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Showing posts with label Joko. Show all posts
Showing posts with label Joko. Show all posts

Wednesday, September 19, 2018

Goodbye, Path of Fire. Don't Let The Door Hit You On The Way Out.

I spent most of today playing Guild Wars 2, which isn't all that unusual. What was different from a run of the mill day off work was that I spent pretty much the whole time in the new content that came with yesterday's Living World update.

I think the last time that happened was probably Season Three, Episode Five, Flashpoint, the one that introduced us to Draconis Mons. I liked that map. I spent a good while completing it and generally goofing around there.

That was all the way back in May 2017 but most significantly it was before the release of the last expansion. The long and the short of it is that I don't much like anything about Path of Fire, and that very much includes the entirety of the Living World/Story Season associated with it. I don't like the look and feel, the mechanics, the plot, the characters and I very especially don't like the mounts.

Perhaps the best thing about LS4.4, A Star To Guide Us, is that it feels, if not like the end of an era, then at least like the beginning of the end. I'm more than ready.

I guess the real beginning of the end actually came in the last episode, when Palawa Joko, one of the most tedious, cliched, derivative villains I've ever had the misfortune to have to sit and listen to, died. Really died, as in gone for good, never coming back. In case anyone's in doubt or denial (and many seem to be) the permanence of his departure gets some heavy emphasis in the narrative this time around. 

Of course, as anyone who has ever read a comic or played a video game knows, no-one ever really dies. It's kind of a feature. What's more, in this very episode, the one in which several people, my own character among them, state with absolute certainty that Joko won't be coming back... well, I'd better not say any more.


Even so, I think we're free of the pest for a while. There's a distinct feeling of decks being cleared and pages being turned. The new map feels quite significantly different to all the others that came with the PoF expansion or the previous chapters of this Sesson. It may be connected geographically but it seems existentially separate.

As I was playing today, at one point I caught myself wondering whether this was the last episode in the Season. It can't be, of course. There would have been an announcement if it was.

Still, it's mid-September. They're going to have to go some to fit another one in between Halloween and Wintersday, although last year, if I remember correctly they did allow a Living World release to overlap the midwinter festival.


Whether we get Episode Five at the end of this year or the start of the next, either way I would bet on the next one being the climax of Season Four. I think it will set up the announcement for the third expansion, which will arrive sometime in Summer 2019. There will be no Living Story Season Five until after that beds in, so probably around October/November next year.

Or I guess they could wait another year. I don't think the finances will stand that, though. You can see from the financials each quarter how heavily they rely on the uptick from expansions.

I know there was a lot of brave talk in the first couple of years about never having any expansions ever but we saw how well that worked out for them. The game is on the expansion treadmill now and it won't be getting off until it follows the original Guild Wars into maintenance mode.


ArenaNet also once claimed they weren't going to make any more MMOs after GW2, the game they planned to operate and update indefinitely. It's been running for six years now and it probably has at least as long again to go, but some players are starting to get itchy feet. I've noticed an increasing number of in-game comments lately speculating on "Guild Wars 3".

There's even a thread about it on the forum - it was on the first page for a while but the flurry of posts following the update have pushed it on to page two. I wonder if the OP there is on to something when they say "...if ArenaNet does reach the point it can develop and maintain another MMO without having to send GW2 to the curb, I believe they should start up a new story entirely. Guild Wars was great, Guild Wars 2 is great...Guild Wars 3 would be too much."

Anyway, for now and the foreseeable, GW2 is what we have and as of this update it feels surprisingly fresh again. I am even more frustrated now than I was yesterday about not being able to discuss the story here. There's a lot to discuss. Maybe I'll get back to it when a few weeks have passed. Problem is, by then we'll all be on to something new and it won't seem as urgent.


One thing I will say is that the final instance is brutal, but in an entirely different way to usual. There's no awful, dragged-out boss fight. Instead there's a timed jump puzzle that has to be done on a mount. It's also currently very badly bugged, to the point of unplayability, which is traditional.

Nevertheless, I did manage to complete it, by means of a combination of workarounds, multiple deaths and brute force. Even though it was unfair and infuriating, I enjoyed it. I don't think I could honestly say that about any Episode finale since the Living Story moved to instanced content.

What's more, the penultimate instance is also brutal and unfair and I enjoyed that one too. For the first time in a very long time I am seriously considering taking a second character through the story for my own amusement and to see how it plays with a different class.

A Star To Guide Us isn't perfect, not by a wide margin, but it's a major improvement on what we've been used to over the past year and for that we can be thankful. If it's also laying down a marker for the future tenor and direction of the game, well, no-one will be happier about that than me.

Sunday, July 1, 2018

Summertime Sadness : GW2

I very much agree with UltrViolet, who, when he briefly reviewed the latest Living World episode,  wrote

“See all previous comments regarding Guild Wars 2. There’s no need to write a new post. Nothing has changed. Whatever they spent extra time to work on is not evident to me.” 

Exactly so.

On the other hand, Jeromai, who very much knows what he's talking about when it comes to GW2, takes a different view :

"There’s a lot of what seem like under-the-hood tweaks to improve storytelling: from better NPC AI that form formations, in-instance object changes and scripting and zone phasing that are mostly remarkably used well in the service of telling a story, possibly over-fancy tweaks to the UI to indicate new status conditions..."

I have to confess I missed all of that. ANet did allude to some background changes when they were warning that the latest episode would be late:
"...we had an opportunity to make some adjustments to how we approach developing each episode..."
but in keeping with their usual hyper-cautious attitude to secrecy they gave not the slightest hint of what those changes or adjustments might be.


Well, they probably need to do something. Or maybe they don't. Who can tell? Megaserver technology makes it impossible to assess how well GW2 is doing by any of the usual means. You can't count the servers or make any meaningful judgment on  how busy the maps are. World vs World should be more quantifiable but that game mode is currently in such a deep, prolonged malaise pending the supposed root-and-branch revamp, that it's pointless even trying to take its temperature.

NCsoft’s first quarter 2018 report has GW2 performing tolerably well as part of the overall portfolio. I did initially interpret the table that had ANet's game neck-and-neck with Aion as evidence of a serious slide in profitability but in fact it turns out to be mainly due to a surge in monies coming in from Aion.

"Every other game saw a slight dip...with the exception of Aion which saw a big jump which NCSoft attributed to a “change in monetization scheme”"

All the same, the feeling in-game is one of drift. I find it more than peculiar that ArenaNet, with its 300+ employees (as reported in 2016) appears to struggle to produce four quarterly content updates, each of which provides  - at best - a couple of weeks of fresh entertainment for a very casual player, plus a full expansion only every two to three years.

Many - I would say most - moderately successful MMORPGs do considerably better than that. Even those that don't do a significantly better job at providing bread and circuses to keep the players entertained between major releases. ANet don't even seem to feel they need to work up a full year's calendar of holidays.

Jeromai mentions an upswell of feeling on reddit concerning GW2's lack of a genuine end-game, a problem that's ironically compounded by the game's horizontal sprawl:

"On the GW2 Reddit, there are threads bemoaning the lack of an endgame right alongside threads in which new and returning players profess their utter overwhelm and confusion with what to do next."

It's a problem ANet appear no nearer to solving than they were six years ago, when they trumpeted their mold-breaking manifesto. Over the running time of the game so far many solutions have been trialed and tried. Some have stuck, most have faded. The result is an ill-fitting, ill-seeming mish-mash of old and new.


Raids and fractals sit in their silos alongside the failing, fading original alternative game modes, sPvP and WvW. GW2's goal of becoming a popular platform for professional eSports is long forgotten. The supposed end-game equivalent, realm versus realm competetion in The Mists via what was once known as WorldvsWorldvsWorld languishes in deep decline, played by few,  cared about by fewer. A plan to revitalize WvW's fortunes lies somewhere in the future, maybe next year, maybe never.

Meanwhile the game limps along on crutches of cosmetics and collections. In the absence of anything comparable to vertical or linear progression the developers lean heavily on increasingly time-consuming busywork, leading to increasingly purposeless rewards.

What once seemed an outrageous shopping list for the original Legendary weapons now looks like a trip to the corner store in comparison to the requirements of the new batch. Jeromai considers his options:

"I’ve just come off the really long term goal of making a second set of legendary armor (heavy and light now done, medium to go… at some point far far into the future); am still eyeing Astralaria with temptation but utter trepidation (second gen HoT legendaries are intensive); and settled on the more medium term goal of repeating a easier first gen legendary..."

When we reach a point where players are working on their third set of "end game " armor and further "end game " weapons (all of which offer no practical character improvement other than convenience) just to have something to do, it's clear that we have a game whose appeal is going to be limited.

There are, it's true, a lot of players who like that sort of thing. Collecting all the things because all the things! has long been a recognized behavior. It's my feeling, however, that such an audience is dwarfed by the demographic that likes to see their characters become more powerful, more effective, better. Not just better-looking and easier to dress.

GW2 has become the poster child for that old saw "be careful what you wish for". We wanted an MMORPG with no vertical progression and no end game and this is what we got. I don't believe such a game has to look like that but this one does and I'm the poor sod stuck playing it - although I do at least play it my own way, most of the time.

I was, for a long while, invested in the narrative. It reels and lurches like a drunken sailor in a force ten but I've always found it entertaining and still do. In this, as in so many things, I seem to be out of step with the current audience. In game or out, few seem to care any more. Time was when each new twist and turn in the plot would spawn frenzied speculation in map chat and on the forums. These days all people seem interested in is where to go farm on the new map and how quickly they can get the mount.

I'm not going to say my time with GW2 is drawing to a close. The open-ended payment model means a GW2 player can never really quit, only take a break. I'm playing less, though. Much less. These days I just do my dailies and my Krait on each of three accounts, then I log out and play something else.

That's becoming an established pattern. With the new LS chapter I played a couple of sessions on the story but once I finished I haven't been back to explore the new map. Mrs Bhagpuss hasn't even logged in since the update. WvW is in freefall. Neither of us do much there right now. Maybe the proposed conversion to an Alliance system will change that, maybe not.

I suspect everyone who cares has already left and most won't come back, or rather they will, but they won't stay long. Old names crop up all the time but few hang around. Nothing much has changed over the last four or five years to make anyone who stopped playing feel they made a bad choice.

Then again, it is summer. People have other things to do. Maybe that's all it is. With World of Warcraft gearing up for an expansion launch a lot of MMOs will be retrenching, hunkering down to wait out the storm. Maybe come the autumn things will look different.

Oh, who am I kidding? In Tyria nothing ever looks any different and never will. Not now Scarlet's dead. I miss her. If only this could be true. Just the first bit, obviously.

Enough whining. Maybe I should go look at the new map after all. I might find something interesting. Someone did. Don't click on this if you don't want spoilers. If you've finished the storyline, though, seriously, CLICK ON THIS!

I'm not even kidding.

Saturday, March 3, 2018

It's All In The Trailer

Always been a tricky job, making trailers. Drumming up interest without giving too much away.  Heard a lot of complaints lately, movie trailers following the whole plot, telling all the best jokes, using scenes that aren't even in the film. Awkward balance to strike; too much, not enough.

Still, easy compared to making trailers for video games. Those tend to split into two types: mini-movies with production values orders of magnitude above anything in the game or "gameplay footage" that looks like, well, like someone playing a video game. Worst case scenario: the assets of the latter used to make the former.

The standard can be very high. The pre-launch trailers for DCUO were impressive at the time, although watching them again now they seem... clunky. Still, 1.3 million views on YouTube...

I suppose you might expect a developer like Sony Online Entertainment, backed by the resources of one of the world's largest entertainment megacorps, to rise to the occasion. Then, at at the other end of the resource spectrum, we find Standing Stone Games...


That jaw-droppingly terrible promo provoked more pity than outrage but at least it got some kind of response. Standing Stone tried to fix some of the PR damage they'd done, issuing a follow-up that was... not wholly embarrassing. To cross that minimal threshold they had to use a lot of long shots and no combat at all.

This is one of the big problems for MMORPGs, particularly older ones. What you get to do in the game is often repetitive and prosaic. Epic boss fights, spell effects going off like explosions in a firework factory, look thrilling; hours of attritional grinding, questing and busy-work that get you to that point? Not so much.


Many marketing teams approach the problem obliquely. Keep the trailers very short. Use a lot of title cards. Edit so the whole thing looks like it was filmed in a hall of mirrors, lit by strobe lights during a lightning storm. If it all moves fast enough, the theory seems to go, people will see what they want to see. That's always going to be better than letting them see what they're really going to get.

ArenaNet largely follow that logic. GW2 trailers tend to be brief, enigmatic and uninformative. Guaranteed to spawn a lengthy discussion in the Lore section of the forums, over-invested fans arguing their obsession from one blurred background shot a millisecond long. Other than that, cast a cursory glance then move on.

Not so with the current trailer "A Bug In The System". It may be the best ANet have ever produced. I've watched it five times so far and it still gives me thrills.



The last time I can remember GW2 taking this many risks and having this much fun doing it was Marjory Delequa's noir pastiche intro all the way back in June 2013, although that was actually an in-game cut-scene, not a trailer. It had encouraging confidence but none of the polish or punch of Bug.

If Bug ended half-way through it would still be one of the better trailers the game's "enjoyed" in the last six years. It's the unexpected mood switch that takes the whole thing to another level. The transition from cheeky Bond pastiche to foreboding horror is chilling and much of the emotional heavy lifting in the second act comes from the soundtrack; particularly that song.

I have still never finished the original Personal Story on any character, so in my case the inspired revisionary use of the heroic anthem that celebrates final victory over the elder dragon Zhaitan found no nostalgia buttons to press. It sent shivers down my spine all the same. I can only imagine how it must have affected those who recognized it and understood just how deeply their fondest memories were being played with and perverted.


Whether the Living Story episode itself can live up to the promise and threat of this exemplary trailer we'll find out on Tuesday. I imagine it'll turn out much like every other episode - a lot of talking, a tediously lengthy boss fight and plenty of busy work to make it seem like there's something to do for the next three months.

That's as it may be. The difference this time around is that at least my anticipation and excitement has been pumped enough to create the possibility of disappointment. If there's nothing more thrilling in the update than the trailer itself, well, at least we got a good trailer!

Take your wins where you find them, I say.

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