Rift To Get Appearence Armor Slots?

Rift Junkies reports that some sort of cosmetic armor set/wardrobe feature seems to be coming to the game's alpha server. 

LOTRO's outfit panel, back in the old days
I sympathize with folks who want the coolest looking gear to be saved for the truly challenging accomplishments.  If anything, cosmetics are one of the few places where a developer can save a little something extra to reward the hardcore crowd without keeping the best portions of the game locked away from the majority of its customers.  Also, as Ferrel noted a bit ago, it's very easy for developers to take cosmetic slots as an invitation for cash store abuse... and/or bleeping chainsaws if these Aion shots Chris posted really aren't a belated April Fool's thing. 

That said, the demand for this feature is significant and growing.  Developers can shake their heads at players for demanding it (as Scott Jennings does, to comic effect), but I do genuinely view LOTRO and EQ2's cosmetic systems as big assets to the respective games - even gear that I have no intention of using can become an exciting reward if it happens to be just what I needed for my latest coordinated outfit.  This feature also makes me more willing to grind out seasonal or world events for cosmetic outfits, where in WoW these items will just take up space in my bank since I can't ever wear them without losing massive amounts of stats. 

If Rift really is aboard the cosmetic train, we're probably never going to see another major MMO try to do without this type of system in the future.  On the plus side, this may solve the case of the missing extraplanar pants

Soloable Core Story, Group-Based Epilogue/Finale

Over the past few days, I spent some time in LOTRO completing the newly soloable Volume 2 Epic quests. With this set of changes, LOTRO has completed a shift in its storytelling style in which the game's core story is open to all players via soloing, while group content is presented in optional epilogues or side-quests. 


Revamping the content...
In more traditional MMO fashion, the story quests of Volumes 1 and 2 were designed with the intent of luring solo players into group content in order to see the unfolding story.  Unfortunately, for reasons I've decried at length, this approach didn't really work because the solo and group player demographics just don't match up. 

Starting with the Mirkwood expansion and the final Book of Volume 2, Turbine presented the epic storyline as soloable content, with a group epilogue that allows players to go back and tackle foes that the solo players could not conquer alone.  They also announced a change, implemented a few months later, which would revise the Volume 1 content from the launch game to allow players to complete the content without the need for groups of players that simply could no longer be found.  At the time, I wrote that it looked like Turbine was going to be using this approach going forward. 

It took over a year after that to finish the job, but last month's patch finally gave the non-soloable portions of Volume 2 (Books 4-6 and Book 8) the solo treatment.  The new Volume 3 quests that have been released since then have also been solo content, with a new optional side storyline leading players into the newly introduced group dungeons from the latest patch.

...to fit the audience?
Lord of the Rings Online is not a game that has had an overabundance of development resources; their decision to spend that limited time on removing the need to group for the game's core story strongly implies what those of us without access to the internal numbers can only assume from anecdotal evidence - that the audience for the game was simply not using the most crucial content because they were unwilling or unable to group to do so.  Moreover, the decision to continue this process book by book for over a year until the work could be completed implies that they liked the results they saw with the earliest changes. 

The MMO market in general, and LOTRO in particular now that it offers a non-monthly-fee option, is not what it used to be. Like it or not, the majority of paying customers are not interested in committing to raiding schedules that more closely resemble a job than a game.  The longer this goes on, the less willing the market is going to be to tolerate being told that they don't get to see the central story of the game they're paying for. 

This trend hit LOTRO first and hardest because it has always been a slower paced game that is more likely to appeal to a laid back solo player than a highly dedicated group player (who would quickly run out of content).  That said, the competition is starting to respond in a similar, albeit less drastic, way to the same problem.  If you look at the quests in the new zones of World of Warcraft's Cataclysm expansion, or in the newly-launched Rift, you will see an increasing push for exactly the same kind of storytelling - self-sufficient soloable zone storylines with the option to return for group content later. 

In some ways, it feels like MMO storytelling is shifting to be less like chapters of a book and more like episodes of a TV show - the new storylines appear meant to stand on their own merits, rather than merely setting up the real story for the few who beat the toughest dungeons.  Time will tell whether this compromise will prove satisfactory. 

Discordant Lore

Something in Tipa's writeup of the Rift world event issues stuck me as odd and potentially concerning for the game in the long term.  No, it wasn't the 8-hour queues that caused players to miss the 30 minute one-time-only event, though these were predictable given the design and perhaps not the most prudent choice to showcase Trion's heavily hyped dynamic world technology.  The passage from Tipa's post that made me scratch my head reads:
"They respawned again, and then one last time, now with the leader of the Defiant faction there as well. They chatted for awhile, Alsbeth had some threats, the Guardian leader had the Vigil in the form of divine angels save the Defiant leader from Alsbeth’s attack. They moved on her; Alsbeth fled into the River of Souls, and the event was done."

This detail seems odd given how much effort Trion has put into depicting these two factions as diametrically opposed.  

Divergent Paths
I don't know whether other games have taken this approach, but Trion opted to have two separate lore leads for the game's two factions.  (The guys at Rift Watchers interviewed the two of them a while back if you're curious.) 

The good news is that each side has a very distinct identity, with a person whose job it is to pull for them and make sure that their story is as cool as the other guys'.  The bad news is that the lore sometimes feels disjointed, even more so than you would expect of what two warring factions would think of each other.  From the earliest levels, Defiant content portrays Guardians as vicious short-sighted zealots, while Guardian lore depicts Defiants as reckless amoral maniacs.  Even the game's opening cinematic shows a Guardian who is apparently willing to risk letting the Plane of Life have a foothold of Telara if it helps him beat a pair of Defiants. 

All of which is well and good I suppose (assuming that people don't get too mean on Twitter, as Pete observed) until the minor issue arises that these two divergent stories are nominally occurring in the same world.  There isn't really enough dev time out there to make separate raid content for both factions.  However, if this and future content is going to emphasize the common threat of Regulos, Trion risks blending the factions, much as Blizzard has done with the Alliance and Horde (who also continue to coincidentally fight and kill the exact same foes, despite a cosmetic effort to reinvigorate the faction conflict in Cataclysm).

If this is indeed the trend, I wonder whether Trion will regret their approach to building faction identity. 

Triumph of the Winged Fairy Who Needs a Winged Mount To Fly

Lyriana can now fly.  Well, she could kind of fly before, because she has fast runspeed from her bard class abilities and safe fall/gliding from her racial abilities, which meant being able to spend a lot of the time in the air if she was able to find a tall enough place to jump off of.  Anyway, the new expansion added a new flying mount mechanic to deal with the pesky problem of gaining altitude. 

My perspective may be skewed because of my race/class, but I'm not sure that this is a feature the game was missing.  Having a flying mount means being able to go safely overhead above any threats, dropping in for just long enough to loot a quest item before taking to the skies again.  Yes, sometimes you can find something interesting on top of a mountain that you didn't think you could scale before, but there's no reason why that problem couldn't be addressed with NPC-controlled flight paths/teleports.  If the game isn't going to go out of their way to include content that actually incorporates flight, I'm not entirely convinced that the value added is worth the value that is lost by no longer needing to pay any attention to travel.

(That said, again, bards have it pretty good because we can outrun most anything and stealth past a lot of other stuff, even before you include Fae wings.) 

We'll see whether EQ2 manages to make this mechanic worthwhile.  One place where it could be a big deal is for non-adventuring crafters, who could have a much easier time harvesting or getting to daily crafting quest hubs without worrying about mobs they can't kill.

Unlike WoW flying mounts, EQ2's will go into a dive-bomb animation if you fly straight down.