My Year in Online RPGs (Part
One)
|
EVE is my latest obsession
|
So if there's one email
that I get more frequently than any other, it definitely
starts like this, "Hey Mike --
great site! It really helped me a lot with game xxx,
but
when are
you going
to do a walkthrough for yyy?"
Well, this past year I've gotten a lot of those emails,
because I've spent the majority of my gaming time in
online RPGs. Another acronym for these types of games
is the ridiculously-long MMORPG, for massively multiplayer
online role
playing
game. Only virtual-katana-wielding digit heads would
allow such a massively multicharacter acronym to take
hold. These games have their origins in
tabletop games such as Dungeons and Dragons, resembling,
at least physically, Monopoly and Clue more than Pong
or Battlezone.
I never much felt the
pull of these games, although I'm pretty much in the
bull's eye of the target demographic. Male, majored
in Computer Science, minored in math, not much into
sports and still beholden to Captain Kirk as my Greatest
American Hero. Yet, it's no surprise that the
geek community is tragically splintered into
two distinct
factions: Science Fiction; and, Fantasy. I am squarely
in the sci-fi camp, having a fascination for
technology and The Future: bright,
shiny acrylic-white
with talking computers refusing to let me back
in through the pod bay doors. Pods. Mmmm, lots of pods.
Alternately, those musty, moss-covered dungeons of
the fantasy faction,
with their talking unicorns and penchant for mysticism
just don't cut it for
me. Not by a long shot.
City of Heroes
It only makes sense,
then, that my first foray into online RPGs would be
something completely devoid of elves and ogres. City
of Heroes pulled me into its virtual world nearly five
months after the April, 2004 release. My main character,
"Main" for short -- other alternate, ancillary
characters are called, "alts" -- was to be
true to my libertarian ideals, and named Ms. Ayn Rand.
A Mind
Controller, she would specialize in status effects,
powers that disable a foe, rendering him a worthless
minion, battling his own demons rather than me and
my allies. The primary appeal of RPGs over other types
of gaming is
the act of creating
a back story,
the "role" in "role playing," and
here is the back story I created for Ms. Ayn
Rand.
 |
A Russian immigrant, Ayn Rand came
to Paragon City with the singular purpose of defeating
the dual enemies
of collectivism and altruism. Her Objectivist philosophy
of rational self interest and pure laissez faire
capitalism will lead Paragon City to new heights
of freedom,
liberty, abundance, and architectural splendor. |
Playing this character
has been so much fun that she can single-handedly
be blamed for delaying the Doom 3 walkthrough a good
three months. Ayn's mind control powers allow her
to
give mind-splitting headaches to a large group of
enemies, stopping them
in their
tracks. Likewise, she can put a second group of bad
guys to sleep, and confuse a third group of foes
into fighting each other while a fourth cower in fear.
Brilliant!
The downside? Mind Controllers
don't really inflict that much damage. Fighting solo
as a Mind Controller has been described as "whittling,"
and that's exactly what
it feels like as you slowly shave tiny bits of hit
points off your opponent over time. A long time. "Don't
worry,"
I was frequently told, "when PvP comes out you're going
to rock."
PvP is player vs. player in online-speak.
City of Heroes was initially PvE-only, or player
versus environment combat, in which all the real-life
human
players fight cooperatively against their server-generated
opponents (the "environment.") It was anticipated
that when PvP was introduced to City of Heroes, Mind
Controllers would be the
ultimate
challenge;
you can't defeat an enemy when you're snoozing or in
the grip of a controller-induced migraine. Ah, but
it was
not to be. This brings me to the biggest complaint
I've come to have with online RPGs: the
developers
keep
changing
the rules!
The Nerf Bat
Harmless, indoor fun. Hasbro's gift
to mothers everywhere. This foamy, soft-to-the-touch,
alternate-universe version of normally-painful objects
is the perfect metaphor for describing what developers
do to "overpowered" characters. "Poof!
You're now a harmless orange fuzz."
The City of Heroes developers created a little purple
pill, a "Break-Free Inspiration" in City
of Heroes speak, that
can be taken
by a player after they've come under a status
effect. This, coupled with other, equally insidious "fixes"
really
put the fix in for Ayn's role in the PvP arena. Months
of decisions and tactics, honed under a single set
of rules, were now rendered useless by the whims of
the development team.
Anyone who's ever read an interview
with Warren Spector has come across the term, "emergent
gameplay." The concept is pretty simple: gamers
create their own gameplay experience as they learn
the rules
and environment of the game. These player-minted gameplay
styles may not have even been foreseen by the developers,
and wise developers such as Mr. Spector nourish this
creativity in the games they produce. Micro managing
control-freak developers with no respect for the countless
hours invested
by their customers, on the other hand, wield the nerf
bat.
A creative environment
in a virtual game world, or in the real world for that
matter, cannot flourish unless the rules of that world
are not in constant flux. Creativity (real creativity,
not the kind where a hippie throws some paint on a canvas
and feels the meaning) is largely a process
of problem-solving, and changing the
rules of the game renders a once-creative solution
impotent. This sticks a pin in the joy balloon of the
gamer who
has mastered his own personal solution and is the
primary cause of endless gnashing of teeth on message
boards. Not only is much hard work lost, but so is
any desire
to
initiate a new round of creative thinking
for
fear that a similar storm of whim will wipe clean what
is about to be built as well.
Still, City of Heroes is not unique
in this regard and, as witnessed by my Doom 3 walkthrough
delay, it's a lot of fun to play. I'd be remiss if I didn't
credit the developers with producing a fresh, fun and
rewarding
gaming experience. They just need to stop it already
with the rule changes. Disappointments aside, it wasn't
long before I reached the level 50 pinnacle that is the
closest thing to an end-game offered by this genre,
and it was now time to look for a new diversion.
Everquest 2
Well I'm really in it now. Everquest
is the online RPG of online RPGs. We're talking Elves,
Dark Elves, Half Elves, Wood Elves and someday likely
Elven Elves.
Continue to Part Two
- Mike
Mangold - 09/17/2005