Tag Archives: wow

Fun or Addicting?

I’ve never been big on mobile gaming. When it comes to games, I always prefer to play on a big screen over a small one. This is also why I don’t enjoy handhelds. Even in situations where big screens are not available – say, while commuting to work – I prefer to read a book, listen to a podcast, or just look out the window and give my eyes a break from screens altogether. This isn’t to say that I never play mobile games. There are a few that got me quite hooked for a while. The problem is, they hooked me for the wrong reasons.

The first was Spirit Stones, a dungeon-crawly puzzler with colour-matching gameplay similar to Candy Crush and an added card evolution mechanic. The gameplay wasn’t particularly interesting, and any challenge seemed to be there to make you buy gems, but I really wanted to evolve all the cards to collect them all. I even spent a few bucks to buy gold so I could evolve more cards. It took me a while, a couple of months maybe, before I realized – Spirit Stones is not a fun game. It is an addicting game. All the dungeon levels are basically the same. 99% of the card evolutions give you trash that isn’t an upgrade over what you’re already using. It has the time (or money) based component that limits your play which is common among Free To Play games. Looking back, I’m a bit embarrassed of all the time I spent playing this game on my phone while watching Nip/Tuck on Netflix. A terrible game and a repugnant tv show, there must have been some self-loathing going on there. Eventually I stopped, deleted it from my phone, and never played again. Nothing about the game was fun, it just had constantly moving goalposts that kept me playing.

Spirit Stones

Yeah, don’t even get me started on the artwork.

Next came Cook, Serve, Delicious, a restaurant sim. While I’d rate this game 100x higher than Spirit Stones and it lacked insidious micro-transactions, it was still more addicting than fun. In game I’d do day after day of food service, trying to get my restaurant up to 5 stars (by now I had moved on to Gilmore Girls for my fix of TV I didn’t really need to pay attention to). The time management component of the game was challenging, and at first I actually was having fun. But once I was familiar with everything, I had my staple foods I’d rotate on the menu every day that I could prepare the fastest, and it became rather mechanical. What was interesting on day 6 was really just a chore on day 62 but I wanted that 5-star ranking. Eventually I got it, only to find out the game wasn’t done with me. More challenges lay in wait! By this time I had figured that the game was more addicting than fun though, so I took my 5 stars as an indication that I had beaten the game, deleted from my phone, and never played again.

The last game that got me in its clutches was Trivia Crack, and I think that name speaks for itself. While I’m actually a big fan of trivia, playing against strangers on my phone isn’t really comparable to trivia nights at a bar, or Trivial Pursuit in my living room with friends. Again, it was fun at first, but 2 weeks later when I had 10 different games on the go (or how ever many the time/money limit would allow me to have) and was checking to see if it was my turn every 10 minutes, I realized the compulsion to constantly check the game status was much stronger than the reward of getting to answer one or two questions (and then waiting for my turn again). So it too got deleted.

Now, I’m not saying that all mobile games are like this, or that only mobile games fall can into the addicting not fun category. I do think mobile caters to this type of game more than other platforms, but they can be found anywhere. In my 8 years of playing World of Warcraft I know at least a quarter of my time (more than that in the lulls before expansions) was spent doing things I found the opposite of fun just to get some dumb achievement. My blood still boils when I think about the 6 hours I spent collecting Noblegarden eggs to get some stupid fucking mount or something I probably never looked at again once I got it. This wasn’t fun at all, I was just addicted to collecting.

There are too many good games out there to spend time on ones that hook you with collecting or variable-interval incremental reinforcement rather than fun gameplay or story. I’m trying to make an effort to spend time on games I actually find fun, or meaningful, or thought-provoking because with such a huge selection of games available, why waste time on the junk?

Information Overload

Once upon a time, back when dinosaurs roamed the Earth, before the Internet was a big thing, getting help when you were stuck in a game was not easy. The first game I remember getting stuck on was Maniac Mansion. When I got stuck, there wasn’t a lot of help available. Basically I just had to keep trying new things. Sure it was frustrating but, looking back through wistful rose-coloured glasses, it was also kinda nice. I had to figure things out myself.

However, my gaming hobby had barely gotten started before the era of figuring things out yourself started getting eclipsed by the business of game hints. In 1989 Sierra introduced their new hint line – for only $0.75 for the first minute and $0.50 for every additional minute, you could talk to someone who would tell you how to get through their games. I don’t believe I ever called them, but only because I didn’t have a credit card when I was 8. Gaming magazines, like Nintendo Power had sections dedicated to hints and strategies. Prima Games started making strategy guides in 1990, and their guides for challenging games like Myst sold like hotcakes. Hints were on TV too. If you were lucky enough to be a Canadian with access to YTV, Nicholas Picholas would share Turbo Tips with you every week on Video & Arcade Top 10, which premiered in 1991. In 1995 GameFAQs was created, which really got the ball rolling on internet game walkthroughs and guides.

Access to information is great, but when does it become too much? When does it begin to hinder enjoyment of a game rather than enhance it?

Let’s talk about World of Warcraft for a bit. When I first started playing World of Warcraft, one of the coolest things about it was the amount of exploration I could do. Everything was new to me. Every zone had new things to look at, and every quest (whose text I needed to read in order to know where to go) told a new story. There were little surprises, like treasure chests you could find scattered about. Sure, they rarely had anything exciting in them but just finding them and anticipating the contents as you opened them was exciting. Doing dungeons or killing a rare I stumbled upon and having a blue piece of loot for me was unexpected and rewarding. One of my favourite early memories from the game was finding and completing the questline that eventually rewarded me with the Sprite Darter Hatchlings. The quest-giver was quite hidden, so it felt like a secret. Not everyone had one, so it felt special.

If you asked me to name a time something unexpected or surprising happened to me in WoW over the last few expansions, I’d be hard pressed to think of one. What happened? Information overload happened. The Sprite Darter Hatchling questline (if it still existed) could never stay hidden, you’d see a big yellow exclamation point on your map as you came near it. Getting stuck on a quest became near impossible as your map would highlight the area you needed to go. Reading the quest text and actually knowing what was happening in the story became a thing of the past for me, since it was no longer required.

Mods were created that gave you information in-game that you’d otherwise not have access to. With AtlasLoot Enhanced, I could see the loot table of every boss I fought. Good drops were no longer an unexpected delight, because I knew where they all came from. Bad drops became infinitely more disappointing because I knew when they came at the expense of a drop I really wanted. Rare mobs stopped being interesting as soon as I downloaded RareSpawn Overlay so I could see where every one of them spawned and NPC Scan which would blast noise at me as soon as one was in range so I didn’t even need to pay attention to the game. Mists of Pandaria introduced treasures and BoA items you could find around the map. These were fun, until I realized it was much more efficient to check the Wowhead guide and see a map which pinpointed every single one, or download TomTom and be navigated right to them.

Further than just information about objects, there’s also a ton of information available about how to play your character. IcyVeins will tell you how to spec and ability priorities. Mods like SpellFlash will tell you what spell to cast next. Even the default UI will make your spell icons flash when an ability is ready to use. Raid healing was always my favourite thing because it required some decision-making and quick reactions on my part, but even those requirements are reduced by DBM counting down every major ability I need to know about or GTFO screaming when I stand in bad things.

Looking up the information or installing an addon is so much more efficient than trying to figure things out or find things yourself. But it is not more fun. Sure, you could just not use addons, not use Wowhead, but that’s a lot like telling someone who complained about content nerfs to just turn off the Dragon Soul buff. Technically possible, but not bloody likely. Why should you handicap yourself?

For a game with such a huge, beautiful world there’s actually very little to discover in WoW that you can’t find in a database first. Exploration can seem like a waste of time. With PTRs, Betas, and datamining, it’s even possible to learn everything there is to know about a new content patch or expansion – every item, achievement, cinematic, quest – before it’s even released.

Of course, WoW is not the only game that can be ruined by having too much information easily accessible. With all the walkthroughs, FAQs and video guides available, it’s possible to ruin almost any game. Information is good and sometimes a game will really stump me so I’m happy it’s there. However, there’s a thin line between access to info that prevents me from banging my head against a wall for too long, and having so much information available that I never have to actually think for myself.  I played a puzzler called The Bridge a couple of weeks ago and I really enjoyed it. At first. The puzzles were all based on gravity, sometimes momentum, and solving them in the first few levels made me feel accomplished, especially as they got more challenging. But then came a puzzle that I played around with for a good 10 minutes and I couldn’t figure out how to solve it. So I looked up a video, got the solution and went on my way. The next puzzle that stumped me I only tried for a couple of minutes. I mean, I had already found a cool video guide that had all the answers, doesn’t hurt to take another peek, right? By the end of the game I was sitting at my computer, right hand on the keyboard, left hand holding my iPhone as a video walked me through the solutions to all of the last puzzles. This is not fun. This is not gaming. I want to think, want to have to try, but all the answers are right there. Looking up the answers is so fast and easy.

I lack self-control when it comes to spoilers, though the pervasive presence of guides makes me think I’m not the only one. Once I’ve looked up a solution, it becomes very hard not to do it again for that game. Soon I’m not even enjoying the game, I’m just following a set of directions from point A to point B.

When it comes to availability of this information there’s no going back, but it does make me miss the days when finding that information was just a little bit harder and thinking for yourself felt more encouraged.

Role Playing Game

RPGs are one of my favourite genres of video games, but what exactly is a role-playing game?

A role-playing game is a game in which players assume the roles of characters in a fictional setting.

That’s not a very comprehensive description, as it could apply to almost any game. Though I control the character Mario in the fictional setting of the Mushroom Kingdom, I’d never call Super Mario Bros a role-playing game. Ultimately, this whole post is about semantics, but I’m interested in how people define this particular genre and what games the RPG moniker it gets applied to.

The first game that really made me question the meaning of RPG was Borderlands, a game that billed itself as a role-playing shooter. The game had a number of mechanics in common with the more traditional role-playing games such as choice of class, a talent tree, and power increases through gear and gaining stats as you level. But for me, nothing about Borderlands made me feel like I was playing a role. Whether I played as Mordechai the hunter, or Lilith the siren, the game never felt any different beyond basic combat mechanics. A talent tree does not an RPG make.

Talent tree for Mordechai in Borderlands

Character building is a huge part of RPGs, and can fall into one of two categories. The first, which I’ll call mechanical character building, happens by gaining experience through quests or combat, which increases your level, which in turn increases your character’s stats or gives you more abilities. Mechanical character building is what makes you feel like your character is getting more powerful. The second type, which I’ll call narrative character building happens by making decisions that affect your character in different ways. Rather than levelling until you get 18 Strength, you’re making decisions that develop your character’s personality, how other characters react to you, maybe even the game world. Without this second type of character building I’m reluctant to classify a game as an RPG.

Druid talent trees

World of Warcraft is a Massively Multiplayer Online Role-Playing Game, but I have honestly never considered that an accurate classification. I know that many people play WoW as an RPG – they create backstories for their characters, give them a personality, and maybe even speak to others in-game in character, but this really comes from their own creativity and imagination. Blizzard developed a lot of lore that people can pull their character stories from, but if you take just the actual game content, there’s really not a lot of character building. As someone who does not RP in-game and is not interested in creating my own stories about my character, my Night Elf Druid is really no different from any of a million other Night Elf Druids. Or Tauren Warriors, for that matter. They don’t talk. They don’t have a personality. They don’t make decisions any deeper than do this quest or don’t do this quest. None of the adventures I have in-game effect the larger world, or the story of the game. We can kill the game’s antagonist on Monday only to have him come back on Tuesday. Choosing to be Resto vs Feral or taking Nature’s Vigil over Heart of the Wild make me feel like I’m developing a stat sheet, not a character. For me, the character building in WoW was 100% mechanical.

Planescape Torment conversation options

Another related, somewhat overlapping component of RPGs is choice and decision-making. You can choose your companions in games like Baldur’s Gate. You can choose to join the Dustmen faction, the Anarchists, or the Sensates (or all of them) in Planescape: Torment. You can choose who will rule the kingdom in Dragon Age. All of these decisions affect the game experience in some way, from making different sidequests available to changing the ending.

FF7 Golden Pagoda

Thinking about RPGs from a decision-making and effect point of view makes me think again about JRPGs. Take Final Fantasy 7 for example. There’s actually very little decision-making in this game. In terms of mechanical character development, you don’t even build your character you really just choose weapons and materia to use. Cloud is Cloud and nothing you do changes his story. You can choose to do certain optional content – recruit Yuffie and Vincent, fight the Weapons, breed chocobos – but again, that doesn’t really impact your character or the narrative. The only part of the game that really provides you with something different based on your decisions is who you go on a date with at the Gold Saucer. Final Fantasy or Shadow Hearts, two series I love, don’t really let me develop a character. The protagonists are written in one way and I’m just along for the ride.

The Walking Dead decisions

So what about games that allow you to make decisions and do a lot of narrative character building, but have no mechanical character building? The Walking Dead is full of choices to make and allows you to shape Lee’s personality, but there is no levelling or gearing up. You don’t get stronger, you just develop the story and cultivate relationships with your companions. Is this an RPG? I personally feel that this kind of decision heavy game provides a much more immersive role-playing experience than something that allows me to adjust 100 different stats, traits, and abilities on a character sheet. But that’s just my opinion.

To me, what makes an RPG is decision-making and character building. Without the ability to have input into the character’s development and choices, I really don’t feel like I’m playing a role. The subgenre of the game – it could be a shooter, or turn-based strategy, or action – doesn’t matter, so much as being able to have an effect on events in the game.

Goodbye Cruel World (of Warcraft)

I’ve been playing World of Warcraft for 8 years. In December, I decided I had played enough. I would have quit then, except I happened to be the GM of my guild and didn’t want to leave them in a lurch or not finish off the final raid tier with them. Now we’ve killed heroic Garrosh a few times, our roster looks pretty solid, and I finally feel like I can stop without feeling like I’m abandoning the guild when they need me. Last night I did my last raid and handed over the GM keys.

Though I can’t say that playing for 6 months longer than I wanted to has left me with the sunniest of dispositions in regards to the game, I’m not going to bash WoW or blame Blizzard, complain about changes that have driven me away. The title of this post is just something I couldn’t resist the drama of. The game is fine, when it’s what you’re into. Raid encounters in Mists were good for the most part. Challenge modes were great. The expansion gave players a ton of new stuff to do. I’m also not going to complain about changes that are upcoming. The changes to healing sound great and much-needed, and the ability pruning hunters are getting is also a good thing. I’m not crazy about the all orc dudes all the time direction the developers seem set on continuing, but I’ve also never cared about the story in this game, so it’s not really something I can complain about.

The only grudge I hold is for the complete lack of action that has taken place to remedy the problem of having content rushed at the beginning of an xpac then leaving the last tier to fester for far too long. After 6 years and three expansions, you’d think some kind of learning would happen.

It’s not the game, it’s me. Priorities have changed. When deciding between playing a game I can finish vs. one that never ends, I’d rather pick the one I can play, enjoy, complete, then put down. I’d rather read a book, take my dog for a walk, or spend time with my boyfriend. Games should be an escape, but this one turned into an anchor.

Never say never I guess, but at this point I have no plans to purchase the expansion, or keep my account active any longer than I’ve got it paid up for. I’m pretty sure it would be impossible for me to be casually interested in WoW or play without raiding. I think the MMO chapter of my gaming life is over. I’ll miss everyone in Apotheosis, all the good times I’ve had in raids, dungeons, and RBGs with people I really enjoy playing with. Luckily most of the people who kept me playing this game over the few last years are either close by or just 140 characters away on Twitter.

I’ll miss blogging about it. Sometimes talking about the game could be even more enjoyable than playing the game. Cannot be Tamed is not going anywhere, but I don’t expect to have much to say much about WoW anymore. I have been really into talking about other games and gaming topics lately though, so I’m going to continue on with that. I’d love if you stuck around to talk to me about other games, but I’ll understand if you mostly came here for WoW info.

So thanks for all the good times, WoW. It’s been quite the ride.

Warcraft Logs

I’m a big fan of WoW stats and analyzing logs, as you can probably tell by how often I write about the topic.

Recently, a new site for WoW combat log analysis was introduced – Warcraft Logs! Developed by Kihra, Warcraft Logs looks like an amazing supplement to, and eventual successor to World of Logs. It just entered open alpha this week, so there are some bugs and features that haven’t been implemented yet, but it’s looking good so far.

I’m pretty excited about this new site. The WoL devs have mostly been just keeping the lights on for the last year or so. Big bugs get fixed (eventually), but there haven’t been any new features implemented or improvements in a long time. Warcraft Logs seems set on giving raiders a better analysis resource.

Warcraft Logs overviewThe logs are pretty sleek looking. The overview page gives you the basic information – damage done, healing done, damage taken by ability. You can very easily constrain the time range to look at a specific part of the fight by clicking and dragging to select a time frame on the top chart.

Warcraft Logs Damage Done

The Damage Done panel is similar to WoL, but has some nice improvements. If you look at Damage Done by Ability, the chart at the top very nicely maps out when and how much damage each ability is doing. Mousing over the ability name will show you the breakdown of how much damage each target took from that ability. Clicking on the ability will graph out uptimes. Mousing over the blue bar will break down hits, crits, and ticks. And, my absolute favourite feature on the Warcraft Logs damage screen – pets abilities are included on the same page as the player! No more having to look at your pet(s) and yourself separately – all the abilities are in one place.

Warcraft Logs - Buffs and Debuffs

The Buffs and Debuffs screen isn’t the most user friendly right now, but it is going to be redesigned soon™.

Warcraft Logs Deaths

The Deaths page is simple and easy to use. In addition to a graph of the player’s health level, it includes the log entries of all damage and healing taken since the last time the player was overhealed. Along the left side, where you can see all deaths there are a few neat features, like the icons for the last 3 sources of damage are shown. I believe the time in brackets is supposed to indicate the time between the last heal received and the death, though it doesn’t look entirely accurate right now. Improvements planned for this view include showing survival cooldowns by default.

Warcraft Logs Resources

One feature of Warcraft Logs I’m stoked for is the Resources pane. Unfortunately, resources were removed from the combatlog so this panel isn’t working at the moment, but the Blues have said they would be added back soon. When that happens, the resources pane will let you see mana/energy/focus/rage levels of players throughout the fight. This is particularly interesting for healers.

It’s really easy to create or join a guild using Warcraft logs, and you’re allowed to belong to more than one guild on a single account, which is nice. There’s also a Personal Logs option so you can log LFR or Flex or target dummy practice without cluttering up your guild’s page.

There are a few important features that are not available yet, but are planned. For me, the most important of these are an expression editor and a rankings system. Lack of these things is the main thing that will keep my raid running both WoL and WL for the time being. After all, rankings are half the fun. Once these, and the other planned features are implemented, Warcraft Logs will be an amazing resource. It’s already well on its way there.

Once Warcraft Logs gets past the alpha stage, I’ll likely write up a proper guide on how to use it to analyse logs. In the meantime, you should give it a try for your next raid.