(Spoiler-Free) Path of Fire Launch Impressions

It’s finally here! Guild Wars 2’s second expansion is finally live! I’ve had so much more anticipation for this expansion than last expansion, despite the fact that the time between its announcement and release was really short. I think that’s due in large part to the change of scenery. While jungles like that of Heart of Thorns always feel cramped and frustrating to navigate, deserts are wide open and interesting to explore. Also I’ve been excited to play the new elite specializations. When we only had one choice of elite spec, you were pretty much always limiting your character’s potential if you didn’t use it in some fashion. Now that we have a couple of different elite specs to choose from, we start to get some real choices. Some of my characters are definitely staying in their current spec for now (revenant, warrior) and some will be switching ASAP (engineer, thief), and for some the jury is still out (elementalist, ranger). So far most of my time has been spent on my engineer with the new holosmith elite spec. The vanilla engineer ended up being a bit of a disappointment for me by endgame, and the scrapper spec didn’t do much to help. The holosmith’s lightsaber sword proficiency and holoforge mode gives the engineer a fun, in-your-face type of gameplay that really resonates with me a lot more than swinging a giant wrench or lobbing grenades ever did.

It occurs to me that this expansion offers a lot of returns to the old, pre-HoT Guild Wars 2 formula. The map is so much easier to navigate (again, open, flat desert vs. layered, convoluted jungle), and the mob density/difficulty is a lot more similar to that of Central Tyria than that of the Heart of Maguuma. Similarly, hero challenges seem to be mostly designed such that an average solo player can complete them instead of most of them requiring two or more skilled players. In short, it feels like an expansion to the Guild Wars 2 from 2012, not the one from 2015. And I’m quite happy about that.

While I’m glad that the gameplay structure of pre-HoT Guild Wars 2 is back, I’m a little frustrated that some annoyances are not fixed yet. In typical ArenaNet fashion, characters are repeatedly introduced as if we should already know who they are. I really don’t get how this keeps being a problem. I can’t go into more detail because I marked this as spoiler-free, but maybe I’ll write up a little rant about it in a few weeks when the people who care about spoilers have seen everything. Also, mandatory reminder that people want new dungeons. Raids are fine, but we still want dungeons.

I also wanted to mention how impressed I am once again with ArenaNet’s management of the game. To my knowledge, the servers went down for a total of maybe half an hour over the course of the launch week. That’s really impressive for an MMO of Guild Wars 2’s size. There were some problems with individual maps, but they were limited in scope and even those didn’t last terribly long. There were a few patches from time to time, but Guild Wars 2 servers can run two versions simultaneously, meaning that it notifies you that a new version is available and gives you two hours to finish what you’re doing and log out to receive the patch. I was also amazed at the seeming lack of lag I experienced. The only reason I could even tell that the servers were under heavy load at all was the fact that it took a long time to log into the game a few times (I’m guessing I was in some kind of queue, because switching maps or instances didn’t take a long time, just the initial login). Launch wasn’t 100% perfect, but it has gone better than some games with much bigger budgets than Guild Wars, and I really appreciate it.
EDIT: Apparently there were some problems affecting Europe, but this launch still went smoother than many I’ve seen in the past.

Overall, I would say that Path of Fire has been the most fun I’ve had in Guild Wars 2 to date, which is saying a lot. Great job, ArenaNet!

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August in Screenshots

Sorry for being mostly absent during August. This was partly due to the fact that I was very restless in my MMO gaming time which meant that I messed around in a lot of games and didn’t get anything interesting or blogworthy accomplished, and partly due to the fact that I’ve been having that writer’s block/self confidence problem that I know writers much better than I struggle with as well. Anyways, I thought I’d catch you up on what I’ve been doing this month with a few screenshots.

The Elder Scrolls Online

I rolled a new warden. I’m not proud of it, but I did it. It’s mainly because I’m an altaholic, but also because I read about this cool ice-based magicka tank, and I wanted to try that out without respecing my stamina healing warden. Yes, I realize that I’m playing both of those roles with the stat opposite of what you would expect, but maybe that’s why the warden has clicked with me so much more than other classes in ESO.
Screenshot_20170803_233216While my first warden started out doing the Morrowind story, this one went through the main vanilla story. Because levels don’t really matter anymore, you can pretty much do it all as soon as you get to your faction’s first city where The Prophet is. I got all the way to the penultimate chapter by the time I was level 15 (apparently, even though it ignores level for the entire rest of the story, you can’t do the final chapter until you’re actually level capped), and I spent a few days doing that and a few other quests that interested me around Stonefalls, but, when it quickly became clear that my new tank warden was my new main, I decided it was time to start on Morrowind again. Some day I’ll go back and see all that the vanilla game has to offer, but right now I feel like I should experience the shiny new expansion zones while they’re still somewhat populated.

Guild Wars 2

Probably the most interesting thing about my August in Guild Wars 2 was also a new character. I, of course, preordered Guild Wars 2: Path of Fire. This time around, the more deluxier packages are actually really nice. I bought the cheapest Heart of Thorns package because nothing in the nicer packages were really that exciting (a mini, a PvP finisher, a guild hall decoration, and a lame glider skin… meh), but this time around, ArenaNet actually talked me into buying the deluxe package (Sunspear outfit, a character slot, a makeover kit, and one of those passes to one of those premium crafting area things they’ve been doing recently), and, of course, if you’re buying the deluxe package, you might as well drop the extra $25 to get $50 worth of gems in the ultimate package. I was planning on making a new mesmer anyway, because I really like the Heart of Thorns elite spec as well as what I’ve seen of the Path of Fire one. Couldn’t I have just switched back and forth for free? Absolutely, but I never turn down an excuse to make a new character, and if I didn’t make a new character, that level 80 boost would go to waste, so my new mesmer was born. His name is Random Axes Memory, which celebrates both my love of computers and my love of puns. The new Path of Fire elite spec, of course, gives mesmers access to axes, so I’m really banking on the fact that I’m going to like it, or this play on words would make no sense.
While Guild Wars 2 is in that pre-expansion holding pattern, I’m trying to turn some of that anticipation and impatience for expansion day (less than three weeks!) into motivation to finish finish up some things. First, I finally, for the first time, actually finished the Trahearne personal story chapters in Orr. That’s right, with all of my hundreds of hours in Guild Wars 2, I had never personally done the part of the story where you defeat your first elder dragon. And sure enough, it’s just as anticlimactic as everyone said it is. You don’t so much slay the dragon yourself as ride along while the airship does all the work. I’ve also put a lot of time in the Heart of Thorns zones getting hero points so I can hit the ground running in Path of Fire’s new elite specs. I’m getting really sick of these jungle zones, and I’m so ready for a big, new, wide-open desert to explore. I also put some time into the various betas that they’ve been doing recently, and I’m really excited to play the new story and elite specs. Mounts are going to be fun too! I’m probably looking forward to this expansion more than any other expansion I’ve played to date, and I’m sure I’ll have a lot to say come September 22nd.

Sonic Mania

Anyone who has known me for a long time knows that I’m a huge Sonic the Hedgehog fan. Modern Sonic games, however, have been hit-or-miss (mostly miss) and have generally failed to recapture the magic of the originals. I had a big post written up on how big game companies so often fail to realize what made their older games great, and how fans so often recognize it much more readily than the people who get paid the big bucks to design games, but it was really too big of an issue to tackle in a blog post, so I scrapped it (see opening paragraph). Anyways, along came a team of fans–headed by Christian “Taxman” Whitehead, whose claim to fame is that he wrote a a perfect, ground-up remake of the first level of Sonic CD in 60fps and widescreen for iOS, then got a cease and desist order from Sega, who then subsequently hired him to finish it. After doing a couple more iOS/Android remakes, they were then given the green light to make a (mostly) original Sonic game in the style of the classic Genesis games, called Sonic Mania. And the results are absolutely incredible. I haven’t been this excited for a Sonic game since I was a kid. I actually canceled my PC preorder because it got delayed and bought it on Nintendo Switch instead (honestly, though, the portability of the Switch is nice, and I can probably pick up the Steam version on sale a few years from now). The graphics are beautiful, the physics are perfect, and I couldn’t ask for a better soundtrack. I could probably gush about its perfection for a whole post, but no one is interested in reading it. Except for the Oil Ocean octopus boss, which is absolutely awful.

I also puttered around LotRO–my rune-keeper is still in Moria, and I’ve been tempted to bring my low level lore-master out of retirement, but I’m trying to resist that temptation–as well as Guild Wars 1–working on a Paragon to catch up on area lore for Path of Fire. I also gave Destiny 2 a try, and can’t say that I overly thrilled by it, but the beta was pretty limited. I might buy it on sale eventually, but it’s certainly not my next big thing. It did, however, remind me that I bought Mass Effect Andromeda at launch and barely played it due to some technical issues that are now fixed, so I’m back to playing that as well.

Anyways, here’s hoping that September brings lots of interesting new gaming experiences, and hopefully more frequent blog posts.

GW2: Looking Back At Living World S3, Looking Ahead To Path of Fire

Warning! Spoilers ahead.


Well, now we know. After a bizarre amount of secrecy, ArenaNet has finally announced their new expansion, Path of Fire, which comes out surprisingly soon at September 22nd. I’m really excited for this expansion!

Living World Season 3
Before I jump into the expansion, I wanted to talk a little about Season 3. The Living World content has always been a little hit-or-miss, especially for the first two seasons. I didn’t really play any of season one because I took my sweet time getting any of my myriad characters to 80 (I did a little bit of the Battle for Lion’s Arch, but that’s about it), and the fact that that means I’ll never get to be properly introduced to the main cast of characters for all of the content for the foreseeable future makes season one probably the biggest blunder ArenaNet has ever made. Season two was at least repeatable, but it felt super rushed, and most of the chapters had a lot of filler. Season three finally brought the Living World on par with the game’s main/expansion story, with each chapter bringing its own zone, and a new mastery. While the masteries are a little contrived (most of them only work in the zone they were added with, and it just hit me last night that I probably didn’t even need to train the Siren of Orr one from Episode Six), at least they fill up pretty fast. It’s also nice that they were added per zone, unlike the Heart of Thorns masteries that were just dumped on you all at once with no direction as to which ones would block progress in the story. At least the masteries themselves have some cool effects (I love the grappling hook from episode five! I hope that comes back in some form!). As for the story itself, it was good, if a little scattered. I like the idea of the mursaat and the human gods coming back, but it was a bit back and forth. Basically, the plot goes like this: There’s a bloodstone-splosion that summons an evil magical mursaat, who turns out not to be evil, except he’s actually neither of those, he’s actually an evil human god in disguise. Then we forget about the evil god for a while (until the expansion hits) and join the Shining Blade to kill the actual mursaat. The one that the evil god was pretending to be. Simple, right? Oh, and don’t forget the fact that some important pieces of that story were locked inside raids which I haven’t done, so I had to look them up on the wiki. Those complaints aside, I really like that they’re bringing back a bunch of Guild Wars 1 lore. While I’ve barely played Guild Wars 1, and only after playing 2, it always seemed strange that the sequel seems so disconnected from its predecessor.

Path of Fire
Finally, something other than dragons to fight! Desert zones, especially ones with varied biomes like Elona, have always been among my favorites, so heading to the Crystal Desert sounds good to me. I’m interested to see where they go with the whole Balthazar thing. What exactly happened to the rest of the gods? Are they going to make an appearance as well? I’m also interested to see where the whole Aurine thing is headed, since they’ve been building up to that one for a while.
The addition of mounts is an interesting one, since ArenaNet has long held that they’re unnecessary because of waypoints. For the most part they’re right, but waypoints in every zone added from Living World season two on have been few and far between, so they’re not an unwelcome addition. Plus the addition of faster travel allows you to open up zones and do larger, more interesting landscapes. I think my favorite so far is the Skimmer because it looks cool and allows me to avoid underwater combat (plus it’s probably the closest thing to a WildStar hoverboard I’ll get in this game… man, I miss hoverboards).
What I’m most excited about, however, is the new set of elite specializations. I like what I’m seeing for all of them so far. I’m excited for the thief to finally get rifle (mainly because they were lacking ranged options, but also because I have a bunch of cool rifle skins that I’ve never been able to use), and the dual-element, sword-wielding elementalist looks pretty interesting as well.
I think the pricing is pretty reasonable this time around. I didn’t think the price for Heart of Thorns was outrageous like some people did (isn’t $50 just what expansions cost? Isn’t that what WoW charges, with a subscription on top of that?), but given that there’s no new class this time around, it’s nice that they knocked a little off of the cost. The deluxe-ier editions seem like a better value too; I’d much rather have a character slot, a makeover kit, and a premium crafting area pass than a mini, a PvP finisher, and a boring glider skin any day. And, of course, if you’re going to get the deluxe edition, you might as well upgrade to the ultimate edition, since it’s got $50 worth of gems for only $25. Curse you and your marketing, ArenaNet!

Overall, this is a good time to be a Guild Wars 2 fan. Hopefully this expansion will be better received than the last, and the new zones will be less frustrating to navigate. I’ve started messing around in Guild Wars: Nightfall to catch up on my area lore. More on that soon? I’m really looking forward to this weekend, when we’ll actually get to get in and mess around with all of the new elite specs. And, of course, the expansion isn’t far behind that!

GW2: Expansion Wishlist


We know an expansion is near at hand in Guild Wars 2–late Summer or early Fall based on what’s coming out of ArenaNet–but we know virtually nothing about it. Yes, there was that leak on Reddit, but I don’t like reading or encouraging leaks (though I must admit I skimmed through the images briefly) and there’s still a lot those don’t tell us. It’s a little ridiculous that we’re supposedly this close to the expansion and we don’t know much of anything, but I’m guessing that releasing too many details, maybe even the expansion name itself, would be spoilers for the end of Season 3. Kind of poor planning if so, but whatever. Regardless, I’ve been thinking about what I’d like to see in the next expansion to Guild Wars 2.

A New Race And/Or Class
Ideally, I would love it if every MMO expansion had a new race or class to experience. Too many expansions are basically just a level cap bump and a continuation of an existing story (I’m looking at you, SWTOR), but Guild Wars 2 doesn’t do level cap bumps, and it gives away Living World story updates for free, so without something more, that would seem like even more of a ripoff than in other games. New classes give me a whole new way of playing, breathing new life into even old content. You may recall that I didn’t really dig into the Heart of Thorns expansion for months because I was having so much fun leveling my Revenant. New races, too, give me an excuse to roll up an alt and see the world from a new perspective. The problem with adding races is that Guild Wars 2 has kind of painted itself into a corner with its personal story; it wouldn’t make sense for a member of a race we’ve never seen before show up and become the pact commander and slay a couple dragons years before we’ve even encountered that race. A new race would either have to start out at 80 and jump straight into the accompanying expansion (which would be kind of lame) or have a full 1-80 story all its own, which would require a lot of writing, voice acting, and several new sub-80 zones, all of which seem unlikely. Sadly, adding new classes also presents a problem. You can’t really add a new class every expansion or it will eventually become overwhelming. As much as I love creating new characters, some people don’t, and new players can be intimidated by too many options, especially if they see that some of those options (maybe the ones they really wanted to play) gated by expansion paywalls. Elite Specs further complicate the issue; assuming we add one new class and one elite spec to all of the existing classes, the new class is always going to be one behind, since it wasn’t around for the Heart of Thorns wave of elite specs. None of these things prevent them from creating new races or classes, but right now it certainly seems like it will get less likely with each expansion.

More Elite Specs
I’m pretty sure this is a given at this point. I really like almost all of the classes in Guild Wars 2 as they stand, but more choice is always better. I love the idea of being able to make major changes to the way my class plays based on what spec I choose. Classes get a new weapon, several new slot skills, and sometimes even end up being able to fill a new role (most notably the ranger’s druid spec). It’s a nice middle ground between the rigid classes of more WoW-like MMOs and the overwhelming amount of customization available in games like Rift and Elder Scrolls Online. Right now there is only one elite spec for each class, and it’s almost universally better–at least for PvE–to have your elite spec slotted, even if you don’t use the weapon that it gives. But very soon that’s all going to change, and I’m excited to see what unfolds.

More Masteries, Less Grind
I like that Guild Wars 2 has chosen to not bump up the level cap with its expansions. Level cap bumps only serve to invalidate old gear and make old content irrelevant, especially in a game with level scaling. The problem is that you really need some kind of mechanic that slows players down, a brake that keeps players from simply binging through the story and coming out feeling unsatisfied. That mechanic should be fun, and Heart of Thorn’s mastery grind wasn’t particularly fun. There were a couple of problems. First was that, if you knew what masteries you needed to progress in the story ahead of time, you could focus on those masteries as you went, and it didn’t feel so much like the game was saying “ok, now stop and grind to an arbitrary level before continuing.” But there was no way for you to know unless you looked up a guide or talked to a friend who had already been through it. The Living World stories did better at pointing out the elite spec before you ran into its gate, so hopefully the new expansion will do the same. Second, I think the system would work better if there were a whole bunch of little masteries that cost one or two mastery points each instead of each tier costing more, up to twelve for the really high end ones. I know that’s probably easier said than done, but I think it would give a better sense of progress and feel less grindy.

Flatter Zones
My biggest annoyance with Heart of Thorns was not the mastery grind, it was getting around those awful zones. There are so many sheer walls and layers on top of each other that the map is practically useless for navigating. Auric Basin isn’t bad, Verdant Brink would be tolerable if there weren’t random mastery- and hero points that you have to glide to from a boss fight in the sky, but Tangled Depths is the absolute worst. I basically only go there for the story and if I’ve absolutely run out of reasonably doable hero points in the other zones. Add to that the fact that the number of waypoints per zone in these areas is about a third was it was in the vanilla game, none of them near where you’re likely to die, and it’s just an overall frustrating experience getting around in the newer zones. Masteries make it a little easier to get around, but even with them it’s incredibly frustrating. I think ArenaNet has learned their lesson from Heart of Thorns, as the Season 3 maps have been a lot easier to get around in. Draconis Mons is the only zone with a lot of layers, and with the grappling hook-like Oakheart’s Reach mastery, it’s actually fun to get around.

A Story About Something Other Than Dragons
Two stories in a row about dragons is fine. Whatever. But there’s so much more you could do! If the living world story is any indication, I may be getting my wish, but I’m still not convinced they won’t throw a random fight with Kralkatorrik in there just for good measure. Oh, but [minor spoilers] don’t kill him, because apparently killing dragons is bad for the environment or something.

Why Do MMOs Hate Summoners?

Ultrons EverywhereMaybe it’s because I cut my teeth on RTSes before I even had an always-on Internet connection, but I’ve always liked the idea of summoner classes in RPGs. Hunter style pets are all well and good, but how much better would it be to have four or five or fifteen little minions following you around? In games like Marvel Heroes, I gravitate toward characters like Squirrel Girl, Iceman, and Ultron who involve a lot of pet management. In Torchlight II I played the Engineer because of his various bots, and one of the first mods I got into was a necromancer class. Yet in the MMO realm, I almost never play summoner types because they’re almost universally lame. For instance, in Guild Wars 2, the Necromancer has the potential to summon a horde of pets, but they don’t heal out of combat, and there’s a longish cooldown to resummon them, which is just annoying, and also they’re not really as good as just focusing on DoTs or direct damage. And, as far as I know, they’ve only gotten worse since I’ve been playing. The same can be said for the much smaller number of summonables that the guardian, elementalist, and engineer get. It’s the same story in just about every MMO I play; summoning playstyles either aren’t available or focusing on them severely reduces your damage output.

Supposedly, a lot of this is due to technical limitations; if everyone had an army of pets running around it would put too much load on the server and clients. First of all, I’ve used the “technical limitations” excuse myself, and nine times out of ten it’s simply programmerspeak for “I didn’t optimize my code well enough, and now it’s too hard to go back and fix it.” Second, aren’t they basically just NPCs that fight for players instead of against them? I know this is a gross oversimplification of something I don’t fully understand, but still, if the problem is purely one of technical limitations, shouldn’t summoners be getting more and more common as technology progresses, not less?

More plausible is that it’s more an issue of balance. In the tenuous and ever changing ecosystem that is MMO balance, I can imagine why tuning one-versus-one fights would be easier than tuning one-versus-five-little-things fights, and I can imagine it gets steadily more complicated the more players and enemies you throw into the mix; pets are part player, part DoT, and part AoE, and aren’t always predictable, especially in group settings. Still, it seems like, of all the various MMOs we have out there today–especially with so many that don’t seem to put much thought into balance–someone should have done it.

Thinking about this makes me all the more sad that I never got to play City of Heroes/Villains, as the Mastermind looks like it would be exactly what I’m looking for. Sadly I will never know, and, because NCsoft decided to rub salt in the wound by adding one of their least popular characters to their new MOBA, whatever small chance there was of an indie studio ever reviving it is pretty much dead. Hopefully one of these fan-made City of Heroes clones will pan out to be decent, but I’m not holding my breath.

GW2: All Classes At 80: A Retrospective

all-80s
I never thought I’d achieve it in any game (not that it’s really much of an achievement in Guild Wars 2). In the final days of 2016, I finally got the last of the nine classes to 80. Yes, I’ve had the Tomes of Knowledge to get them to 80 for quite a while, but I don’t like to use those without at least the majority of the work normally. I think it’s now safe to say that Guild Wars 2 has had more staying power than any other video game that I’ve played. I’m not quite sure why, but I’m ok with it. Now that I’ve got all nine classes at 80 and messed around at least a little bit with their elite specs, I thought I’d share a bit about what worked and what didn’t.

My first 80 was the engineer. I was initially attracted to the class because I thought I could play it like my STO engineer; build a bunch of turrets to support and deal damage, then finish off anything left with my dual pistols. Unfortunately, as I got closer to endgame, it became apparent that ArenaNet hates turrets, and I swapped them out for grenades and a flamethrower. Spamming giant, long-range AoEs is fun for a while, and the flamethrower is fun visually, if not terribly good damage, but eventually I moved on to other classes. Now I, sadly, almost never play engi. The addition of the hammer with the Scrapper elite spec was interesting, but not enough to hold my interest.

I have a lot of trouble deciding what my favorite class is. For a long time I said my necromancer was my favorite, and he’s still the character I did all of the expansion and living story stuff on first. Necros do lots of damage over time and their survivability is great, even for someone like me who often forgets to use the shroud form. The thief was a very close second for a while, but they tend to have a very simplistic ideal “rotation,” consisting mostly alternating between their autoattack and whatever gets them the most damage in this fight. Thieves are also lacking in the ranged damage department, which proved to be a big problem in Heart of Thorns. Now, however, my favorite class may be the revenant. Maybe it’s just because it’s newer and shinier, added in the Heart of Thorns expansion, but I really like it for its versatility. I play my revenant as a group support build, but they have great survivability, can do a little tanking (at least as much tanking as any class in a game with no tanks can do), and they crank out good DPS with either direct damage or damage over time.

The mesmer is the class I find both the most unique and the most difficult to play. Unfortunately I’ve never felt very rewarded for all of that complexity, so it’s one of my less played classes. They have some nice utilities–stealth, speed boosts, portals, etc.–but that’s never been enough to keep my attention for long. The chronomancer makes some nice additions to its selection of support abilities, but it still wasn’t for me. Also up there in the complexity department is the elementalist, who I initially hated, but eventually grew to love after I played around with the different options long enough and eventually settled on staff, alternating between fire and air. The overload mechanic introduced by the elite spec really adds a lot to the way it plays, in my opinion, giving you a reason to switch elements, but also giving you a reason to stick with that element for a while.

So what did I do to celebrate the accomplishment of getting all of the classes to 80? I promptly bought a new character slot and rolled another thief. I think I have a problem.

2017 Predictions, Hopes, and Resolutions

Well, here we are, another trip around the sun and the world hasn’t exploded, civilization as we know it hasn’t come to an end, and the MMO industry hasn’t completely evaporated. I know 2016 was getting a lot of hate, but as for me, I had a pretty good year. And I think the gaming industry–especially the MMO industry–had a pretty good year as well. I thought I’d use the first post of the year to talk about what my predictions and hopes are for next year, and what would a New Year’s post be without resolutions?

Predictions

A New Guild Wars 2 Expansion
This isn’t much of a prediction; we’ve heard very strong rumblings of a new expansion to Guild Wars 2 set in an area from Guild Wars 1. Sadly, I haven’t played much of the original Guild Wars, so I have no specific predictions there, but it seems reasonable given the direction the living world story is going. I predict that it will include a new class, probably something revived from Guild Wars 1, and a new zone that’s less vertical/gliding-focused (and, by extension, hopefully less awful to navigate). As much as I’d like to see a new race, I don’t think that will ever happen; it would be a lot of work to fit them into the existing storyline. I don’t think raids are going away, but I think we’ll also see a couple of new dungeons in 2017. I could be totally wrong on this one, but I think the community hasn’t been as thrilled about raids as ArenaNet thought, and I think they’ll finally break down and give us some new dungeons.

WildStar Sunsets Near the End of the Year
It really saddens me to make this prediction because I love Wildstar, I love its combat, I love its setting, and I love its housing, but I just don’t see WildStar lasting much longer. What’s worse is that it becomes kind of a self fulfilling prophecy; everyone keeps saying it’s dying, and nobody want to get invested in a game that’s going to shut down in six months, so no new players come in, and the game shuts down. But hey, it’s possible that it’ll just downsize and put content out more slowly than before and keep on keeping on for years to come. I really hope so. Only time will tell.

LotRO and DDO Flourish Under New Management
Lord of the Rings Online and Dungeons & Dragons Online recently went indie with developer Standing Stone studios. While the fact that they’re being published by Daybreak isn’t exactly comforting, as Daybreak has been making some weird decisions ever since it changed hands from SOE, not the least of which was the media silence and eventual demise of EverQuest Next, I think the fact that Standing Stone was willing to pick up development of the games says a lot about its future. I’ve popped my head into LotRO a few times over the last few days, and the community seems cautiously optimistic. I’ve talked to a few long-time players that say that the game was better when Turbine was indie, and hope that this is a return to that standard. It seems like the excitement is even bringing some past players back, which is always a good sign.

Kickstarter Falls Out of Favor
To say that 2016 was not kind to kickstarters would be like saying that a few celebrities died in 2016. Mighty No. 9 was a colossal failure, VR was (predictably) not as game-changing as Oculus et al. claimed it would be, the Pebble smartwatch sold out to Fitbit and canceled most of its Pebble 2 preorders, John Smedley’s Hero’s Song failed it meet its Kickstarter goal and then closed its doors just after Christmas, a variety of kickstarted MMOs suffered from setbacks, delays, and disillusioned backers, and that’s just to name the ones I was following. I think people are starting to realize that making a video game is a very expensive endeavor, and that maybe paying for it before it’s even produced isn’t the best way to motivate inexperienced developers to release a quality product. I really like the idea of crowdfunding, but I’m going to need a lot of convincing before I back anything else.

Hopes

A Strong, Traditional, Western MMORPG Appears
It doesn’t have to come out in 2017, but we really need an announcement of something to fill the void that EverQuest Next left. I’ve played EQ2 for maybe a couple hours total, and even I was extremely disappointed in EQN’s cancellation. I’m not saying that if one of these games doesn’t materialize in 2017 the entire MMO industry will be doomed to stagnation and death, I’m just hoping for this because I enjoy playing new and different MMORPGs. All of the scrappy Kickstarted indie MMOs floating around out there are nice, but I don’t know if they’re going to have the presence, impact, and drawing power that EQN would have had. I think we need a big AAA studio to come out and make a statement that, scoff all you want, but there’s still lots of money to be made in MMOs, and plenty of life left in the formula.

SWTOR’s F2P Gets Better
Star Wars the Old Republic has always had one of the most restrictive free-to-play options. I know of no other game where you have to pay to hide your head slot or have enough hotbars just to have access to all of your skills. But with the addition of the Galactic Command and the removal of weekly content passes, they’re basically telling free players not to plan on doing any endgame without subscribing. I was really hoping that SWTOR’s business model would get less restrictive over time, not more. I’m really hoping that there’s enough negative feedback that at least some of it gets reevaluated, but I’m not holding my breath.

Resolutions

Play More Mobile Games… While Exercising!
I have a desk job, and my MMO hobby isn’t exactly the most active one, so my wife and I have been looking at putting our Christmas money toward an elliptical, and I really like the idea of motivating myself to exercise by finding a game that I only play while I work out. I’ll probably be looking for something turn-based like Hearthstone or the various Final Fantasy games available on Android, so if you have any suggestions, let me know.

Spend Less On Steam, More On MMOs
I have over 350 games on Steam right now, and I’ve only finished a handful of them. Generally, the average Steam game I buy gets played for a couple of hours at most, yet I’ve spent countless hours this year playing MMOs. Why, then, do I tend to spend way more money on single-player games than on MMOs? I want to make a conscious effort to spend less on Steam and more on the MMOs I play. I just wish MMO cash shops had as many sales as Steam does.

I’ll pull this post back out a year from now and see how I did on everything. Happy new year, everyone!