WoW and TSW: Buffoonery Behind the Scenes

Mankinigate:

Before I get into the incident known as Mankinigate, I should provide some context.

Mama Abena in The Secret WorldThe Secret World, like most games, has a somewhat spotty record when it comes to gender equality, mainly in the clothing department.

TSW is not any worse than your average MMO in this regard. I’d even say it might be a little better. Since clothes have nothing to do with your stats, you can always look however you want, and there are numerous options to dress your female avatar in modest, practical, and realistic clothing.

But still, there are some glaring flaws. There are some truly ridiculous outfits for female characters. There are some instances where the male version of an outfit is realistic battle armor, and the female version is a thong an and a halter top. There are still some clothing pieces that are male-only that really should be available for both genders — like lab coats and biker jackets.

There is also a notable lack of slut-tastic clothes for men, which has also received some complaints.

However, TSW’s developers have shown an admiral level of sensitivity to gender issues. Since they stopped outsourcing their clothing, female clothing has trended more towards the realistic and away from, “Look, I have breasts!”

When people complained about the numerous female NPCs who flirt with the player compared to the zero male NPCs who do the same, the developers promised at least one flirtatious male in the upcoming Tokyo expansion, a task the lead writer took up with an almost disturbing level of gusto.

My Templar in her "Angel of Death" Halloween costume in The Secret WorldIt’s also worth noting that the female NPCs in the game are generally treated very well. Two out of the three main faction contacts are female. Two out of the three iconic faction heroes are female. We’ve got all kinds of awesome and/or badass female characters in every zone, from Carter to Zaha to Carmen Preda to Hemitneter to Dame Julia.

The point is they’re sensitive to these things. I’ve seen a lot of the conversations with the devs on these issues, and they do seem genuinely interested in being improving the way they treat the issue of gender equality. They’re a pretty awesome bunch of people.

That brings us to this year’s April Fools’ gag. As an obvious parody of the “female armor” issue that plagues MMOs, including TSW, they released an outfit called “Gender Equality.” The female version is a practical, realistic scuba suit. The male version is a Borat-inspired one-piece mankini that leaves almost nothing to the imagination.

I found it a brilliant piece of satire, a tongue-in-cheek acknowledgement of past errors.

But then a few days latter, the Filth hit the fan. The mankini was removed — not just from the store, which is to be expected for seasonal outfits, but from the game entirely. Everyone who had bought it had it removed from the character, and had to contact customer service for a refund.

Suffice it to say, the forums went apeshit.

Art of the "Gender Equality" outfit in The Secret WorldMore importantly, the forums had good reason to go apeshit. People were led to believe they’d been pranked with a real money purchase. They had to go through the rigamarole of contacting customer service to get a refund, and the refund came in the form of cash shop points that can only be spent in TSW. Many lost money to banking fees and the like.

Others were bothered by the fact that developer resources were apparently wasted on something that was only planned to exist in the game for a few days. In a game operating on such a shoestring budget, that’s just not acceptable.

But perhaps the most unpleasant thing about this was its implications on the issue of gender equality. It now seemed as though the joke was the idea that men could possibly get the same treatment as women. It’s fine to objectify women, but God forbid the same happen to men!

After a few days, things were finally clarified by game director Joel Bylos. His statement is quite long, and I’d recommend reading it in its entirety, but here’s the short version:

The dev team never intended for the mankini to be removed entirely. Someone in Funcom’s upper management freaked out over the ridiculousness of the mankini, feeling it didn’t fit with The Secret World’s horror setting.

My Templar in the Besieged Farmlands in The Secret WorldWhich, of course, is absolutely ridiculous. I agree with the idea that the mankini is immersion-breaking, but so are plenty of other clothing items that are still in the game. There’s an outfit for women that amounts to nothing but a tiny bra and a strap-on dildo shaped like a cobra. There’s the eye-boob-strocity. There are the horse-head masks.

So in a way, this confirms the worst. Removing the mankini was nothing but an act of blatant, shameless sexism. Management couldn’t handle a neon banana hammock.

The silver lining here, if you can all it that, is that the devs had nothing to do with it. Joel seems as pissed as the players are. Some might suspect him of trying to pass the buck, but I know him to be a very honest and straight-forward man, and I take his word for it.

Some people have refused to continue supporting the game over this. I’m not one of them, because I don’t believe the developers deserve to be punished for the actions of their bone-headed boss, but I can sympathize with those who feel differently. It’s very discouraging to find such idiocy behind the scenes of such a good time.

Warlords of Draenor: What? Alpha? Seriously?

I wonder what’s going on at Blizzard.

For ages now, they’ve been going on about how they want to get content for World of Warcraft out quicker. Quicker patches, quicker expansions. No more year-long raid tiers at the end of an expansion.

A screenshot of Telador in World of Warcraft: Warlords of DraenorAnd for a while, it seemed like they would actually accomplish this. Mists of Pandaria’s patches came out like clockwork, with roughly three months between each. At the announcement of Warlords of Draenor, Blizzard proudly talked about how quickly it would be in our hands.

I recall Ghostcrawler saying before he left that WoD was farther along than Mists of Pandaria was at its announcement. They talked about how beta would come “sooner than we thought.”

Nearly half a year passed, and now they’ve finally announced the start of alpha.

*Double take.*

Seriously? Alpha? Not even beta — just alpha?

Alpha usually takes a month or two, and then beta is around six months. It’s also worth noting that every WoW expansion’s beta has been longer than the previous one. So we’re looking at seven months at the very least before WoD is released.

To be clear, I’m not complaining. I’m so thoroughly unimpressed with everything about WoD so far that they could take another five years for all I care.

A player garrison in World of Warcraft: Warlords of DraenorBut I do wonder what happened. They were so sure this expansion would be out quickly, but it looks like it’s going to take significantly longer than Pandaria did. We might have our first year-long raid tier since Icecrown Citadel, and without a filler raid this time.

And this is with a much smaller expansion than Pandaria was. It has one new feature — just one. Compared to MoP’s new race, new class, scenarios, pet battles…

Maybe it was converting to the fancy new file format they’re using. Maybe it’s all the effort going into the new player models. But it’s hard to imagine either of those things holding up the entire expansion to this extent, and you’d think they would have factored such things into their plans.

Even if it was as simple as poor time estimates, it seems someone must have dropped the ball behind the scenes at Blizzard. Something clearly went wrong somewhere along the line.

Nerd rage:

While we’re at it, I do have one thing to complain about. According to datamined spoilers, Ner’zhul is a dungeon boss in Warlords of Draenor.

As a lore fan, this is all I have to say (not even remotely safe for work):

Of all the big name Orcs of that era, Ner’zhul is one of the least boss-worthy. Sure, he ultimately destroyed the planet and became the Lich King, but that was only after years of watching the slow death of his people drove him mad. In the early days, he was a good guy.

Yes, he launched the war on the Draenei, but he was deceived by the greatest liar in the entire Warcraft universe, and once he learned the truth, he was horrified and refused to continue cooperating. Gul’dan took over, and most of worst atrocities committed by the Horde occurred under Gul’dan’s leadership, not Ner’zhul’s.

Ner’zhul was (in my opinion) the greatest villain in all Warcraft lore, but it was precisely because he didn’t start out as a ruthless lunatic, unlike Gul’dan.

Ner’zhul was not a monster. He was a tortured soul that eventually got pushed too far, but at the stage of the story WoD takes place at, he should still be a decent guy. If anything, he should be on our side.

Blizzard has a terrible habit of taking their most complex characters and then making them into one-dimensional loot pinatas. I really thought we were past that point now, but apparently, I was wrong. And now Ner’zhul joins the ranks of Illidan, Kael’thas, and Malygos — all brilliant characters who were utterly ruined just for the sake of giving players a recognizable name to beat on.

Ner'zhul in World of Warcraft: Burning CrusadeStop it, Blizzard.

Stop.

It.

Now.

Ugh. I’m trying so hard to give WoD the benefit of the doubt, but everything I’ve heard so far leads me to believe this is going to go into the same “I wish I could burn it from my memory” pile as Burning Crusade, and it’s just getting worse.

Just… ugh.

Never Say Never… Winter

If you’ve followed this blog for a while, you know that I wasn’t exactly blown away by Neverwinter when I tried it, despite its thrilling combat and a few other positive features. You might also remember that I have nonetheless been tempted to give it another go.

Exploring the wilderness during a Foundry quest in NeverwinterThe addition of the new hunter ranger class finally spurred me to return to the game and give it another shot. I’ve been playing heavily for about two weeks now, and I’ve come to the conclusion that Neverwinter is a very odd game. In many ways, it is quite tacky and amateurish, but in others, it’s incredibly good.

Good: The hunter ranger

You know how I’m always ranting about how lame archer classes in MMOs are, how they tend to be gimpy turrets who have to cower behind pets and avoid close-quarters combat at any cost? How they’re always fit into an incredibly narrow box with no diversity or creativity in their abilities?

My prayers have been answered. The hunter ranger is not quite my perfect ranger class, but it’s pretty damn close.

For starters, Cryptic is one of the few developers to remember that rangers are supposed to be versed in many styles of combat. They’re not just archers. The hunter ranger can not only freely swap between bow and blade at any time, but are actively encouraged to by the class mechanics.

Their versatility doesn’t end there, either. Single target attacks, ruinous AoE damage, gap-closers, gap-openers, stealth, self-healing, group buffs, magic… The hunter ranger does it all. It’s like if a Swiss army knife was a playable class.

My hunter ranger doing battle in NeverwinterThey’re not tied to pets,* and there’s actually creativity in their abilities. Far from being limited to just shooting arrows in various colours, I can also summon plant wards to assault nearby enemies, impale enemies with vines bursting from the ground, or even summon mighty thunderstorms to assault my enemies.

*(No more than any other class in the game, but companions lack many of my annoyances with traditional MMO pets.)

Even the more generic abilities are made interesting by clever mechanics or awesome visuals. The hunter ranger has the standard “multi-shot” AoE attack, but with a twist: The longer you charge it, the more damage it does, but the less area it covers. So you have to carefully time your release to ensure you hit as many enemies as possible while also doing as much damage as possible.

They also have a backwards leap similar to the disengage ability used by WoW’s hunters, but instead of just lamely leaping backwards, my character rockets away from enemies in a burst of emerald nature magic, leaving behind a flurry of leaves and numerous after-images of my character in dramatic poses.

MMO developers of the world, take note: This is how rangers should be done.

Bad: The business model

I think I’ve established myself as an apologist for the free to play model at this point, but even I have limits. Neverwinter hasn’t passed those limits yet, but it’s come really, really close.

A gelatinous cube in NeverwinterAs a free player in Neverwinter, you will be held back in virtually every area of the game. If you want to be the best, you need to pay, period. Now, Cryptic restrains from completely crippling free players. You can still progress in the game and compete decently well without paying. You’re just going to run into a lot of speed bumps. A lot.

Theoretically, you can get all the paid stuff for free with astral diamonds — a bizarre currency that serves most of the purposes gold would in an another game — but the grind required to do so is astronomical — pun intended.

Getting paid items for free is made even more impractical by the fact that very nearly everything in the game has an astral diamond cost attached to it. Most of these costs are conveniences and can be avoided, but it’s yet another speed bump. This, too, is a roundabout cash grab, as players can buy cash shop currency and then sell it to other players for AD.

Again, the AD grind isn’t enough to break the game. It’s just annoying.

What’s bugging me the most is upgrading my companions — NPCs that assist me in combat. Like gear, companions come in various quality levels, which determine their maximum level. The only free companions that aren’t freakishly hard to get are white quality, meaning they cap out at level 15 — purple companions max out at 30.

You can upgrade companions with AD, but again, grind. The maximum AD you can earn for free in a day is 24,000 (I’ve never even come close to getting that in a single day). It costs 300,000 to upgrade a companion from white to green, and around 1.5 million to fully take a companion from white to purple. I have four companions.

My ranger and her sellsword companion in NeverwinterDo the math.

[Edit: Slight correction to make. There is a way to exceed the 24K daily limit on AD: Sell items on the auction house. I forgot to mention it because this hasn’t proved to be a useful source of AD for me, but maybe I’m just doing it wrong.]

You don’t really need to upgrade your companions — white companions still do decently well even at max level, I’m told — but in a way, that’s what’s most frustrating. Why put such a grind on something so minor? All I really want is to unlock some prettier outfits for my companions. I’ve gotten attached to the little rascals. I’d like them to progress along with me.

At least you can vendor or delete lockboxes now.

Bad: Leveling content

One of the main things that drove me away from Neverwinter the first time was how bland most of the content is. It’s all incredibly generic, and the stories are even worse than I remember — bland, cheesy, predictable, and rife with poor writing and amateurish voice-acting. Jesus, I got better voice actors when I did that audio drama series, and I wasn’t even offering any pay.

In fairness, the group content’s a bit better. It’s not stellar, but it’s good enough. Skirmishes are quick little lootfests for when you’re bored, dungeons are lengthy and packed with epic fights, and the PvP is still surprisingly fun. None of these things are enough to make the game worthwhile, though, even taken all together.

But Neverwinter has one saving grace.

A mysterious sanctum in a Neverwinter Foundry questGood: The Foundry

I’ve realized I had the wrong idea when I played Neverwinter before. I was using the player-made Foundry to break the monotony of the professional content. This time, I’m using the professional content when I want a break from the Foundry, and it’s making a big difference.

There are a lot of MMOs that have seemed to bank on one or two unique features to compensate for their otherwise mediocre game. Neverwinter may be the first game to succeed in that strategy.

It’s hard to find words to do justice to how awesome the Foundry is. A virtually unlimited source of high-quality content with enough variety to suit most every taste. How can you not love something like that?

I’m continually blown away by the quality of content some fans can create. Not only are these quests better than the professional ones in Neverwinter, they’re better than most MMO quests I’ve played, period.

One of the first ones I played after returning almost could have given The Secret World a run for its money. A moody, horror-themed dungeon crawl with spooky ambiance, plenty of action, and an epic conclusion featuring a battle for control of my own mind within a surreal dreamscape.

A surreal dreamworld in a Neverwinter Foundry quest(It’s called “A Clash of Wills,” if you want to check it out.)

Not all are that good, but it’s rare for me to play one that isn’t at least decent. Yes, it’s true that there are plenty of nimrods churning out mindless mob grinders and worse, but the sorting functions make it easy to avoid most of the lower quality quests.

The Foundry makes all of the game’s other flaws bearable. Foundry quests rarely offer significant challenges or travel time, so all of the hobbling effects of its business model have little or no impact if you focus on Foundry content.

This time, I’ve also tried making my own quests with the Foundry. I started with a very basic quest to learn the ropes (“Shrine of Atonement”), and I’m now working on a much more ambitious dungeon crawl featuring multiple custom maps and unique enemy models, optional objectives, a bone-chilling story, and even a few simple puzzles. I’m calling it “Birth of a God,” and I’m hoping it will be up for review soon.

The Foundry is incredibly easy to use, if a tad time-consuming. There are a few things that seem mildly counter-intuitive (like the fact that you’ll be doing most of your designing via the “play map” feature), but once you figure those out, it’s smooth sailing. 90% of the work can be done via dragging and dropping or basic text editors simpler than the WordPress HTML I’m using right now.

I’ll also give them some credit for not attempting to monetize the Foundry in any way. No payment whatsoever is needed to get the full benefit of it, as a player or a designer.

Designing a quest in Neverwinter's FoundryConclusion:

Neverwinter is a bizarre mixed bag of a game. It’s hard to imagine how the same company could produce awesome things like the Foundry and the hunter ranger, and craptastic things like… nearly everything else about Neverwinter.

However, for now, I am finding that its strengths outweigh its flaws. Not by a lot, but by enough.

I think the best way to think of it is thus: Neverwinter is not a good game. However, it is an excellent platform for the creation and distribution of player-made content. If you think of the Foundry as the heart of the experience and everything else as bonus frills, then it’s actually a lot of fun.