Do you like fighting games? I don’t. Let’s talk about fighting games. But bear with me because you’ll get where this is going.
While I might not personally care much about fighting games, I still wind up spending a lot of time reading about them because that’s just the sort of thing I read for fun. And balancing a fighting game is honestly pretty difficult, thus it’s something that gets talked about a lot. It’s difficult enough that there are, in fact, two different ways to do it.
This does have a lot of bearing on MMOs, though, where balance doesn’t get talked about nearly as much and tends to get talked about in rather dim tones when it is discussed. But in order to understand that you need to understand the difference in balance methods, why World of Warcraft players miss Mark of the Wild, and why balance matters in the first place.
To say that the development of Neowiz’s high-fantasy MMO Bless has been somewhat beleaguered would be an understatement. Since the Korean import’s Western release was announced in 2011, it has weathered numerous delays; the loss of its would-be publisher, Aeria Games, which dropped out of the project in 2017 citing concerns about “quality standards”, and an ambitious “rebuild project” wherein Neowiz announced a massive overhaul of the game’s core systems and even considered “[abandoning] the current structure and [making] it from scratch.” Despite these obstacles, however, Bless made its Stateside debut last month when it hit Steam as an Early Access title.
Its launch, however, has been every bit as tumultuous as its development, if not more so: Alongside the standard slew of post-launch hiccups that tend to plague any major MMO release, such as login queues and server outages, Bless had to contend with constant balance issues, half-baked localization, community uproar over missing content, and at least a couple of potentially game-breaking exploits – and that’s just in the first week of launch.
But many a game has weathered a touch-and-go launch and hit its stride in the following weeks, so the question remains: How is Bless holding up nearly a month after its release?
When Radical Heights launched, I was inspired to put together a whole Perfect Ten about why trend-chasing doesn’t work for online games. Obviously, my chief focus was on games that wind up being developed at a rushed pace to cash in on trends and then run face-first into problems with chasing momentary trends, which… you know, you can just read the article; it’s linked right there. But it also prompted a follow-up question by longtime reader Sally Bowls asking why, with all of these issues, why the same rules don’t apply to MMOs.
The answer? Well, there isn’t one answer. There are three answers, all of which are part of the same set of considerations. For one thing, there’s the difference of development time and depth. For another, there’s the time before grinding. And last but not least, well… they do apply, really. But let’s take this piece by piece to talk about why trend-chasing for MMOs doesn’t quite provoke the same immediate reactions as it does for, say, MOBAs.
I’d like to think that I’m kind of a healthy gamer. While MMOs take a lot of time, the nice thing is that their downtime can lead to forming bonds, or give you time to exercise. Augmented reality games can give you both at once, especially Pokemon Go, since it’s the best-known ARG we have (and the mountains of merchandise make it easier to stand out as a fellow player).
However, it’s not all sunshine and rainbows, and I’m not just talking about game mechanics that have plagued Niantic games since at Ingress. I remember playing that title and thinking, “Man, this game is dangerous! There’s no way they’ll just clone this for POGO, right?” And yet, here we are. But I can’t put all the blame on Niantic, especially after my time with ARG competitor Maguss. Some things just seem inherent to the genre.
I recently went on a rant about gaming, but it wasn’t directed at gaming. It was in defense of gaming. I am so weary of our pastime getting slammed as wrong, evil, or equated as an automatic addiction. Games are bad! Gamers are bad! It is what the mainstream media portrays, it’s what politicians portray, and it is what those with an agenda want John Q. Public to believe. I have been seeing this media-fueled fallacy more and more often coming from good people and it drives me bonkers.
So after a slew of comments of that sort happened in a very diverse group I am a part of, I felt I needed to educate some of these otherwise wonderful folks about the topic. While I have no desire to tell folks what they can or can’t do in their own home or when raising their family, I really wish people would stop vilifying video games and gamers. I feel it is important to combat misinformation that leads to misjudgment.
How much is too much?
To some, that might seem like a reasonable question. But I knew. I knew. There is no such thing as too much!
There was a question raised on Massively OP this past week about in-game hoarding. I answered… boy did I answer. I kept answering. It was just like my virtual bags: I filled the space to overflowing. And I just kept going. And now, it’s even spilling over to The Soapbox! It’s not my fault games make cool things I like and want to keep, or make getting stuff so much fun (searching through every box and barrel, anyone?). But there is much more to it than that. Yes, I admit I am a serial hoarder. But I am also an unrepentant hoarder! It’s not a problem. Others may think I have a problem.
I see it as item security.
Bloggers and journalists throughout the online gaming industry have been talking about monetization a lot lately. It’s not just lockbox/gachapon scandals, or their relationship with gambling, but basic monetization and what we want from it. Games, after all, don’t make themselves; we have to pay for something to make that happen. But some gamers seem to view free-to-play games as a game that should be free, not one to be supported if it earns respect. And on the flipside of that, far too few game studios give off a vibe not of experimenting with monetization but of maximizing profits above all else while barely veiling their greed.
However, outside the MMO world, there is a company that’s been doing it “right” for a long time: Nintendo. The AAA developer/publisher is known for both innovation and hesitance, following in others’ footsteps with great trepidation, trying to figure out the ins and outs while entering the mobile market long after it’s been established. The company recently released a new mobile title, but what’s interesting is that it and the company’s last four games are all different genres with different monetization strategies. Exploring these titles and their relationship to their monetization plans will not only highlight the potential success of the models but hint at why they work and how they can be curbed into models gamers and lawmakers can better accept.
Inconvenience is not immersion.
This strikes me as something rather ridiculous to type; to mildly paraphrase Dan Harmon, it seems like should be one of the more automatic things to tell people, like “I am a human being” or “I have skin” or “I breathe oxygen.” And yet I see this coming up, time and again, the idea that accessibility is somehow a boundary to immersion. Or that you need this sort of tedium in order to have genuine roleplaying or some other tribute to broken mishmashes and unnecessary inconvenience.
Except that, as mentioned, inconvenience is not immersion. They mean two different things. If you’re conflating the two, you’re pushing two unrelated concepts together in a way usually seen in clueless movie executives. (“This movie about young adults with a love triangle did well, so every movie with young adults probably needs a love triangle.”) You are, I assume, smarter than that.
Don’t be too mad at Star Wars: Battlefront II. It’s a symptom of a problem, not the cause. I mean, be mad at people dumb enough to put the blame for negative reactions on the press, that’s just plain stupid. But at the heart of the matter is a problem that’s actually choking through game development all the way down the line.
Because while people are talking about “well, maybe games need to cost more” (and that aforementioned none-too-wise comment of an analyst does precisely that), the reality is that this would still be happening no matter what. The problem is not a matter of Battlefront II costing too little money to pay for its development. The problem is that design and budgets are broken, the market is a mess, and microtransactions are being used as a bludgeon instead of a tool.
And all of this is exacerbated by the fact that every single publisher wants to pretend that everything is peachy.
NCsoft done messed up. Again. Yes, I know the studio has already had a few black eyes for other things
throughout the years, but this recent punch hit closer to home. So close, it involved multiple family members. What happened? A debacle called Aion
server merges. Yeah, I know all server merges tend to feel pretty rotten and are fraught with troubles by default, but there is a right way and a wrong way to go about them. And boy does it ever feel like NCsoft was all gung-ho for the wrong.
For example, as much as the ArcheAge server evolution affected me negatively, it was still is a shining beacon of doing more right — and that’s saying something! That merge left me feeling as if I could return to regular play sometime. The way the whole thing played out for Aion has chased an eager paying player away as well as a long time vet from the game, and who knows how many others who will be affected.
If nothing else, another black eye does not bode well for goodwill and trust, things NCsoft was pretty short on anyway.
So, MMO players. Are you tired of hearing about lockboxes and gambleboxes? It feels like we’ve been complaining about them for like six or seven years now, probably because we have. It wasn’t cute back when City of Heroes was trying it, nope. Heck, it wasn’t cute back when Star Wars Galaxies was trying it with card packs. Now it’s every damn game, and it’s gone way beyond MMOs. I’m not sick of hearing about it myself. I’m just sick of dealing with it like a pestilence making me hate the games and developers who exploit them.
Maybe there’s a light at the end of the tunnel: As more AAA online gaming studios figure out that lockbox gambling garbage is a fast ticket to easy money, more mainstream gamers are catching wind of the scam and raising objections, so it’s not just MMO players all by our lonesomes anymore. Indeed, this week multiple game critics, YouTubers, and review services have come out against lockboxes, from Boogie to TotalBiscuit, the latter of whom has called for ESRB intervention. Reviews aggregator OpenCritic has further said it’s “going to take a stand against loot boxes” by taking crappy business practices into account. The ESRB doesn’t care, by the way, and as blogger Isarii has pointed, the self-regulatory body has conveniently twisted the meaning of gambling to avoid dealing with the problem, thereby failing to protect us from it, but that’s just making people angrier.
So hey, you know what, studios? Keep screwing up with lootboxes. Keep attracting mainstream anger, keep disrespecting us, until it all boils over, one way or another, and you can’t exploit us anymore. And in the meantime, people? Stop. Buying. Lockboxes.
So we’ve gotten another post from a developer saying that they’re going to really 100% be better about rooting out toxic players from their games. Seriously, we mean it this time. The latest one is from Blizzard, but let’s be real, this is something that’s always happened. We always get periodic statements from companies that this time they’re really going to address toxic behavior, someone links that inevitable Penny Arcade strip, nothing really changes, play laugh track, roll curtains.
I’d like to be happy about this, I really would, but it’s so much empty posturing, and it came out only shortly before the announcement that everyone who plays the game can now be signed to the Overwatch League. I think the two are pretty closely connected. And I think we need to actually start talking about this because this sort of darkly toxic problem is at the core of the designs of these games, even though on some level it’s entirely separate. The problem isn’t that these games are designed to be toxic; it’s that they’re designed to encourage toxicity.
Getting rid of individual toxic players, as Blizzard purports to do, is merely treating the symptom. We need to discuss the disease.
I know I complain a lot about Pokemon Go in my articles here, but there’s a reason for this. I’m a huge fan not just of the Pokemon series but of what Niantic is trying to do with its game on a basic level. The idea of getting games outside with the rest of the world instead of hidden in our rooms and offices is hugely appealing. I’ve even applied to work at Niantic before (though obviously I wasn’t selected), so for me especially it’s frustrating to see a company I want to succeed repeatedly making the same kinds of mistakes. These are mistakes that plagued the game’s launch, several events, feature reworkings, and now not one, but two birthday celebrations within the same year.
I actually got sucked into the hype recently and even said that the events surrounding the festival might give people a reason to come back. I’ve finally removed my foot from my mouth after previously downing some crow, but I’ve realized that, now more than ever, Niantic needs some tougher love, and here it is.