Blogging Cowboys of the Modern Age

Lately, the MMO “blogosphere” (if it actually exists) has been asking one question.

Where have all the blogging cowboys gone?

The answer’s obvious, isn’t it?

Some grew up and got older and prioritized other things to do with their time than write blog posts – like start a family, begin a new job, play non-MMO games, continue playing MMOs but not bother to chronicle or document it.

The others, well, they haven’t gone anywhere.

But as both the genre and the blog authors get older, interests have diverged, with a myriad variety of games to sate them.

Take a look at the sidebars of the two blogs I check out (MMO Gypsy and Inventory Full)  in lieu of Google Reader to see recent updates of other blogs (I’d love to do the same but default WordPress is crummy) and just scan the subject matter.

Bloggers are talking about WoW, TSW, GW2, Eve, SWTOR, Rift, LOTRO, Firefall, World of Tanks, Civilization, Minecraft, Sims 3, Planescape: Torment, etc.

I scan a good number of these because I’m an inveterate and totally unchoosy game sampler. I own or have played a good number of these, thus understanding the specific jargon used and have a moderate amount of interest in checking out how others are getting along in them.

But to be honest, my greatest attention and most in-depth read throughs are of my immediate game of choice, which firmly ensconces me in a teeny tiny community of three “regulars” – Ravious and Bhagpuss my other partners in wall-of-text-crime, and I’m beginning to worry that Bhagpuss is losing interest in GW2, which is going to leave Ravious and me in a lonely little echo chamber.

Semi-periodic updates and comments by Syp, Syl, Paeroka, Kichwas, J3w3l, Rakuno, Tremayne, Valourborn, Lothirieth, João Carlos, Ursan, and any others I unfortunately missed, let me know there is a mini-community of irregulars who still dabble with GW2 and/or are interested in reading about other people writing about it.

As part of a wider MMO blog community, I lurk around and read and idly comment on a whole bunch of other blogs from time to time: in no particular order, Rowan Blaze, Stubborn, Klepsacovic, Telwyn, Liore, Azuriel, MMOgamerchick, TeshRohanPsychochild, Tobold, Spinks, Saylah, and of course, Wilhelm Arcturus, who got this round’s topic discussion ball rolling.

And if you look at any of the latter blogs, you will see that they too have their own mini game specific communities of TSW people, or Eve Online players, or WoW stalwarts with whom they interact and whose paths I would rarely cross, being not a current player of any of those games.

In the so-called previous heyday, there was mostly only one game to talk about. World of Warcraft. Then later, the “generally understood” peak was the hype surrounding Warhammer when everyone leapt on the blog bandwagon.

Nowadays, you might say that MMO blogs have lost focus, or diversified, depending on how kindly or unkindly you wish to term it.

Personally, I think it’s just an unavoidable symptom of the genre maturing and more games being developed for different niches of MMO players. Progression raiders and sandbox PvPers and themepark achiever tourists all move in separate circles.

As the genre matures, commercialization takes over. News sites like Massively aggregate content and develop their own community. MMOs themselves create forum boards and form their own community nuclei.

And as the younger generation muscles in on older veterans’ territory, they bring with them their Youtube videos and their social media like Twitter, Facebook, Reddit, et. al. all of which form different communities to compete with the blogging one for audience attention.

The community I frequent right now  (GW2 Reddit, GW2 forums, Tarnished Coast forums) will not be the same one as an Eve player, or a lost soul looking for the next MMO to satisfy them (Massively’s full of those.)

And that’s as it should be.

Blogging is only one niche of many. But it has a function that is hard to replace by other competitors. It serves as a repository of independent voices – subjective opinion and editorial, personal feedback and reaction, game design analysis, pretty screenshots and commentary.

A post takes less time to consume than a video, there’ll always be room for blogs, if people care to visit and write them.

In short, if you want a blogging community, it behooves you to form your own. Go visit and bookmark your favorite sites to read and leave a comment here and there. Develop your own circle and fellowship.

Some blogging cowboys have settled down, perhaps started families, and become townsmen and farmers and merchants and businessmen.

A few others have hung up their hats, having gotten tired of the existing trail, but still are itching to become pioneers, looking forward to the next gold rush.

Others have become spacemen or conspiracy theorists.

But they all still have interesting stories to tell, if you care to stop by and listen.

What Do You Get When You Cross an MMO With…?

…an FPS?

Planetside. Global Agenda. Firefall. APB. Dozens more upcoming and probably hundreds of free ones I don’t even know about.

…an RTS?

Age of Empires Online. A bunch more free-to-play browser types that I will just cop out and link to Massively’s MMORTS tags instead of naming them all.

… an ARG?

The Secret World, probably, or at least their advertising/marketing portion.

…a racing game?

Need for Speed World, Test Drive Unlimited 2, iRacing, whatever.

… puzzles?

Puzzle Pirates.

… Zelda?

Spiral Knights.

…Roguelikes?

Realm of the Mad God.

…platforming and Final Fantasy?

This is not a chocobo.
Cloud Strife wishes he had this sword.
Walked through a portal and ended up in Tomb Raider.
Cats and chandeliers? Bad combination. Just ask Youtube.

Unfortunately I don’t have any more jumping puzzle screenshots. Funny that, considering how many I just did over the last weekend – trying to get a skill point from one of the Ascalonian ruins, a mini-dungeon (Font of Rhand) from the Diessa Plateau where you had to run and jump to pull a chain, and I didn’t even try to go for any of the Achievement ones.

(By the way, yes, I am well aware that Maple Story is more of a 2D platformer, and that TERA and Aion also have honking big swords. Just making light fun of things because seriously, how many more praise posts can one person read about Guild Wars 2?

That’s where I’ve vanished to in the last few days if anyone was wondering. Beta Weekends don’t come around every day. Now sifting through screenshots to stave off withdrawal.)

Why You Game – Think About It

Today, I’m going to advocate the unthinkable, I’m going to suggest that more people should emulate griefers.

WHAT?

In one important aspect at least: to have examined your own motives for play, and be clear about your own objectives.

We get angry with griefers because they spoil our fun. They’re not playing the way they’re supposed to. They’re not “following the rules” of the game, and their objective is often diametrically opposed to most other peoples’ goals in the game. They’re out to make people angry, frustrated, ragequit, or get some manner of reaction in some way, because they find it fun to mess with people like that.

But one of the things they subconciously (or purposefully, if they’re the type to think through and articulate their reasons) do  is become very clear about what they want to get out of “playing” the game (their way,) and defined their own victory conditions (number of people getting angry or ragequitting or comment threads or attention paid to them or whatever.)

Of course I morally disapprove of griefers for two main reasons – I don’t think their chosen behavior is healthy for themselves, and certainly not for other people either. It doesn’t seem like a long term strategy for getting along, just a short term “one-upping” that has to be constantly repeated for kicks, and turn into a bad habit or addiction. For me, it’s a real world philosophy seeping in – I think it’s dysfunctional and small minded for people to be happy when they are making other people unhappy. I meet some people in the real world like this – they need to put others down in order to make themselves feel better, they demand attention and get loud and strident when ignored – and it just leaves a nasty taste in my mouth.

Essentially, they’re playing a very zero sum game. I win, you lose. In their minds, they can only get ahead of others if you’ve lost. If they lose and you win, then they just get more furious and pissed off and try even harder to shift the balance to the other side of the slider.

Thing is, the world isn’t so two-dimensional. There’s another side of the matrix. Too much of the above kind of fighting and it all becomes “I lose you lose.” In which case, no one wins, no one had fun or a good time, and the net misery level of the world went up (which is all very well if that’s specifically your goal, but I’m not that nihilistic, even if it’s 2012 and the Mayans tell us we’re doomed.)

The old prisoner’s dilemma thing – which we will touch on more in ATITD related posts – and the trust factor.

There’s also “I win you win,” the last corner of the matrix,  and “I get by, you get by” which is sort of the middle path, an emergent property from the win/lose matrix.

Griefers are an extreme case. If we dial back several notches from chaos (from not respecting other players or the game’s rules) and into lawfulness, we land in the territory of competition.

Now competition is a necessary and healthy counterpart to cooperation. Without that drive to be the tiniest bit better, to improve one’s self, we’d probably be back in the Stone Ages or likely dead as a species. The force of evolution works by only keeping those that are a bit better than the rest, so it’s no wonder it’s ingrained in us to not be the last guy that gets eaten by the sabre tooth cat.

Looking at the amounts of Achieving going on in MMOs, of  in-groups of raiders or PvPers, matches and tournaments and leaderboards, suffice to say that competition is well and alive in MMOs, reflects much of our real world competitive psyche, and is a source of fun for many people.

But I’d like to ask everyone to pause here and reflect for themselves if this really is the case for them specifically.

Why am I so obsessed with this? It has to do with my prior history in games.

When I first began playing online games in the form of a MUD, I fell hook line and sinker into the stated premise of the game. Get more levels and hit max level. The faster you can do this, the more “pro” and hardcore you are. The more characters you have at max level, the more respected you are, you must apparently know so much about the game and have so many tools you can use to overcome game challenges. Join newbie guilds to get to know people, and you might get invited to a more elite guild type known as an “Order” if you are a promising young padawan. At max level, and with groups of people, you can go on “runs” to defeat big bosses (essentially raids in simplified form) for better gear, which would help you to kill bigger mobs until you get to the (current) ultimate big bads of Seth and Merlin.

In addition, the MUD had ‘quests’ which were human-created, they were essentially competitions run by volunteer player staff known as “immortals.” These often comprised of answering trivia knowledge questions about the MUD and its areas and mobs and lore, or running around the world killing special quest mobs or picking up special items – whose locations you would put together from given clues and also tested MUD knowledge. Again, I fell into this by chance. It so happens that I type quite a bit faster than most people, and maybe pay a bit more attention to the words on a screen that formed MUD ‘rooms.”

As a newbie, I started winning these competitions, and started gaining a reputation to the point that some people would see my name appear and go, “Dang, there goes my chances of winning.” As I got into more runs and joined an elite Order, my gear got better and better, making quest mob kills easier. I learned from my idols and heroes at the time, veterans of the game who were better than I, and strove to emulate them. I started leading runs for newer players, then leading quests, and even leading a guild (while maintaining my connection to the elite Order so that we could feed in the promising players into the Order.)

Our Order in turn took off from the ground up to become pretty much the ultimate (or penultimate, there was one more secret Order that never let on what they were up to, and contained a lot of old immortal player alts – they kept themselves to themselves, and stayed out of the MUD grapevine, possibly because they didn’t want accusations of cheating with their immortal characters) guild. We had our own ‘server first’ by being the only guild that could get to and kill Merlin for quite a long period of time.

I basically bought into the fame and the image that others had and expected of me. I had responsibilities, and expectations to live up to. And winning has its dark side.

This article in particular – How to Lose at Golden Demon – spawned my post today because it resonated so much with me.

After you win, and have a series of wins under your belt, comes the fear. The fear of one day losing. Of not being good anymore. No one wins forever. One day, some new and younger person turns up to upstage you. Your limelight is gone. Your self-image, which you constructed from the surface impressions of other people, shatters or at least takes a heavy beating.

Every loss makes you more focused to win once again. And danger of dangers, you end up focusing on the goal and the end results, rather than the means or the present activity. Therein lies “grind.” Therein lies the threat of not respecting anything or anyone other than the altar of first prize. I turned pretty ugly in those days when a guy showed up who managed to upstage me a few times. Though I tried to control it, I have been guilty of lashing out once or twice at fellow guildmates whom I thought “slowed me down” at the time and let the other guys win. Temper and obsession do not a pretty picture make.

My ruthlessness even shocked a fellow guildmate when we were having a friendly in-guild PvP tournament, and when there were three of us left, I concocted an alliance with the other person to defeat him first because we knew he had the best gear of us all. He never quite got over the revelation of how calculating I was and focused on “playing to win.”

Competition can change you. Take a look at these Neptune’s Pride epic diaries from Rock, Paper Shotgun and Electron Dance. It’s interesting to see how different people react to competition. One or two simply shut down and become avoidant (Me, I don’t think that’s a fair way to go about it, because I would respect the rules of a game if I decide to play it, but hey, it worked for them.) Some just do their best but balance their real world and game time. And a few gamers (and I empathize with them because I have those tendencies) get really deadly obsessive and they can even frighten themselves in retrospect.

There are positive aspects to competition, don’t get me wrong. It makes for high drama, and good memories and a grand story to be told at the end. There is an adrenaline rush that can never be replaced. It makes you push yourself further than you would go on your own, left to your own devices. It offers a good challenge, the opportunity to test one skills, etc.

But it’s also easy to glorify competition in our society. Which then leads to getting carried away by competition – it’s the nature of the beast. There’s a very male monkey hierarchy thing going on.

And in the end, it behooves us to take a step back and examine ourselves to see if that’s really the way we want to keep going.

We don’t have to go to extremes either way. I’m not saying that oh, all competition is bad, and we should become communists and hold hands and sing “Kumbaya” together. That way doesn’t work either, not all of us are cut out for hippy commune living.

But we aren’t -just- monkeys all the time. Life works on a balance of competition and cooperation. Human society succeeds with a fair share of altruism, connected groups may get ahead better. (In later posts about ATITD, we’ll touch more on this, ATITD reflects life in microcosm really well.)

Brian Campbell from the Escapist Magazine suggests we might be able to let up once in a while and be a little altruistic even in our competitions (as long as it’s not a professional tournament where folks have to be serious and such.)

Even Sirlin quantifies that playing to win doesn’t have to be ALL THE TIME, ALL-OR-NOTHING. There’s also putzing around for nonproductive fun or experimentation with strategies that can be a balance point to being competitive.

And he also acknowledges that for many people, playing to win isn’t everything in life. He writes his stuff for those who have decided and articulated the goal they are striving for, to improve themselves and win tournaments, which to me is fantastic – all power to them, and it gave me insight into a way of thinking that is personally quite alien for me.

I finally realized this, based on examining my experiences. When I bought into the goals of the masses on the MUD, I became another person. It was someone with all the trappings of success and had reached the top, but secretly, inside, I was not happy. I was proud, fearful, and most of all, lonely. There’s awfully rarefied air at the top. You push away connections or they push away from you. They put you on a pedestal to be admired and become distant. Your in-group becomes very small, as you stomp on others to get up there, and everyone else is out-group to be despised or feared or hated or looked upon as a threat. And in turn, they don’t like you much either.

For some, while I’ve been saying is probably unthinkable. “Why -wouldn’t- you be happy when you win? -I- love winning!”

Possibly it’s like winning the lottery, you won’t know until you’ve been there. Turns out we’re poor estimaters of our own future happiness as hedonistic adaptation kicks in.

Or maybe you really are different from me, and your brain is structured in a way that really enjoys those kicks of winning and you love the spotlight of fame and it would never make you lonely or miserable or sad. In which case, all power to you, if you’ve examined that for yourself. There are games out there that really suit you.

But please, do take time to examine your motives and goals to see if they are your own, or someone else’s or what society (in-game or real world) thinks you should be doing.

It’s too easy to get caught up in what the game says you’re supposed to achieve, or what other people expect of you, and end up striving to match those expectations. Ultimately even if you achieved them, they may end up feeling quite hollow if they don’t match with your internal compass.

For myself, I feel happier when I’m helping others, teaching them, expressing understanding and loving-kindness and patience. I feel happier when I’m improving my own skills and learning at my own pace, rather than feeling obliged to keep up or match some standard of achievement. I feel happier when I’m playing for the sake of play, to experiment, to wander, to wonder, to discover and marvel.

Striving against obstacles (people or computer controlled or inanimate) to achieve a victory state is core to many games. But I treat this Achievement or rather the act of achieving (we too often focus on the end result these days, and that leads to “grind”)  as just a subset of my play. Now and then, I indulge it, because that’s also a part of myself that I must acknowledge. I enjoy the dings and the progress bar increments and even team-based PvP match “wins” from time to time. The sense of fiero as a reward is fun, but I remain aware of it and am careful to avoid jumping down the pit of the dark side. Been there, done that, really didn’t like it.

Are We There Yet?

Sun and clouds - RL

One of the things that hit me recently in the lull between waiting for the next big MMO (aka Guild Wars 2) to wind its way round the hype machine.

Have we hit THE point that we (or at least I) have been waiting for? Have MMOs come to maturity?

Seven or so years ago, practically the only MMO people talked about was World of Warcraft. That was pretty much all that had come to public consciousness.

(Sure, before that, there was Everquest, and there was Ultima Online, and there was MUDs and so on, but they were all in their little separate communities.)

When WoW came along, nearly every blog you read, you could trip over a reference to WoW. The bright-eyed optimism and naiviete that most bloggers were displaying was a bit of a sour taste in my craw at the time, since I’d just come off being very jaded with the whole raid/loot grind/progression mechanic – which I had the (mis)fortune to experience a lot earlier in more primitive form in a MUD.

Cassandra-like, I predicted a good number of people waking up to the whole affair of being enslaved to game “obligations” about four or five years down the road – about the same time it took for me to progress through all the stages of burnout in that old MUD.

Sure enough, a number of people did start realizing that setting alarm clocks to tend to a game and brushing off significant others in real life because twenty four other real people are waiting behind a digital screen might not be the healthiest way to continue forward with gaming.

To my initial surprise, many of these people stopped gaming entirely in response. Some permanently, and others just hung around waiting for the next big MMO.

The blogosphere followed Lord of the Rings when it launched, really went full swing into Warhammer Online and subsequently fell out of love just as unitedly, trooped into Age of Conan (some stragglers fell away), marched right into Aion (more stragglers fell right off) and then went…

…where?

All over, it seems like. Everyone is playing different things now.

Some have found a purpose and impactful consequences in Eve Online. Some have gone back to old stalwarts like Everquest 2, Vanguard, Lord of the Rings, and yes, even World of Warcraft.

Many people dabble with all kinds of MMOs now – the range of MMOs has expanded beyond fantasy to superheroes (three of ’em now), science fiction (several big space themed elephants in the room and some FPS hybrids), real world (cars, tanks, aeroplanes, you name it), FFA PvP sandboxes (they’re niche, but they exist – Darkfall, Mortal Online), classless/crafting/skill-based (Wurm, Runescape) and other weird unclassifiable hybrids or niches (Glitch, Puzzle Pirates, A Tale in the Desert, Spiral Knights, Realm of the Mad God, the list continues…)

Subscriptions are not seen as the only way to pay for an MMO now. Various games have been experimenting with various options to varying degrees of success. It’s not so important now to commit for years to a single MMO titan unless you really wanted to.

So are the days of “one MMO to rule them all” finally over? Have we come to a point where there is a surfeit of MMOs for us to pick and choose from, each to their own tastes and desires?

And are there enough MMO players or enough spare hours to satisfy the supply that MMO companies are now throwing at us?