Rant: MMO Gamers, Mind Your Own Business

Be warned: I’m dusting off my “epic nerd rant” tag for this post. I’m angry, and I will not be mincing words.

Pandaria Beta: Nerd Rage, Sha, and Lock LoveOne of the worst things about the MMO community — aside from the rampant misogyny, racism, and homophobia that defines the gaming world — is that there is a large and vocal section of players who seem to feel their preferred style of play is the only correct one, and that anyone who has different preferences is not only wrong, but actually bad for the game.

If you don’t PvP, you’re a spineless carebear. If you do PvP, you’re a ganking troll. If you don’t raid, you’re a scrub. If you do raid, you’re an elitist.

That’s bad enough on its own, but the real problem is that these people will often attack anything that doesn’t fit into their narrow view of how an MMO should be played, lobbying to see such features removed from games entirely and denigrating anyone who enjoys them.

Favourite punching bags for this group include automated group finders, flying mounts, and accessible gear — the so-called “welfare epics,” which is a bit like GamerGate in that it’s a term mainly useful for instantly identifying who is a troglodyte.

Even The Secret World has this problem in spades, which is one of the reasons I don’t think its community is the paradise people make it out to be. Many of the most prominent members of the community are people who will badger the opposition, twist the truth, and outright lie to sell people on the “evils” of the optional quality of life perk that is a group finder.

Theodore Wicker at the end of Hell Eternal in The Secret WorldIt is an attack on choice, on diversity of gameplay, which is one of the strengths of the MMO genre. It’s selfish, and it’s petty, and it needs to go away, but it is such a large and powerful part of the MMO community that it seems all but unstoppable.

I do not understand the motivations of those who want everyone to march in lockstep with them. They gain nothing from attempting to tear down any playstyle other than their own.

Some of it probably boils down to the “WHAT DO YOU MEAN YOU DON’T AGREE WITH ME?!!?!” attitude that pervades the Internet as a whole. We built the greatest means of sharing differing opinions in human history and promptly became horrified and enraged by all the differing opinions we found.

And I don’t want to take the moral high ground here too much, because I’m guilty of disdaining opinions that are not my own, too. We all are to some extent, and I would definitely not consider myself to be someone who’s especially open-minded. However, there is one key area in which I can claim a certain degree of superiority over the “How dare you game differently from me?” crowd, which I’ll get to later.

The main argument that is usually used to justify these attempts to destroy those elements of gameplay they don’t enjoy is that they are forced to participate in them.

But that is of course nonsense.

My monk flying over the Krasarang WildsNo one is ever forced to do anything in a game. If you don’t enjoy something, don’t do it. It’s your own fault if you force yourself to do something in a game you find unappealing.

I do think there is a place for complaints about developers making certain elements of gameplay so crucial that they can’t be avoided. I’ve spent plenty of time complaining about the “raid or die” or “rep or die” philosophies World of Warcraft has designed expansions around.

However, there’s a world of difference between tying a game’s entire storyline and progression mechanics into one narrow band of gameplay and optional gameplay features that are perhaps convenient but not strictly necessary for progression.

No one is forced to form groups with an automated tool. In every game I’ve played, you get the same rewards with a premade group. If you prefer to explore the virtual world on a land mount as opposed to a flying one, it’s no one’s fault but your own if you choose the greater convenience of flight. If your guild makes you do content you find tedious in order to get gear, your guild sucks, and you should find one that isn’t composed of pricks.

“But I’ll fall behind the competition if I don’t use every tool at my disposal!”

No, you won’t.

My ranger and her sellsword companion in NeverwinterOutside of PvP, MMOs are not a competitive genre, no matter how much some people like to fool themselves into thinking they are. You don’t have to worry about falling behind; you’re not in competition with anyone. The one minor exception would be those guilds who go for world/server first achievements, but those are an infinitesimal minority, and not worth designing games around at the expense of everyone else.

Besides, being the best takes work, so if you really are one of the tiny few pushing the bleeding edge of content and needing every tool at your disposal, well, it comes with the territory. Suck it up, buttercup. This is what you wanted.

Even when things truly are obligatory, it’s still your own fault if you’re engaging in gameplay you don’t enjoy. I railed against Mists of Pandaria’s daily grind not because I hated forcing myself through the dailies, but because I didn’t do the dailies and therefore had my hands tied when it comes to character progression.

And here I come to the most crucial point, and the key difference between me and the “my way or the highway” crowd: If you truly feel something in a game is mandatory for progression, the correct solution is to ask for alternatives, not to try to remove the offending content.

I hated the daily grind in MoP, but never once did I say we should get rid of daily quests — though Blizzard went and did that anyway because they love to throw the baby out with the bathwater. I just wanted them decoupled from valor point gear so I didn’t have to grind solo content to spend my group currency — honestly, who thought that made sense?

The new face I chose for my rogue after World of Warcraft's character model updatesI’m not very fond of raiding, but I don’t agree with the viewpoint that says raids should go away altogether. I do feel that the traditional raiding paradigm as established by WoW has a negative impact on the genre for reasons excellently outlined by the always insightful Eliot Lefebvre over at Massively recently, but I don’t think it’s necessary to do away with raids altogether.

But for those who find offense in playstyles other than their own don’t ask for alternatives, or for things to be made more optional. Perhaps this is because at some level they understand that the things they hate are already as optional as can be, or maybe they really are petty enough that they just want to break the toys of those who won’t play their way.

The worst part of all this is that developers actually seem to listen to these people. WoW finally caved to years of troll posts and removed flight. They took tier sets out of the raid finder so that real raiders would not feel obligated to run it, a case of the needs of the few being determined to outweigh the needs of the many in defiance of all Vulcan logic. TSW still lacks a group finder despite it being standard for themepark MMOs everywhere.

I suspect this has less to do with developers legitimately believing the spurious arguments put forth by such individuals and more to do with them using the arguments as justification for actions they wanted to take anyway. It’s easier for WoW to present themselves as listening to fan feedback than it is for them to come right out and say, “We’re placing more restrictions on players so everything will take longer and we get more subscription revenue.”

I’m not sure if that makes me a cynic or an optimist.

My Hell Raised group in The Secret WorldSo while I know this will fall on deaf ears, I put forth this plea to the MMO community: Live and let live. My flying doesn’t hurt you. My getting gear from sources other than raids doesn’t hurt you. My forming dungeon PUGs without spending two hours spamming chat doesn’t hurt you. I don’t try to take away your toys, so don’t try to take away mine. I shouldn’t be made to suffer for your lack of self control.

In short, mind your own business.

Warlords of Draenor: On the Outside Looking In

I find myself in an interesting position just now. For the first time since I started playing, I am missing out on the launch of a new World of Warcraft expansion, having cancelled my subscription shortly before the release of Warlords of Draenor. I don’t intend this to be a permanent departure; I just didn’t feel right paying 25% more for an expansion that seems to remove as much as it adds. I’ll be back once the price drops and/or Blizzard shifts their designs back to something more palatable.

A wallpaper for World of Warcraft: Warlords of DraenorBut like a heartsick man lurking on his ex’s Facebook page, I am maintaining a close eye on the Warcraft community to see how WoD is being received. It is somewhat interesting to be seeing the expansion entirely through the eyes of others.

It is of course difficult to get an accurate picture this way. There is the temptation to declare the reception of WoD to be overwhelmingly negative, but it is important to remember that discussions online always have a negative bent, because those who are happy are busy playing rather than posting on forums.

I also have a certain bias, because I go into this expansion with a very low opinion of it. I am not happy with the decisions Blizzard has made in regards to Warlords of Draenor, either in terms of lore or gameplay. So naturally I’m biased to seek out opinions that align with my own, negative, view.

With those caveats out of the way, I now present to you my views on WoD so far, based entirely on secondhand reports.

Launch and the population spike:

It’s hard to say whether the launch of WoD is more good news or bad news for Blizzard. On the one hand, it was a trainwreck of epic proportions, by all reports. On the other hand, part of that is because so many people have returned to the game for the launch. Last reports have WoW back at ten million subscribers, numbers not seen since the launch of Mists of Pandaria.

A screenshot of Telador in World of Warcraft: Warlords of DraenorBoth haters and fans are eager to use these events to justify their personal narratives, but for my part, I think both are over-blowing things.

I do think it’s embarrassing that a company as successful and as experienced as Blizzard is still having problems like this. They can and should do better.

With that said, though, launches are always going to be somewhat ugly, and it’s all fairly irrelevant in the greater scheme of things. The quality of the expansion is far more important than the quality of its launch.

Conversely, I also think the surge in population is largely meaningless in the greater scheme of things. A WoW expansion always triggers a large surge of population, but if history is any guide, those gains will be very short-lived. Mists also saw a big jump in population at launch, but it didn’t take long for those numbers to crash and crash hard.

World of Warcraft is a game a lot of people have a lot of nostalgia for, and when a new expansion launches, it gets people curious to check out the old flame. Most will then leave once again when they realize WoW is still WoW. It’s unlikely Blizzard will ever overhaul the game enough to win back a significant quantity of those who have decided WoW is no longer for them, and I certainly don’t think Warlords of Draenor is the expansion to do that.

Flying:

My monk flying over the Krasarang WildsPerhaps not surprisingly, the inability to use flying mounts on Draenor remains the expansion’s greatest controversy. It’s been over a year since the announcement was made, and discussions of it are still cropping up constantly.

And opinions on the matter seem surprisingly uniform. Every post in favour of restoring flight — and there are a lot of them — is inundated with “likes” and posts of support, and every post in favour of the status quo is buried with downvotes and dissenting opinions.

This is probably as close to unanimous opinion as I have ever seen in the Warcraft community. Even Pandaria’s dailies — which are now widely acknowledged to have been a mistake — had much more and more vocal fans than a world without flying does.

This comes as no surprise. Many people, myself included, have argued that turning off flight after making it a mainstay of the game for the majority of its lifespan will do no good at all. It’s only common sense.

Yet Blizzard ignored all feedback on the matter, just as they did when those of us in the Mists beta overwhelmingly argued against the daily grind. “You’ll like it once you try it,” they said, blithely ignoring the fact that we have all tried it every time we level a new alt. Now people are living it live, and despite Blizzard’s words to the contrary, opinions have not changed.

A screenshot of Gorgrond in World of Warcraft: Warlords of DraenorI maintain what I have said from the beginning: This will come to be remembered as the greatest blunder of Warlords of Draenor. Flying will return, and this experiment will not be repeated again, though they might come up with another equally whacky way to try to fix something that was never broken.

Size does matter:

Something else which is a matter of some controversy is whether there’s enough to do in WoD. Certainly as an outsider it appears to me to be far smaller and less ambitious than previous expansions, and I have seen many people complain they’re already running out of things to do.

It’s hard to say whether these criticisms are valid are not, because bored WoW players are like depressed teenagers. That’s kind of their nature. If you’re on a WoW forum and no one says they’ve run out of things to do, you’re not on a WoW forum.

However, there are some elements of these discussions I find telling.

What makes me think there might be something to the idea that WoD is a lacking expansion is not the arguments made for that notion, but those against it. I’ve seen people rattle off very long lists of the innumerable activities there are in Warlords of Draenor… but at least half the things mentioned tend to be things you see in every expansion (gee, raids, that’s new and exciting), some even count the content of previous expansions, and often garrisons get counted multiple times in such lists.

You can level your buildings, and you can level followers, but those are both just parts of managing your garrison. Listing those as separate activities seems to me a bit like listing killing trash and killing bosses as separate things, when they’re both just parts of running dungeons. It certainly doesn’t counter the prevailing perception that WoD has little to offer beyond garrisons.

A screenshot of Shadowmoon Valley in World of Warcraft: Warlords of DraenorThe extent to which facts need to be twisted to show WoD as having a bounty of content does not inspire confidence.

The anniversary:

The one thing I regretted about choosing to be a late adopter for WoD was missing out on the tenth anniversary celebration. Having read reactions to it, that regret has faded.

The Raid Finder revamp of Molten Core has not been well-received. It has been plagued by game-breaking bugs, and is reported to be extremely over-tuned, to the point where groups are wiping on trash and taking hours to complete it. To add insult to injury, only the final boss drops loot of any kind, making it a long slog for little reward.

Now, the anniversary version of the raid is going to be around for several weeks, and as people gear up, it will get vastly easier. It’s still very early in the expansion, and no one’s geared yet.

But I wonder why that has to be an issue. This is an anniversary celebration; it’s supposed to be a present to the players. Why does it need to present any challenge at all?

Once again, I feel The Secret World has the right idea. That’s a game that’s not at all afraid to challenge its players, sometimes brutally, but when it comes to event bosses, they make them straight up loot pinatas where failure is downright impossible. It’s a nice way to reward players, and give them a break from the more difficult content.

It's raining men!Conclusions:

Even calling these “conclusions” is probably a little disingenuous, since I won’t be able to form any really strong opinions of the expansion until I play it. I’m not sure if all the negativity I’m seeing is indicative of an overall failed expansion, or just a combination of the usual cantankerousness of the gaming community mixed with my own bias.

And to be fair, I’ve seen plenty of people expressing a lot of love for this expansion, but at the same time, a lot of them seem the type to just love anything Blizzard puts out because they’re that into WoW. That is not at all a criticism of them; indeed, I envy their ability to simply enjoy the game.

But let’s put it this way: I’ve yet to see anyone articulate a reason for why WoD is better than anything that came before it.

One thing does seem clear to me: Warlords of Draenor is not setting the world on fire. While I’m not sure it has been worse received than past expansions, it certainly doesn’t seem to be any better received. Going in, many seemed to think WoD would herald a renaissance for WoW, and I really don’t think that’s going to be the case.

The only evidence to back such an idea is the surge in population, but that will only mean something if those gains can be maintained for more than a few months.

A player garrison in World of Warcraft: Warlords of DraenorFor the most part, it seems as though WoD is just another WoW expansion, with little to distinguish it from its forebears. Whether that’s a compliment or a criticism depends on personal perspective, but I don’t think it’s going to do much in the long to halt WoW’s slow decline, and I think those expecting the second coming of MMO Jesus are destined for disappointment.