Digital Wanderlust, or You Can Never Go Home Again

So, what happened during “Top priority – Rest my wrist” week?

Well, there was the mildly amusing and somewhat painful observation that as the wrist in question healed, other parts of my body started to take turns aching.

Apparently, this is quite normal and to be expected, as one overworks the other muscles and tendons in compensation for the nonfunctional one.

First it was the other wrist (too much button pressing and door opening presumably), then the lower back protested, and yesterday the neck decided it hated life, committed suicide and went into rigor mortis for 24 hours.

I can only conclude that I’m getting old(er) and my posture is fucked.

The good news is that amidst this tag team symphony of minor strains, I ate healthily, slept earlier, stretched -very- carefully and whatever was bothering me that day seemed to heal itself up by the next day or two.

I imagine that within my body is a little ragtag cartoon group of muscle-repairing cells in an ambulance racing from locale to locate, going “Can things STOP breaking here for just a day, please? Sheesh…”

Or maybe that image just comes from Ghostbusters: The Video Game, one of the many games I’ve been sampling over the last 2-3 weeks.

As I was telling Syl in the comments over at MMO Gypsy, I think I’m done with MMOs for the time being.

GW2 has been becoming less and less of a home, beyond the obligatory raid night with friendly, understanding but not-my-generation people, and the lack of new and novel content is killing my interest slowly but surely.

Most of the achiever content that I cling to as a lifeline when the explorer isn’t sated is either done, or is SO long term that the anticipated grindiness stops me from even contemplating it. I -could- do it, but when faced with the question of whether to spend 12 hours incrementing tiny degrees of progress in GW2 or use those 12 hours to play other games, read and watch Netflix, well, the decision is a no-brainer. There’s no one I want to impress with herculean feats of treadmilling in a constructed game anyway.

See, the more I think about it, the more I think the allure of the MMO comes from two things. The first is the idea of a home and a community, a place you want to spend your virtual ‘second life’ in, surrounded by people you’re happy to live amongst. Hence the themes of longevity, of “I could stay here forever!” being an important consideration when people evaluate MMOs.

The second is the feeling of expanse, of openness, of discovery over a new horizon that a vast and deep virtual world that you don’t understand well yet and want to learn more about. Hence why people lament when any MMO world feels small, constricted, not open and go chasing after procedural sandboxes.

The tragedy of the second is that everything closes up and becomes smaller over the passage of time. GW2 was an immense bounty of new discoveries when it first launched, but now my perception of its world has shrunk to waypoints whose surroundings I can readily recall at will. Don’t get me wrong, the convenience is great for revisiting, but the point is that it was a lot bigger in my imagination when unexplored than after the fog of war disappears.

A mapped world is smaller, no two ways about it. A mapped world is great for everything that comes after, exploitation of its resources in fulfillment of goals and so on. But a mapped world means you already know what is coming up over the horizon as you get closer.

The more I think about it, the more I think the age of MMOs is past. An MMO cannot fulfill both themes at once these days.

How can it? A handcrafted world is finite, limited by the number of developers that can work on it effectively. The number of developers is limited by the number of customers and revenue it can generate. The age of the one single MMO where everyone congregates to is past, everyone is spread out to a million smaller online games now.

Even if we hypothetically assume a mythical game that attracts even more numbers than World of Warcraft pulled in its prime, there must be a limit to how many teams of developers can work effectively on its world without it becoming a Frankenstein mess that turns away players, dropping revenue, which drops number of devs.

A finite world will eventually feel small. It’s just a matter of time.

So then, let’s go for the infinite world. Let’s go for procedural generation on a way more refined and fantastical scale than any singleplayer game currently existing and do it well. Online. Massively multiplayer.

Assuming such a hypothetical behemoth works magically and perfectly, and we have a virtual world on the scale of Earth to explore and colonize and exploit… isn’t it likely we’re going to run into the problem of “Where IS everybody?” “Halp! I can’t find players to play with.”

Given limitless lebensraum, people are going to spread out. Sure, there’s probably going to be clusters of people forming towns and villagers because people are social creatures and like to be near each other, but how far are these towns and villages going to be from one another?

I think of A Tale in the Desert as a good small-scale experiment as to what this mythical MMO is going to look like.

At first, it’s going to look very nice. People will cluster in their towns and villages, forming little metropolises of trade and civilization, while the more adventurous wander out into the wilderness and start the exploration and mapping process.

But then everything around the civilized centers will be known, and the explorers will either venture even further away or grow bored and leave. People attrition from real life all the time in games, so these villages will wind up with abandoned house lots, imitating a form of urban decay. Other players look around, realize their community is breaking up and will either leave the game or accrete to another community in-game, preferably the largest and most populated one.

It will take an act of God for the most social and rooted to their homes to pack up and move from what-is-known and move to lands unknown. (In other words, not bloody likely. Even a dragon invasion on the scale of the Cataclysm is more likely to just chase the homemakers from the game when they’ve had enough of large scale change, or make them more stubborn to rebuild where they’ve decided to live.)

So at most, the ideal MMO of tomorrow is a small known world of established communities with some kind of connected interrelation with the more nomadic explorers that venture into the always-shrinking-once-mapped unknown.

There are so many things that could wrong in this MMO. If the communities don’t need anything from the explorers, there will be no reason to explore. If the explorers don’t need anything from the communities, there will be no reason to have social dealings with them.

Maybe -everybody- wants to explore, and so there will be towns but no one’s in them because everybody’s out in the wilderness. Maybe the balance of self-sufficiency is such that everybody just trundles out to find a nice spot of wilderness for themselves – RIP towns and social communities. Maybe there is too much inter-dependency and reliance on others for today’s players to accept, so few people want to play anyway – RIP MMO.

Anyway, such an ideal hypothetical MMO is years from coming into existence. Much less ambitious fare will come into the picture first, and I’m not at all sure I have any interest in those.

Anything with Fed-Ex fetch quests and collect 10 bodyparts after killling 99 mobs is right out of the equation. So done with those.

Tropes like holy trinity combat, raids, dungeons are pretty likely to show up in MMOs because that’s what most players are familiar with and used to. They do absolutely nothing for me.

To add a little insult to injury, region-locking for most smaller F2P MMOs is a thing. It becomes a principle not to pay any money to companies who are content with smaller pieces of pie in today’s globalized internet-linked world.

Innovation is expensive and dangerously risky. Not innovating produces stale MMOs that enough people will play to keep a small company alive.

Personally, I’m done with stale MMOs.

So over the last 2-3 weeks, this was what I did instead:

Games Played

  • Endless Legend – up to turn 85 of a Broken Lords campaign
  • Deathless: The City’s Thirst – finished a playthrough
  • Learn Japanese to Survive – Hiragana Battle – got up to 15 Hiragana word/letters?
  • Crusaders of the Lost Souls – lost count of the resets, idols in the 100-200+ range
  • Defender’s Quest: Valley of the Forgotten – in some spooky cave levels
  • Human Resource Machine – got to puzzle level 17 or so
  • Minecraft: Story Mode – playing on mobile, finished episodes 1 and 2
  • Reigns – also on mobile, finished a playthrough, didn’t manage to trick the devil, but not for lack of trying, gonna restart and try again
  • Minecraft: Simply Magic modpack – was doing good fulfilling my nomadic urge to wander and explore, until the last update crashed the client and I couldn’t move back a version. RIP.
  • Minecraft: BeeHappy modpack – so now I’m growing bees in a skyblock map!

 

Books Read

  • Two Serpents Rise by Max Gladstone (Book 2 of the Craft Sequence)

 

Netflix Watched

  • Van Helsing – binge-watched the entire season 1, the zombie apocalypse with vampires instead of brainless zombies
  • Bitten – got up to season 2, episode 3, based on Kelley Armstrong’s Otherworld books, the books are way better, but it’s interesting to see the casting decisions and how like or unlike one’s image of the characters they are
  • Minority Report – watched again for fun, looks so dated now
  • Dirk Gently’s Holistic Detective Agency – made it through episode 1, which was like floating through a drug-haze of surrealism. I am convinced it will all tie together in the end, but it’s such a hard slog at the beginning that it’s hard to continue.
  • Trollhunters – binge-watching like crazy, up to episode 17. I am totally going to buy a ton of troll toys / collectibles when they finally come out. Got so many 80s cartoon and Amblin movie nostalgia flashbacks while watching – intelligent not-just-for-kids plotlines, what madness is this?

 

endleg-brokenlords

In other words, I expanded inexorably through a fantasy landscape as a faction of fallen spirits encased in suits of knightly armor; juggled politics and morality as a necromancer lawyer negotiating water deals to prevent the desert city Dresediel Lex from drying up; and fought shadowy Hiragana warriors whose only weakness is enunciating the sounds they represent.

hiragana
Perhaps the most entertaining Spaced Repetition System ever created. This is ‘a’ – aka a man standing upright with two arms outstretched and a swirl of magic about him, going “Ahh!” Or maybe that’s just how I’ll ever remember what this word/character sounds like.

crusaders4

Earned 7.79 tredecillion gold; summoned barbarians and rangers and knights to fend off a rampaging army of undead revenants;

defenders
(while avoiding being traumatized by a ghostly barbarian’s manhood)

wrote spaghetti code to struggle to the next floor of a soulless office building;

hrm

went on a Minecraftian animated adventure to assemble the heroes of the Order of the Stone in order to save the world; lived and died as a lineage of 63 cursed kings making tradeoff decisions to keep church, people, army and the treasury neither too low nor too high; wandered the wilderness, made a cave in the side of a mountain and started learning magic; and bred bees.

bees1
Lots of bees.
bees2
Industrial apiaries filled with bees. (The ugly yellow block things.)

Feels like the journey’s just beginning.

 

A Guild Odyssey – Part 2 (NBI Talkback Challenge)

“It is good to have friends, is it not, Mr. Garibaldi? Even if, maybe, only for a little while?”

“Even if only for a little while.”

— Londo and Garibaldi, Babylon 5

In City of Heroes, guilds were known as supergroups.

I didn’t join any for a while.

Not because I didn’t want to, but mostly there was no pressing need to (everyone did pickup groups) and I think I was hoping to get lucky and stumble across a perfect match like in my MUD days.

Turns out that an MMO is a lot bigger than a MUD.

It’s hard to be a known name or recognizable, and you sure didn’t seem to see the same people twice in your pickup groups.

I did eventually end up meeting a rather nice chap on the Justice server, who sent me an invite to his Instant Heroes supergroup, and I joined to be nice about it.

Alas, I started running into the problem that would plague me for the rest of my MMO career. Timezone issues.

Back in the MUD, I was mostly on American soil, playing with hardcore folks who would stay online for 9-16 hours a day (and possibly bot the rest of the time too.)

In an MMO with a larger casual population, more people play more sedate periods of 1-4 hours a night.

My primetime was not their primetime. As a result, the guild tended to be very quiet when I logged on, and they probably never saw me log on either, until the weekends.

Then I ran out of character slots on Justice and moved onto sampling a new server, Freedom, which had developed a more powergamer-type of community.

Around the same time, in 2007, supergroup bases became a thing. The new update was going to allow guilds to earn a currency that could be used to design-your-own-guild-hall.

Supergroup recruitment messages plastered the forums, every group clamoring for new recruits for self-benefitting purposes.

It was also going to be an awful waste if I remained guildless and kept playing, while I could be earning that currency for a guild. Powergamers abhor inefficiency, after all.

And the inveterate explorer in me was intently curious on -seeing- this new content, even if I had no interest in designing or building rights. Just being able to walk in was fine.

So I randomly picked a nice guild recruitment message that appealed and was in the same server that I was currently playing in, and found myself part of the Top Ten supergroup.

Oh, it started out promising as all these things do.

2007-07-16 05:00:16

We had our guild meetings in a brand spanking new HUMONGOUS superbase. We had our guild colors.

We assembled everyone together to take guild photos with artfully arranged emotes.

Memory fails me, but from scattered screenshots, I think we even had guild events where we assembled enough to do a hamidon raid or visit the PvP zones for some random fun.

I’m sure you know the ending of the story by now.

Attrition happened.

People got distracted by other games, Found other things to do. Stopped logging in.

We lost officers. The events dried up.

Day by day, the guild population got smaller and smaller.

Again, I ran out of character slots and the l33tspeak powergamer tendencies of the Freedom server were beginning to get to me as I kept mellowing down further.

I kept the global channel the supergroup was using, as I enjoyed the chatter, but stopped logging the character that was in it since there was nothing much to do but farm for fun after hitting max level. (Loot was still not a thing beyond some supergroup crafting items or what-not.)

I had moved on to the roleplaying server, Virtue, with new characters to level and was enjoying the concomitant increase in community maturity level.

And NOW loot became a thing. Inventions happened. A guild supergroup base made a really good bank storage given that characters only had ten slots to store stuff.

Except that one has no storage rights being a member of a big guild in a server far away.

Enter the family and friends guild.

Well, -one- friend.

They fancied themselves quite the supergroup base designer.

Desk stacking to raise an item to unintended heights. (I had no such patience for it.)
Desk stacking to raise an item to unintended heights. (I had no such patience for it. He did.)

It worked out fine. I left most of the design to my friend, continued to play my way and earn supergroup currency for us, and made use of the amenities – including hogging a bunch of storage containers for my packrat tendencies. He got to put the prestige earned by two very dedicated players to good use, building elaborate architecture to his heart’s content.

Attrition still happened.

This time the guilty party was me. I lost interest as all the raids arrived.

I stopped playing City of Heroes around six months before the end. I think my friend held on till NCsoft booted him out. Though he also had bouts of dissatisfaction from time to time, he held a bit more loyalty to the franchise than I did.

I had other games, and other guilds.

CoH was not the sole MMO I played. I had it on constant sub for years, while jumping to the next newest and greatest and shiniest at the time (and a few odd ducks besides):

  • Guild Wars – Ironically, I joined no guild in this, playing it as a single player game for the most part, enjoying myself thoroughly with my heroes and personal solo challenges.
  • Dungeons and Dragons Online – The required grouping and timezone issues killed this one for me at launch even before I could think about maybe being committed to the game long enough to perhaps join a guild.
  • Lord of the Rings Online – I think I did join a random fellowship at one point. You know the sort. Advertised over mapchat. Filled with people doing their own thing and occasional guild channel chatter looking for group while the game was still popular. At the time, I didn’t need much more than that. I attrition’ed with everyone else and must have got booted at some point. I wouldn’t know. I was having more serious issues, like not being able to get out of Moria. Ever.

(Run in circles, kill ten more goblins, pick up another quest, go back to the same place and kill 10 more different types of goblins. pick up yet another quest and visit the same area to click on some rocks near goblins, pick up still another quest to kill goblin leaders that may have needed a group or to be higher in level…. Yeah. I ended up taking pretty screenshots and logging off.)

  • Age of Conan – Alright. Let’s get serious, I thought. Timezone issues were a massive pain. Let’s take the time to pick and choose my guild more carefully, and if I couldn’t find a local guild – which never tends to last in not so popular games – maybe an Oceanic Australian guild would work. So I shopped around, read all the ubiquitous guild recruitment messages, tried to pick a good fit one that actually bothered to request applicants fill out a casual application survey. (My MUD did that. Good way to weed out the utterly nonserious and the unable to type to communicate to save their lives ones.)

I got in.

Oh my god, it’s full of PVPers.

Ok, I kid, but not by much. It was full of and led by competitive Killer types, with a side helping of Achievers.

In hindsight, I suppose I should have expected that, being that I was playing an MMO that -advertised- itself as FFA PvP, hardcore-realistic battles and what-not.

They weren’t bad people, by any means. Friendly, supportive, band-of-brothers-y. It just wasn’t going to be a guild culture that mapped onto my interests very well.

I stuck with them for quite a while, all the same. Attempted a PvE raid or two, to discover that GMT +10 primetime was still different enough for someone in GMT+8 to have a really bad time trying to make the schedule and be on time (quite a few hasty commutes from work and skipped dinners.)

  • Warhammer Online – This was the period where I think of the three MMOs in sequence. As AoC was drowning from exploits, bugs and laggard development fixes and patches, everyone switched their attention to WAR. I coasted with the same guild into the new MMO, where we had our fun-enough-for-a-time PvP trains and zergs while the crowds were still home.
  • Aion – Just as rapidly, the whole Oceanic population jumped ship from WAR to Aion. I was already beginning to get quite cynical at this point, recognizing that Oceania/Asia seemed to have formed their own community of PvP-interested guilds that were less attached to a game per se, and more attached to each other as voicechat individuals. I envied guilds like The Kelly Gang whose timezones and playstyles matched well enough to stick with each other, regardless of game. (Small world, ain’t it?)

The guild I was in wasn’t bad, but we were leaving a few people behind with every jump and getting a little smaller and smaller via attrition once more. And I was burning out from all dat PvP. Oh, the endless I-kill-you-kill-everybody-dies…

And you know, Aion -was- grindy. Like, really really grindy. Like, I’ve killed so many mobs in the same place and still can’t seem to level grindy.

Not to mention, being an undergeared melee class in a game where players can fucking fly (ok, glide) from floating island to floating island may not have been the wisest choice for successful PvP. (And PvE was turning out to be an unoriginal holy trinity game of spawn camping world bosses for lousy RNG drops, with presumably ugh, raids in the future.)

No hard feelings, guys. It’s not the guild. It’s the FUCKING GAME. I moved on.

  • RIFT – Having gone through all types of guild options at a rather accelerated pace, I though, well, what’s one more? Mega-guild time. There are only a couple of famous, super game-spanning guild communities out there, and mostly via random pick, I tested out The Older Gamers as opposed to say, Gaiscioch.

Which worked fine during the early launch days, providing sufficient chatter and crowds for my not-very-demanding needs, but I was beginning to suspect that the success of each individual game chapter of a mega-guild depended a lot on the shoulders of the leaders and officers that had volunteered to run it. If a community center didn’t develop, that was pretty much going to be it. (And it’s also tiring as hell for the people who are serving as the centers of community. I did it as a guild leader on my MUD once. Never again.)

As suspected, attrition yet again whittled down the RIFT chapter over time. I was losing interest in the game myself.

I never did participate much in the bigger game-spanning community forums. An unfortunate and untimely injected script into an advertisement incident scared me off frequenting their boards too often – valuable game hours are taken up by scanning for viruses, trojans and rootkits, y’know!

You get out what you put into a community. TOG was simply a little too big for me to connect with anyone. I found I preferred guilds that were game-specific, so that at least everyone had some kind of common interest.

To my surprise, it was in the niche games that I found more of a throwback to what I was used to from my MUD days.

Next up, Puzzle Pirates briefly and A Tale (of guilds) in the Desert…

 

A Guild Odyssey – Part 1 (NBI Talkback Challenge)

“Only those whose lives are brief can believe that love, is eternal. [pause] You should embrace that remarkable illusion.”

– Lorien, Babylon 5

I’ve gone through a lot of guilds.

Not, thankfully, because of drama, but simply because I’ve played many games and keep trying to find that mythical guild that is just right for me.

My first experience with guilds was in my old MUD, Realms of Despair.

Guilds were in-built institutions in the game, divided up by character classes. The idea seemed to be to form collections of likeminded people playing the same class that could share advice. In practice, social culture had a strong effect on who joined which guild and likeminded people hung together while developing whole stables of alts for max level mob “raids” instead.

For myself, as a newbie, I barely understood all this and merely took the route of trying to get into -any- guild as any of my characters hit the max level of 50.

I joined the Guild of Vampires, only to find them rather quiet and stand-off-ish.

So I joined the Guild of Warriors on another alt, and found them friendly enough, if serious and rather oldschool old-guard, preferring to lament lost glory days (yes, this was happening 16 years ago – the more things change…) than actively run anything or teach much to newbies (one actually wondered if they had the knowledge I was seeking at the time.)

Like a wandering Goldilocks, my third try finally hit a guild that was neither too hot or cold. The Guild of Clerics was a group of cheerful and quirky people, bolstered by a very friendly second-in-command (who later went on to become guild leader) that naturally made connections with people.

As a young newbie, enthusiastically participating in any contests she set up, I ended up learning a heap about the MUD (in those days, trivia contests were game-related and involved retrieving items from all over the world, identifying zones and rooms via descriptions, etc.) and becoming a favorite / recognizable name at the same time.

By additional stroke of fortune, she happened to be in-game married to one of THE premiere MUD players of that time. You know, the powergamer sort. The kind that naturally finds the optimal path, runs armies of multiple alts (legal in those days) and knows every darned thing there is to know.

My frickin’ idol. Someone who I aspired to become.

I didn’t really keep either admiration or aspiration secret, but tried to hang out as much as possible with them – since she was nice, while he may or may not have had time for me but tolerated my presence due to her – vacuuming up every scrap of knowledge that was dropped my way.

Eventually, as I started coming into my own, I ended up in-game adopted as their kid (which was cool) and used that connection to join the MUD organization they also belonged to – an Order.

Orders were what we would probably recognize as guilds now. A somewhat more elite affair, with a higher entry barrier in the case of the serious ‘raiding’ orders, while a few others were known to be more social or dedicated to roleplaying.

The Order I joined had an interesting history. It was a new up-and-comer, broken off from an old Order via a mass exodus after some political disagreement or other. In those days, every single organization was hard-coded by an immortal, so forming a new one was not something any Tom, Dick or Harry could do – it was an Event. It was News.

I missed most of the delicious gossip at the time, being all newbie and unconnected, but did join as part of their second or third intake to form the ‘next generation,’ so to speak.

And boy, were we elite. Did we have something to prove. It was a powergamer Explorer and Achiever paradise.

Nearly every person recruited was someone who had ‘shown serious promise or potential’ as a ‘raider’ in the Guilds we had connections to. Clerics was one of them, Druids was another, plus some others like Warriors or Mages.

We ended up naturally skimming the cream of the crop, like calling to like, assembling a medley of hardcore players who had tons of playtime, heaps of MUD mastery and the willingness to lead, follow, and organize exploration and raiding parties to the most inaccessible places to take down the most notorious multi-person mobs.

Some of my best memories of the MUD stem from those days, when our Order managed to discover the way to one of the most desirable ‘raid’ mobs AND keep it a secret only within our group. The way was kept so secret that for a while, my powergaming ‘dad’ was one of maybe two people who would map the way to the mob, the rest of us kept outside and away.

Being insatiably curious, I would keep peeking into the rooms he was in with a ‘scry’ spell while being honest and not moving a muscle from the room we were supposed to stay in, trying to cudgel my brain and figure out HOW he was doing it while being oh-so-close-and-oh-so-far-away from finding out. After the raid was over, I’d try out whatever theories I’d come up with, taking advantage of my characters being parked a couple of rooms away.

It took quite a while, weeks to months, and the secret had already leaked out somewhat (probably via social engineering, which I would not have stooped to) but I did eventually become one of the five to eight people who could map their way to this mob.

In the meantime, our Order had quite a number of uninterrupted weeks where we would regularly down the mob, holding a monopoly on all the loot that dropped from it. We had a lovely social time where the 8-10 people needed to take it down would camp out one room away and wait for the mob to respawn and engage in that weird waiting activity of chatting and being semi-AFK until the next fight.

At that time, all was right with the world. (Nevermind the angry naysayers who weren’t part of our Order and thus subject to our monopoly.)

We were kings. At the top of the world.

We would have been happy to freeze those glorious moments and have it last forever.

They never do.

Six months to a year in, one or two other Orders began managing to organize their own runs at the mob. More sporadically, and one of them was even more secretive than we, so things were still good, and nothing was common knowledge as yet.

Then more upstarts arrived. A group of players who weren’t happy with joining any of the existing Orders and formed an Order-less clique of their own was being led by a player who was pretty much as on top of his powergame as we were. (He turned into one of my rivals in competitions, actually. One of the few who could actually compete at my pace, and then started kicking my ass now and then.)

They cracked the code. They violated the prior sanctity of our personal raid mob monopoly and brought in… public nobodies! No affliations, just… people who were friends with them. They even tried their hand at persuading the MUD coders to make them a new Order (which was indeed created for a while, but short-lived in the long run.)

The next half-year turned into a sort of rivalry year. The two or three groups who could fight elite mobs were in bitter competition with each other. Plenty of hate, lots of drama. Us vs them.

But this too would pass.

Everquest launched.

Holy hell, a MUD with GRAPHICS. Who wants to read WORDS?

A good part of the playerbase took off for the new shiny. MMOs were in. MUDs were history,

All of our Guilds, our Orders, our organizations lost members. They simply stopped logging-in, leaving more and more bereft and bitter MUD stalwarts to restlessly complain about the snail’s pace at which the MUD was changing (being run by unpaid volunteers means development time simply doesn’t match up to a commercial company.)

When they did log in, it was to sell the fun they were having over there to their friends. Further attrition.

People who logged in for their friends and social fun came in to look around, but the place wasn’t the same anymore. All the people they knew weren’t there any longer. Logged right back out again and found something else to do.

The MUD communities in-game dwindled and grew ever more insular and protective of their preferred playstyle.

I went into a jaded funk that lasted a good four years. My self-image was threatened on all sides. I was no longer a winner – all these young upstarts were trouncing me, some with better reflexes and memory, some with the cyborg help of more sophisticated MUD database knowledge and mapping programs.

There was really nothing to fight for – nearly all my friends were gone, the MUD was in a development rut and ceased to improve or change despite vocal player efforts to volunteer time and creative manpower (enmeshed in a hierarchical bureaucracy, most of the immortal administrators were glorified button-pushing name-verifiers, highly reluctant to give players access to “secrets” like how to build areas for fear that this would somehow destroy either immersion or their perceived power – even if the codebase was freely downloadable and had already been scoured by powergamers for the most advantage,)

I was trapped by inertia and the fear of loss (of all my characters and “hard-earned” loot) even as my self-esteem was crumbling day by day.

I logged in out of habit and nothing more.

Eventually, I hit upon a distancing strategy in between bitter ranting to anyone who still remained and cared to listen on the MUD (which had converted into a chatroom for me.)

I had staunchly refused to try the newfangled MMOs like Everquest and World of Warcraft (now there was an even greater playerbase hit) because I had already been burned once. Sic transit gloria mundi. It didn’t last. One couldn’t win forever. One look, and I knew it was going to be the same elitist raiding game I’d already experienced with the MUD. Been there, done that, been hurt.

But I told my Achiever self, who had been running rampant for a long time, to go sit in the corner for a while and let the poor battered-down Explorer out of the basement it had been locked in. Before social pressure made me conform to what was expected of a “good player” in the MUD, I was a wide-eyed discoverer picking up anything not nailed down and looking under everything.

I’d explored this MUD to death. But there were -other- MUDs in the wide ocean – also beginning to suffer death knells from the influx of MMOs, but still lingering on.

I began MUD-hopping. Sampling any random MUD that caught my eye, and enjoying the process of comparing various game systems to another. How this one place addressed the same problem versus another.

This was naturally a guildless time. Nomads don’t need to form many connections.

The distance helped.

In 2004, after reading one too many reviews about a superhero MMO that had no loot but lots of fun and promise, I decided it was time for me to stop being a dinosaur and take the leap into graphical MMOs. The lack of a raid endgame made me hopeful.

One month later, after experiencing CoH’s forum and in-game community, I took a final symbolic step to cut the burdensome ties to the MUD that had trapped me past enjoying the game.

I traded off my most valued and treasured piece of loot, an heirloom that had been passed down from player to player, for a whole bunch of high-level currency (equipment sets from a high-level mob).

This was promptly fed into a lottery NPC as the last thing I had wanted to do in the MUD but could never bring myself to do (treat all that loot as disposable).

With the usual irony of RNG, I won the jackpot prize.

I gave it away to the first name that caught my eye – a casual player, someone who didn’t run in my same circles, but who had been one of the initial inspirations on my hardcore journey and who had quit and come back to the game. What they did with it was their business.

I wasn’t going to be trapped by bytes any longer – the illusion that these tiny numbers in a database had some kind of value that I had to keep logging in to maintain and prevent from deletion into nothingness.

I wasn’t going to leash any of my guilded friends down with it (which might have led to some initial disappointment at not receiving any stuff, but well, I was proving a point.)

I stripped naked one character, which I kept only to maintain social connections to the Order that had given me good memories, and let the rest (hundreds of them) filled with all manner of loot and trivially hoarded items alphabetically arranged into bags labeled A-Z be autodeleted by the unyielding code of the MUD that whacked any not logged-in after a few weeks to three months.

I was free.

I moved on to MMOs.