Foreword
The following analysis is a discussion of my experience
playing World of Warcraft.
I'm a game designer, not a critic or reviewer. I say this so you understand where I'm coming
from when I tell this tale.
I'm looking at this game from the point of view of both a
player and a designer. As a player, I
explain my emotional state and my addiction to this game. As a designer, I explain some of the design
flaws that seriously damage the game and make it a completely unenjoyable
experience. The mixture of player and
designer talk is sometimes a jumbled mess, but it shows, to the best of my
ability, how my fried brain can comprehend this game.
If you truly enjoy World of Warcraft, feel free to discredit
or ignore me; but if you are like me and like thousands of other players, and
you're addicted to this game yet hate it at the same time, perhaps this will
explain why.
The Meat of the
Affair
So I happened to notice recently that World of Warcraft had
a free starter pack where most features were available, and the only major
restriction was that you were capped at level 20.
Since the only thing really stopping me from playing WoW is
the monthly subscription, I decided it was finally time to try out the king of
MMOs. I am so late to the game that I
might as well review Pacman, but I'll take what I can get.
I may have said in a previous article that WoW players have
admitted to me that they don't enjoy it, but play it anyway because they're
addicted. If I didn't mention WoW by
name in that article, then I'll say it now that is the game I was talking
about.
They were all right.
In the few days I've played WoW (seriously, four days, which
I swear were only three), I can safely say that it is a contender for the Most
Addictive Game award*. That's not an
award a game should hope to win. Because
there is no way it is even considered for Most Enjoyable Game.**
*(Further research tells me it actually has won such an award -- and here I was being hyperbolic.)
**(It's won multiple Game of the Year awards and is
consistently highly favored by critics, publications, and players. I respectfully disagree.)
Trying to organize my thoughts after a WoW bender is like
trying to write with a hangover. So
before I even get into the experience of the game, I'll give you a rough
estimate of my emotional state.
|
Approximately this. |
I dreamed last night about WoW. I dreamed I just had one more quest to finish
up, but I couldn't do it. But in my
dream, I wasn't
playing WoW, I was
in WoW.
I literally lived in that world.
The Tetris effect occurred in less than a week.
Even when I woke up, the dream I had been having was just
one quest item away from complete, and I stayed in bed for hours trying to recreate the dream just so I could finish it.
I should have gotten up and walked the dog, given both her
and myself some exercise. I was too
hungover with WoW to do so.
Before bed last night, I got a charlie horse because I'd
been sitting at my computer for stretches far too long at once. Normally, I'll get up and move around, get a
cup of coffee, go to the bathroom. But
during my game sessions I held in my bodily functions as long as possible just
so I could finish the next quest.
I found myself getting more and more frustrated with every
interruption. This is not uncommon with
games, but it was worse than usual because it's an MMO, so there is no pause
button. If I was interrupted in a
battle, I was dead.
I ignored my cat, who mewled and meowed and called for my
attention. I love my cat and will
normally drop everything to stick him in my lap and pet him.
I stayed up all night multiple times, thoroughly ruining my
sleeping schedule. I am terrible at
rearranging my sleeping schedule to a decent timing, so it may take me another
week or two or ten to get back on track.
I didn't work on the January Engine; I didn't work on other
projects. Remember how I said in my last
update to expect a new feature? Not this
month. Not after this. Not with the recovery time I need to get
myself back on track. If there's a new
feature to be had this month, this is it.
The one and only time I took a break from WoW to do any work
was to write and post the King's Quest Deconstruction Overview before jumping
back into WoW. At least I can say that
WoW's grip was not so tight that I lost all sense of responsibility. The same can't be said for everyone who plays
it.
I did lose track of time, however. I thought it was Thursday when it was Friday,
and almost did miss posting anyway. One
of my days just up and disappeared.
When I was in college, they had counseling for WoW
addiction. I can see why people needed
it. I'm glad it requires a monthly
subscription, because that's what always stopped me in the past.
Now I just uninstalled it, because I really don't want to
have the temptation there on my computer, where it calls to me like a ghost
outside your cabin porthole on the sea, calling in that eerie, faraway voice
that just wants you drive the ship into the rocks and kill you.
Wow, WoW is a modern equivalent to Charybdis. If you drive too close, you're sucked under,
and you can't get out.
I feel like I grazed the edge there, and I'm lucky to make
it out alive.
I've played some addicting games before, games with quests
and achievements like the Tony Hawk series, Mario 64, etc. Those games are so addicting that I'll play
them again even after I've achieved everything there is to achieve; I'll just
create a brand new file and start from the beginning.
This was a similar experience, but for two things that made
this far worse: 1. This became addicting
much more quickly and much more deeply than others I've played; and 2. There
was nothing enjoyable in it.
Mario 64 is one of the most fun videogames in
existence. Perhaps the only thing that
would make it more fun is if Nintendo made a Mario MMO that plays mostly the
same.
But WoW is a frustrating, infuriating game, which makes it
all the worse to get addicted to.
I know I'm not doing myself any favors by writing this, and
I can probably scratch off ever working at Blizzard when I post this, but my
god, I'm not sure it would be morally conscionable to not do so.
And here's the thing:
I love the Warcraft
series. The three RTS games and their
two expansion packs, that is. I think
those are wonderful games, and it almost seems like a natural step to take the
beautiful Tolkienesque world Blizzard created and make it a fully realized 3D
MMO.
So to be honest, I'm not sure if I walked into WoW expecting
it to be awesome or to suck, but whatever I was expecting, it wasn't what I
got. Perhaps I should have taken the
warnings more seriously. When people
said they hated it but were addicted, I didn't think it was as bad as they made
it out to be, or they were weak-willed.
If they're weak-willed, I am too. So let me repeat how addicting this game is. I was so hooked that if I didn't get out now
and uninstall it, I'd never escape.
AFTER FOUR DAYS.
I can't believe it myself.
The only reason I did stop is because I maxed out one of my characters
and completed every possible quest. If
there were more quests, I would be playing right now instead of writing this.
In fact, right now I
do
want to play. I want to load up a
character and go questing. I almost want
to pay that monthly subscription so I can go past level 20. I'm having WoW withdrawals.
Trying to figure out why it's so addicting is the puzzling
thing. The satisfaction of leveling up
quickly loses its charm, and half the time I don't even notice how far along my
experience bar is getting until I suddenly woosh
and glow.
So if it's not that, it's definitely the quests. Finishing a quest is the buzz. It's like a high to see the little question
mark disappear, and when a new exclamation point appears over the same head, I
groan. Another one? God damn it, I just want to be done! I just want to complete all the quests!
The only momentary joy I get is when I get a new item as a
reward that changes my character's look.
It's fun to see what the change will be, but complete disappointment if
it's uglier. It's even worse when I see
someone else wearing the same thing, because that means they completed the same
quest, but I'll get to that particular complaint later. That's a biggie.
When all I get for a quest is xp and some money, there is
still a little buzz, but not as much.
WoW seems to be a grind machine for a dressup game. And you can't even dress your character the
way you want, because usually one item is clearly superior in combat than
another, so you will always pick it, even if it's uglier.
Heck, sometimes I found myself swiveling the camera around
just to see the front of my character for a change. If I spent time giving them a face, I want to
see it!
But now we're getting into the details, so instead of simply
nitpicking I'll try to relay my experience as best as I can about what happened
when I played.
Like a good little reviewer, I decided to try one of every
race and one of every class to see how each played, what the differences were,
and to basically try to experience the whole game, top to bottom, as much as I
could. That is, as much as the free
starter pack would allow.
I also wanted to try different, odd combinations. I didn't want to just be a human warrior, an
elf with a bow, or anything else right out of Lord of the Rings.
So first I made a cute little Gnomish Warlock girl I named
Dailite ("Daylight" was taken, so I played with the spelling until
one took).
|
I had no idea that in WoW, Gnomish Warlocks are about as common as Hobbits in LoTR. |
Unbeknownst to me, one of the
most common Gnomish phrases that is uttered every time you finish talking to
one is "Daylight's burning!" So
that was unsettling. I can't blame Blizzard
for that; just a delightfully macabre coincidence.
Great start!
Anyway, the area you start in (what amounts to the tutorial
level) was perfectly safe, and yet felt dangerous, compelling, and
disorienting. It took me up until a
third character before I realized nothing will attack you if you're under level
5 unless you attack first.
But that's okay, I couldn't expect to not be a little
disoriented without having any instruction manual to read. But by the time I left the starting area, I
felt good, in control of Dailite.
So far, so good, or thereabouts.
One of the first oddities came about when I was asked to be
irradiated or detoxicated or something.
I needed to grab ahold of some flying contraption that would carry me
across what amounted to a carwash. I
didn't notice what exactly I was meant to do, so I just walked through, went up
the lift, and out. My clothes went poof and I got normal warlock clothes. I have no idea why. I knew I did something wrong, so I went back
and floundered about until around ten or fifteen minutes later I understood and
did as I was supposed to.
My first impression was that this was terrible design. Why would they allow me to exit the tutorial
area without completing the tutorial? Why
did the arrow on the minimap point to the guy I was supposed to talk to after I rode the doodad, instead of
pointing to the doodad itself? Why would
my clothes poof into something else? Storywise, why would I need to fly through
the radioactive carwash when I just ran through it six times?
Every one of these questions occurred to me, and at first I
thought it was me. Maybe the creators
didn't expect a player to choose a Gnome their first time playing, so if they
chose, say, a human, this kind of stuff would be better explained.
But I could chose
a Gnome, and the first area was clearly
a tutorial, so they obviously designed it for first timers, just like every
other race. In fact, just about every
race goes through the same basic few quests in the beginning, so everyone can
be brought up to speed.
Perhaps it was an oversight, or a programming error, or
anything, I'll never know.
But Dailite's journey was just getting started, so after
completing the tutorial (finally), I got out of the intro area, forgot about
that experience, and was happy to start exploring.
I helped out the gnomes for a while, running through the
quests one at a time, being cautious not to overtask myself. When I became more comfortable with the game,
later characters would just talk to everyone with a quest for me, and I would
stack them up and do a bunch at once.
When you choose to do one quest at a time, problems
arise. I would often enter a cave three
times for three different quests, do the same thing over and over, getting
increasingly annoyed that I already did what they asked. Kill the boss in the cave, ok done. Now kill five of creature x and five of
creature y in the cave. Ok, I'm sure I
did that already, but since the quest wasn't active, all of the creatures of
type x and y I killed didn't count,
so I have to enter the cave and do it all again. Ok, done, finally. Now go back into the cave and collect object
z from creatures x and y.
ARE YOU KIDDING ME?
Well, let's check my inventory. I tend to pick up everything that creatures
drop, even cheap nonsense that I can sell.
But the object I need isn't there, because the creatures don't drop that
object unless the quest is active. So I
go back in the freakin' cave again, kill a bunch more creatures, and it's not a
solid drop. That is to say, not every
creature you kill will have the item. So
I need to kill twice or three times as many creatures as I should have to to
get the right number of the item I need, then I go back and finally, after all
that, I don't have to enter the stupid cave again.
This isn't just a problem with Gnomes, either. This is a basic quest structure.
I started to dread having to find item z off corpses,
because at least when the quest was "slay creature x" I knew exactly
how many to kill. I became increasingly
frustrated when I killed a creature and it didn't drop what I needed.
Even more infuriating was after I discovered the trick of
taking as many quests at once as possible. Okay, I can enter the cave and kill x
creatures and collect item z at the
same time. Excellent, two birds, one
stone, and I only have to enter the cave once.
No no no, because when I get back to the guy who wants dead
creatures, only
after I complete that
quest does he give me the next one to reenter the bloody cave and smite the
boss. If he gave me that quest on top of
killing creatures, I'd be fine with that, but it doesn't become available until
I've already been through the rigmarole, and probably already killed the boss
the first time through just because he got in my way.
|
The only acceptable form of grinding. |
Caves suck. I know
the entire RPG genre owes its existence to D&D, sprinkled with Colossal
Cave Adventure, but my god we need to take caves out back and shoot them. There was plenty of variety in locations, but
despite this it felt like far too many were caves. A cave or two is fine, but it seems like
whenever the designers ran out of ideas, they said "Screw it, make a
cave."
In fact, some caves were almost completely recycled in
different locations. I went across the
world from Azeroth to Kalimdor and found cave layouts that were identical save
for the enemies and finer details relating to quest objectives (there were
flags in one, absent in another). Even
the location of the boss was identical.
I didn't mind fighting creatures in forests, lakes, hideouts,
enemy strongholds, abandoned cities, on beaches, and even once in a destroyed
pirate ship, but for every interesting and unique area, there was a cave to
enter with the same three or four kinds of quests.
It became predictable.
A game as massive as an MMO should never be predictable. Sure, it's understandable that tutorials per
character need to be consistent to introduce new players, but once you're
beyond the first major location, things should get mixed up. I was thankful to play the Draenei because I
don't think I had to enter a single cave as far as I played.
But back to Dailite's adventure.
Dailite was a tad difficult to handle. At first I thought it was just me, but soon I
realized Gnomes should pretty much not be allowed to be Warlocks. Warlocks summon demons, and I had this big
badass demon that looked like a DOOM cyberdemon crossed with Lord Zedd. Sounds awesome on the surface, except the
demon is about ten feet tall and Dailite is about two.
The demon just got in the way. I had a difficult time getting the demon to
move so I could click on a corpse to loot, or worse, to click on the enemy in
battle! I could hardly hit a thing
because the demon took up so much screen space that I had to rotate the camera
every time I saw an enemy because I couldn't see what I was doing.
But it's possible that, being that that was my first
character, I just couldn't handle it well.
I also played a Dwarven hunter and a Draenei hunter, both which came
with pets, and they were much easier to control. I'm not sure if it was Warlock pet versus
Hunter pet, or if it was just the size of the beasts, but I was frustrated with
Dailite's demon much more than I should have been.
|
Or maybe they just like to take a little piece of Hell with them wherever they go. |
Another oddity with some classes, particularly non-combative
magic users, in their complete inability to autofight. Once again, this could be me, but I couldn't
figure out how to make some classes throw lightning or fireballs or whatever
their standard magic attack is on right-click.
Right-clicking for melee and ranged fighters sends the character into an
auto-attack frenzy, but magic users seem to think that auto-attacking means
using their staff to club creatures to death instead of firing magic missiles, which
is the thing they're supposed to be good at.
I don't even know why they wield weapons at all.
When using a hunter, they take out their crossbow or gun and
just shoot from afar, but magic users don't think the same way and need their
basic attack to be constantly clicked on (or press the 1 key).
I found it kind of funny, when I tried my first hunter, that
the tip on the character creation screen says "good for
soloing". Yes, the hunter was great
for soloing, but it was the only class
for soloing. Magic users were toast if
the enemy got too close, and melee fighters were toast if they were ganged up
on.
I tried as many of the classes as I could (Death Knight was
not available), and found that only the hunter was even close to being
enjoyable to play. Every other class had
something game-breakingly annoying about the way it played.
Yes, yes, the second M in MMO stands for multiplayer, and if
I'm soloing I'm not getting the full experience. I didn't do any raids or played with anyone I
know. But to me, even a game that is
primarily multiplayer should offer a competent single-player experience. If the game didn't offer a single-player
option at all, that would be fine, like if every quest was an "Elite"
quest requiring a party, and soloing was simply not allowed or not advised. I would be okay with that, but because the
game set up a series of solo quests, they clearly encouraged it, yet the only
decent solo class was hunter.
I'm getting offtrack again.
Let's finish up with Dailight.
Nah, let's go further off the rails. I want to talk about dying.
RPGs have always had a problem with dying.
If you die in a shooter, maybe you have to try the level
over again, which is fair enough.
Sometimes you get a nice autosave in a safe area, and only have to try
the challenge you died on over again.
In a classic RPG, if you die, you reappear at your last
save. Sounds fair enough on the surface,
but that tends to suck. You wind up back
at a town that's far away from the godforsaken cave you had just been plowing
your way through, because saves are few and far between. A good classic RPG will at least resurrect
you at a town with your current experience and items, so you don't have to load
your last save. Bad RPGs make you
reload, and you have to grind your way back up to whatever level you were at.
WoW, on the other hand, is an entirely different story. Your soul winds up at the nearest graveyard,
and you have to run back to your corpse to regenerate. Why this isn't the other way around, I have
no idea. You would think your corpse (if
found by some other adventurer) would be taken and buried, and your soul would
"wake up" where you died. Of
course, that might be even more annoying, but either way, the whole death
mechanic seems like very odd design.
So, while you're a spirit you can't interact with anything;
your task is simply to make it back to your corpse to resurrect. You can also just resurrect at the grave
yard, though I don't see the purpose in doing so, and after level 10 you are
punished for doing so anyway, as if to discourage the worse option.
As if wandering the barren, monochrome landscape to find
your corpse were not enough, sometimes you find it too early, and you have to
wait before you can resurrect.
WHAT.
Do I need to wait for my body to decompose a little or
something? Why am I waiting to
play? I have to stand around and do a
crossword until I'm allowed to jump back in my body. Why does this make any sense, in the world or
in the mechanics? Who thought that would
be a good idea?
While I'm on the subject of waiting, why do I have to WAIT
TO LOG OUT? If I want to quit the
friggin' game, it shouldn't take more than two seconds. I understand if they want to make sure I'm
serious about logging out, maybe with an "Are you sure?" box and an
OK/Cancel option, but I have to sit there for ten or twenty seconds to leave
the game. There is a cancel, there is no
OK.
So here's two more fun facts about that: 1. Logging out
isn't really logging out; it just takes you back to your character select, but
you're still logged in. 2. You can EXIT
immediately, which completely quits the game, but you can't LOG OUT
immediately. What is going on here?
So if I want to switch to a different character, it is in
fact faster to quit completely, reopen WoW and log in again than it is to simply
pop back to the character select screen.
|
And WoW is not the only MMO to suffer from this. It blows my mind. |
Okay, time to cool down, because these pervasive problems
are some of the poor design decisions that led to my utter disgust with the
game. I don't want to be writing in anger;
it's clouding my head about as much as this WoW hangover is.
So let's finally get back to Dailite, and see what she's up
to, because this part of her journey is the part of the game I enjoyed.
She just got herself in a world of trouble.
She fell off a dam, got lost, and found herself in a scary
marsh miles away from civilization. I
couldn't get back up the dam, and the place was surrounded by unscalable
hills. My god, was that place creepy and
barren, especially in the middle of the night when Azeroth's sky mimics the
real-world time. Creatures I'd never
seen before swam in the bog, water elementals crossed the land, and I found
myself hiding and avoiding all confrontations.
I was lonely and frightened.
I felt like Dailite would have felt if she were real. Holy crap, I'm completely off the beaten
path, and it's exhilarating! Even having
a demon companion didn't help. I was
still a small, small girl in a big, big world; a big, big bog with big, big
beasts.
After over an hour of wandering, hiding, and avoiding the
enemies, I got to exhale when I found a road, and I took it until I found a
tunnel, and two dwarves talking to each other. Civilization! Thank the Gnomish gods, civilization! They had exclamation points over their heads,
indicating quests, but I didn't care. I
blew right past them and continued to take the tunnels until I made it back to
a real village, sat by the fire, and quit right there.
Dailite was safe, and I was done with her. She was actually only level 18, but I got her
back to safety, and she was scarred for life.
No more adventuring for her, by gosh.
One little spill and she was traumatized.
In fact, I could have quit once I realized how much trouble
she was in, but I had to see her safe. Now that is awesome. That is a good game. I cared enough about my little Gnomish Warlock
that I had to make sure she wasn't left out to dry.
After all that, after trying every race and almost every
class, the best part of the game was when I messed up, when there were no
quests, no people, just a frightened gnomish girl wandering a terrifying
landscape.
Blizzard scripters must have spent tons and tons of time, energy,
and money creating quests, creating this cozy narrative for soloers to play
through, but ultimately the quests were nothing but an addiction machine. The real amazing gameplay came in when I was
far away from the preplanned route, off in territory too big for my britches. It was like playing a survival-horror game.
I wasn't addicted to the game right then, I wasn't trying to
just finish my quest, I was trying to see my little Dailite safe. That wasn't addiction, that was good old
fashioned flow. That was engagement. That was
roleplaying.
That's what
roleplaying is all about. You're on an
adventure, and you don't know where it will lead. Any DM will tell you that no matter how
cleverly they design their adventures, players will eventually find a way --
completely by accident -- to derail the adventure and change things
drastically. That's where the real fun
takes place, the ingenuity, the innovation.
One of the best exercises for fiction writers is to create
their characters, then throw them into situations that won't be in the novel,
just to see how their characters will react.
It gets the writer into the minds of the characters so deeply that when
they do start writing the real thing, the plot writes itself just based on the
interactions of the characters, and everything flows without a hitch. You don't get writer's block when you do
this; the characters tell you what to write.
And this is the essence of an RPG. You should be playing your character so
deeply that you become them. You are no
longer you. Playing preplanned quests
that thousands of players have played before doesn't leave room for real roleplaying. You're just playing a videogame, you're not
experiencing the world, experiencing the flow.
I am about to discuss perhaps the most egregious gamebreaker
WoW has to offer. The annoyances of the
logout, the deaths, the interface, the gameplay; all of these are nitpicks
compared to this:
When you go on a quest, others are on the same quest as you.
That sounds weird, like it's not a big deal, of course
others are on the same quest as you. But
the thing is, the NPCs act as though you're the only one doing it. During a pitched battle it works, because you
can imagine that the other players have been assigned different orders, or
maybe the task you were assigned is too big for you alone. But when you are asked to do something very
specific that is very secretive, for your ears only, and someone else is just
ahead of you, killing all of the enemies before you, it destroys any and all
semblance of adventure.
Multiple times, I had a quest to kill a boss. I head into the blasted cave to kill it, and
the whole area is littered with corpses.
Someone else is already inside, taking care of business. I follow the trail of corpses and see another
player just leaving the final chamber. I
walk in. There's the boss's corpse. Ok, the boss is dead. End of quest.
|
A medal and a cookie? You're too kind! |
But no, I don't get credit because I'm not the one who did
it. I get that from a gameplay
perspective, but if this were really happening,
the boss is dead. I should
go back to the guy who wanted me to kill him and say "Oh, hey, I know I
won't be getting any sort of reward now, but I wanted to let you know that
someone else killed the guy and the threat has ended." Then the NPC should say "I like your
honesty, here's a couple coppers for your trouble anyway."
So, boss is dead, but I can't just end the quest, so what do
I do? I wait for the thing to respawn,
and then I get to fight him.
That does not suck
me in.
Okay, so people disappear and reappear all the time, that's
how half the NPCs work. I've seen
enemies respawn in front of my face.
I've seen a jail crate I just unlocked and opened magically close and
refill with a new prisoner to rescue.
I've seen wandering NPCs enter a room only to fade away and reappear
back where their movement started. These
are annoying bugs on their own, but that's another almost minor nitpick.
So why can't it be so that whenever I am soloing a quest,
the other players can't disappear as well?
And obviously to those players, I should be the one disappearing. That way, I don't feel like I'm doing what
everyone else is doing. Scratch that, I
don't want to clearly see that I'm
doing what everyone else is doing.
So I wait around for the boss to respawn only to kill him
again, then I can head back and say to the NPC "So I killed the boss but
he doesn't die, you know, he comes back; and your stock response about how the
village is safe isn't cutting it and it's funny you made boots out of the
creature's hide and I should be the only one in the world getting those boots
but the guy that just killed the boss before me has them now and the guy that
is a minute after me will have them soon.
Thanks for trying to make me feel like I'm a hero, but the programming is
obstructing that feeling I should be getting."
I repeat, the only time I felt like I was my own character
was when I was lost, alone, doing something that I don't think many people ever
experience, and at the time I certainly felt like no one had ever done what I'd done.
I fell off a dam; sure, it was an accident, but I thought I was
someplace new, someplace no one had ever explored, and the designers and
artists had created this area that no one was even expected to find. Heck, when I found the dwarves with the extra
quests, I thought man, that's
terrific! They put so much attention to
detail into this world that they even want to give me hidden quests!
More on them later.
Here's another sidenote about enemies respawning before I
move on: I understand that enemies need to respawn, makes all the sense in the
world, because by this point in WoW's lifespan all the monsters would be gone
and Azeroth would be saved if they didn't.
But bosses are unique creatures, enemies with names and
faces and storylines. There is only one
of them in the world. And when I find
it's already dead, or I can watch it being killed by someone else, all magic is
lost. Heck, I can even participate in
the boss fight and not get credit for completing the quest as long as the other
player started the fight. (What is that
nonsense?)
If players didn't get to see other players during solo
quests, I could get into the game so much more.
Restrict seeing players to towns or warzones, so it seems natural that
they would be there. I think what needs
to happen is that each player on a quest should be given their own instance of
that quest, or the cave the quest takes place in, or what have you.
I'm willing to suspend my disbelief in everything else, if
only I get the rush of feeling like the quest was tailored to me, that I'm the
only one who found it, or I'm special in the world and the task was entrusted
to me because it's something no one else can do.
The beginning of many races, when you're still in training,
works great. You are clearly a new
recruit, and you're training with your fellow players. But once you're out of the first level,
you're supposed to break free from boot camp and become an individual. A different face and hairstyle and funky
armor doesn't cut it. That is not all
there is to customization. Customizing
the character is not limited to actually customizing the character, if that
makes any sense; you have to customize the world for the customized player.
Videogame designers have known this for years. My favorite example, and one I've spoken of
so much it annoys my friends, is the various endings to Silent Hill 2.
There are three endings a player can experience on a first
playthrough, and they aren't tailored to any conscious decisions you make
during the game, but rather changes depending on your own personality that you inject into the character. Different players will play their character
in subtly different ways, from hanging around Maria too much, to not healing
often when in dire straits.
The first time I played it, I got the best ending for me, and on subsequent playthroughs,
when I intentionally looked up how to get the other endings, I found them
excellent, but just not quite as satisfying a conclusion as the first I got.
Other players think their own natural ending was the best,
because Silent Hill 2 understood psychology.
Player psychology isn't WoW's strong suit.
Obviously everyone is doing the same quests, but that
doesn't mean it has to feel like it. DMs
know that the best stuff doesn't come from a preplanned adventure from a
book. When you make up your own quest,
you know very well that this is a one-of-a-kind experience. Your players are participating in an
adventure that was tailored just for them, and no one else in the entire world
is doing the same thing.
|
Like WoW, but orders of magnitude better. |
When you play a single-player RPG, this feeling persists,
even if it's not factually true.
Everyone who plays a Zelda game is playing the exact same
adventure. But since no one else is
around, it feels like you are a lone adventurer, saving the world by yourself. You're the hero, and no one else can claim
that title. Until tomorrow when you talk
about it, at least.
But in WoW, you are obviously doing what everyone else is
because you can see it happening before
your eyes. Fine and dandy for a
battlezone or training grounds -- in fact it's warranted and required, because
it makes sense in the storyline of the world and would feel barren and lifeless
without other players -- but in other solo quests that require you and you
alone, you might as well be on a rollercoaster in a theme park, doing the same
twists and turns and loops that thousands of other people have twisted and
turned and looped around before.
In fact, when I was only doing one quest at a time, I
thought I was taking one of many possible paths. I thought each NPC would offer me some new
place to go, some new location, and it would be forever branching, and I might
wind up anywhere. That made me feel good
as I played Dailite. It wasn't until
much later with other characters that I realized every single quest was
variations on a theme, and that your path was completely linear. If you veered off course from the singular
pre-planned route, there was nothing around.
The world was void beyond the hand-holding step-by-step
one-into-the-next quests.
But let's move on from this game-breaker. I'll come back to it.
So I put Dailite away to rock back and forth shivering by a
fire for the rest of her days, and started a new character.
Let's go in the opposite direction, I thought, so I made an
Undead Warrior named Unfleshed.
Unfleshed was a silly name, more a descriptor than a name, really, and
it made the NPCs that knew my name sound weird.
Can't blame Blizzard for that, either.
I'm a whiz at naming characters.
So anyway, I played for a bit, got two monsters attacking me
at once, died, resurrected, and tried again.
Why an Undead would die with a soul going to a graveyard is beyond
me. It seems like if you've had your
head chopped off you're pretty much done with that character.
I got up to level 9 with him, stealing pumpkins and all
sorts of other silly things, but nothing felt quite as epic as Dailite's
adventure. She got to ride a flying
machine and drop bombs on a battleground!
With Unfleshed, all I did was fight
other undead. What the
hell? Where's the humans and elves and
dwarves I should be killing? Why would I
kill my own brethren? Oh, I guess
these undead serve one person, while
those other undead serve another. I don't care about infighting, I want to
fight a real enemy. Gimme some
Alliance to
slaughter. Perhaps in later quests I
would get to, but I never reached those quests because I gave up on
Unfleshed. It was flat out boring.
|
This expression should never be on my face while playing a game. |
That, and I died way too often. Melee fighters suck. If more than one enemy gets to you, you're
dead. Redead, as the case may be.
In fact, no matter what class I chose, even the Hunter, 90%
of the combat involved stealth, just so I could sneak up on enemies and pick
them off one at a time, because I couldn't handle anything more. As the hunter, with a critter at my side, I
could handle two at the most. Anymore
and the fat lady sang. All the armor and
weapons and abilities I had did nothing.
It was simply a numbers game: if there were more of them than there were
of me, game over.
Increasing frustration occurred when I was extra careful to
get just one guy, targeted, began combat, then a second guy would pop out of
nowhere and kick my ass from behind. The
worst offense was once when I was being extra sneaky, extra careful to get only
one enemy at a time; I engaged in combat with one guy and barely started
hitting him, and another enemy spawned two
feet in front of me. I had no time
to react, he spotted me (not hard to do), and he attacked. Without even a chance to escape, I was done
for, through no fault of my own. He just
faded into existence and murdered me.
Okay, you want me to sneak and only take on one enemy at a
time? I'll bite, I'll work with
that. That'd be pretty clever as a
design choice; not what I was expecting, but cool and different and interesting. But when I think the coast is clear and I
have a target in my sights and the game literally cheats me into death, that's
either horrible programming or horrible design.
At no point should I ever
witness an enemy respawning before my eyes.
One more gripe: the
game has clearly been made for me to sneak and be stealthy, and I have long
range weapons to pick off enemies at a distance, so why am I not allowed to
snipe bosses? More than once, I stayed
up on a ledge and sniped a boss while my beast jumped down to rip the boss
apart. Yet despite trying this strategy
multiple times, the boss fully regained all his health when he got low for no
apparent reason.
The first time this happened, I thought it must have just
been that the boss had a healing spell or something. Then it kept happening, over and over. So I'm not actually allowed to employ a
decent strategy. Didn't this game evolve
from an RTS series? I know it's an RPG
now, but it seems rather odd that they programmed the game so you're not allowed to employ a good
strategy. The boss knows your presence;
your beast doesn't gain health back, and yet I'm simply not allowed to beat the
boss with a tactic other than marching up to it and pummeling with melee, or
standing three feet back to shoot, where he can easily give chase.
Hold on, my cat is meowing.
Be back in a few hours.
|
"Ever since he started playing WoW, he stopped skritching my belly." |
So where was I? Ah,
yes, Unfleshed was a bust. The gameplay
wasn't fun because I died too often and the quests were boring because it was
mostly undead versus undead. Eventually
it just got too tedious and I moved on.
I next made a Dwarven Hunter named Brawnman (so stock I
assumed it would be taken and was surprised to hell that it wasn't).
The moment a bear appeared at my side I said "Oh, crap,
another beast." Fortunately, either
the AI is better for beasts than demons, or it was just smaller, but either way
I just didn't mind it as much. My bear
ended up being extremely useful, wherein I could stay back and shoot while my
bear meleed and kept the enemy away.
So I played the Dwarven tutorial, which was alright, then I
moved on and wound up right in the same area Dailite had been. Cool!
I thought. I'll get to meet the
same people, and get all new quests!
And here comes the crushing disappointment.
After the intro area, the gnome and dwarf have identical quests. There was zilch difference.
That was basically cheating me out of new material. I thought Gnomes would get their own quests,
and Warlocks would get their own set of quests.
Neither was true; everyone gets the same quests if they visit the same
locations. No tailoring quests for
strengths and weaknesses.
So, instead of sighing in disgust and picking a new race, I
decided to replay the exact same quests all over again. Why?
Because I was already addicted.
Despite having gotten to level 18 with Dailite, and having most material
recycled for Brawnman, I actually got to level 20 with Brawnman, and fairly
quickly too, since now I selected every quest at once and ran the gamut.
I was level 20 hours before I reached the end of the line,
when I simply ran out of quests.
So I got all the way back to the quest with Brawnman where
Dailite fell off the dam, and this time I simply avoided the dam
altogether. I completed that quest and more,
until eventually the quest line led me directly to Dun Algaz, the tunnel system
that brought me to the marsh where those two dwarves with extra quests were.
I hadn't found a hidden gem with Dailite after all; I simply
skipped ahead about twenty quests. Now
the disappointment grew, as well as the dread that I now had to play quests in
the very bog that freaked me out so much earlier.
|
Dreading the fact that the one good part of the experience would be ruined, and I was too addicted to stop myself. |
Not that it mattered; the quests were the same basic
stuff. Find an item, kill a bunch of
critters, kill more critters, find some more items, enter the cave and kill
some critters and a boss. Enter a
different cave and kill a boss. Ok, had
enough? You may move on.
By the time I finished Brawnman, I'd actually already made a
few new characters, but kept coming back to him to reach level 20 and keep
questing, because despite the monotony, as I said before (and as stated by the
game itself), the hunter is the only class that is any good for soloing.
But next I tried a Mage Night Elf, and I forget her name,
but quit quickly on her around level 7 because a bug broke the game and pissed
me off too much to restart. Basically I
was in a you-know-what when suddenly I lost the ability to attack things, to
click on things, to talk to things. I
could still move, but the enemies ignored me like I was completely invisible. Of course, I had that ability, but it wasn't
active. This went beyond intentional
invisibility. I couldn't interact with
the game in any way other than to walk.
As if my mouse was broken, except I could still rotate the camera with
it. I couldn't click on my spells or inventory
and I couldn't even click the menu buttons.
I had to three finger salute to quit and restart.
So that went bust and I was too annoyed with her anyway, so
I tried as many other combinations as I could:
A Tauren Paladin; a Human Priest; a Druid Blood Elf; an Orc Shaman; a
Troll Rogue; and a Draenei Hunter (might as well try a new race with a class
that I know works well once I've run out of other options).
I won't be able to get into too much detail with each race
and class that I tried, mostly because they played the same (battle, die,
repeat).
The Blood Elf was actually pretty fun for some reason;
perhaps it was the setting that was surprisingly fresh. I also found the Draenei decent, but I think
that was because I used a Hunter.
After getting so bored by the story of the Undead, I
actually stopped caring completely about all storylines altogether. I boiled the game to its mechanics and just
accepted quests without looking at them.
Eventually I learned to accept every quest I could, then check the map
to see which ones I could knock out quick that were packed together.
The Troll storyline was really shoved down my throat, I
felt; lots of voiceovers to try to keep me engaged, but I couldn't care less
about the Jamaican stereotypes. Since
Warcraft III, they were a joke race, but it was unobtrusive in Warcraft III
simply because they were mixed in with Orcs, and Kalimdor was a silly place
anyway because of its Seussian scenery.
Trying to take Trolls seriously just didn't work. Do they expect me to take Pandas seriously in
the next expansion?
But back to classes:
I almost think Blizzard saying Hunters are great for soloing
is their way of whispering "Hey, the classes are horribly unbalanced and
this is the only good one." I
understand some classes are helpers that stay in the background and heal when
playing raids or in groups, and if there were only a couple of those, that'd be
fine.
And again, I know I'm missing the true multiplayer
experience by soloing, but when they give so many solo quests (and I had
achieved over fifty with at least two or three characters, and remember I was
stuck at level 20), which fully encourages soloing, then there should be more
than one class that's decent for soloing.
Well, now that this rant has reached twenty one pages, and
my brain is winding down, I need to put my thoughts in order and try to sum
this up for the TLDR crowd.
...No, I can't. I
didn't really get into a lot of the other major blunders of the game,
particularly gameplay issues. The most
important part of a game is its interactivity, and no amount of beautiful
scenery can hide that. The gameplay is
simply subpar. I know it's an RPG, and
RPGs aren't known for particularly thrilling and action-oriented battle
systems, but they took an RTS interface and plopped in on an RPG.
If World of Warcraft were an MMORTS, that would be awesome
and would probably work out fine; if the game was only about Raids and pitched
battles, that would probably (no, too strong a word -- possibly) work out fine.
Heck, the bomb-dropping quest I played with both gnome and
dwarf would have been awesome, but it was mauled by the controls. I had to tilt the camera to see better, and
even so the plane got in the way, then instead of just clicking on the spots to
drop the bombs, I had to constantly reselect the bomb tool from my ability
menu. There is such a simple fix to that
I wonder why it wasn't implemented.
Indeed, often when there is a quest item I am given and need
to use, I have to add it to my ability list, select it, click the object I need
to use it on, and then repeat steps 2-4 until complete. On occasion the controls get switched up and
all I had to do was right-click, which saved a lot of the hassle, but when and
where I must to do one or am allowed to do the other is beyond me.
A lot of this is the little things, like how when you first
create a character and you get that opening flyby with narration, you can see
other players standing exactly in your spot and it looks like you have two
heads and four arms and two swords on your back; or how the fire extinguisher
in the human solo quest is a couple of untextured cubes, or how condors in the
gnomish/dwarven area by the lodge are stuck in the "spread eagle"
pose and don't move.
|
But minor glitches are acceptable if Big Rigs was released. |
But all of that can be forgiven; those are just bugs that
could be worked out (and in the seven years it's been out, you'd think those
might have been noticed and fixed, or maybe they only appeared since Cataclysm,
or only on the starter edition, but whatever).
Gameplay could be tweaked, content could be changed or added, and the
game could be half-decent. Still not
worth the endless praise it's received over the years, but it could be okay.
The only two major gripes I have, then, are that the game
doesn't make you feel unique and heroic, and that it is too addicting for its
own good.
The former complaint is pretty much a failure on the part of
the designers. I hope they were intending
to make players feel like they were truly part of this world, but the way the
quests are structured in chain-link form, and the player interaction in solo
quests, both destroy that idea. Without
these two strikingly huge changes, World of Warcraft fails to entertain on its
most basic level, and becomes 100% grind.
The latter complaint is a cardinal rule of good business and
bad game design. Games simply should not
be addicting; as I said in a previous article, if they are addicting at all,
it's because they are fun and enjoyable, not because they're digital nicotine.
In my experience, WoW is digital nicotine, and many people
I've talked to have told me the same, long before I tried it out and almost
picked up the habit. I'm getting a
craving right now. That is not a
joke. After this long diatribe about
every broken aspect of the game and after stating how much fun I did not have, I still have the urge to make
a new character. I have the urge to pay
for it, pay a nice monthly subscription fee and waste my life in Azeroth.
My own brain is trying to overlook all the negative aspects
and convince myself that everything I just wrote isn't as bad as I made it out
to be, just so it can get its fix. My brain is a conniving jerk.
Isn't that a symptom of addiction? Convincing yourself that something isn't as
bad as you thought it was so you can do it again? Don't alcoholics say "never again"
after a hangover, and get another one next weekend?
That should not happen.
When I watch a bad movie, I don't watch it again. When I play any other bad game, I stop
playing it. Heck, I'll stop playing
great games when I run out of enthusiasm for them. No matter what classic games in my
deconstructions I praise to high heaven, I don't play any of them 24/7. Yet WoW is making me itch for a virtual
cigarette right now. Roll up a fresh
character and smoke it down 'til I burn my lips, then buy myself a carton and
go to town.
|
The comparison will always be justified. |
Afterword
Is this what games have become? World of Warcraft and its expansions have won
tons of awards including Game of the Year, from multiple publications, and have
been universally praised by critics.
How? How does a game
that creates addicts get credited as a great game? Sure, I'll praise a game all day for what's
great about it. World of Warcraft has
some beautiful views, some nice music, some cute dialogue and even some clever
jokes ("The Kessel Run" quest made me laugh). I already said before how I loved the
day-to-night transitions, as well as being able to explore free of
questing. The game feels epic in scope
and I can easily tell you I experienced less than 1% of all the content. But quest-wise, I'm pretty sure I've done all
there is to do. The same four or five
types of quests reoccur over and over.
"Why not stop questing?" You may ask. Answer: because it's the quests that are
addictive. They exist and I must quest. If WoW was a free-roaming game that had no
quests other than what you discovered yourself, it could be pretty cool. Heck, you accidentally find a
landform-that-must-not-be-named and a boss and kill it and bring its head back
to town and get a reward, all without being told, and it seems like your little
secret that no one else knows about, and now
you feel like an adventurer.
How about if NPCs give you quests, but they aren't in your
face about it? Instead of exclamation
points and question marks, you just casually drop by and talk to random NPCs,
and some of them give you quests -- casually, such that they don't appear on
the side and remind you what you have to do.
Then you would definitely feel like you're the only one who discovered
the quest, and you are under no obligation to complete it.
Holy crap, I just killed two birds with one stone. I'm not claiming to be the best game designer
in the world, or to know better than the dozens or more designers on the
Blizzard staff, but I would have at least given this idea a beta test to see if
it flew.
But now I want to do something to distract myself from the
desire to play WoW. I don't want to
replace one addiction for another, of course, so I'll settle on a fun but
non-addictive game to cleanse the palette.
Maybe I'll play Half-Life, or Mario 64, or God of War, or another MMORPG
even.
Heck, maybe I'll work on the January Engine, since that's a
project that's fallen by the wayside since this four-day fiasco.
Maybe I'll go walk the dog.