WoW: It Was a Good Day + Unconventional Game Heroes

Monday was a day of rather absurd good luck for me in WoW. I’m sure I’ve used up all my luck for months to come, and I’ll have nothing but bad drops and fail groups for the foreseeable future, but it was worth it.

My warlock completing the warlock green fire chain in World of WarcraftPrepare yourselves! The bells have tolled!

As with every day at this time of year, I began my time in WoW by running the Headless Horseman holiday boss. I started with my warlock, planning to then do it again on all my other max level characters as is my tradition.

And then it happened.

The mount dropped.

Oh. My. God.

After five years of grinding, I’d pretty much given up on ever getting it. Hell, there are people who’ve been playing since vanilla who still don’t have this thing. But there it was, cheerfully smiling up at me from within my bags.

*Happy dance.*

I love this mount. Partly because it’s an awesome mount — it’s a fel-fire wreathed horse that flies without wings — but also because it’s a reminder of how cool the Horseman is.

My warlock riding my Headless Horseman's steed in World of WarcraftIt always amuses that a fairly silly pop culture reference of a holiday boss actually has a better and more lore-appropriate backstory than most “serious” bosses.

I fought for you!

I fought in vain!

Now scatter, scurry, shriek in pain!

No mercy this night abides!

On Hallow’s End, when the Horseman rides!

But that was just the beginning of my good fortune.

Reaping the Black Harvest:

Earlier that day, I heard some random commenter on WoW Insider mention that the final boss of the warlock green fire quest had been inadvertently made much easier by the 6.0 patch, so I decided to give it one final try, having failed repeatedly whenever I’d tried in the past.

Sure enough, old Kanrethad was a lot weaker than before. The main difference is that his health seems much lower, even taking into account the effects of the item squish. It was still a bit tricky, and it took me several tries, but in the end, I managed to burn him down.

I’m actually not that fond of green fire, so I’ll probably turn it off before too long, but it was nice to get it done.

My rogue drains the fel energy from Kanrethad Ebonlocke at the conclusion of the green fire quest chain in World of WarcraftSurprisingly, the feat of strength and its associated “____ of the Black Harvest” title are still available. Most thought they would be removed after 6.0, but it turns out they’re still valid until Warlords of Draenor launches.

Getting the title is what makes me really happy. It just sounds cool, and considering it’s only going to be available for a few more weeks, that’s some good timing on my part.

Sure, I probably don’t deserve it since the fight is now clearly much easier than was intended, but… screw it, I don’t care.

But wait! There’s more!

Conqueror of Orgrimmar:

To cap off the day, I hopped on my rogue and tried out the new premade group finder in the hopes of taking advantage of the guaranteed heirloom off Garrosh until WoD. After being rejected by about a dozen groups, I found a heroic (formerly normal) group willing to take me that was already on Garrosh.

We wiped a few times, but in the end, we managed to get him down with minimal trouble and only a little dickishness and douchebaggery on the part of my fellow raiders.

My rogue's new heirloom dagger and Conquerer of Orgrimmar achievement in World of WarcraftI got myself my heirloom dagger — a major improvement over the heroic scenario drop I was using before — and a warforged belt.

This also earns me the “Conqueror of Orgrimmar” title… although I still think “Hordebreaker” has a better ring to it.

Not bad for one day.

* * *

New article:

My latest article for ADANAI is Top 10 Unconventional Video Game Heroes. Covering those who do not fit into the stereotypical mould of beefy, gun-toting white guys.

This was a strange article to research. It’s actually easier to find good female video game heroes than I would have expected. Obviously, they’re still a minority, but it’s not as vanishingly small as you might think.

Nilin in Remember MeI also found that the majority of non-white video game heroes are of mixed race, usually with one white parent. I’m unclear on whether this speaks to a desire to be progressive by refusing to conform to rigid racial structures, or an attempt to “soften the blow” by giving them all a twist of whiteness.

Most non-white heroes also seem to be female.

The most underrepresented group seems to be LGBT characters — not surprising considering the virulent homophobia that dominates the gaming community.

What really surprised me is how incredibly hard it is to find unconventional male heroes. If you want to play a game where the hero is male, but not a steroid-abusing white guy, your options are shockingly slim. Non-white men and men who aren’t mountainous brutes seem to be almost unheard of.

Since I don’t find anything identifiable about muscular man-bulls, it is perhaps not surprising that I tend to play female characters so much. I mean, the vast majority of people playing games are probably wimpy little geeks like me. Why can’t we have some heroes who are more brainy than brawny?

MMOs Have Group Content All Wrong

One of those unwritten rules of MMO design seems to be that group content should always be the most challenging content, and that the most challenging content should always be group content. There’s even a progression where the larger the group, the harder the content becomes, with raids inevitably being the toughest challenge there is. To that, I have just one question:

Why?

My panda hunter doing Scarlet Monastary in World of WarcraftThat’s not a question I can recall ever seeing asked, let alone answered. It only occurred to me recently, and thinking about it, I’m not sure I can find any compelling reason why group content and the hardest content must be one and the same. But I can think of a lot of reasons why they shouldn’t be.

The wrong priorities:

Since I seem to be interrogating my readers today, let me ask you another question: What is the purpose of group content in an MMO?

I’d wager most people would answer something along the lines of supporting the multiplayer aspect of the game. Group content encourages people to work together, and supports socialization. That’s a good thing in a social genre like MMOs.

I don’t think many people would answer that question with, “To provide the hardest challenges.”

But yet, that seems to be the overriding priority for MMO developers. Not to provide opportunities for socializing, but to make players sweat as they struggle with content of the highest difficulty.

Not only does making group content and hard content synonymous not aid socialization, it actively harms it.

My Hell Raised group in The Secret WorldFor one thing, difficult content immediately excludes players who lack the skills to complete it. You might say that they don’t deserve to complete it if their skills aren’t up to snuff, and arguably, you’re right, but that’s exactly my point: It divides players based on skill level, when the whole point of group content is to bring people together.

One of the reasons I tend to prefer soloing in MMOs is because I don’t enjoy putting social stress on top of content-induced stress. I’m perfectly okay with a challenge — I think the time I’ve spent in StarCraft II and The Secret World proves that — but when you also add that to the stress of potentially letting your friends down, or being let down by your friends, it’s just too much.

When people in a group are of differing skill levels — which is pretty much always going to the case to some extent — it invariable starts to feel awkward. Perhaps a friend is under-performing, causing wipes. You’re forced to choose between hurting their feelings or hobbling your own progression. If someone is far more skilled than their friends, they will inevitably become frustrated and may have to abandon their in-game social circle entirely. Or maybe you’re the weak link. Even if your friends are understanding, you still may feel ashamed for holding them back.

None of these situations are fun.

It’s also worth noting that playing as a group is innately more challenging than doing solo content, all other things being equal. Even putting aside issues of logistics and getting everyone to actually show up — which I do not consider to be true difficulty — it is a fact that the more moving parts there are, the more that can go wrong. The more people there are in your group, the more it becomes inevitable that at least one person will screw up. So why does group content need to be innately more challenging even on top of that?

Group content isn’t even a good measuring stick for skill because of the potential for being carried. There are people in WoW right now who are buying full gold challenge mode runs for massive amounts of gold. They’re earning rewards meant for the most skilled without displaying any skill at all.

Battling Amber-Shaper Un'sok in the Heart of Fear raidThe only rationale I can think of for why difficulty and group size should be equated is that developers wanted to encourage people to group by putting all the best rewards behind it, but felt that they then had to crank up the difficulty, because it doesn’t feel right to give the best rewards for easy content. But if that’s the case, it’s a pretty tortured logic.

Group content is for socializing:

Currently, most if not all MMOs put their effort into finding new and creative ways to make group content challenging. What they should instead be doing is finding new and creative ways to make group content a welcoming environment for groups of all sizes and skill levels.

Even Guild Wars 2, a game with incredibly laid-back and inclusive design philosophies, decided its only organized group content, dungeons, should be intensely difficult and require rigid party sizes.

I would much prefer it if group content was designed with the idea of being relatively low stress. I would rather see the greatest challenges come in the form of solo content, so each player is judged solely on their own merits, while group content is made for relaxing with friends.

Developers should instead put their effort into scaling technology that can accommodate any and all group sizes and other such tools to ensure everyone has a place. Group content should be a social feature first and foremost, not something that exists purely to test one’s skills and determine who the most uber-leet gamers are.

Battling karka on the Lost Shores in Guild Wars 2That’s not to say that group content can’t or shouldn’t ever be challenging. Indeed, I think a variety of difficulties to suit all skill levels — including the best of the best — is one of the things that would promote socialization.

But it shouldn’t be the overriding goal for group content, to the exclusion of all else.

The Secret World does a better job on this front than most games, though it’s still far from where it should be. The primary source of group content, nightmare dungeons, are brutally hard, and the lack of any decent tools for finding groups rather hobbles the game’s socialization potential.

But it has plenty of challenging solo content, so it’s not a stark divide between easy soloing and hard group content, and scenarios are a step in the right direction. They feature numerous difficulty settings and group sizes to suit the needs of most anyone, and interestingly, group sizes are not actually enforced on most difficulty settings. This means you can do a group scenario with less than five players, or do a solo scenario with all your friends.

In scenarios, it also tends to be true that doing them solo is more difficult than doing them as a group. This has been decried by many for being a departure from the norm, but if you ask me, it’s a welcome concession to what should be common sense.

I’m told that City of Heroes had a very flexible stance on grouping that put socialization first, but since I never played that game, I cannot comment on it further.

Caught in a dust storm during the Hotel scenario in The Secret WorldWorld of Warcraft has had an odd and inconsistent history on the matter. These days, it does offer a lot of easy group content that is good for socializing without stress, but it still tends to obey the logic that the larger the group, the harder things should be, and Blizzard has been systematically stripping any significant rewards from most everything but organized raiding so us casual scrubs never forget that we’re not real players.

For whatever reason, MMO developers have decided that if you want a challenge, you must group, and if you want to group, you must be ready for a challenge. I am left baffled as to why this is, as it seems to only hurt the social connections that should be the focus of group content, but it’s not a policy we’re likely to see changing any time soon.

I’m afraid I shall be left with my confusion and disappointment over the matter for a long time to come.