30 Days: Favorite Gaming Moment

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

I made reference to this an earlier post, but where that post was about the addiction and trauma in my life, this is going to be the uplifting side of the coin.

It is April, 2000.  For a few months now, I’ve been living back in the Bay Area, rebuilding my life, and spending a lot of time on the PvP forums, chatting with other fans of the comic, enjoying a golden age of sorts of gaming times & humor.  A few of us had started gaming together in random games, and one member in particular and I became friends and took the step to meet each other at the Metreon – then an “urban entertainment center” owned by Sony, now, a shopping mall in downtown San Francisco.

“I have something to tell you,” she said, before we left our computers to go meet in the real world.  “I have a boyfriend.  He asked me to tell you that.”  I don’t know if she remembers that line.

I laughed then, and I still laugh today.  It’s been 14 years since the erstwhile Token Female Gamer1Update 2016: TFG has hung up her writing spurs to focus on Twitch streaming.  You can find her as “The Jungle Queen.” entered my life, but she’s been one of my best friends, and meeting her has led to some of the best moments of my life, both gaming-wise and not.  Meeting TFG led to a conversation about EverQuest, which led to the idea of us starting a guild.  We took to the forums, gathered our friends, and in that April, formed The Fourth Wall.

4W, as we began to refer to ourselves, was more than just a guild.  It grew into a gaming family, a group of people that still manage to keep in touch, though the guild has drifted apart after so many years.  4W had more than its share of drama, but even through the tough times, the bonds of friendship held.  It was truly a joy to explore Norrath with the members of Fourth Wall.

The names are seared in my mind, and will be for all time.  Tolsia & Gaedan, the ill-fated lovers, were the bards that TFG & I played.  Dalakar & Kirilith.  Dedpool, my in-game brother.  Arshraam. Einkaran. Kindira.  Sagus, Hopshaus, Wazabi, Matzah, Vastistas the fallen, Holt, Xaaz, Naanaan, Kharlyn, Chrosite, Tiiomon, Xaffythe, Talonus, Mantrius, Khraelin, Ruann, Vaugerant, Anolis, Detesu, Felessan and Barlypop.  Many would join later; Fuurfuut would become one of the best guild leaders I have ever seen when I stepped down. Xilasrn was a brand new player that we took under our wing during a GM event – he joined the following day and has been one of the best gaming friends I’ve had. Eenae, Xaos, Elissa, Mikal, Satiya, Spicer.  Jete, my dear, dear friend.  Kerussk, who has been a constant in my gaming life.  The air is thick with the memories surrounding those names.

Some of the more specific memories, though…

  • When TFG & I were just wee bard-lings, we met Dalakar on top of “Orc Hill”, a popular place to gain experience for players in Kelethin.  We managed to die many, many times during the course of the night.
  • TFG, myself and a few others stumbled onto a dark elf camp while running to Mistmoore. With TFG’s bard down, our high-level bard friend Isabo ported in with her friends and wow’d us with their uber lootz.
  • Fourth Wall decided that the best way to spend our time one day was to strip out of all of our armor and ‘raid’ Crushbone, a low-level dungeon. The “Naked Crushbone Raid” lives on forever in 4W lore.
  • The Halfling Brawl.  We created a buttload of level 1 halfling warriors, turned in our PvP books and had an epic free-for-all in Misty Thicket.
  • Running into a zone and /yell’ing “HUZZAAAAAAAAAH” and having half the zone yell it right back.
  • The love song of Deddy & Isabella.  While running across Anatolia (this was a major undertaking, ports were not always available back then), Dedpool & Isabella fell in love while Dalakar & I, playing our bards serenaded them in-character.  Their wedding was one of the first big 4W events.  Gaedan punched the priest.
  • Elissa winning the “Pinwheel of Doom” during a GM event that was being “camped” by members of one of the elite guild.  “This is my BOOMSTICK!” became instant 4W lore when said uber player complained on the server forums.

Oh, the memories.  I can never thank 4W enough.

30 Days: PvP or PvE

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

I think (all two three, there’s three now, of) you already know the answer from the featured image.

Oh, I suppose I could spin off some prose about the oppressive origins of labeling those who prefer Player vs. Environment as ‘carebears’.  I could definitely write a good thousand words about how this feeds into the patriarchy by enforcing the masculine stereotypes of a warrior culture, and degrades those who do not fully participate within that culture as being both less masculine; and therefore degrades femininity as being lesser and an object of scorn.  I could.  I could wax political about how the hyper-competitive nature of PvP, especially that in MMOs, lends itself to reinforcing gender stereotypes in a culture that’s already struggling to be more inclusive and less harmful towards women.  I could, I could.

Yeah, you know what, fuck it, let’s do this.

Let’s stare into the abyss and mind not what stares back.  Let’s discuss video game culture, especially that of an MMO (where this conflict comes into question the most, for varying reasons) and the division and denigration of players based on their gameplay preferences, and, how that culture is fed by and feeds back into gaming culture as a whole.  And yes, we’ll tie this into the patriarchy as well because goddamnit, I’m feeling like breathing smoke.

So.  Some terms.  PvE.  In most MMOs, the default state of play – you create a character, you either by yourself or cooperatively gain experience and sometimes items by defeating computer-controlled opponents, collectively, referred to as “mobs” (short for “self-mobile units” from old MUDs).  Usually a very controlled environment, the computer’s advantages are typically a higher threshold for taking damage and a higher capacity for dealing damage, tuned in a way that usually requires coordination and communication, or just overwhelming force to defeat.

PvP.  In many, but not all, MMOs, an alternate style of play that can either conflict or complement the base PvE game.  There are a few MMOs where PvP is more of the focus or the default state.  (A good, modern example of this would be Guild Wars 2, which is tuned around PvP balance with PvE adhering to PvP rules and not the other way around.  Players again can individually, or cooperatively, gain experience, currency or some form of advancement by defeating other players.  The challenge is that other humans are unpredictable and less constrained by AI, and are (in theory) equally matched in power.  In some games, the PvP and PvE experience are mutually exclusive, including EverQuest, where most of these terms, and the divide between them, originated.

The idea of PvE being a “lesser” version of gaming style in MMOs has strong roots than the pubescent male warrior state of mind.  In fact, in EverQuest while it was a “harder” way of playing, it was a poorly implemented and frustrating experience for those who “went red” (PvP players had red names to notate their status.  The default for names was blue, hence “bluebies”, a thinly veiled reference to “newbie”.)  This higher degree of difficulty wasn’t due to any additional requirement of skill, the switch to go red was simply an afterthought.  It was fairly easy to see that the frustration of playing as PvP character led to the need to denigrate those who did not.

The term “PK” or player killer, came from EverQuest’s predecessor, Ultima Online, a game, which, in full disclosure, I haven’t played. The model of the player killer was well cast when EverQuest came around, indicated in no small part by the name.  Misappropriation of the “gangsta” image and persona happened fairly rampantly, birthing the image of the overly masculine (but barely pubescent) male gamer content to “own” people at a sociopathic rate.

Where does this all tie together?  Let us then take a look at the phrase, “care bear” as it’s applied to PvE players.   Care bears, for those unfamiliar, are multi-colored anthropomorphic bears with various cheerful images on their bellies, like a smiling sun, or a heart or a rainbow.  They’re toys and cartoons marketed toward young girls and are renowned for their dealing with adversary by their “care bear stare”, in which rainbow colored beams shoot out of their bellies and I don’t know, rainbow you into happiness or something.  It’s fairly cloying and overly saccharin, and applied as a label towards people not interested in player vs. player combat, completely intended as a degrading label.

I think you can see where this all leads.  It’s the ultimate denigration that I’m concerned with here, so let’s jump a few paragraphs into the good stuff.  It’s one thing to be upset at others that want – and get – things you don’t, especially when a lot of MMOs will try to cater the experience to the broadest market.  For many MMOs, PvP considerations can be considered secondary, if at all. While nobody likes being treated as if their interests are secondary, consider the target market for video gamers – heterosexual males from teenage to early-mid adulthood (as best illustrated by the “straight male gamer” a few years back.)  This is a very privileged group – a group that is quite steeped in their own privilege especially in American patriarchal society.  And by the same story as linked above, that privileged group doesn’t like it when they are not catered to.

There is also the competitive nature of PvP versus the cooperative (or at least non-competitive) nature of PvE.  This is, I believe, the root of the term ‘care bear’, painting the PvE landscape as an overly saccharin cooperative paradise, with not a single competitive drive to be found.  Again, this language is that of hyper-masculinity, and lends itself towards degradation of those who don’t participate as unable – unable to compete, unable to handle the supposed ‘rigors’ of competition (as if there were some stake outside of virtual points), and so on.   Consider also the language of the victors in a PvP competition – gendered terms as insult, or just as often, sexuality terms as an insult.  (Author’s note: I really don’t need to spell these out here, do I?)  These terms are all either feminine or referencing homosexuality, which is often in homophobic constructs, a form of femininity as well.  Again, these are oppressive terms meant to degrade an individual, but reinforce culturally the idea that women, and femininity, is the lesser, is less able to compete and is something to be scorned.

So why use the term “care bear” in my post?  I honestly enjoy the term and embrace it.  Gaming culture is filled with colloquialisms and acronyms that often are nonsensical that are appropriated from many sources.  While there are some words and phrases that are beyond redemption (seriously, calling someone a ‘naga’ in World of Warcraft is not funny and incredibly oppressive,) there is certainly power in taking a word or phrase and owning it, embracing it and making it something that’s a positive.  Personally, I think my PvE tendencies are awesome – I could camp a spawn like a BOSS back in the day, and my role play?  Mmmmm chiilllld…

Plus there’s not a damn thing wrong with rainbow lasers.  So there.

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: 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!)