Scattered Shattering Impressions

When I appeared on the Multiverse earlier this year, Chris asked me whether I thought that Blizzard's strategy with Cataclysm - taking time to revamp the old world at the expense of less higher level content - will allow them to hold the attention of longtime and potentially bored players.  Having spent a bit of time in the shattered world, my guess is that it will not. 

The cinematic approach comes to level 5.

Conflicting Goals
As I wrote on Twitter while rolling up five new alts over the last week, the new starter zones have a very "My Cataclysm, Let Me Show You It" feel to them.  NPC dialog (which the player may or may not be required to stay and watch) does its best to point out exactly what it is about the world your new character has entered that would not have been true two weeks ago.  In some ways, this experience seems more tailored as a sales pitch to returning vets (of which there are many, at least on the blogosphere) than actual newbies (who won't know what the story was before).

At the same time, Blizzard's efforts for simplified skill/spell progression have left those early levels surprisingly boring from a gameplay perspective.  New casters literally spend two levels mashing a single button ad naseum because they only have the one spell.  Combat may be balanced for characters who aren't carrying a heirloom arsenal, in the sense that the mobs pose the correct level of challenge level to players, but it is designed to lack the tactical depth that comes with more situational spells that the character will gain later (sometimes much later) in life.  This may help newbies learn the basics, but it paradoxically makes the early levels feel trivial for the vets that the story appears to be aimed at. 

(Meanwhile, I almost regret my decision to pursue as many heirlooms as I did.  I put a throwaway Night Elf Mage on my Horde server, where I "only" had access to heirloom shoulders and an enchanted staff, because I only have so many slots to spare on my main server with my main arsenal.  The character proceeded to one-shot his way through much of Teldrassil.)

I thought my twink gear was OP, but at least my arms aren't wings.

Upside in the Shattering
The real upside to the revamp comes at the game's mid-levels.  Players who are looking to burn through to max level ASAP to join the group game can rest assured that they will no longer be forced to run all the way across a zone just to turn in a FedEx quest that doesn't award enough exp to justify the largely non-interactive travel time.  Players who actually enjoy the "tourist" solo game offered in the two expansions can now expect the same types of vehicles, scripted events, and convenient travel that are found in the game's more recent content; you're probably going to run out of races and classes that you haven't already played before you run out of content.

(Alternately, you can go back on a flying mount after Cataclysm to blaze through the new stuff on a level 60+ character just to see the storylines.)   

All that said, Cataclysm does not (and indeed should not) fundamentally change the game experience itself. Players who complained that the last expansion was too much of an "on rails" experience really don't have any grounds to claim shock when an expansion that promised to make the old world like Northrend delivered on its word.  Though there definitely is some neat new content here, the re-roll experience is designed to go quickly, and players who weren't alt-o-holics before probably aren't such completionists that they're going to feel compelled to re-roll multiple times. 

If anything, my biggest concern with the revamp is whether Blizzard has planned for the next Cataclysm.  The current story is very strongly rooted in a sense of "this happened RIGHT after Wrath".  This is really neat now, but in a few years it may seem as dated as the journey into a Northrend still ruled by Arthas is today.  Problems for another time I suppose. 

The Worgen Are Amongst Us

For those of you who aren't with family or out shopping, I give you a screenshot of a Worgen questgiver.  I ran into her running the revamped Western Plaguelands (now with substantially less plague), working for the Cenarion Circle.  Apparently they're Austrailian or something judging from the accents. 

MMO Things I'm Thankful For In 2010

I've got a bit of traveling ahead of me this weekend, so I'm going to be signing off for the US Thanksgiving holiday.  In the spirit of thanks, here's a few things I'm grateful for this year in MMO's.
  • Many viable options: This year, I've found the time to try out five different games.  There are others that I haven't even gotten around to.  Meanwhile, say whatever else you will about the various "free to play" models out there, but having these more flexible options really helps open the door to trying a game that you might only visit one or two nights a month.
     
  • Focus on the early game: Working on the low levels in an existing game is one of those things that no one seemed to find the time to do until everyone started doing it.  This isn't all thanks to Cataclysm - EQ2X, LOTRO and DDO all have newbies to attract with their new payment models - but it's a win for new players and old players' alts alike. 
  • Unofficial online community: I've had less time to spend looking for information of late, and I've become more reliant on the unofficial community - blogs and podcasts - to keep up to date.  The amount of care that goes into these resources is outright humbling, and it's good to see companies (especially Turbine) acknowledging their fans' efforts.  Also, the lone EQ2X server is in some ways a selling point, as this is the one MMO I can think of right now where you can actually run into literally anyone and everyone who plays and blogs the game.
 Happy Thanksgiving and safe travels to everyone, and I'll see you all next week!

EQ2X Status: Occasionally Playing, Not Considering Paying

With the "free gold trial" weekend, it seems like as good a time as any to recap what I'm up to in EQ2X. 

Vaneras, my half-elf Inquisitor, is currently level 31 with 40 levels of Sage tradeskill (makes her own spell upgrades) and 53 AA's.  I took advantage of the trial weekend to dump all the stuff that I've been saving for the next time I subscribed on the broker; this brought in nearly 3 plat, which is more than enough for my low level needs in the near term.  I also ran the EQ2 launch anniversary event with the subscriber-only AA slider set to send all of my earned exp to AA, as I'm already sitting a few levels above some of the content I'm working on.  I will say that it was very disappointing to only gain a single AA in a session where I would have gained at least two levels if I had set the slider the other way.  It's no wonder that everyone ends up behind on AA's and feeling that it is grindy as a result.

Life without a guild hall
The other lesson I'm taking away from my time in EQ2X is that SOE has done a lot to bridge the gap between players with a fully tricked out guild hall and the rest of us.  I started playing EQ2 Live after the introduction of guild halls, and so Lyriana never needed to think about travel; these things were very easy in a high level guild and very painful without one (as I learned every time I started an alt and had to wait a while to find an officer online to get a guild invite).  Today's linked bells and spires and druid rings make travel so easy that I barely notice that Vaneras' guild (Ardwulf's Ebon Tribunal) does not yet own a guild hall. 

As to crafting, it may actually be more fun WITHOUT a bottomless harvest box.  Lyriana was rarely obligated to do her own harvesting (though I tried to help out when I was out adventuring), thanks to guildmates who enjoy it and, as we gained levels, NPC's to do that for us.  The result was that you could spend hours in front of the crafting station, converting resources you never saw into guild and crafting exp.   This gets old.  Vaneras has to go out harvesting every few writs, which really helps break up the grind with a change of scenery.  I'd go as far as to suggest the sacrilege that the harvesting box actually does the otherwise deep crafting system and content a disservice. 

But I'd want to pay why?
Obviously, EQ2X is not my primary game at the moment; as a free to play game, the whole point is that it doesn't have to be.  Instead, I'm free to come and go when I feel like it, and this has allowed me to stop in for world events and now promo weekends without worrying that this was affecting my budget.

The only issue, at least from SOE's perspective, is that the non-subscriber restrictions that do exist simply don't matter to me.  SOE got $10 worth of SC (that I got for free through promos) for the one-time silver upgrade, and nothing that they're offering at the moment is making me want to give them any more.  I suppose their thinking is that I am a relatively unusual case; most of their money is coming from either longtime loyal subscribers who are staying put on EQ2 Live or new free players who might buy this or that on a whim. 

Then again, I guess we both have time to figure it out; after all, I'm not paying by the month.