say they don’t, they are lying!). Interestingly, this piece wasn’t inspired by Lord of the Rings – instead this work inspired Tolkien!

Wagner’s epic (in all senses of the word) operas, “Ring of the Nibelung” is basically (ha! Basically! The complete work would last nearly a DAY if performed at once!) a lengthy, intense opus that weaves together Germanic and Norse myths, taking the stories of the Poetic Edda and the Volsunga Saga and transforming them into an elaborately rich and layered musical performance. If there ever was a definition of fantasy music, I’d say that Wagner hit that nail on the head.

*                      *                       *

I think it’s interesting that in today’s music scene, the songs with the fantasy elements are the odd ones out. Most music we hear today is about love, failed love, revenge for failed love, forgiving revenge for failed love and shoes. But for most of history, songs about romance went hand-in-hand with stories about valor and quests, tales of myths and mystics. Before reading and writing became prevalent, songs and poems were how people shared stories. This oral tradition often had words accompanied with music both as a form of a mnemonic device (a song is often much easier to remember than a speech) and to enhance the performance for the audience. In some cases, like in Mongolia’s long song, elements of the performance carry additional meaning. The long song, for example, is a song about the Mongolian landscape, which charts the topography of the subject by the rise and fall of pitch in the song. That is, when the singer’s voice rose, it was indicating a physical rise in the terrain, like a hill or mountain.

Many of the ancient and classical stories we know today – the Trojan War, the Odyssey, the tales of the Norse gods, Beowulf – were passed down to us through oral tradition. At some point they were recorded onto parchment, and slowly, eventually, the singers died out, leaving only words with no voice. Stories with no song. Silence.

Which is where modern artists pick up the thread.

So, to return to the original question: Is fantasy music a thing?

Yes, a million times, yes. It’s ingrained in the very tradition of music. It spans all genres and styles. It’s anything that moves us and transports us, whirling us along, enraptured, as we listen to its tale. Sometimes that tale is about heroes and knights and princesses. Sometimes the story has magicians and myth and monsters and dragons. Sometimes the plot is simple and sad, the characters tenuous and fragile.

To me, fantasy music is nearly anything that transcends basic, mundane lyrics about real life. And, like fantasy writing, the power lies in that transcendence – being removed from the normal world shifts the focus over to the fantastic elements of the story: the power of the hero. The struggle against evil. The tragic romance. The key parts of the story shine and metaphors stand out, crystallized in far greater focus. Emotion swells and imagination soars. Incorporating fantasy into music makes a song more than just something to listen to – it makes it into a story…and a story is often far more compelling than just a tune on its own.

Plus, there’s probably dragons. YAY DRAGONS.

Yeah.

Why I Wouldn’t Bet on a Warcraft Movie

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[edit from 2024: this blog post is amazing and I’m never deleting it. Radical acceptance is my new mantra: we’re all dumb when we’re 20-something.]

So, reading WoWInsider’s daily queue, I came across this question:

dumbass said:
Ok, so, I’ve just watched Hobbit and, having read the book ,but not being a LOTR buff, the film still felt pretty darn amazing. The art, the effects, the way they went about things. WHY ISNT THERE A WOW MOVIE??? If they can do that with Hobbit, I mean come on ,the style felt so WoW-like. And the box office would be off the charts for it imo. Any idea’s why it’s still not out there?

I don’t know about the profitability of a movie. The fan base isn’t as relatively large as many think it is, for one. Assuming $8 a ticket, let’s be generous and say that everyone who has ever played WoW also manages to talk someone else into seeing the movie with them. That’s 24 million people! Actually…that’s actually not a huge number in movie ticket sales. The top 100 movies sold a much higher range: 50-200 million.

Let’s do some math, though, and guess how much money Blizzard would make. 24 million * $8 = $192 million. That sounds pretty good! But that’s just gross intake. You have to subtract production costs, advertising, etc. The Hobbit? Guesstimations put that at $300 million to make. Even if WoW went for a drastically lower budget, they’d still have to invest some decent funds to make the movie look professional. The anomaly of the incredible El Mariachi aside, most movies take a big chunk of change, with fantasy movies requiring even more. It appears that no top (or even modest) grossing fantasy movie has been made in recent years with a budget of less than $50-$100 million.

I'm ready for my close up, Mr. Ghostcrawler.

I’m ready for my close up, Mr. Ghostcrawler.

Blizzard already tagged Sam Raimi for producer – even though he’s backed out, we can approximate what style (and cost) of movie he’d make by looking back at his other recent projects. Spiderman 3 is probably an unfair example, since it’s one of the most expensive movies to be made. Ever. Legend of the Seeker, however, is more on-point: a toned-down and SFX’d up version of Raimi’s original Xena and Hercules series, the show makes do with a budget of $1.5 million an episode, which is leaning towards the higher end, especially for non-network television. The special effects, however, are clearly made-for-TV quality, and a much larger amount of money would need to be allocated for a movie. Raimi’s most recent work, Oz: The Great and Powerful, had a budget of around $200 million, a number that is becoming increasingly more average for big name fantasy flick. Extrapolating from these, it seems that Raimi’s average production budgets, as far as fantasy stuff goes, would range from solidly above average to Lord of the Rings territory…so we can conclude that Blizzard would be aiming at a fairly high bar (which is pretty well reinforced by the company itself, in my opinion. They don’t do substandard stuff).

So, basically – the movie would either have to be quite cheap to make (which doesn’t look likely) OR draw in a ton of general fans, to cover the production costs and net a large profit. Just how generic would the movie have to go to draw in non-WoW players? How much would that deviation detract from the movie? At the least, there would have to be heavy backstory exposition – or a lot of sweeping changes to lighten the plot and make it easier to follow – to catch the non-gamers up on the storyline. I’ll let you chew on that and consider how it would affect the overall movie.

This whole moment – the verge of confronting Varimathras in the Battle for Undercity – would be drastically scaled down to, “There’s a demon being demony so let’s demon slay!” And Sylvanas wouldn’t be undead. Hell, it’d probably just be all about Thrall to simplif- heeeeeey wait….

Conversely, Diablo 3 sold over 10 million copies, at (let’s round down) $50 a piece. That’s $500 million gross intake.Rounding up as much as we can (to match the insane budge of Gran Turismo 5), let’s say D3 cost $50 million to make. That’s a much larger investment to profit return.

However, it goes beyond even that – Blizzard is a video game company. Making a live action movie is entirely outside of their wheelhouse, so either a large chunk of the movie would have to be outsourced (perhaps with Blizzard just providing the story, rights and maybe some creative input), or a big investment would have to be made in regards to staffing and equipment (which, really, just is impractical unless Blizzard is planning on making other movies in the future).

In short, making a Warcraft movie would likely not be a financially wise decision for Blizzard. It might, however, be good for other reasons – such as a PR move to pull in more subscribers to the Warcraft/WoW franchise. In my opinion, it would have to pay out quite solidly in this other department to be worth the creation of an entire movie… which may have been the entire original point of the movie. Remember, the movie was first announced in 2006, at the height of vanilla and WoW’s seemingly-unstoppable rise in popularity.

WoW subs over time. From http://mmodata.blogspot.com/

WoW subs over time. From http://mmodata.blogspot.com/

At the time, creating a movie probably seemed to be an ambitious, but exciting, idea for a spin-off. Sure, the profits would only be modest at best, but it would draw even more players into this new world of MMOs. The sky probably seemed to be the limit – more and more people were discovering online gaming and the industry was growing at exponential rates. A movie would only draw even more in.

However, time passed and this growth slowed. WoW seems to have settled into the 9-12 million subscriber range, and has hovered around these numbers for several years. Furthermore, it seems the MMO market itself has saturated and reached somewhat of an equilibrium of players, staying steadily around 20 million:

All MMO subs over time. Image from http://mmodata.blogspot.com/

All MMO subs over time. Image from http://mmodata.blogspot.com/

A movie nowadays would lack that recruitment punch that it would have held in 2006; Blizzard would be pulling a relatively small amount of new MMO players in with it, and existing gamers probably wouldn’t try WoW out just because of the movie. A new game (Titan, cough, cough), new expansion, or revised content, on the other hand, is much cheaper to make and more likely to draw in gamers from other games, draw back straying WoW subs or draw money out of D3/Starcraft addicts in need of the new game fix.

All that being said, have you heard about Defiance? This game is intertwined with a TV show on SyFy – the game world is represented on the small screen, characters from the TV show appear in game, game events revolve around the TV plot – and promises to be a potential…err…game changer when it comes to video games. Even though it’s not really my thing (I like to test shooters, but I’m not as much a fan of playing them), I will probably keep a close eye on this just to see what develops. If it works out? Hey, maybe we will see a WoW movie someday.

I really hope so, if only to see the racial dances on the big screen. >_>

Low Res Gaming

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I was reading the Queue, WoW Insider’s daily reader Q&A, and this question (and the TONS of debate in the comments) stood out to me:

Daniel asked:

is the increasing size of the game killing subscribers with inferior machines?

No. WoW is still very accessible from very aged computers. The size of the game has very little to do with any as well, as long as the graphic settings are low the game could be three times the size it is right now and it’d still function fine.

It’s a fairly relevant topic for me. You see, I don’t have a video card. In Guild Wars 2, I joke that I have a super deluxe in-built realistic physics engine. My friends all kinda raised their eyebrows, until they saw my computer at our New Years’ GW2 LAN party: every time I ran anywhere, my turns would translate momentum from the direction I had been travelling in and if I stopped running my character would jog a step or two before fully halting. It makes doing jump puzzles impossible, but it actually does add an (inadvertent) layer of realism to my toon’s movement. Still, it’s crappy graphics. The game looks pixelated and grainy, and WoW – while less demanding – is often hardly better.  I run at about 10 fps in raids. All of my settings are as low as low can be, except for view distance in battlegrounds (hey, I gotta be able to see Gold Mine from Lumbermill!).

I’m also my guild’s top healer. Granted, we’re not a hardcore progression team, but we did just down the first boss in Terrace, so we’re not a throwaway guild either. My game is not as pretty as…pretty much anyone else’s…but, to be honest, I find that helps half the time for avoiding crap on the ground. I used my live-in-arms-warrior’s computer while he was back east visiting family and I was dazzled and almost a bit overwhelmed by all the shiny, pretty, glaring spell effects. I may be part magpie. However, I can see the merit of toning all that down (except for certain encounters, like BoT’s Valiona which had to be hotfixed so low graphic settings could even SEE the black circles) to make it easier to see the really vital stuff, like void zones.

Plus, if you have really shitty graphics, it makes gathering quests (and sometimes PvP) cool in an almost-cheating-it’s-kinda-that-great way, since all the ground clutter phases out of view unless you are right on top of it. This means that you can essentially see through the world and view the actual quest elements and other players. Boxes, rocks, plants – bam, gone! Great for things like hunting for cloud serpent eggs; all the foliage vanishes, but the eggs are interactable objects, so they remain visible.

I mean, really, what stuff IS actually important to see? As a priest, I like being able to see who has bubble and aegis at a glance, but that’s really only vital in PvP (both for keeping them ON my team and for dispelling them FROM enemy teams!). In raids, I tend to be keeping my eyes more on health meters, however, and those display who’s got bubble AND  how long their weakened soul is. I don’t really NEED to see my spells themselves being cast. Now, don’t get me wrong, it’d feel weird if my character just sat there, but seeing sparkles shoot out of my hands is not necessary to gameplay – all I really need from that end is a cast bar to let me know that spells are actually being cast. Technically I don’t NEED the visuals of it.

However, there’s a reason gaming moved on from text-based into graphical, afterall (hint: it involves the graphics). A game where all of the visuals are pared down is not an aesthetically pleasing one. Think about it – when you picked up your first MMO, there was probably a moment of awe, simply based on what you were seeing. I know there was for me: I came to WoW from text-based MUDs and to suddenly SEE all of the game in dancing, vibrant colors and 3-d image was jaw-dropping.

mudscreen

General MUD gameplay. Talking to another player and viewing /g

mudscreen1

MUD combat and part of the in-game mapping system

mudscreen2

An ASCII firework!

Those above? That’s what a MUD looks like. You might get some ASCII image, like the “map” at the bottom of the second (yes, we use THAT to navigate) or even some more flashy things like ASCII fireworks of a nyancat. However, that’s as advanced as you get, graphically. It’s like being stuck in 1980, visually, in a MUD. So to suddenly load WoW and SEE my character (instead of just imagine her) and SEE her casting spells…that was incredible. It’s not much of a leap to assume that it was a similar experience for many people trying MMOs for the first time, and there is no doubt in my mind that part of what makes a game popular is its graphics – but very firmly only part.

Graphics alone don’t make (or break) a game. RIFT, for example, had stunning graphics, but a lack of distinctly unique gameplay prevented it from becoming the WoWKiller it was predicted to be. Many Asian MMOs have gorgeous graphics, but overly-grindy (to Western audiences) gameplay prevents them from getting a foothold in the US and EU market. On the other end of the spectrum, you have the runaway success of Minecraft and its 16-bit world.

In my opinion, it comes back to that first experience I had with WoW. Not only was I seeing the game world, I was seeing MY character. I had given her red hair, like me, and, to this day, I remember what it looked like to watch her run around and cast spells. I identified with my avatar and formed an attachment to her visual representation. Now, that kind of visual identity transcends whether the game even has graphics; it’s just easier in an MMO. In MUDs,  many players went out of their way to visualize their characters: avatars and signatures for forums, a paragraph describing how the character looks, even real life drawings to depict the character. One of the biggest ways to make money in the IRE games, for example, is drawing pictures IRL for other players. I know, personally, because I had DOZENS made of my little Imp.

The difference between a MMO and a MUD is that the ENTIRE world is there for you to see in a MMO. In a MUD, you have to imagine the game world, and immersion stems from other sources, such as reading the description of a room, or reading what an NPC says, or reading another character’s emotes (it involves a lot of reading, is what I’m getting at). In a MMO, it’s right there before you. You drink it in and are instantly immersed;  that type of game magic is what drew so many to try out MMOs and shot the popularity of multiplayer games from the thousands into the millions.

…but at the same time, that quick, in-your-face immersion dulls you to its very power.

In a MUD, you are drawn in to the story and the mental pictures you, yourself, are painting. That doesn’t mean that you read the text for every time you cast a fireball. It’s the same line of words, and you cast hundreds of fireballs every time you go out grinding. You tune it out, just as MMO players tune out basic cast animations to focus on what is DIFFERENT. It’s the same concept of our brain tuning out white noise or ignoring the sight of our own nose in front of us. Basically, stuff that is repetitive and the same gets relegated to the back of our notice, so we can pay attention to changes.

I’d argue, however, that after a point, the very gameworld becomes background noise. When you are raiding or capturing a flag, you aren’t focusing on the cool architecture of the room or the pretty trees surrounding the base. You are looking on the ground for void zones or watching an enemy cast bar for polymorph. MUDs are similar: when you first start playing you walk around reading every room description. Eventually, you just turn on BRIEF and get just the name of the room and the exits as you run around the game.

Verbose and then brief room descriptions in a MUD

Verbose and then brief room descriptions in a MUD (my spaceship in Lusternia)

In short, you focus on the game’s mechanics and gameplay, and the immersive aspects (like graphics or descriptions) only really factor in as an occasional “yeah, that’s nice” or when you consider how well they are letting you see stuff like enemy AoE. In both cases, there are definitely moments where you can be drawn back into the game world. It might be a particularly beautiful vista in WoW or an especially unique room name in a MUD prompting you to read the room’s description. And some players who are focused heavily on roleplay may not even leave the heavy immersion behind in the first place. But the majority of players tend to concentrate on the gameplay itself when involved in tasks like raiding or PvP. I guess I’m saying that graphics don’t really matter for core gameplay, as long as they are good (and fast) enough to let you see what you need to. Having graphics, period, has helped draw many new players to MMOs, but having insane graphics won’t make up for subpar mechanics or design, because players become essentially immune to the visuals when they are engrossed in high-attention gameplay.
All of the above being said, playing low graphics does make for some amusing anecdotes. For example, when xmog came out, I said I wanted a halo or a crown or something pretty, so a guildmate took me to BRD and I got the Circle of Flame. “Oooh!” I thought. “A red gem hanging above my head!” and proceeded to xmog every outfit ever with it for a year or so.

flame_kal

See? There’s a little red gem hanging over my head! (Squint your eyes and zoom in; it may help) Then, a few weeks ago, I came to bug my boyfriend’s toon by mimicking him as he ran around doing stuff (we’re mature adults like that)…and I completely froze, staring at his screen.

“What…what is that?!” I stammered.

“What is what?” he replied, turning to face me in real life.

I pointed at his screen. “That!” I exclaimed, circling my toon’s head on his screen. “My head is on FIRE!”

He stared blankly back at me. I mean, I’m a goof, but I think he was a bit concerned.

“It’s…your…armor…?” he suggested.

“Since WHEN?!”

Turns out, the actual visual for the circle of fire is – shockingly – a circle. Of fire. Go figure. After a few minutes of being weirded out by my (from my view) new wreath of flames, I decided I liked the look quite a bit, and began demanding that he show me myself just so I could admire my toon in high res. In a way, I feel like I’m back at square one, knocked out of my jaded function-over-form paradigm from the last few years to find myself enthralled simply by the image of my character, shining away like a pretty little pyrotechnic elf.

Pretty fire....

Pretty fire….

…Damn. Now I want a video card, and Christmas JUST passed.