The moon turned blood red. The demons broke free from the portal to wreak havoc. A Dark Lord (well, Lady) had arisen to sow chaos and despair.
Together, mage, warrior and soothsayer followed the path of an ancient prophecy, fought back these evil forces, slew the Dark Lady and brought back peace to the land.
The only problem? None of it is true.
It was all one big fat lie.
Your partners-in-crime were:
Letha, the above-mentioned warrior who, by the way, just happened to have murdered your mutual employer for being a demon sympathizer, thus getting the both of you flung into jail
Alvis, the wannabe soothsayer who, actually, doesn’t have a scrap of magic in any bone of his body and lies through his teeth out of sheer habit
Verity, the “Dark Lady” who wanted to fake her death, because… reasons…
And you, not at all a master of -any- elemental magic, just some illusions.
Well, you do also have some other skills at your disposal. Perhaps you’ve studied a great deal of theoretical magic and history. Perhaps your gift is that of the gab, charming others with witty banter. Maybe you’re not half bad at tactics and in the combat arena, or maybe you’re just really good at running away.
You’re going to need them.
Because tonight, the moon has turned blood red (for real), and you’re not to blame, but your three years lie is finally catching up to you.
I picked it up via iPad app because I was simultaneously craving reading a book I could tote around on the go, and something more game-like and interactive where I could have an influence on where the story went.
For moods like that, the Choice of Games lineup is definitely becoming a good resource, though it can take a little patience to dig the gems out of the merely decent or the unfortunately mediocre with cringy writing.
Crowdsourcing some Steam review opinions, and then playtesting the first few chapters for free via their website (see link above) is usually how I go about it.
By and large, Heroes of Myth navigates the twin perils of purple prose or the outright ungrammatical fairly well. The style is straightforward and easy to read.
The one caveat is a gender neutral character who is constantly addressed as “they.” Done tastefully, I think there is little wrong with that usage. But as repetitively as it is sometimes used in the story, the pronoun can produce momentary confusion as to whether it’s referring to that specific character, or used in the more normal plural sense. This can get occasionally disorienting and even cringy language-wise.
Despite that minor niggle, the power of Heroes of Myth is how it treats its central theme – that of truth or lies. Is honesty the best policy, or is it better to tell the world a mythic story to dream about and believe in? You get to decide.
There are multiple viable paths through the chapters. This allows repeated playthroughs with entirely different archetypes of your choosing.
In the vein of Choice of Games style games, your initial decisions move your stats towards shaping your character in certain ways. If you tend to talk your way through things and being bold and flashy, your Charm and Showy stats go up. Fighting everything might push up your Combat stat instead, and making more introverted hover-in-the-back-of-the-crowd decisions leans you towards Subtle instead of Showy.
In the later chapters, these stats become more fixed, and get used for tests of success or failure. Often, you’ll want to use the better stat choices for optimal results, but there can also be times when it becomes interesting narratively to fail.
In one playthrough, I had a terribly low Charm skill, so most of my choices that relied on conversation tended to repel NPCs with my uncouth and overly forthright manner. Near the end, there was an option to assure certain other NPCs of some matter… except that I as the player actually wanted to fail this, so I picked the choice suspecting my character would make a hash of things, and they did. The NPCs did not believe my character. Character: *unhappy* Player: “Yes!”
Speaking of characters and NPCs, Heroes of Myth provides quite a veritable cast of NPC characters – each of whom you have your own relationship meter with, and as is the usual fan service with such games, the possibility of romance with quite a number. At least five, if my count is correct.
All in all, I find Heroes of Myth a fun romp. It’s a fantasy adventure story that lays out its premise from the beginning and concludes where it should.
As stated, there’s going to be demons, illusions, a prophecy (twice-repeating) and a fantasy kingdom with a cast of characters to save. You begin at the start of the second repeated prophecy, flashback to portions of the first “prophecy,” and end when that second prophecy concludes. Nothing more, nothing less.
But how you get there, well, that you’ll have to decide for yourself.
I don’t know why I even try to expect consistency from myself.
Not a few days after changing my blog layout to favor bigger pictures, in the expectation that I might be playing more simulation style games with lovely scenery like theHunter or new games where screenshots would help to illustrate the experience, I have suddenly decided that NOW is the perfect time to re-focus on the same old games and make a concentrated push for long term goal projects.
This mostly means that I’ve traded off staring nightly at stuff that looks like this:
Well, in the case of Warframe, I know why.
At the end of April, they announced the Prime Vault was unsealing to make Loki Prime earnable once more, as well as Volt Prime.
I have neither of them and I’ve been enjoying the basic Loki’s invisibility for certain missions of late, so this was very motivating for me to declare “farm relics to get the unvaulted primes” as a long term goal until July 3 or done (Preferably done way before that final vault sealing date.)
The less fantastic news is that relic farming is always intentionally grindy.
So I thought I may as well stretch it into a long term project rather than burn out attempting to farm 12 hours without stopping the first few days. (Yeah, right, who has that kind of game time any more? Dang college students/unemployed/retirees.)
I guess these things come in cycles.
Having indulged the inner Explorer for a couple months, now the inner Achiever demanded to be let out to do its thing.
The problem with the inner Achiever (or at least with mine) is its intense desire to have whatever it’s aiming for -now-, stat, with very little clue about just precisely how it’s going to get there and very little tolerance for how long the whole process will take.
I get very very antsy.
In my befuddled brain that is the usual state of affairs, it tends to imagine that whatever it wants will somehow magically be presented to it, if it thinks about it hard enough, repeatedly enough, and keeps chasing after it like an overenthusiastic dog.
Project planning is a skill I seem to have largely missed the boat on.
Traditional project planning, much like traditional outlining, has never worked for me.
In the old days, it was pretty much do it that waterfall way or the highway, and I usually just opted for careening down the expressway flying by the seat of my pants and winging it by dealing with the loudest and most urgent thing and proceeding from there via subconscious guilt and nagging brain prompts.
In this enlightened Internet day and age, there are apparently more options than the two extremes, as consultants and professionals attempt to describe what the more average folks -actually- do to get by in their day to day lives, and then give it shiny new names and a marketing buff and polish to sell the technique back to us.
One such methodology that I randomly stumbled across is the Improvement Kata, something purportedly based on what Toyota’s management culture practices.
Beyond the business speak and filler for packaging into a format that can be sold as training to corporations, it seems to be based on a core common sense (which is never very common) concept of iteration.
Have a direction that you want to head towards, and an idea of the challenge you’ll need to overcome
Have an idea of where you currently are
Define a reachable “next target”
Experiment your way from 2 to 3
Repeat 2-4 until you reach 1, if ever
Besides the useful and common concept of breaking down your goal into smaller realistically achievable parts, I really like what Improvement Kata brought to step 4, where it is explicitly diagrammed as not a straight linear path, but a series of winding experimental steps where the path zigzags
This helps to assuage my perfectionist mind that it is okay to have backward progress or sidetreks in the course of attaining the target.
That like Edison’s light bulb, you may have to try a whole bunch of different things, fail, realise and learn what -doesn’t- work, in order to finally hit upon something that -does-.
That chasing up side avenues is fine.
That whatever gets you motivated to just keep making starts is good, you’ll learn more as you experiment your way forward.
That it’s more important to just check in now and then on where you are, on what you’ve learned since the last check-in and to keep refining those plans based on what you know now until you get where you want to go.
I tried out the practice on the Relic Farming project.
1. Overall Big Picture Target – Own Loki Prime, Volt Prime and maybe Odonata Prime
2. Where Am I Now – originally nothing; now, see below
I am almost there on Loki Prime, just missing the rarest and most annoying to obtain component. I got lucky cracking open relics, so I’m a little further along on Volt Prime than I’d dared to hope. No progress on Odonata, but that’s fine as it is the least priority.
3. Next Target – Loki Prime Systems
Experiment-wise, I’d already conducted a bunch in the previous week to find out the best sources of relics and what tools I had at my disposal to obtain them, given my quirky limitations of preferring to solo, not wishing to buy stuff outright with platinum and being more limited than a max MR player
Several false starts and some time measurements later, it has boiled down to running through Void, Marduk – Sabotage with a Loki at my very average and not extremely fast pace of ~5min per mission to have a 6% chance of popping the correct Axi L4 relic.
I am collecting a great deal of other relics in the progress.
When bored of the former, the secondary fallback is that I can also do a Void, Mot – Survival up to 20 min for a 13% chance at the Axi L4 relic with a Nidus.
But survival with void enemies doing 4x more damage and needing to stay for an uninterrupted 20 minutes tends to be a little more nailbiting than running around mostly invisible.
So I wind up by preference going for 4 chances of 6%, as opposed to 1 chance of 13% to get what I want.
Is that better? If I remember my math classes more, I could probably figure it out.
(My hunch says: the combined probability of -not- getting the relic I want each time is 94%, multiplied by itself 4 times. So 0.94 x 0.94 x 0.94 x 0.94 = 0.78. So the chance I might have popped the relic after 4 goes is 1 – 0.78 = 22%?)
Dunno. I await someone better at math to correct me. Intuitively, it kinda feels better, so we’ll run with that for now.
You’d think that project is sufficient to keep me occupied for the present, but between ArenaNet’s slightly improved communication and the anticipated release of the final Living Story 4 episode, my attention has been somewhat drawn back to GW2.
To be honest, my relationship with GW2 was in a very bad place at the beginning of the year.
Some of the words that easily came to mind were “frustrated” “bored out of my skull” “burnt out” and “pushed beyond tolerance at the change in community sentiment.”
(Call me paranoid, but I rather suspect that similar emotions were running through a number of ArenaNet staff pre-layoffs.)
I just hadn’t reached a “quitting” frame of mind yet.
I was just stuck in a weird limbo of “I still kinda like the game, but I don’t like where it is nor where it seems to be going.”
Eventually, I decided that I’d delay reacting to it and give ArenaNet sufficient time to get their last few story episodes out and reassess what I felt about GW2 in April-May.
I guess I’m finally getting a little smarter with age and figuring out that delaying decisions can sometimes be a way forward.
The ArenaNet layoffs seem to have been a wakeup boot for the company. Not a great thing to happen to anyone, but making lemonade out of lemons is about the best one can do with a bad situation. Communication has stepped up a little (possibly due to certain policy makers voluntarily leaving). It’s a fire under them that forces a re-focus on what they’re trying to achieve with GW2.
From a steadily dropping and close to zero percent confidence level in the future of GW2 pre-layoffs and pre-communication, it at least feels like there’s a 35% chance now that there might be somewhat interesting future things for GW2. (Note: I’m a cynical pessimistic person by nature, so these are pretty decent numbers for my skewed viewpoint.)
Pursuant to figuring out how I will feel about the whole GW2 franchise once Living Story 4 draws to a conclusion, it occurred to me that regardless of me quitting or continuing, I should finish some of the long term goals that I always wanted to complete.
The biggest bugbear on that Unfinished Tasks list was Legendary Medium armor.
It is with some irony that I note that the raids part of it was completed long ago and by no means a bottleneck.
It was more a lack of motivation due to it being ugly as sin (and that’s giving sin a bad name), and the eternal time-gated nuisance of faction provisioner tokens which requires serious organized diligence to remember to feed various NPCs daily with the required objects for weeks on end. 25 days if you’re rich and go for 12 tokens a day, and for cheapskates like me, 42 days going at a 7 token a day pace.
That and the crippling cost of helping to sink a shipload of crafting materials by buying them with gold from other players.
Hence the spreadsheet, keeping track of what I have and still need:
The Step 4: Experiment stage of this has been surprisingly more entertaining than first anticipated.
Mostly because my miserly soul refuses to buy outright expensive things off the TP if there’s another way I can obtain them at a decent enough clip.
I’m time gated by provisioner tokens anyway, so it’ll be early June before I can be done.
The question is: what activities can get me more of what I need?
The various experiments in answering that have led me to do long ignored HoT metas, chase down the Winterberry farm once more for Unbound Magic to open bundles to see if their contents were worth anything, and learn more intently about the Living Story 4 maps that contain Volatile Magic as a reward, as those can be exchanged for trophy shipments.
It’s gotten my not-quite-raider self out of closed instances with my ego continually frayed by ever-excessively competitive people (not that it’s wrong, but type As exhaust everyone else around them – especially when they decide type B aren’t worthy of respect, or would be better off dragged up the mountain and would appreciate it once they see the view at the top)
and back out into the open world where things are either slightly more chill, or where I can solo in peace.
I finished most of the crafting and mystic forging. I ran through a HoT meta or two and picked up most of the tokens I’d need.
I bought stuff I’m not likely to be able to farm for myself in good time from the TP.
My timing is terrible, as the legendary greatsword is coming and prices are no doubt rising in response already. I rationalized it by my supposition that prices will rise and stay high for at least the next month once the legendary launches and everyone realizes they need the stuff I also need for legendary armor, so I may as well get what I need now for peace of mind, and any extras I earn I can sell at the presumably more inflated price later.
The last step is T5 and T6 trophies. They’re in sync because there’s two major ways I figure I’ll get them.
One is mystic forge promotion. I buy the T5 and then convert them on my own penny crystalline dust and spirit shard-wise for T6. That economy is generally sensitive enough that it should always be somewhat cheaper to do so than buy the T6 outright, barring a sudden glut of T6 drops from some event or another.
The second is volatile magic converted into trophy shipments. The return seems to be fairly decent. So I’ve been all over the LS4 maps harvesting nodes, killing stuff, doing hearts, buying daily stuff off vendors, collecting glowy magic objects on mounts, doing dailies, doing metas and trying to figure out if anything gives a decent return and is hopefully more personally interesting to me than doing a million Great Hall/Palawadan meta cycles.
It’s still pretty grindy though.
In that I’m repetitively doing a whole lot of things mostly to get the end result. I’m not not enjoying it (if you can parse that.)
As in, it’s not something I would just do for fun (it takes a bit more focus than relaxation), and it’s not something I outright hate either (those I wouldn’t do. I decided to buy the fractal stuff I needed off the TP, all 140g of it, because I still loathe that game mode and the dislike deepens further with every new fractal I’ve never tried and ever-divided PUG scene. What’s gold for if not to trade with, right?)
It’s more a focused reason/excuse to repeat some things I might not repeat otherwise in order to get to a final goal.
In the repetition, I have a reason/excuse to actually be playing the game, and you know, it’s not half bad an activity to be doing.
…Hmm… Maybe I still sorta like this game after all.
It’s a strange kind of convoluted thinking that I haven’t quite got my head around yet, but it’s an improvement from -not liking- for sure.
And I get triggered every time I try to look at my blog with teeny weeny narrow panoramic pictures crammed into what seems like a mere 650 pixels of column width.
Hence the search for a new theme that can support much wider resolutions.
There are a -lot- of WordPress themes. Clicking through all of them is extremely depressing. Especially when you scroll allll the way down to read the summary and find out the column width is X much pixels. (Where X is a pretty small number.)
None of them quite work how I’d really like. Nor do I have the mental bandwidth to customize my own right now.
Eventually settled on this one. Mostly by prioritizing overhanging images. Which narrows down the options from 140+ free things to 5, none of them perfect.
There will be some transition pains, no doubt. Pardon the dust and all that.
But the bright side is there will be a lot more pretty pictures. Of a size that doesn’t necessitate a magnifying glass.
Yours truly is a product of the urban jungle, having grown up and lived for decades in a place much closer to Asian cyberpunk than medieval countryside.
The weather here is hot and humid and muggy, the actual rainforest jungle full of secondary undergrowth (and snakes), not to mention potentially disease-carrying biting insects (or other creepy-crawlies), and god forbid it rains and turns the whole place into a slick muddy uncomfortable (and still stiflingly warm) canopy of misery.
As such, most sane people who can afford creature comforts do all they can to stay within safe climate-controlled air-conditioned entirely man-made cool zones of underground or mall environs.
Actual camping experience: Close to nil, mostly unvoluntary.
It’s the idea that hunting is 95% about getting touch with nature, meditatively flowing back in tune with the old animal rhythms in our bones or planning, practicing, anticipating without seeing a living creature, 4% actual animal encounter of which one may never get the opportunity to press a trigger, and 1% or less all-factors-line-up-just-right-for-a-gun-shot-to-ring-out and if and only if everything was planned and prepared well, will you have the satisfaction of seeing the animal drop and have venison for dinner.
(We will skip over the messy butchery parts and the required preliminary practice to realistically fire a gun so that it doesn’t kill anything – including yourself – that you don’t intend it to, and all the study involved in being able to track and find real life deer and navigate in countryside without being lost forever and dying of exposure.)
TheHunter: Call of the Wild captures the essence of the romanticized notion remarkably well.
So well that I’ve been essentially addicted to a virtual walk in the woods these last few days.
Quests come in via your cell phone, if you choose to heed them. Else you can just roam around as you will. Or deliberately set up somewhere in anticipation of animals traveling to a rest area, or somewhere to eat or drink.
If you’re more inclined to moving about like I am, you might come across animal tracks, or hear an animal calling, or detect some movement or sound. Binoculars help to locate said creature (don’t ask how long it took for me to discover the zoom function.)
Then begins the slow and deliberate stalk, crouching or going prone and endeavoring to approach as close as possible for a good shot, without spooking the target. And yes, they have a sense of smell, so don’t be upwind of them.
Once you determine that you’re close enough, up come your gun sights, complete with breath wobble and you need to hold and still your breath long enough to steady your aim and shoot well.
My first tutorial deer was not at all great. (I did say that I had no clue for days that one could zoom, right?)
Once you pick up the dead animal, it will actually tell you where your shot landed. It hit a shoulder bone, despite my prior vague knowledge from watching a Youtube Let’s Play roughly where the deer heart was located.
Shot placement still is a work in progress and mostly luck. I suppose the starter gun and bullet’s accuracy and recoil, potential game bugginess, and whatever wind or bullet trajectory simulation is in play all do not help.
Still, there is something immensely satisfying when a gun shot shatters the previous silence of the woods and the animal you’re aiming for drops in its tracks, as opposed to bleeding and running and forcing you to follow its trail until it drops dead from blood loss. (The kindness of the game is such that you can usually follow it until it dies, so there are no wounded virtual animals left in the virtual woods to die a slow death from a lingering injury from bad aim.)
My first such shot broke the neck (completely inadvertently, of course.)
Such moments are few and far between.
One’s enjoyment of theHunter: Call of the Wild is primarily the immensely immersive experience of a walking simulator, set in some of the most realistic environments I’ve ever seen in a video game, complete with ambient sounds like crickets and leaves and rocks crunching underfoot.
In an almost GW2-like fashion, there are lookout points that act like combination vistas and scouts that point out nearby landmarks.
The act of visiting each landmark by foot allows you the chance to stumble across local wildlife, if any, and go haring off your intended point A to point B destination to follow deer and boar and fox trails.
There are also unmarked landmarks to stumble across and just admire.
One has not experimented with night hunting much. Given the amount of verisimilitude the game has, it seems fairly implausible. Tracks can only be seen if you use a helmet lamp, and somehow, I have a feeling that most animals are going to startle and flee at the sight of a bright light pointed straight at their faces (or even stumbling around in the woods at a distance.)
The downside of theHunter is that many conveniences come as DLC, and the Midweek Madness sale on Steam is now over. I refuse to pay full price for anything, especially not DLC that has had mixed reviews from players indignant that such features are buy-for-convenience and not bundled into the full game, and some reporting that the sold DLC features are also somewhat buggy.
The many roads suggest and hint that one should go get an ATV to zip around in and travel from locale to locale – except that vehicles also apparently scare off animals and aren’t very responsive, getting stuck in terrain and all that. It’s okay, I can walk for added immersion until stuff goes on sale.
I would love to have a tent to add to my simulation experience of traveling cross-country, then settling down for the night to have a sleep in, then waking up and beginning from that locale. Except that you apparently still have to pay in-game money earned from hunting animals to own more than one tent, after paying for the DLC. So er, I’m not buying that until it goes on sale too.
Instead, I have to break my immersion and just use a fast travel option back to an Outpost, where one can sleep for the night… or I have to break my immersion and just walk on with no rest through the night until enough time passes for it to be daytime. Either way, immersion doesn’t win here, though gameplay-wise, either is fine.
There are three other reserves that come as DLC, and those seem perfectly fine to pay for eventually, if ideally at a sale price. An African savanna, a snowy wilds and what seems like a South American park of some kind. The base game comes with two reserves, one European and one North American, and given the amount of gameplay I’m getting out of the one European zone, I think those will last me for a bit.
Bugs-wise, there are a few. Some folk are pretty annoyed about this on the Steam reviews, given that this game has been out for two years now. For instance, the waypoint placement on the map is fairly infuriating in its inaccuracy. I’ve been settling for getting a waypoint in the general vicinity as a direction finder and map navigating.
Then there was the time I heard a noise and found a fox dashing around in furious circles in a grass field, completely ignoring me as I approached.
I presume something went wrong with its AI and pathfinding.
(Heck, I stood in its path and it just shoved me aside and continued in its merry circular way. Classic bot-like behavior. Not at all simulation fox-like.)
My lore justification is that it was rabid, and thus I put it out of its misery.
Then there was the time I heard this mad and LOUD continuous rustling of bushes. I approached, binoculars-out, wondering as to the source of the sound and saw a deer bouncing vertically up and down in the air, next to an overhanging tree. (WTF? Is this some sort of strange programmed deer antler rubbing behavior?!)
Turns out, as I got a lot closer, with no right to be up this close, that the deer had gotten stuck in some scenery, despite it madly attempting to run, presumably from me being up this close.
Lore justification for this one was pretty easy. I just Googled “deer stuck in a tree” and found a decent number of instances of real life deer getting their antlers (not to mention whole body) tangled up in a tree, and ethical kind-hearted humans helping them out to live another day.
In this case, since I was roleplaying a hunter, I think this one is a little too stupid to let live and be allowed to breed the next generation. So it got two bullets at almost point blank range, at which point the game managed to free it, and a third bullet right through its fleeing rear and it eventually died and contributed to my xp.
At other times though, the AI feels spot on.
I shot a wild boar at a distance, and while the rest of the herd fled, there was one individual who seemed like it refused to leave the dead female, yet stayed warily far from me. It kept a healthy distance from me, seemed to stare and call plaintively to the boar that I had dropped with a shot that went through lungs and heart, trying to get it to move and come and follow.
As I walked up, it fled into the surrounding bushes and stared out some more, hanging around for a good two or three minutes, while my heart broke and I guiltily felt like I might have killed his mom or something. I half-decided I would go into the bushes and put it out of its misery if it refused to leave, but it was a rather half-hearted attempt, and my tromping around finally encouraged it to leave.
My most recent stretch goal is to take down a red deer. These fellows seem mightily elusive and skittish, staying mostly out of sight and keeping super healthily distances from anything vaguely human.
It was with some amazement that I watched a gigantic (8 or 9 individuals) herd of them run across the road from my right to left, and race up the ridge in the below picture, naturally, too fast to even consider a shot.
I’ve been patiently tracking them all across creation in this region and they seem to have some kind of migratory pattern to food and drink and eventually to a rest area. I might consider a stake out using the nearby hunting structure, which one purchases with in-game currency to put up.
In case all this talk of killing virtual animals raises your hackles and seems terribly unsavory, theHunter: Call of the Wild also has a camera mode in place of a gun.
So it does seem also pretty viable to roleplay as a nature photojournalist and do all the nature-walking and stalking hunter behaviors, and finish with a snapshot instead of a gun shot.
This side quest teaches you pretty early on about the camera, which eventually clued me in to the zoom functions on -everything-. I had a devil of a time trying to get a photo that counted for the quest, scaring off a herd multiple times by getting too close.
Much to my chagrin, zooming in was so much easier and it immediately checked the quest off as done.
Overall, I find the game amazingly relaxing. It checks off a great many of the boxes I like from my games. Immersiveness, the awe of beautiful surroundings, meditative, rewards exploration and a little care and planning.
Watched Chris Wilson’s GDC2019 talk the other day:
A lot of eye-opening insights in here:
the standard population decline of any online game when they first launched and how they got it to spike consistently and even grow over time through their league seasons
a quick look at their custom tool for procedurally generating interesting map levels in really short time frames
the importance of marketing and having enough content to market to different subsets of players to make a big enough impact to prompt returners to return
the importance of consistency and predictability to cultivate a customerbase (or else they will look elsewhere and get distracted and then you’ve lost them.)
A couple of his points I don’t necessary agree with, or think might work for -every- game out there, but perhaps are more game and population specific:
The idea of investing time to design aspirational content for the 5-10%, knowing full well the majority of their customers will not reach it, but creating this content for the 5-10% to feel special because no one else can get there, and those 5-10% tending to be the more hardcore influencer types who stream and thus draw in hopefuls and additional player numbers
Economy resets so players can start on a fresh playing field periodically
Layers and layers of randomness to create interesting variability
Avoiding day-night cycles so that assets can be re-used
Designing spare assets to sit around in a warehouse/library so that they can be pulled out when there is a need
Avoiding pipelining releases so that people aren’t distracted working on two things at once, or tempted to avoid dealing with a tough problem in favor of something easier
Point 1 always raises my hackles. My opinion is that it works for games that start out designed that way, so they attract a playerbase that accepts that premise from the get go.
Something like Warframe apparently attempted large group raids and later removed them because apparently too few of their playerbase was interested, they seem to be doing better investing effort into content that both groups and soloists can do.
As for GW2, well, their “little” u-turn and about-face during Heart of Thorns introducing aspirational raid content lost them the better part of their initial playerbase, and attracted a newer, more competitive, and hostile sort of player in lieu. Hopefully they pay more. Else it was a really really bad strategic decision, no?
Path of Exile on the other hand is built around the idea of competition, of races, of getting to level 100 and feats of getting somewhere “first” broadcast to all and sundry. It has a hardcore permadeath league mechanic for the challenge seekers. So yes, logically aspiration works for a primarily competitive, challenge-seeking, numbers-crunching playerbase that can deal with that PoE skill tree. Somehow, I don’t think playing PoE to “relax” is a majority motivation here.
The solo self-found playstyle was more of an underground subset of players who chose to remove themselves from this competitive economy and create their own fun – it’s only recently they gave a nod towards it by delineating a separate group to declare oneself that way. The stated rationale is for bragging rights, and they are very careful to assure players that you can jump back into the economy any time you want; separately I suppose it is also a way for them to keep tabs on just how large or small this hermit-like player subset is. (SSF all the way, huzzah. Fuck yo’ aspirational content.)
In theory, I really like the idea of Point 2. I was first introduced to the broad principles of resetting in MUDs that had something called ‘remort.’ You reach max level (ie. near immortality), then you ‘remort’ (become mortal once again) to level 1 and get to level up again, but with some bonuses for choosing to reset yourself that way.
For some games, this works and comes as part of the game. Kingdom of Loathing is a browser based game that uses the remort mechanic. A Tale in the Desert has an extended long reset with new Tellings. There’s that One Hour, One Life game I never tried, but the reset concept is right there in its title. You can choose to reset almost every single piece of gear in Warframe with forma and level it up again so you can cram in more and better mods to make it even stronger.
For other games, I don’t know if their playerbase would recoil in garlicky vampiric horror at the concept of being set back to square one and starting anew. I understand that World of Warcraft tries to reset gear every expansion – from an outsider’s POV, it seems to be a 50/50 mix of acceptance and frustration among its populace. GW2 resets WvW in varied intervals and it seems most players have gotten numb to the resets over time, as winning means very little. Still other games are all about the collection and character/account progress, and I doubt those players would be happy with a reset – does Monster Hunter World or Final Fantasy 14 reset anything?
Point 3 I also like on a personal level, it’s a very roguelike foundational concept, and I love me a whole bunch of roguelikes that can offer me procedurally generated layouts that allows me to have a different and strategically interesting time each playthrough. Playing through City of Heroes near identical and unvarying tilesets and fixed predictable spawn size for 4 years will do that to you.
But not every game can be a roguelike/sandbox type of game where the player is expected to react with the resources available and create their own story. Some games are more linear, more dev-created story-oriented, and handcrafted, hand-placed content still has that level of uniqueness that can break the pattern recognition of players reacting to procedurally generated stuff. It’s just that handcrafted stuff takes a lot longer time to create.
Some games do try to mix the best of both worlds. Don’t Starve has handcrafted set pieces mixed in with procedural generation, and a bunch of Minecraft mods also do the same thing, sprinkling in handcrafted stand-out pieces and allowing the general landscape to be procedurally generated.
Which I suppose point 3 also covers, this idea of mixing and overlaying random stuff atop of random stuff, so that it is harder for players to discern predictable patterns.
Point 4-6 sound very much studio-specific and game-specific decisions, so I won’t comment there.
Still, it is interesting to learn what he feels works well for Path of Exile.
And I really want to sit in on a three hour talk to hear what he thinks about loot and itemization.