30 Days: Game Played Over 100 Hours

This is one of a series called “30 Days of Video Games“, an exercise on daily writing.
Follow the link for the full list.

Uh… only one?

Well, I’ve already talked to death Civilization.  I just got done with rehashing the first step of my recovery from EverQuest addiction.  However, neither of those compare to what’s taken up most of my time.  Civilization is just tourism.  EverQuest?  A gateway drug.

No, we must battle the beast that should need not be named.  Let’s talk about World of Warcraft.

WOW, as I mentioned in yesterday’s post, is the spiritual successor to EverQuest, but has surpassed the earlier game so much so that it has transcended it’s predecessor.  The same is true of my play time for the game, though, to the everlasting relief of my soul (not to mention my wife,) the game never took me like EverQuest did.  World of Warcraft was always a game I played a lot of, not a lifestyle like EQ was.  A good part of that comes from the gameplay elements that WOW improved upon from EQ; the much relaxed death penalty, the quest/objective driven structure of leveling, and most of all – INSTANCES.  Instanced dungeons, while not first introduced in WOW (I think Anarchy Online was the first MMO to do instances, but I could be wrong.  AO was certainly my first exposure to them) were certainly perfected in WOW and became a fixture (for better or worse) once the Dungeon Finder match-making service came around.  WOW was a much more casual game, a game where you could be rewarded for logging in an hour at a time – EverQuest, an hour was barely enough time to get a group & a camp.  That reward system made WOW much more enjoyable to play, and of course, I spend much more time playing it.

When I was playing EQ, though, I was at a point in my life where, well, maybe I needed drama.  And the Fourth Wall never failed to provide it.  (Our unofficial guild motto: “Fourth Wall: We Know Drama”.)  The drama, perhaps, was more addicting than the game.  But by the time WOW had come around, I had shaken myself out of the funk that lay on top of my EQ years – I was in a better head space and no longer needed that drama.  While I was embroiled early on with a guild that seemed to enjoy it, it didn’t take long to shed that and play with TFG and our circle of real-life friends.  My wife eventually got into the game, and by the time Wrath of the Lich King came around, we had a solid group of friends that spend our Saturday nights together on Ventrillo, some of us separated by hundreds of miles, playing the game together; having fun.

It was, easily, the best time I’ve ever had playing video games.

We’ve mostly all moved on, and the game has since lost a lot of luster for me, having fallen into the “been there, done that” category.  I look back on WOW with no regrets and no ill-will, unlike EQ which mars my life with the ugly stain of addiction.  I’m happy to have spent that time playing WOW – I don’t consider it a loss in any sense of the word – it was ever entertaining, and almost always fun.

Isn’t that what games are supposed to be about?

30 Days: Favorite Sound Effect

This is one of a series called “30 Days of Video Games“, an exercise on daily writing.
Follow the link for the full list.

(Note:  I changed this topic from favorite hand-held game, a topic which I do not have much write on as I haven’t played a lot of hand-held games.)

The level up sound for World Of Warcraft.  The ding of collecting coins in Mario Bros – the ding of collecting a ring in Sonic the Hedgehog.  The “DING” from Everquest.  Iconic sounds and sound effects have a massive effect in video games, they are our reward and notification of success, as much as they are the indication of failure, danger or mistakes.  It’s hard to pick just one – sound effects have become so integrated within video game culture.  Log into almost any MMO guild chat and you’ll see people clammering out, “DING!” when they level up, regardless of what game (and what sound it makes.)  That comes from this;

Perhaps no game did sound effects better than Starcraft.  The real-time (and sometimes more-than-often hyperactive) strategy game required those audio cues as you juggled several armies scattered across a map.  The setting for the game allowed for imaginative and flavorful warnings such as this one.  And while the unit selection easter eggs of Blizzard games weren’t vital to gameplay, they certainly were fun.  I still find myself wanting to find ways to slip “En taro Tassadar” into my everyday speech.

Some sounds were sounds of dread – the “horns of war” coming between turns in Civilization 4 followed by Shaka’s screaming face declaring war on you and everything you stand for is always an unpleasant experience.

It’s too hard, I can’t pick a favorite!  Wait… is that Johnny Cage’s music?

MOOOOOOORRRRRRTAAAAAAALLLLL KOOOOOMMMMMMBAAAAAATT!!

 

30 More Days: Character Progression

This is part of a series in which I try to write a post every day on silly video game topics.  For the list of topics, click here.

TFG went a surprising direction, stealing my thunder, as it were, with her pick of Link.  Though, in full disclosure, that was never even really considered in my thoughts.

When I think of character progression, the very first thing that comes to mind is the talent system of World of Warcraft.  As with the case with many elements of WOW, the talent system was not an innovation, but rather a refinement of what had proceeded; Diablo II‘s skill trees, Dark Age of Camelot‘s point-a-level progression and even Everquest‘s AA system.  WOW did it well though, for the most part, balancing 3 trees across 9 classes with only a few terrible mistakes.diablo2

It’s hard to pick a progression system that I like the best.  WOW’s talents were easy to understand for the most part, the trees themselves clear in their focus (again, for the most part, not everything works the way a designer might think) and you knew for the most part, what you were getting and could easily reset your talents and try again if it didn’t work out the way you wanted to.

There are games on the other end of the spectrum, though – Anarchy Online infamously comes to mind with their convoluted IP system, though, once mastered, was a joy to abuse with buffs.  The Secret World (also by Funcom) has an open-ended, no-classes system where you build out decks of abilities, both active & passive.  Both are very complicated, though, and daunting to newbies.

So which is the best?  I think I’m going to return the favor (maybe it’s Freaky Fri… Saturday? in blog land) and take a pick that you’d be more surprised to see on TFG’s site: Diablo II.  Why D2?  You can’t respec (bad!), cookie cutter builds abound (bad!) but in the end, nothing felt better than finally getting to level 18, 24 or 30, unlocking the key skill in your target build, and gleefully owning the minions of hell.

30 More Days: Instances

This is part of a series in which I try to write a post every day on silly video game topics.  For the list of topics, click here.

The savvy reader might notice the exclusion of a question within this post’s title.  This is most assuredly on purpose as there is, in my mind at least, no question.  Instances in MMOs are so necessary, so fundamental to the stability and experience of those games that to go without these days is simply unthinkable.  Fans of an older, bygone day can wax nostalgic all they want.  I urge anyone to wax nostalgic about waiting at the entrance of Sebilis with a full group looking for somewhere to set up camp on a busy night.  Recollect fondly upon the lag within The Lake of Ill Omen, or Greater Faydark or Eastern Commons due to the hundreds within the zone.  Cherish those golden times when finally assembled, buffed and ready to engage, another guild engages the very beastie you sought out to slay, that one that’s been on a 2-week respawn that you’ve slept in shifts camping.

Jesus Tapdancing Christ, did I really play that game for 5 years?

My rants aside, the advent of instanced, private dungeons (done first within Anarchy Online, if memory serves, at least first done in a 3D MMO) was a massive step forward for MMOs.  Dungeons really should be experienced all the way through, from start to finish, and in Everquest, they really weren’t (not until Lost Dungeons expansion, I think?).  There were few dungeons left un-violated for a proper dungeon crawl (Najeena, maybe?  Kedge Keep, surely!) and the experience of having a proper go at clearing out a dungeon full of bad guys with out interference, trains or camps is, in my mind, the best of what MMOs have to offer.

So yes, not really a question, but a much beloved addition to MMO design.

30 More Days: Single or Multi-Player?

This is part of a series in which I try to write a post every day on silly video game topics.  For the list of topics, click here.

Being a large fan of MMO’s, I would have to say multi-player, but there are also times when I just want to be on my own, zone out and immerse myself in a game and play it without interruption or distraction.  So – I’m going to say why choose?  Both!

I’m not sure why you would want to choose one or the other anyway.  I did have a great time playing WOW with TFG and our friends but I’ve had equally great times playing single player games.  What’s so wrong with liking both?

No subtext here at all.

30 More Days: Favorite Boss/Raid

This is part of a series in which I try to write a post every day on silly video game topics.  For the list of topics, click here.

Please allow me to state for the record:  I hate raids.  I have rarely enjoyed myself on raids in any game, so my answer for this will not be a “favorite raid.”  However, allow me to speak some about raid mechanics and “boss fights” within raids.

My experience with raids in MMOs is thus; Everquest’s Planes of Hate & Fear and some Velious stuff.  Dark Age of Camelot‘s Realm vs. Realm keep raids.  World of Warcraft‘s Molten Core & Wrath of the Lich King.  That’s.  About.  It.  So I am very much a raiding newbie.  My experience with raids from the outset was one of idle frustration and boredom, especially with Everquest.  Haters need not even reply – raiding in Everquest was one of the most inane and poorly designed systems ever.  The mere concept of them, waiting for a spawn, hoping that other groups would respect your raid, having no instancing what so ever has always struck me as one of the most shit-tacular ways of wasting everyone’s time.  Coupled with the punitive penalties for failure, I simply vowed never to spend that much time with them.

DAOC’s PvP based raid system was much more enjoyable when it focused on siege warfare, otherwise it was Zerg v. Zerg, or small group combat which was not “raiding”.  WOW’s Molten Core wasn’t much better than Everquest – trading instances and on-demand raids for insane amounts of trash.  But, WOW did something, and expanded on it well; it added mechanics.  Tricks, strategies, things you had to do – whatever you want to call them – boss fights felt more like, well boss fights.  You had to be adaptive.  You had to, essentially, fail a few times, figure out the trick to beating the boss, and then you had to execute.

That’s what’s always fun about boss fights.  On TFG’s site, I answered Ganondorf/Ganon as my favorite boss fight.  That was a great fight, and a fitting end to one of the best games ever.  Some cinematic action, a curveball in the game mechanics coupled with a new fight mechanic (tennis, anyone?), with some cutscenes and mid-fight break back to traditional gameplay before going all-in with another handicap and a bigger, harder boss.

Ocarina of Time had a pretty good boss fight in Ganon, but the more I think about the idea of adaptability, another game stands out for requiring inventiveness and a lot of trial and error.

That’s right, my vote has changed and is going to Mega Man.

30 More Days: Favorite Playable Race

This is part of a series in which I try to write a post every day on silly video game topics.  For the list of topics, click here.

This was a difficult one for me for several reasons.  Given a choice of various character options, I will inevitably choose everything, because I am, as we say in the MMO-world, an alt-whore.  I just want to try everything.  But there are some patterns of races I gravitate to, and races I shy away from.

I am not big on “furry” races.  Tails and clawed feet, non-humanoid faces, nope.  Which I guess does limit me from some cool choices.  Khajiit from Skyrim come to mind being a viable option for a variety of builds, and a genuinely interesting race.  The idea of a “Dragon-Tiger” is pretty Napoleon Dynamite but I’m honest enough with myself to admit that I am just juvenile enough to try it.  Still, if it has fur, tails, claws, no thanks.

Shorties are another no-go.  Perhaps that makes me a horrible person, but I like to see armor and clothes on my avatar in games, and short races tend to be a bit compressed.  I’ll admit, Gnomes are pretty boss, and I do have an Asura in GW2, but they are far from my favorite.  Hunch-backed characters/races fall in this same categories (WOW’s Orcs, Forsaken & Tauren, I’m looking at YOU.)

So what does that leave me with?  Something with a blend of fun powers (or good stats) that meets my aesthetic criteria.  Wood Elves from Everquest, Half Elves from EQ2, Norn from GW2, Bretons from Skyrim.  My two favorite from WOW were my human paladin (mostly because at the time that was the only option other than Dwarf) and my female orc shaman (for reasons I won’t get into here!)