Choose My Adventure tours a new MMO every month — with you, the reader, as the co-pilot, voting for how the writer plays from week to week. Our current captain is Eliot Lefebvre. [Follow this column’s RSS feed]
Many moons ago, when I was first hired on Massively-that-was, my fellow hire at the time was a lady by the name of Rubi Bayer. We hit it off pretty well and became friends. She was also very excited about a title that had yet to come out at the time, a game by the name of Guild Wars 2. For those of you coming to this story without knowledge of names, she’s now working for ArenaNet on that exact same game, along with two other former writers from our staff, all of whom are people I consider friends of mine.
So perhaps it’s a bit odd that I’ve not played Guild Wars 2 since well before Heart of Thorns launched. I have some history with the game, but it’s never been one of my main titles. And now that I’m heading back into it for its second major expansion, I think it’s a fine time to walk back through my experiences there, what I hope to find, and also ask a few reader questions along the way. Because that’s how polls work, after all.
All the time through playing Shroud of the Avatar, I found myself wanting to like the game a lot more than I did. And my brain kept turning back to Minecraft, which seems like a worthwhile comparison to make.
Much like SOTA, Minecraft is a game strongly based on the concept of making your own fun. You are definitely making your own adventure in the game. But at the same time, it seems very relevant to point out that the game starts by giving you a clear set of parameters to work within. Monsters will spawn at night, there are resources under ground, you break things to get better things, and then combine those things to make still better things. From there on out, much of the game is devoted to figuring out how these various elements play off of one another.
So they’re both sandbox-ish titles in which you make your own fun. Except that one of them starts by showing you the fun that you’re supposed to be having and giving you a goal, and it does so with absolutely no story to guide you along that route. It shows you exactly the sort of game it’s trying to be and lets you start working at meeting it halfway. But SOTA never quite got there, at least for me.
One of the first things I did in Shroud of the Avatar was get kind of lost. The last week’s activities were largely similar. Only now, it was a different kind of lost.
It wasn’t just that I didn’t have much of anywhere to go; that was how the vote went, after all, and while it might not have been my first choice that’s kind of the purpose behind voting instead of just letting me decide everything. It wasn’t just that the areas afforded me little to no guidance about points of interest. It was that I kept asking myself “why?” as I worked, fought things, explored, and so forth.
No answers were forthcoming. And perhaps that’s missing the point, but it also struck me that this is part of the reason why a guild may have made a major difference here. Albeit not necessarily for the best, but let me get into that as I go.
Finding the fun, I’m sorry to say, was a bit on the fleeting side.
The problem isn’t that Shroud of the Avatar suddenly stopped having any of the redeeming features I noted last week; no, the stuff I found there is still there this week, and it’s not as if I can’t find any of that fun. The problem is the one that shows up reasonably often in situations like this. Having found the fun and gotten the shape of how the game’s mechanics are going to go for a while, the game ran into the related but also different problem wherein there’s nothing to advance for.
It’s not that I lost the fun, then. It’s that the fun was in some ways contingent upon having a reason to level up, and once that tenuous connection of goals was lost it wound up leaving me with the question of why, exactly, I was doing this. I never found much of a solution to that, either, so that’s not a good sign.
One of the things that I believe is utterly vital to writing about games in general and MMOs in particular is finding the fun. It’s sometimes difficult, but I think finding the fun is the difference between saying that a game is hot garbage (which it may be) and saying that it’s not to your tastes. That’s not to say the fun is even always there to be found, but if you can understand why someone might enjoy the game, you can at least work from common grounding.
It was something I hadn’t managed the last time I played through Shroud of the Avatar. I wanted to find that this week, and I’m happy to say that I did… sort of. My suspicion is that I didn’t so much find the fun as I found some fun, but considering where I was starting from when going into this week, I’m more than willing to take that as an upward move.
Heading into Shroud of the Avatar for the first time was a bit of a strange experience for me, right from the start. Usually, when I start playing a new game, I start forming impressions and then spend the next few weeks refining those impressions in either direction. This time, I am utterly unsure of how I feel about the game, and I suspect that the next few weeks are going to make that more complex, not less.
And part of me can’t help but wonder if some of that is just a matter of missing vital reference points.
I don’t mean that in the sense of the game being actually impenetrable; it’s just that I find myself constantly asking if something that bugs me is, in fact, exactly the way it’s supposed to be for fans of the genre and Garriott’s prior work. Which is a trip, let me tell you that. I’m staggering through dark woods, getting my throat chewed on by a wolf, and I’m seized with the urge to ask the wolf if this is, in fact, an intended portion of design. You know, between bites of my trachea.
Oh man, did we ever end on a cliff hanger yesterday while streaming Batman: The Enemy Within – The TellTale Series! We’ve had some great Batman moments and met an old Batman villain, which led to an explosive event just as I had to end the stream. Hopefully we’ll get some good news in today’s stream as our OPTV audience continues to hop into TellTale’s Crowd Play and vote on what actions Batman takes next!
What: Batman: The Enemy Within- The TellTale Series
Who: Andrew Ross
When: 4:00 p.m. EDT on Friday, August 11th, 2017
Let’s solve some crimes and make up rhymes as TellTale Games pits Batman, Andrew, and our Crowd Play audience against the Riddler in the newest choose your own adventure title, Batman: The Enemy Within- The TellTale Series. As in other TellTale games we’ve streamed, the audience will be picking Batman’s choices as the story unfolds based on Andrew’s (slightly brutal) experience with the first game. Join us this afternoon on OPTV as we play…
What: Batman: The Enemy Within- The TellTale Series
Who: Andrew Ross
When: 4:00 p.m. EDT on Thursday, August 10th, 2017
I really know pretty much nothing about Ultima.
This is only partly my fault. Way back when the Ultima games were a big deal on PC, I was still decidedly locked to consoles, where the options for getting into the series were rather limited. Aside from that, it was years before I really acquired much of a taste for the Western style of RPGs as opposed to the Japanese style… and considering that the roots of that style are half-buried in Ultima (along with Might & Magic and Wizardry, to be very broad and avoid overburdening this header), you can see why I’d kind of give things a pass.
All of this is pretty relevant when it comes to Shroud of the Avatar because you kind of can’t separate the two. No, Shroud of the Avatar is not an Ultima game, but it’s Richard Garriott building the game and inserting himself into the proceedings. It’d be like George Lucas making a new movie based off of Buck Rogers and Akira Kurosawa’s filmography; it might not bear the title, but you know you’ll wind up with something pretty close to wars what are waged across the stars.
So this is an unusual situation for me: I’ve never
actually played a game for Choose My Adventure
that I’ve disliked this much.
Those of you who have followed my writing for a while know that I’ve played some games I didn’t much like before, but that’s different. Lord of the Rings Online and Black Desert, for example, are games that were not my cup of tea but still had obvious merits I could praise. I’ve played games that I dislike or ones that deserved more criticism than praise when I played them (Ryzom, TERA, the beta period of The Elder Scrolls Online), but still had positive sides. (And in the last case, ESO turned itself around quite well and earned plenty of kudos from me.) Heck, I played Scarlet Blade with as open a mind as I could possibly have.
But not so DC Universe Online. No, this game deserves a pretty thorough drubbing. I can understand why it has fans, but it’s still just not a good game. I can only hope it’s an outlier rather than the norm on Daybreak’s overall catalog, because… wow. This is not fun.
I may not be the best person in the world to talk about the stat revamp in DC Universe Online
. Scratch that – I am definitely
not the best person in the world to talk about it because I’m willing to bet there is at least one
person in the world who has been playing for, at minimum, two months. Based on that alone, there is someone with more experience than I have. But I’m still playing the game, so I was bound and determined to try.
And… well. That sure was a stat revamp, I guess?
I cannot comment on the nooks and crannies of the revamp, obviously; I’m not familiar enough with the stats of the game to say with definitive nods how necessary it was. While this particular organization has a bad history with revamps, I am more than willing to believe that it was, in fact, needed. What I’m entirely unsure about, however, was how this was supposed to accomplish the goal of making the game more accessible, as the opposite seems to have been achieved.
Dear readers, today I am going to try something different for all of you. And it’s predicated on the fact that I’m not just
fond of video games; I’m also
fond of comic books. This means that when I sat down for my most recent play session in DC Universe Online
, I found myself of two minds about why I wasn’t super-duper happy with the content I was experiencing… and both of them could easily fill in a good chunk of words by themselves.
So this week, you get to choose the column you want to read. There are two spoiler warnings below: one covering my thoughts of playing the game from a strictly game-based perspective, the other one being my thoughts of playing the game from a comic book fan’s perspective. Read one! Read the other! Read both! Theoretically you could read neither, I suppose, but then you would have clocked out before you were done with this introduction.
Last week was supposed to be when I kicked off playing DC Universe Online
, but thanks to various real-life time obligations, I just didn’t have the chance to dive into it. My original idea of just doing a slapdash job and not actually playing it because Daybreak fans are accustomed to disappointment didn’t go over well, either. So I had to delay until now, when I actually did play some DCUO
. It did, in fact, happen.
And much like the first time when I played, I found myself hit with something right out of the gate: There should literally be no reason for me not to like this. I love superheroes. I like action combat. I enjoy colorful settings. I like the things that this game is doing which are distinctly different from other superhero games. I like the whole idea of movement modes and everything. There’s a lot of stuff in here that should be very distinctly delighting me.
But it’s not.