My blog is mostly movie reviews and whatever random story idea I post a chapter at a time. Though sometimes I also talk about politics, my dreams, or anything else on my mind.
In the
past, I have talked about Orcs in thecontext of Dungeons and Dragons and how
underwhelming they are as a culture. I
understand why that is, their place in fantasy mythology is that of the
barbaric horde which seeks to pillage, rape, destroy, and dominate. They are all things ugly, dumb, uncultured,
and held together only by strength and are always the minions of some greater
and more mindful evil, your Dark Lord Sauron or Duke Igthorn and the like.
I find this
boring, and between the presence of Gnolls, Goblinoids, and numerous other evil
humanoids I feel that an opportunity was lost to give some dimension to Orcs in
more recent editions of Dungeons and Dragons.
It is not like it can’t be done, “Warcraft” has done a lot to flesh out
their orc culture and “Warhammer 40k” has at the very least made them
alien/other enough that their silly-violence makes them distinct within the
setting.
Orcs are
too often portrayed as accepting their role in the world as being the followers
of Gruumsh, the orc god who got his eye poked out by the god of the elves
starting the whole enmity between the two groups. This compounds an issue I have with Dungeons
and Dragons views on religion in that everyone seems to acknowledge the existence
of all the gods and races other than humans have gods tied to them in
particular.
Here is my
first change, Orcs are Monotheistic.
They believe in only one god, all other gods are either fictions made up
to deceive people, or are powerful outsiders capable of great things that gain
power via being worshiped and give out power to certain followers to prove
their benevolence. But, none of these
pretenders are the one true god. Orcs
know that there is only one god and they hate that guy.
They see God
as a cruel being. Pitting people and
races against one another, creating monsters and storms to break those who
would otherwise live peacefully, and touching many with madness and disease to
keep them low and in pain. God is evil,
and the Orcs want to kill God.
I think "Wondermark" is the most underrated webcomic out there.
Orcs fight
and build strength, keeping their minds clear with the purpose of destruction
so that when they are faced with god in the afterlife they can attack and
hopefully defeat him. Not all Orcs are
warriors, and they too contribute to the effort, an entire army of souls exist
waging war on God in hopes of finally ending that bastard’s hold over everyone,
to create a world free of calamity and mistrust, and to build an afterlife
worth going to.
Orcs
dislike temples and places of worship, seeing them at best as comfortable
delusions to keep the masses from seeing the bitter reality, and at worst they
see them as tools for God to sow sorrow, mistrust, and false hope. God pretends to be different deities to send
followers to war against people who are deluded by a different pretend
god. Be it Bane or Pelor all “gods” are
just God, and he is making everyone hate each other.
Cults and
Temples that use religion to harm people outright, via human sacrifice or
oppressive social structures and stigmas are the worst villains in the eyes of
the Orcs and are to be destroyed.
"Yep, gonna have to take care of this infestation before it starts to spread." -Thori, Orc Warrior
Spiritual Strength
Orcs
believe in the value and power of nature and Druidic tradition permeates their
day to day life. Stone circles which
they call Ley Wells draw on and concentrate the power of nature to grant them
bountiful harvests and gentle storms, protecting them from a wrathful god.
Orc clerics
do exist, but they are seen as stealing power from God, taking from the malign
deity the power to do harm and turning it to good ends. Eyes of Gruumsh are not God’s chosen in orc culture,
but instead are the orcs who saw a vision of God and were able to curse him
before the vision passed.
There are
always those who do not follow the path, many orcs find religion outside of
their home culture, and some Orc tribes see a pantheon of gods as a likely
state of cosmic affairs. There are also
those who are considered the worst of heretics, “True Believers” those orcs who
not only believe in God’s evil, but wish to spread it by being a tool of the
dark one’s malign whims.
"This shit is unacceptable and needs to be dealt with." -Thori, Orc Warrior
Virtues
Orc culture
favors certain key virtues.
Honor, that
is being direct and honest with one’s actions; generally speaking, lies and
deception are seen as wastes of effort, being forthright with what they want
and how much they are willing to pay for it saves them time.
Valor,
which they see as akin to improving one’s self, this also applies for setting
goals and having the drive to attain them; this is not limited to combat, a
person who takes risk in one’s job, romances, or exploration is seen as noble.
Glory is
when Valor pays off via talent and ability.
While it is noble to take risks, it is Glorious for those risks to find
reward. Orc paladins are often called
“Glory Seekers” for their desire to attain a particular goal.
Dominance
is the final virtue, this is the ability to not only be good at what you do but
to challenge others to be better.
Competition between individuals who seek to be the best and fending off
challenges to one’s title is seen as a natural part of orc culture. You cannot win one battle and rest on your
laurels till passing in your sleep, you must continue to seek out battles to
Dominate your profession. Not enough to
write one book or paint one mural, you must invite comparisons between your
works and the works of others and continue to produce work in attempts to
produce better and better products.
"For the Glory of the Mortal races I shall defeat the cultist chef Guy Fieri."
"Guy Fieri isn't a cultist, he is just a chef."
"Bullshit. No one would wear their hair like that unless it was the will of their mad god."
Too often
Orc culture becomes consumed with combat.
It is hard to look at the world and see it as being controlled by a
giant evil entity that seeks to make you suffer and be driven to do anything
other than want to fight back. There are
orc communities that do escape such cycles of violence, those that wish to
battle God with works of art that venerate the mortal will to survive and
overcome, those that wish to heal the sick and infirm, or those who wish to
build structures that can stand against the raging winds and crashing storms of
God.
Orcs are
not just barbarians.
(I wrote all this as a sort of break from all the political stuff I have been consuming too much of. If you would like to read some of my thoughts on current events, here are links to things on Net Neutrality, Immigration, and the events in Charlottesville.)
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If you like or hate this please take
the time to comment, +1, share on Twitter (click that link
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otherwise distribute my opinion to the world. I would appreciate it.
I have
played Dungeons and Dragons for more than 15 years. Lately, I have not had access to any other
players and so I have just been kicking around ideas that normally would be in
a game and instead I am just going to post them on my blog. This is going to be a reoccurring thing as I
just keep hammering out things and not all of them can be turned into elements
in my “random fantasy novel ideas” folder.
Last week I talked about the concept of a “common” language that appears in Dungeons and
Dragons and how that might reflect on the game world. The fictional country I created was actually
a massive metaphor for the game of Dungeons and Dragons itself. I am clever.
This week I
want to focus on something that is more rules based, which is going to make
this pretty inaccessible to anyone who wants to read just for the “how to write
fantasy” aspects… Anyway, I want to talk
about healing and game flow.
What Have I Got: Injuries
Most of my
experience playing Dungeons and Dragons (like 90%) is in 3rd or 3.5
edition. In 3rd edition
healing is slow, expensive, and resource intensive. I hate it.
At low levels, games quickly get bogged down as each room of a dungeon
could potentially kill the entire party. An Orc with a great sword and a single level
of warrior has an attack that is likely to hit and likely to incapacitate. Here is some math! (This is perhaps the boringest part of this
whole thing… I regret putting it here at the front).
The orc
gets +1 for being a level one fighter type class, +3 from his strength score
with is likely either 16 or 17, but could be higher if they are an elite enemy,
and +1 from the weapon focus feat. That
is a +5, assuming the orc has no allies granting a flanking bonus (+2), or a
slightly better weapon or spell helping (+1), or maybe they are just charging
(+2).
The orc is
going to certainly hit the wizard AC11, 70% of the time, and will probably have
no issue hitting the high dexterity rogue AC17, 40% of the time. And at low levels those guys are toast. Because the orc will deal 2d6+4 damage. The highest health you can really expect from
a wizard is 9 hit points if they decided to toss away a feat on Toughness.
Curing the
damage caused by even a single hit by this orc (and remember, there is a
dungeon/camp/waaargh-party of these guys hanging around waiting to hit too),
just this one guy will eat up one of these three resources.
1)Time. “We will
barricade the room so that we can rest up for the night and recover health
before continuing.” And resting is a
shit way to recover, 1 hit point for your level and 1 additional hit point for
your Constitution modifier. And that
assumes you can find a place to rest. I
once had a team hold up in a secure location, only one entrance to secure, when
they woke the next morning they found the door barred from the other side, the
kobolds had bricked them up inside. This
method stops the game cold, and is insane in the context of the world; you are
going to break camp inside the enemy stronghold?
2)Spells. “The
cleric can burn off one of their fun spells like- Hahaha…. I couldn’t even
finish that sentence, Cleric spells are all boring protective wards, cook one
off and use the spell for healing.”
Cleric spells are boring, and the role of the character in the party of
adventurers/players is to heal (more than anything else, paradoxically they and
Druids are considered the strongest classes) so this doesn’t really feel like
much of a loss, but there are not a lot of spells to go around at low levels,
each heal is a substantial resource lost.
3)Items. Scrolls,
potions, and wands are all present early in the game, but they are kind of
pricey. Maybe this is supposed to be
some kind of sub textual bit of commentary on how expensive healthcare is in
real life? But, why in heaven’s name
does a potion that cures 1d8+1 hit points cost so much? Imagine if healing magic existed in the real
world and you could bottle a healing potion that would never expire and be in
constant demand, why would this shit not be bottled like Coca-Cola? People would be sprinkling it on their
food. And don’t give me that, “XP cost”
BS, the Spice Must Flow!
More like, "Blood must flow! Am I right?" All orc comedy is about bloodshed, it is not very funny.
I am also
going to point out how worthless I think the Heal skill is as I know of
it. Skills are a not-that-fun aspect of
3rd edition, but Heal is actually so useless that it gives new
players misconceptions about what they can do with it. At best it should be called First Aid and
should be a skill for people who have no access to healing magic.
So what do
I think should be the solution? How can
you speed up healing to keep the pace of the game going but not incur expenses
that will screw up the game’s economy?
Well, I said that most of my DnD experience was with 3rd, but
the rest was with 4th edition, and for all the faults that game had,
healing was a lot faster, and the game was a smoother experience for it. Beyond that, let’s look at some video games
and I can complain about “Skyrim” a whole bunch.
4th Edition and “World of Warcraft”: Healing
Surges and Sitting on Your Butt
The idea
behind healing surges was to take healing systems like those in World of
Warcraft and adapt them to Dungeons and Dragons. In WoW you regenerate health after each combat
encounter. You are sacrificing time (a
few seconds) to get back to your starting point and then you can get on with
slaughtering boars and kobolds. The game
flow is interrupted, but that can be sped up by eating food and drinking
beverages which shorten the recovery process.
You effectively have infinite health, just not all at once. And charging people money for small amounts
of food allows them to pull some money out of the bloated WoW economy. WoW has lots of ways to heal, but they are thoroughly restricted for game balance.
The 4th
edition of Dungeons and Dragons took that concept and adapted for a tabletop
game which lacked the luxury of having actual time happening. 4E just said that your characters could
recover back to full health via short rest periods several times each day, and
several abilities could recover from these short rests as well, essentially a
breather after each fight to gain one’s bearings and ready yourself for the
next conflict.
There was
still a limit on how many times you could do this each day as a function of
class and ability scores, these still served as a slight interruption to the
gameplay (but not nearly the flow destruction of 3rd edition), and
some abilities required a night’s rest to get back which when coupled with the
limited amount of surges meant the players still eventually ran out of
resources.
Each of
these systems means that the players only had enough for any given encounter
while simultaneously having enough for many encounters. Healing Surges have a good balance, and had
they included things like potions to restore daily abilities it really would
have worn the fact it was borrowing from WoW on its sleeve. Got milk?
The great
thing about every video game grafting RPG element into them is how it can illustrate
which mechanics work and which that don’t in a variety of ways. “Bloodborne”, to me at least, is a hack and
slash game. If the game just gave you a
small incremental increase in health, stamina, and damage each time you beat a boss
you really could pack in most of the other elements of the game’s leveling up.
I am sure
there are many people who love the insanity of trying to optimize builds in the
game and the “Dark Souls” series overall, and those fans of the series are
calling for my head reading this, but I actually find the system too arcane to
use (and I say that as someone who has power gamed the hell out of DnD, mostly
because I find that system modular and accessible). Regardless of this I like the “Bloodborne”
healing system.
Healing
potions, “Blood Vials” are common with nearly every goon in the game dropping
them and you can regain health by counter attacking enemies that have just hit
you. The game keeps up its pace and
rewards being aggressive.
How would
that adapt to Dungeons and Dragons? The
game is punishingly difficult, has limited team work opportunities, and death
is a built in mechanic. This seems like
a hard thing to lift from the game and put on to another system right? I don’t think so.
It is also a single player experience (for the most part), so its mechanics might not work for large parties.
Make
healing potions super common and cheap as hell.
But also make them less effective.
Instead of 50 gold for a standard healing potion, have the healing
potions cost 5 gold, and have the players find them on bad guys who will use
them if they have the opportunity to (make them easier to use, a move action or
maybe even a free action if the player has the Quick Draw feat). The new drawback would be this: the potions
expire.
“Bloodborne”
has death as a core part of gameplay, and since that is not going to be taken
over too, and you can’t cap the number of healing vials the players in DnD will
carry (there are portable holes and bags of holding for reasons, namely that
players like endless piles of stuff that they never use), so the only way to
get rid of an endless supply of inexpensive healing items that the players
would be willing to stockpile is to make the things only good for a short time.
Have it so
they can’t be found in ancient dungeons because they would have all gone bad,
much like cough syrup they just don’t work after a certain half-life, or can
even become poisonous. They are common
and useful in living civilizations but they are medicine produced to be used
and only stored for protracted periods of time under special circumstances
(perhaps there will be a bag of refrigerated holding).
The healing
potions, Blood Vials, would be not too expensive so they can be stocked up on
before a big adventure, but if they are not consumed in a short enough period
of time (3-5 days) they will spoil, so you don’t have to worry about the
players splurging on 100 potions all at once and destroying all tension to any
individual encounter.
And you
might be saying that this system will make the Cleric’s healing ability a lot
less worthwhile, and by extension all healing magic will be less
meaningful. Yes. Yes, that is the case. I consider that a good thing. Maybe then the players will be willing to let
the cleric cast some wards around them so they don’t need the healing as
often? And the player with the cleric
character can do something other than make everyone else not dead.
“Skyrim”: An Example of What Doesn’t Work
The economy
of Skyrim is broken and unbalanced. It
is possible to have money coming out of your ears in no time and there is
nothing that serves as a drain on that system.
I blame their healing system.
Let’s see,
1)You get fully healed from sleeping.
2)You can just stand still in a safe location for a while
and you will heal.
3)If you want to hurry things along you can cast a
healing spell you get for free at the start of the game.
4)You heal to full when you gain a level.
5)There are potions you can buy or make yourself from
free ingredients that are everywhere.
6)And there is a ton of food which is so ineffectual it
is rendered meaningless almost instantly, but it is there and thus should be
mentioned. HEY GUYS, if cooking requires
a lot of butter and salt, maybe make those things super cheap, super common,
and make food somehow functionally better than the potion which has the same
weight, otherwise it isn’t worth the trouble.
You can
also remove all diseases by touching a holy shrine or if you are in the middle
of something just swallow a potion.
Though I found myself walking thru hours of game without noticing my
diseased self because the effects are often to negligible and there is no
indication of illness on your heads-up-display.
This is poor design. But, let’s
stay on Healing.
"You look rather pale."
"Shut Up."
"You'll find tonics,
salves, poultices and potions on my shelves. Browse to your heart's
content."
"SHUT UP!"
All of these
things together add up to too much.
Healing could easily serve as a pressure release on the world’s economy
if healing cost more money. But healing
really doesn’t cost much, or anything.
Not having to manage your health in a game like this sucks a lot of the
challenge out of the game, and a lot of the use for money goes out the window
too.
Sure even
somewhat useful magic items cost a fortune and in theory they could serve to
take some of your money, but who buys those?
Really, who buys items in Skyrim?
I buy raw materials, but more often than not (before installing a mod
that just gave all the merchants more money) the hardest part of Skyrim was
finding a place to sell shit to accumulate more and more nearly-useless currency.
Adjusting
the Healing system could have solved that.
Get rid of the WoW-esc “heal by standing still” method. You have to cast a spell, take a potion, or
rest (like in 3rd edition Dungeons and Dragons) but make the potions
cheaper so that people will be more inclined to buy a bunch and use them with
impunity. Suddenly this system means
food will remain useful longer, as it will provide a slight, but present,
source of health on the run, all those set tables in dungeons full of Bandits
will serve as hubs of quick recharging to continue on the mission.
This video
game is one of the many that does not benefit from recharging health but I
think it was included because its first person perspective made it expected. This complaint is more about fixing their
busted economy than healing itself. I
keep finding myself stocked up on potions and money in the late game and that
is not good. Cause you need
tension. Hell, “Skyrim” doesn’t even put
a limit on how many potions you can take in a single fight, WoW does that.
This system
would still have regenerating health (in a way), because mana still
regenerates, but it would require that extra step of actually casting the
spell. This actually is an instance in
which making things more like 3rd Edition Dungeons and Dragons would
benefit the game because of the minor differences in Skyrim that are harder to
transplant back into the system: spells are less of a massive resource because
of mana regenerating, resting is a more substantial because it is solidly a
game feature, and the existence of food as another inexpensive source of
healing.
So what
should you do for your game? You can
probably already tell what I would be my preferred method to slide into a
game. Either healing surges so that you
have limited health per encounter but plenty of health over the course of the
day, or cheap and plentiful Blood Vials that provide enough help to push
forward but a supply that will eventually run out so as to require thought and
management.
The system
for 3rd edition now is excessively resource consuming and the system
for Skyrim is not consuming enough. The
first leads to characters getting bogged down and being too careful because
loosing health is expensive, the other leads to your pants being pulled down
from the weight of unused money.
If you want
to go with the Healing Surges method I would have it work like this, each
player gets a number of healing surges equal to 5 plus their constitution
modifier and each is worth ½ their full hit point total. With feats like Endurance, Great Fortitude,
and Toughness providing an additional healing surge to make those feats more
attractive to the players. Cause
Endurance is pretty boring as is. You
might also give additional Surges to Barbarians and Paladins, or the ability to
swap out unused Surges for additional uses of a class abilities like Rage or
Healing Hands.
If you want
to go with the Blood Vials method make all healing potions cost 10% of their
current price, and whenever players fight humanoid or other intelligent
creatures (like giants, though they would be using stronger stuff) roll 1d6-4
(or 1d6-3 if you want to be generous) to see how many healing items they have
on them. You could also introduce a few
feats that make the individual items more effective on the player than they
otherwise would be, like the Fast Healer feat.
If you want
further restrictions on Blood Vials, making it so the players can only use a
few during any given encounter and need a short rest (5 minute) before using
more, would limit their use in each encounter to prohibit the game from
dragging out as players just keep healing themselves rather than taking risks
to end the fight.
The truth
of the matter is that most of this discussion is probably moot. 5th edition is where a lot of new
players are right now, and unless you like reading about game design and
adapting it to your own game this will have little relevance. But maybe, if you think your games have been
a little slow consider adapting a system like this to play, maybe it will speed
things up a bit.
Whatever works.
Future Dungeons and Dragons Discussion
I am unsure
how to install a poll function in this blog.
But if you have a topic you would like to see someone else talk about in
the context of Dungeons and Dragons (or just in the context of writing fantasy
stuff) write it in the comments.
I think the
next thing will be about Alignment. It
will probably have to be a 10,000 entry series on the subject matter that has
all the depth of a teaspoon and more debate among players than ANY OTHER THING
IN GAMING.
The Beg for Attention
If you
enjoyed reading about this, please say so in the comments. If you think I am off base about
“Bloodbourne” please tell me in the comments.
If you have had your own issues with healing in video games or Dungeons
and Dragons, share in the comments. If
you think I contradicted myself somewhere, criticize me in the comments. Thank you for reading.
______________________________
If you like or hate this please take
the time to comment, +1, share on Twitter, Tumblr, or Facebook, and
otherwise distribute my opinion to the world. I would appreciate it.
I have not been posting nearly enough this year and I want to steer
back from that. To that end
I have found a 30-day blog challenge and will be writing out entries, hopefully
I can get all thirty days without any breaks, and if I manage to do that (since
August has 31 days) I will think of an additional entry to write about. I have done a30-day
challenge before, it for movies, but that was a
while back, feel free to read those too if you like.
Today is
day 30 and the topic is “Top 20 Video Games: Twenty to Eleven”.
I initially
only gave out 8 honorable mentions in addition to my top 10, because I couldn’t
find 2 more games that I liked enough that I could just make a top 20 rather
than a top 10. Isn’t that a bitch?
Well, that mostly
had to do with my unwillingness to just laud the various entries in one series
or from one company. Some top lists on
the internet contain 3 games in a series in three different slots. Just lump those together, there is no reason
to eat up 3 entries on what amounts to one set of games. You are not providing greater context on your
tastes and interests by emphasizing those titles so much. Eventually I realized that I should reach
much further back in my memory to games that I liked a lot as a child to grab
some more… Then I started to have too many entries and started cutting things
because I don’t think nostalgia is a reason to love something beyond whether I
still like it now.
I am also a
bit lazy in that I tried to talk about most of these over the course of the
month so that I could just link to them and save myself from having to write
too much here. And I have talked about a
lot of these in the WAY BACK of “before I started writing this 30-day
challenge”. So hooray for me for making
all of this slightly easier to get thru.
And just like yesterday I am posting to the music.
20) Sonic the Hedgehog 2
My family was not wealthy and we
waited several years before getting a new game system for the kids to play
with, and by the time I got a Sega Genesis the game that was packaged with it
was “Sonic the Hedgehog 2”. I still
consider it to be an adequate platformer from the era and I played the hell out
of it. I generally like Sonic as a
character (I grew up on two wildly different yet completely acceptable takes on
the guy) and still have a sort of soft spot for the whole thing.
A lot of Sonic’s themes are nature
vs technology and perhaps it is because I grew up in the era of “Captain
Planet” and other such environmentally conscious kids’ entertainment that I
consider Sonic to have a little more meat to it (on a foundational level) than
the straight forward goofy adventures of “Super Mario Bros”. I would also point to those factors as to why
the franchise has endured even though the game series has become a laughing
stock, the cartoons are garbage, and the fandom is an overflowing asylum of
creepy weirdos.
I already talked at length to this
game’s merits, not only having a good story with good characters, but the art
and gameplay that mark it as being a cut above.
I
have already talked about this one and I again point to how its flowing combat
system, stealth elements, and the iconic characters of the Batman mythos make
this one of the most well regarded franchises in video game history.
I guess I should have done a screen grab of my version of the protagonist. Well, just picture Harley Quinn but with giant gag-boobs and dressed in wrestling gear. Voiced by Lust.
17) Saints
Row the Third
I
haven’t talked about this one yet and I imagine some people will point to the
final complete game in the series “Saints Row IV” (a game I enjoy) as the best
of the lot but I disagree. “IV” had the
burden of tying up the series and paid homage to all the previous entries with
callbacks to characters, voice actors, game mechanics, and events… all jokes
and references that went right over my head because I only played 3 and 4.
“The
Third” does not have the issues of putting the series to bed, so it can instead
focus on introducing new characters and locations that are treated as new
places (and thus I, the player don’t feel like I am late to the party). The tone is pure madness as I fight a legion of
luchadores with grenade launchers, genetically engineered giants, weebo
hackers, and an invasion of space age soldiers meant to take the city back from
me. The action is fun, the music is fun,
and the dialogue is all fun. The game
sets a tone of silly and strange and keeps the pace at a steady escalation
right to the end. I love it.
I
mentioned this game in my “Disappointing Sequels” entry and I think that blog
covered most of my feelings but I would also like to again point out that the
mythology of the Warhammer 40K universe is just delightful in all the oddest
ways. Violent to the point of
self-parody, grim to the point of farce, and so earnest in its stupidity that I
can’t help but like it.
I
tried playing “Diablo III” a little and honestly it was one of my most
anticipated games for a LONG time before it came out… and I could have (and
should have) written about it in my “Disappointing Sequels” entry. (Funny thing, I was anticipating the game for so long, the blog I wrote about my anticipation is on the site I used before blogger and I can't even provide a link, because I can't find it.)
For
the time it came out “Diablo II” scratched an itch I did not know I had and I
still think back on it fondly. Much like
Dawn of War the earnestness of its stupid plot about gory devils, skeletons,
and goblins is just too sincere to hate.
It is a dumb little RPG beat’m up which has (literally) caused a mouse
of mine to stop clicking from overuse.
I
would point to “Torchlight II” as another title in this genre that I loved and
I actually managed to play “Torchlight II” all the way to the end.
I am betting some people are telling me I got out while the getting was good. But here is the thing, the only reason I quit forever is this: I got mad at them for charging me. At some point they set up auto renewal and kept charging me even though I did not log in for a 6 month stretch and when I realized they had changed me 90 dollars for ZERO time spent logged in I left forever.
13) World
of Warcraft
The
appearance of two games by the same company back to back will be a onetime
thing, though I am sure there are people out there who could make a personal
best games list that would have lots of Blizzard titles filling slots. Korean players certainly.
I
got into “WoW” in undergrad and played regularly (30+ hours a week) for few
months, then I would take a break and go back to a patch, play for a few
months, take a break, and repeated that cycle for years. I played thru “Burning Crusade” and felt no
special attachment to any iteration of the game, I actually liked the game more
each time I came back because of how much more accessible it had become (I do
not have time to find the region the particular breed of slimes I am hunting is
in).
I do
think that “WoW” has had an influence that people might be aware of but do not
fully appreciate. That right now, in the
cultural zeitgeist there are 4 fantasy properties that define the genre to
people, “Harry Potter”, “Game of Thrones”, “Lord of the Rings”, and “World of
Warcraft” each of them being more and more fantastical or distant from the real
world than the last and these things have done a lot to bring the masses to the
genre. Even though I have not played
“WoW” in 8 years, the fact that it is still going and that I have met people
who met their spouse thru the game shows how wide and deep its impact is and
how much longevity it has.
Call
me crazy but any fantasy world that has room for Dwarfs dog fighting in
biplanes is just making fantasy a more interesting place.
This
will be a surprise to people reading this series, because I only mentioned this title once, and even then only in passing among other titles. But, I have actually kicked around writing a
blog about this for a while and for whatever reason it just would not
crystalize, here is my best attempt at making my feelings readable.
To
contextualize I am a big fan of the work of Grant Morrison, a writer who very
much likes to write on the idea of creations coming to life and talking to
their creators. The idea that ideas and
characters can take on a life of their own and have an effect on the world is a
tantalizing concept to me as an amateur writer.
I am also a fan of HP Lovecraft and the idea that there are dark and
hidden monstrosities in the world that seek to destroy us or drive us into a
state of mass insanity. Coupling these
two ideas of a creeping darkness bringing to life the nightmares of a writer
whose inner demons we do not want getting out, all of that is a very big and
cool idea.
The plot
is Alan trying to save his wife from the abominable terror, it took her into
some world of darkness while Alan and her were going on a respite (really it
was a trip to a detoxing resort) to help him get his creative spark back. The game’s basic mechanic is having to weaken
your opponents’ protective shadows via the use of light before attacking them
with lethal force, that is a good metaphor, shining a light on the problem to
reveal the greater crux of a personal issue and excising it.
The
game also has lots of little fun things, like short segments of a “Twilight
Zone” type show that Alan wrote for, one of the few instances in which I enjoyed
a “Cut Scene” (the TV cut scenes in the mini-sequel “American Nightmare”
totally failed in that regard). There
are also a good number of fun supporting characters with good dialogue and
roles in the story, nobody has a bad thing to say about Barry, Alan’s agent,
who comes to rescue him and actively helps in fighting the shadowy terror.
I
would point to “Alan Wake” in much the same way people point to “Stranger
Things”. That it borrows a great deal
from other stories in the genre (Alan takes a lot of Stephen King, Lovecraft,
and “Twin Peaks”) but uses those elements to make their own thing with
them. A good apple pie does not have to
be “original” so long as it is delicious.
“Alan Wake” is a delicious pie.
You can also thank this game for the lazy fucked up trend of every cover being some guy walking toward the camera away from explosions. Maybe that was to indicate he was letting his health regenerate.
11)
Call of Duty 4: Modern Warfare
I have already talked about this game in the context of it surprising me and how
it surprised me. It is the shooter that
launched the contemporary setting for the genre because it has a very real
feeling story in addition to its solid game play. It crosses certain lines, but does so in a
way that feels earned and impacts the player.
What do you
think of my list? Do you have a list you
would like to link to? Do so in the
comments. Would you like to make a guess
at my top 10? Considering you are
probably reading these months after I published it, you could just click on the
link to tomorrow and read it (please do) but why don’t you make a guess
first? I offer no prize for a correct
guess.
______________________________
If you like or hate this
please take the time to comment, +1, share on Twitter, Tumblr, or Facebook, and
otherwise distribute my opinion to the world. I would appreciate it.
I would like to make a prediction right now about the future of one of my favorite hobbies, Video Games. The next gaming system, be it the Playstation 4, Xbox 720, or the Super Wii Cube Virtual Revolution, will be as different from the current disk utilizing and motion control tom-foolery as the current generation is from the Cartridge utilizing systems of years long forgotten.
My prediction is this: Video Game consoles will stop using game disks. No more having to go to Game Stop, Best Buy, or Wal Mart to pick up the latest title, they will all be streamed to a large hard drive found in the system utilizing the Web connection you have. This will give you what you want more or less on demand. The game companies will sell new hard drives, but really they won't have to. You will have an online account which will keep track of what games you have purchased and if you ever delete a game from your hard drive for space you can just download it again at any time from the internet, you essentially will be purchasing the right to play a game at any point you wish, forever.
What in the world makes me say such a ridiculous portent? Many things, not the least of which being that it already exists and is insanely profitable, efficient, and well liked by gamers all over the world.
Currently there are services that do this very thing, and you have used them recently to rub yourself off with the pleasurable thoughts of nostalgia, and to add on fresh content to a title that was of particular interest to you.
The Playstation network allows you access to movies, news, international multiplayer, and more importantly, downloadable content that takes the form of classic games and extra levels, weapons, maps, and just pointless bullshit like clothing all without having to leave your chair to get a new game disk. Wii has the virtual store, again a source of news, multiplayer (which is balls), and classic games. XBLA is the best of them as they get you to pay them for the pleasure of playing "Halo" against racist fat kids in Michigan, while downloading classic games. All of them allow you to download independent titles that showcase new game mechanics, art styles, stories, and other risky ventures that major studios wouldn't put out for fear of loosing money.
And forget those titans of industry, lets look at Gametap, the Netflix of games, allowing you to stream titles for a monthly fee, which is fucking awesome, at least in theory, my internet connection couldn't handle it I'm sure. And there is also Onlive, the new system which much like a cable box allows access to games on demand using their own library. And there is the mach daddy of services, "Steam" which is produced by Valve, makers of "Left 4 Dead", "Portal", and "Half-Life"; Steam has allowed the company to become the go to in online content acquisition for the PC, and I wouldn't be surprised if Valve did the reverse of Sega and moved into Hardware production, creating a system just for the utilization of the Steam network.
Also, World of Warcraft, and the entire MMO style of play. Or if you are really interested in throwing out internet related content, lets look at the huge number of flash games on Newgrounds.com, or the staggering number of bullshit available in any given ap-store for tiny little touch screens. Oh, and Farmville.
Why in the world would these companies do this? Abandoning a business model that is tried and true? Simple: they are getting screwed over by the retail system, and the used game marketplace. Currently Gamestop is of the practice of buying back games and selling them at a discount, none of that second sale money goes back to the holders of the IP's, none of the coders, none of the development teams, none of the companies who made the games see any of that money. Gamestop is making a killing as a fucking pawn shop, and none of that money is going toward the creation of new IP's and game technology. The worst part, Walmart and Best Buy are planning on opening up a used game market themselves, using their superior store placement and technological culture to steal away Gamestop's customers (assuming of course that Best Buy just doesn't buy out Gamestop and use them as the front for this circle jerk).
The only way to keep money flowing to companies like Double Fine, Bioware, Valve, and Bethesda, the real producers of what we want, is to cut out the retail companies altogether. And they should. Retail companies produce nothing, they fence the goods produced by others with a mark up, and pay employees very little. They are fostering a dystopian future of a Libertarian ideal gone mad.
I personally do not buy used games. And in general I dissuade others from buying them. Other people tell me that a used copy is cheaper but just as good, but fail to realize that it would be cheaper still if we just bought stuff direct from the creators rather than through a middle man who currently offers less and less. I dream of a world in which we can buy things instantly, play them, and go back to working on creating things for others to instantly buy, be it entertaining junk, food, or clothes, or anything, rather than living in a world where we are all paid tiny amounts working shitty retail jobs, and have to buy used and repacked stuff because it is the only thing we can afford.