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.

Pointless Nostalgia: Gaming

We now continue with my series of self-indulgent nostalgia posts discussing the sci-fi and fantasy I loved as a child, which turned me into the proud nerd I am today.

A screenshot from the mission Stair of Grief in Myth II: SoulblighterThis time, I’ll be discussing video games. Note that I am limiting this to sci-fi or fantasy games that had a significant impact on my views of those genres, so there are some games that I truly loved that will not be discussed in this post. The Age of Empires franchise, for instance.

Some of these are also games that I’ve discussed before, so my thoughts on them may be a little truncated to avoid repeating myself too much.

Warcraft:

Of course, Warcraft is always the first game franchise that comes to mind on this topic. Warcraft: Orcs and Humans wasn’t the first game I ever played, but I did start on it very early in my life, and it’s probably the first one to have had a major impact on my tastes going forward. I would go on to spend an enormous amount of time playing it and its sequel, Warcraft II: Tides of Darkness.

In retrospect, the early Warcraft games weren’t particularly special by modern standards. They were fantastic given the limitations of the era, but looked at through modern eyes, they were fairly thin experiences that shamelessly ripped off Warhammer and Lord of the Rings.

Still, I loved them at the time, and Warcraft II is noteworthy for kickstarting my lifelong love affair with Elves. With their coolly confident voices, lethal ranged attacks, badass capes, and epic hair, my seven year-old self thought the Elven archer units were just the most amazing thing ever.

A screenshot from Warcraft: Orcs and HumansWarcraft III, however, was something special. It vastly expanded the universe and added an incredibly amount of depth and complexity to what was previously a very simple story.

Timing also played a role in my love for Warcraft III. It came around just as I was getting old enough to understand that the world isn’t entirely black and white. I think it had a profound impact on my sensibilities as a writer, and as a person. It helped to waken me to the idea that there is more than one perspective on everything, that one person’s villain is another’s hero.

The expansion, The Frozen Throne, was less impressive, but it did take my Elf obsession to new heights by reinventing the Elves as the Blood Elves, who remain my favourite interpretation of the archetype from any source.

Again, timing plays a role. To my teenage brain, the edgy, sexy, misunderstood Blood Elves seemed irresistibly cool.

StarCraft:

Blizzard’s other great RTS franchise also deserves a mention, but truthfully, I’m not sure it really had that big an impact on me.

A screenshot from the original StarCraft's Terran campaignNow, don’t get me wrong. I loved StarCraft, and still do. It was a great game with a strong if somewhat imperfect story, and from a gameplay perspective, it was a quantum leap forward for the genre.

I’m just having trouble drawing any direct lines between my love of StarCraft and my current sensibilities. I had already developed a certain degree of interest in sci-fi thanks to things like Star Trek and Beast Wars.

Mostly all I can say is that Jim Raynor was and remains my all-time favourite video game character, a rare example of a character who is presented as an everyman forced into the role of hero and actually feels authentic as both.

One nice thing is that StarCraft 1 is the only entry on this list that can be readily played today, without dealing with technical issues or outdated graphics and game mechanics.

Drakan: Order of the Flame

Here’s a game that’s definitely not remembered as one of the great classics. Still, it was special in its way, and I remember enjoying it a lot — despite some glaring problems.

A screenshot from Drakan: Order of the FlameDrakan was a fairly generic fantasy story — Evil McBadPerson is coming back from the dead to destroy the world, unlikely hero must stop him — centered on a young woman named Rynn, who bore a remarkable resemblance to Lara Croft. Rynn stumbles across a dragon named Arokh and winds up soul-bound with him.

So the gameplay split between content played as Rynn and aerial sequences atop Arokh.

Arokh is what made the game worth playing. His wry humour and cynicism gave him infinitely more personality than Rynn, but the gameplay of playing as a dragon-rider is what made Drakan really special.

Few things in my gaming career have equaled the sheer thrill of soaring through the air atop a fire-breathing dragon, and Drakan made it every bit as amazing as you would expect. The controls were simple and intuitive, the maps were expansive and full of potential for exploration, and Arokh’s power was awesome in the truest sense of the term. Enemies that would be challenging or nearly unbeatable as Rynn could be effortlessly incinerated by Arokh.

Despite its generic story, Drakan impressed upon me the sense of awe and wonder that the fantasy genre is capable of, and I still have many fond memories of soaring across the Eastern Archipelago, raining fire on my enemies.

A screenshot from Drakan: Order of the FlameDrakan is also noteworthy for beginning my lifelong hatred of jumping puzzles and platforming mechanics. I truly believe the gaming industry has evolved beyond the need for such things; I wish they’d just go away altogether.

Myth:

I am not given to looking back with rose-coloured glasses. I am not someone who grumpily declares that games were so much better back in the day and the current crop of games just can’t compare.

But the Myth franchise was something so unique and special that even today I’ve never quite seen a game equal it.

For whatever reason, Myth: The Fallen Lords and Myth II: Soulblighter* did not become elevated to the pantheon of all-time great RTS games like Age of Empires and StarCraft, but they deserved to be. They ought not to languish in forgotten obscurity as they do.

*(We don’t talk about Myth III. It didn’t happen.)

Art for Myth II: SoulblighterMyth wasn’t like other strategy games. There was no base-building, no economy. Only very rarely would you ever receive reinforcements during a mission, and you virtually never had any control over when you got them. It was just you and a small group of soldiers fighting against impossible odds.

And things did often feel all but impossible. These were brutally difficult games, which is my one complaint about them. You were invariably outnumbered, often outgunned, and there were a million little things that could go wrong.

Which brings me to another unique thing about Myth, which was how incredibly realistic the combat was. It’s hard to imagine, but these janky old games from the 90s managed a level of realism that is unheard of even today. Wind could blow your archers’ arrows off course. Rain could cause your Dwarves’ grenades to fizzle out. Body parts rolled downhill. Explosions sent deadly chunks of shrapnel wheeling across the battlefield, cutting apart friend and foe alike.

This immense realism and the complexity it created were a big contributor to Myth’s difficulty. One wrong move could send a grenade flying into your own Dwarves, causing a chain reaction as the grenade set off their satchel charges. This would turn your army into a conflagration of flame and severed limbs, at which point the supremely deadpan narrator would calmly declare, “Casualties.”

And then I’d laugh my ass off even as ghols tore apart what was left of my army.

But the genius of Myth was not confined to its gameplay. It also had a brilliantly different story.

A screenshot from Myth II: SoulblighterMyth was a bizarre mashup of some of the best elements of Warcraft, Lord of the Rings, and The Black Company. It was high fantasy in the truest sense of the term, full of magic and fantastical beasts, but yet it also felt incredibly gritty and real.

The interesting thing is that they didn’t give you a birds’ eye view of events as most such stories would. Everything was told from the perspective of ordinary soldiers on the frontlines, who often didn’t fully understand the plans of their superiors. Normally I’m not a fan of ambiguity in story-telling, but in this case, having only incomplete glimpses of the world and its history made it feel so much more real.

Much like the how the gameplay could be unrelentingly difficult, the story of Myth was often ruthlessly bleak, depicting a world bereft of hope in the face of all-consuming darkness, but that only made the characters feel more heroic, the struggle more meaningful.

I’ll also say that despite that almost complete lack of any character development or personality, I still think Soulblighter is one of the all-time greatest video game villains. You’ve just got to respect a guy who cut off his own face and tore out his own heart “in a ritual too dark to name.”

And I haven’t yet touched on my great love for the Heron Guard (Best. Paladins. Ever.), or how hilarious the Dwarves were, or the utter badassery of the Trow, or the sheer terror of the Myrkridia…

Myth bannerOr I could talk about they seamlessly blended traditional high fantasy elements with more obscure concepts out of Irish and Mayan culture and their own unique fiction…

Damn, I miss Myth.