Showing posts with label WoW. Show all posts
Showing posts with label WoW. Show all posts

Thursday, December 02, 2010

The world falls apart

For those out there who still play WoW, the last few weeks have been some ride, right? With the preparations for Cataclysm, the expansion arriving next week, Azeroth is changing, and I find myself wondering about how much I have relied on the stability of the game world.

agirra's wolf

This week-end I took my original game character and rode around Durotar and the Barrens, her starting area. It was shocking. Where I had quested as a newbie, where I knew every nook and cranny, every quest and bug, it was all different. A huge rift split the land. The Alliance (ouch, that hurt) has several more strongholds in Southern Barrens, and the orcs have been pushed back into the mountainsides. Stonetalon Mountains is the site of fierce battles between gnome and goblin technology, Ashenvale is being stripped by gnomes and orcs working together, Thousand Needles is almost gone, and Feralas has large human and elf settlements. Azshara is a low-level goblin zone - I remember grinding bloodelves for cloth and gold when saving for my first fast mount - and Tanaris has a lot of new beaches. I find the changes hurt me in a way not too dissimilar from when they built a road right over my favourite mushroom place in Ørsta. It's not like I was hanging out in that spot much except when I looked for mushroom, but I always knew it was there.

Now, it's gone, like the great lift into Thousand Needles.

It's cool though, in a way losing the mushroom patch was not. It has made me drag out the low level characters I haven't bothered level, and re-explore with the sense of risk and adventure I felt way back then, more than five years ago. It's beautiful and different and terrifying, and I feel like a newbie, disoriented and frustrated and happy at the same time. The sensation of something being at stake is back. So far, I love it.

Saturday, January 02, 2010

The end of the magic?

I have been playing World of Warcraft for almost five years now, and a lot of my research and writing has come out of that play. I am both fascinated with online games as a medium and cultural artifacts, and an enthusiastic happy player. Or, at least, I was the last until the new patch - 3.3.0. Now I have suddenly lost it.

In order to play WoW well at the high end - intense heroic grinding and raiding - you needed to have friends and connections. To function well as a gamer in World of Warcraft meant to function well as a friend to a large group of people. You had to be reliable, follow a certain set of rules and know your players in order to get good groups and easy "runs". After a while you had a friends list and was in enough such lists that you would be accepted, included and assisted. If you did a mistake, people would forgive, as they'd know it wasn't common, and you could play well and share generously the next time. In short: You invested social capital and it had value.

Now, not so much.

In order to advance now, you need to grind enormous amounts of emblems, and to grind those emblems you either have to have the above mentioned friend group already established, or you need to group with strangers who you will most likely never meet again. (Check Cross Realm Dungeon Finder and User Interface Section: Dungeon Finder.)

Knowing you won't ever meet said strangers again makes people behave oddly. Suddenly old rules are thrown over board and people become greedy and cruel. The new group set up allow things like "vote to kick", which is extensively used to kick people who for instance have low dps. Low dps comes from bad gear, and in order to get good gear you need to do instances. However, if you get kicked from the groups you participate in due to bad gear, you can't get good gear. Further, it allows for rudeness and impatience. Healers and tanks are still hard to find, but you don't need to be polite to your tank or healer any more. Tanks run to rush through the instance as quickly as possible, then get angry with healers who don't keep up. If the tank is slow, the entire group goes ballistic, insisting on higher speed through the instance. It's all about grinding as many badges as quickly as possible. As for conversation: Why talk, why be polite and say hello or goodbye? It's not like we will meet again, after all. And so the "tip of the day" shown on log-in about "being polite in group may get you invited back" is put to shame. There's no way to pre-sort the group for the instance, no way to screen out the ninjas or the flaming idiots, and hence no reason to be nice. The 3.3.0 patch makes niceness a less efficient gaming strategy.

And then we come to looting. At one point the looting options are better. Blizzard has included a "disenchant" option, which lets a person choose "disenchant" if there is an enchanter in the group. This option is equal to "greed", and if three people choose greed while two choose disenchant, it will be a greed roll, and people receive enchanting materials or the object, depending on their preference. But there are still people who pick "need". And they pick "need" on all kind of weird things, most notably trade materials such as frozen orbs. Frozen orbs used to be rare but important, now they are plentyful due to the fact that there are other orbs replacing them in crafting (crusader orbs, for instance), and they can be had at a reasonable price at the AH. Normally people would pick "greed" for that kind of craft objects, but that has suddely changed. Now it's all about "need". And you get a particular type of "need" - people who avoid needing until the roll bar is almost gone, then they hit "need" after all others in the group have chosen the more politically correct and polite "greed".

So, why do people still use the automated cross-server group-finder? Because one of the vital emblems for buying new gear is most easily obtainable through using it. Hence, Blizzard forces the players into very uncomfortable, conflict-fraught situations where they can not utilise their social capital. Although there is one way around that. If you already have a group of good friends, you can make pre-set grinding groups and enter with healer, tank and three dps into the instance-finder system. Then you get to play with your friends.

So, the new instance finder is good for: People with experience and good gear. People with a well-established group of friends. People who don't care about social play, and have no qualms about abandoning a group, kicking a slow player or ninjaing loot. The new, unattached casual player has absolutely no chance at having fun in this system.

Shame on you, Blizzard. But, well, I guess you don't want more new players. Perhaps 11,5 million is enough, really?

Friday, November 14, 2008

I am sick! Really!

I got the flu at perhaps the worst moment for my credibility in years. Wednesday November 12th I gave up, settled on the couch with cough medicines and paper hankies, and spent the day salvaging what I could for the students I would not be able to lecture the day after. At midnight the 13th Wrath of the Lich King was released.

When I logged on Thursday afternoon, I had already been asked several times how the expansion to World of Warcraft, the game I have been playing and writing about for several years, was. I had to respond to all that "I don't know, really, I know I am here with my laptop and the expansion uploaded and account upgraded but I still don't know! I am sick! It's true!" Even guild mates ruthlessly teased me when I finally came online. Nobody would believe my characters were not all level 71.

So, what have I found out in the now 36 hours since then?
My characters are all still below 71, and they have a long way to go. I did however get three of them 1/3 each to 71, so levelling is not going to be such an impossible grind once I no longer have a fever and headache.

I tried out a deathknight, and I was absolutely delighted! I'll blog more about that elsewhere and in Norwegian, here I just want to say that the interface and the storyline felt fresh and different. Already the story potential is grinding away in my head, and my deathknight is getting a life of her own. Yeah, I'll reveal that she's female. No surprise there. I get a kick out of having female characters with tragic backgrounds and not too easy futures. Too much Marion Zimmer Bradley early in my career as a fantasy reader, I guess.

Getting new skills in crafting and new areas in which to use them is a thrill. I haven't tried out inscription though, although I can definitely see the use for it. But getting to practice the skills is not that easy. As everybody else are out gathering, everything but skinning and, oddly, fishing is really hard. It's also tough to get the quests done in starting areas, as I have to fight other players for them, not just the mobs. I am very happy it's a pve server, as the fights are not literal. It's more a question about tagging fast, something a warrior isn't the best character for. By the time my shot goes off, a mage, a priest, a warlock and a hunter have tagged the next four mobs I need for the quest. And with my luck a druid has taken the fifth.

Do I like the expansion? So far I am exstatic. The "feel" of Northrend, where it all happens, is very different from Outland. I haven't been able to explore more than the very basic starting areas, but I have seen two of those. They are very different both from each other and from other areas, even if they are established by respectively the forsaken and the orcs - two well established factions with the Horde. I don't know about the Alliance side, we'll have to look for some of "the others" for reports from the other side... but I have no reason to believe they don't have the same experience. After all, a lot of the quest areas are common for Horde and Alliance.

I have only finished one instance. The other attempt was stopped by a paladin tanking in dps gear. While that can work out if the pally knows how to tank, this was one in gear which had clearly not been found in instances. Despite its epicness it was not made for the very specialised task which tanking is, and we kept wiping for 20 gold worth on my healer character. Which means the tank got to pay more than enough for the wipes, plate is a lot more expensive to repair than mail.

Both Utgard and Nexus are interesting instances. Utgard I did with an extremely experienced tank, so it felt easy. It still held some great upgrades for my dps character. Nexus was where we wiped, so I took a quick dislike to it. Where Utgard felt like the Hellfire Instances, Nexus felt like the Tempest Keep instances. Both instances had more in common with the Outland instances from The Burning Crusade expansion than those had in common with the classic instances.

And that's all so far. I am still not able to focus on playing for too long at the time, so I don't think I'll be raiding in Northrend this weekend, but I will try to use the rested bonus on the characters, and look at the quests. It's a lot more fun than to dwell on my lack of a voice and the fact that I would be mistaken for Rudolf if I went out right now, what with the glowing red and sore nose and all.

Saturday, May 10, 2008

WoW! Researchers meeting there?

Who'd have thought...

Well, I have to admit, The Truants never had 100 people online for a guild meeting, but Science has it, for the Convergence of the Virtual and the Real conference. I am struggling to stay unlagged from the jet lag, reading a hyperspammed guild chat, and keeping myself from getting too sarcastic about cliche questions. The panelists are struggling heroically to deliver good and thoughtful responses though, and the audience is incredibly well-behaved.

So, is it a good forum for a conference? Not really, typing is too slow and topics are zooming past like arrows from a well-geared hunter. Is it a fun event that people will notice, remember, refer to and talk about? Absolutely. In a few years it's going to be one of those "remember when we tried that..." things, as we giggle and ease ourselves into the professionally developed seemless virtual conference software.

Wednesday, March 12, 2008

Fashion and games

Randomly clicking through image series in the online version of the Norwegian paper Dagbladet, I found some interesting images that indicate that even fashion designers may be playing WoW.


Look at those shoulders! Those have to be at least a rare drop, if not an epix. And that mask is something any undead could wear with pride. More epic fashion drops here.

Wednesday, November 21, 2007

Feign death really works

After playing World of Warcraft, the 12 year old boy knew how to cope when he was attacked by a moose in the forest.

In the article he describes how he first yelled at the moose, distracting it so his sister got away, then when he got attacked and the animal stood over him he feigned death. "Just like you learn at level 30 in World of Warcraft."

Now who says you can't learn useful stuff from WoW? All I have to say is - I am really really glad his skills at feigning death were not resisted by that beast. Imagine if it had been an immune elite...


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(Now, after this story was told to me by a friend long after it had made its way around the net for a while, I decided to google a little, to try and figure out how come I get all these comments suddenly. That's when I saw that people complain about the translation of "elg" into "moose". Yes, you are correct, it should be "elk" not "moose". The problem is that when ever I use "elk" English speakers ask "what's an elk"? Then I have to explain that it's the European version of moose, and that is what you will find in Norwegian forests. So, I picked moose rather than elk. Sorry about that, to all the elks out there, I know you hate being called moose just as much as Norwegians hate to be called Swedes.)

Friday, April 27, 2007

The Icefalcon




She had another name once, another life, but she never suited the expectations connected with it. She wasn't overly smart or delicate, despite her dainty appearance, but she had qualities which put her up front. She was fiercely protective, unafraid and brave, and would rush into conflict head first. The goal would be to keep hurt from those who were hers, as dangerously fierce a den-mother as her little tribe of humans had ever seen. And so she was made part of the guard and given the title "Icefalcon", named for the small but fierce birds hunting prey twice their size in the clean air of the mountains. Soon she was nothing but The Icefalcon, her childhood name lost in the pride of her position, the passion of her responsibility. She lived with that until she died.

Her death was painful and without honour. She had failed to protect the other guards with her, she failed to obtain the information her tribe needed about the curse, the scourge, she failed even to die cleanly at the blades of her attackers. She crawled, like a beast, into the shadows of a once-proud stronghold. The Icefalcon's last living breath brought the bitter taste of shame and failure to her tongue. Then she died, in the ruins of Lordaeron, alone among rotting debris.



It should have ended there. But even the dignity of death was taken from her. The curse of her enemies had embraced her, and made her one of them. Her broken body got up and walked, carried by a will to life which fed the stubborn passion which had made her The Icefalcon. Dead, she was undead.

In this undeath, she found company. Despair and a common enemy creates strange alliances. Her fear and disgust of the rabid orcs, the sly trolls and even the strange animals, the tauren, was no longer important. The only emotion left in The Icefalcon was her own hatred of the scourge and its source. The demonic energies and the putrid pollution which ruined her land and made her what she now was became the main reason for her unlife. Somewhere in her world an icefalcon soared in clean air over white mountain peaks. She had to protect that. It was the last spark in her decayed heart.



And so she passed through the dark portal of demon energy. A slight warrior, too fragile for her blade, too delicate for her shield, but with a total disrespect of these limitations. She made her way towards the source of her curse. This is where we can find her now, scouring the Outlands, driving for the frontier where the pollution can be stopped, the demons driven out of her life forever. There is no way back for The Icefalcon. Such as her have no space in the world she protects. In every battle she faces her own decay, her own rejection of the course of nature. But The Icefalcon never stops to consider this. For her the only direction is a charge into the face of her enemies, until she wins peace for the memory she protects, or until she is, finally and forever, free to soar.