I've given up on Alanna for a few reasons.
First, while my build was pretty cool, how I allocated ability and skill points made her fairly ineffective at kiting (an essential survival skill for DPS characters). While I am, by no means, an expert at kiting, I have played many DPS characters in (MMO)RPGs, and I can usually do it somewhat effectively; however, for some reason, Alanna spent more time dying and searching for her corpse than she did fighting against the rising darkness.
So I made a new character, picked a different faction, and created a new build. His name is Eoin "Cross-Hatch" Wilcester of the Templars. He is the first male character I have played in an (MMO)RPG in at least six years (although, to be honest, I can't remember the last time I created a male character). He wields an Assault Rifle and Chaos Magic, and his skills are split between AoEs used to fight mobs and high-damage solo attacks. So far, his balance is perfect.
Perhaps the best thing about creating a second character is that I could pay more attention to the beginning sequences (even though the Templars have different cut scenes, characters, and dialogue than the Illuminati). Specifically, I made a point to look at the phone that the Templars gave to my character. While it did not surprise me that it was a smartphone (of what variety is unclear), it had not occurred to me how important this fact was for understanding the construction of the game until I recognized it as such. For example, quests are recorded and turned in by using the phone to submit reports to the bosses in whichever faction. Presumably, the quest coordinates on the mini-map are located in the smart phone (while the large, full screen map is paper). And, as mentioned before, the player has access to an in-game internet browser in order to assist with the investigation quests. This, also, can happen through a smart phone. In fact, the current investigation quest I am working on directed me to go to this website (homepage here). A previous quest had asked me to use the employee database to figure out the name of one dead man's wife so that I could access the files on his laptop.
This continual blending of the in-game and out-game worlds is unique in The Secret World: because it is part of the modern fantasy/supernatural genre, the game asks the player to use skills that are prominent parts of normative offline behavior: using one's iPhone or Android to search Google; relying on GPS satellites and map programs for directions to unfamiliar places; receiving, sending, and writing e-mails, texts, or other forms of communication.
So, in an effort to explore this intersection, I have decided to add on a second blogging project and begin a third (and final) character: Quinn Pryce, a member of the Dragon. As I play the game (and Quinn progresses through the story line), I am going to keep blogging about gameplay and other more scholarly/autoethnographic thoughts here. However, I am going to pair this blogging with some in-game blogging written from Quinn's perspective (taking advantage of that 'smartphone' technology). I am doing this for a few reasons. First, I have not flexed my creative writing muscles in a while, and this is a good opportunity to begin to do so. Second, I am curious how this project of 'inhabiting' Quinn's skin will affect my own experiences as a gamer. And third, I want to further complicate the in-game, out-game boundaries.
So, look for a link to be added on the sidebar of this blog to Quinn's blog, as soon as I get around to making him a Gmail account.
Glossary (For anyone who needs it):
DPS: damage-per-second; generally refers to a character whose build focuses on dealing damage. In the dungeon-crawl system (made popular by World of Warcraft), the meta-game classes include DPS, tank (built towards survivability), and healers (who are fairly obvious). DPS tend to be the most popular, as well as the easiest to play in a raid or dungeon setting, while tanks and healers require precise play.
Kiting: Refers to the general strategy of DPS characters playing in solo (or, sometimes, in group play). Essentially, the DPS character attacks the mob/boss while constantly staying in motion in order to avoid taking damage (hence, the character strings along the mobs/boss like a kite).
"With the arrival of electric technology, man extended, or set outside himself, a live model of the central nervous system itself. To the degree that this is so, it is a development that suggests a desperate and suicidal auto-amputation... It could well be that the successive mechanizations of the various physical organs since the invention of printing have made too violent and superstimulated a social experience for the central nervous system to endure." - Marshall McLuhan
Tuesday, September 4, 2012
Saturday, September 1, 2012
Premeditated Creation, Puzzle Solving Wonder
Now that I have started playing The Secret World, I could not be happier with my game choice.
It started with the very beginning of the game: choosing a faction. In The Secret World, the player chooses between three possible factions: the Illuminati ("Sex, Drugs, and Rockefeller"), the Knights Templar ("Deliverance From Evil"), or the Dragon ("The Art of Chaos"). Each faction has a different home location (New York City, London, and Seoul, respectively), a different mission, and a different relationship to the in-game events.
Choosing a faction was an incredibly difficult decision. Unlike other (MMO)RPGs that I have played, I wanted to embrace premeditated character creation this time around. In other words, rather than simply creating a junk character to get used to the mechanics, I wanted to start with a well-thought out character from the beginning.In the past few weeks, I've been exploring The Secret World's skill and ability system, reading through descriptions of both active and passive skills, skimming the artwork and background information on each faction, trying to create a history for my character to make her feel more real.
But all of this preparation did not help me make the choice.
When creating a new character, the first screen shows the icons for each faction, it's tagline, and the opportunity to watch the introductory video for the faction. Naturally, I watched all three faction videos again, hoping that one faction would suddenly take the lead. Unfortunately, no such thing happened. The Illuminati is concerned primarily with power
I ended up rolling a d4 (Table-top RPG lingo for a four-sided die). I rolled a one: the Illuminati.
After that, it was simple to connect the dots for my character: because The Secret World has fairly limited amounts of face and clothing customization, the actual design went fairly quickly. Dark hair, wrapped up in a bun to keep it out of her face while she slings magic, fights with a sword, or blasts the baddies with a shotgun. Tasteful makeup that matched her skintone. Clothing that one could easily fight in: a jacket, dress shirt, jeans, and some Converse. Glasses (because glasses are cool).And then a name.
And thus, Alanna Christiansen, newest member of the Illuminati, dropped out of grad school and decided that the best way to fight the patriarchy was to become the baddest bitch in town, pairing blood magic with claw weapons. (I'm not going to lie, my skills pairing was inspired by two sources: the film Ginger Snaps (2000), and The Secret World's ability deck for the Thaumaturge).
EDIT: After a few hours of game play, Alanna's look wasn't really working for me. I bought some credits for the item store, and refitted her in black jeans, buckled ball-crushing boots, a grey double-breasted trenchcoat, some welder's goggles, and some red fingerless gloves.
But none of this was even as exciting as the puzzles within the game. For example, I am about to start a long mission/quest during which I will need to trace Illuminati iconography across an entire town to uncover the organization's secret history. I was ready for a long, difficult quest when a Tutorial Hint popped up and informed me that The Secret World has a built in internet browser to assist in doing the necessary research to complete the puzzle quests.
I am now going to take a break and play through some of the quest before I continue on this line of thought.
------
The main part of the puzzle quest was riddles: after following the iconography from the Church to the Pier, I had to crack a riddle in order to learn the next location; and, after I found the correct location, I had to break a second riddle. The use of the in-game browser was critical to finishing the quest. While it also allows for players to access walk-throughs in game, thus enabling the circumvention of the actual puzzle, access to Google facilitated the solution of the riddles. For example, the riddle I was particularly proud of cracking was:
"Time is the province of Kings and Gods. The hands of time point to truths written by kings in the words of God. The path is open to the enlightened."
The solution to this riddle required that the player critically examine the environment around her/him to gain the additional clues, and then use Google to solve the riddle. (Specifically, in this case, a clock in the Town Hall was set at 10:10, which referred to the biblical Chapter 10, Verse 10 in 1 Kings, which reads ""And she gave the king 120 talents[b] of gold, large quantities of spices, and precious stones. Never again were so many spices brought in as those the queen of Sheba gave to King Solomon." Through paying attention to cut scenes, lore, and other sources of information in the game, I knew that the first governor of the location was named Solomon Priest; consequently, his home was the next location. Then, "120" was the keycode to enter the basement of the house.) While this has not been the only investigative/puzzle quest I've undertaken, it has been by far the most thrilling (and the most difficult). But this points to my favorite facet of The Secret World's gameplay: unlike other (MMO)RPGs, The Secret World rarely spells anything out clearly; it is up to the player to think through the quests (rather than just aimlessly slaughter mobs of monsters).
It started with the very beginning of the game: choosing a faction. In The Secret World, the player chooses between three possible factions: the Illuminati ("Sex, Drugs, and Rockefeller"), the Knights Templar ("Deliverance From Evil"), or the Dragon ("The Art of Chaos"). Each faction has a different home location (New York City, London, and Seoul, respectively), a different mission, and a different relationship to the in-game events.
Choosing a faction was an incredibly difficult decision. Unlike other (MMO)RPGs that I have played, I wanted to embrace premeditated character creation this time around. In other words, rather than simply creating a junk character to get used to the mechanics, I wanted to start with a well-thought out character from the beginning.In the past few weeks, I've been exploring The Secret World's skill and ability system, reading through descriptions of both active and passive skills, skimming the artwork and background information on each faction, trying to create a history for my character to make her feel more real.
But all of this preparation did not help me make the choice.
When creating a new character, the first screen shows the icons for each faction, it's tagline, and the opportunity to watch the introductory video for the faction. Naturally, I watched all three faction videos again, hoping that one faction would suddenly take the lead. Unfortunately, no such thing happened. The Illuminati is concerned primarily with power
I ended up rolling a d4 (Table-top RPG lingo for a four-sided die). I rolled a one: the Illuminati.
After that, it was simple to connect the dots for my character: because The Secret World has fairly limited amounts of face and clothing customization, the actual design went fairly quickly. Dark hair, wrapped up in a bun to keep it out of her face while she slings magic, fights with a sword, or blasts the baddies with a shotgun. Tasteful makeup that matched her skintone. Clothing that one could easily fight in: a jacket, dress shirt, jeans, and some Converse. Glasses (because glasses are cool).And then a name.
And thus, Alanna Christiansen, newest member of the Illuminati, dropped out of grad school and decided that the best way to fight the patriarchy was to become the baddest bitch in town, pairing blood magic with claw weapons. (I'm not going to lie, my skills pairing was inspired by two sources: the film Ginger Snaps (2000), and The Secret World's ability deck for the Thaumaturge).
EDIT: After a few hours of game play, Alanna's look wasn't really working for me. I bought some credits for the item store, and refitted her in black jeans, buckled ball-crushing boots, a grey double-breasted trenchcoat, some welder's goggles, and some red fingerless gloves.
But none of this was even as exciting as the puzzles within the game. For example, I am about to start a long mission/quest during which I will need to trace Illuminati iconography across an entire town to uncover the organization's secret history. I was ready for a long, difficult quest when a Tutorial Hint popped up and informed me that The Secret World has a built in internet browser to assist in doing the necessary research to complete the puzzle quests.
I am now going to take a break and play through some of the quest before I continue on this line of thought.
------
The main part of the puzzle quest was riddles: after following the iconography from the Church to the Pier, I had to crack a riddle in order to learn the next location; and, after I found the correct location, I had to break a second riddle. The use of the in-game browser was critical to finishing the quest. While it also allows for players to access walk-throughs in game, thus enabling the circumvention of the actual puzzle, access to Google facilitated the solution of the riddles. For example, the riddle I was particularly proud of cracking was:
"Time is the province of Kings and Gods. The hands of time point to truths written by kings in the words of God. The path is open to the enlightened."
The solution to this riddle required that the player critically examine the environment around her/him to gain the additional clues, and then use Google to solve the riddle. (Specifically, in this case, a clock in the Town Hall was set at 10:10, which referred to the biblical Chapter 10, Verse 10 in 1 Kings, which reads ""And she gave the king 120 talents[b] of gold, large quantities of spices, and precious stones. Never again were so many spices brought in as those the queen of Sheba gave to King Solomon." Through paying attention to cut scenes, lore, and other sources of information in the game, I knew that the first governor of the location was named Solomon Priest; consequently, his home was the next location. Then, "120" was the keycode to enter the basement of the house.) While this has not been the only investigative/puzzle quest I've undertaken, it has been by far the most thrilling (and the most difficult). But this points to my favorite facet of The Secret World's gameplay: unlike other (MMO)RPGs, The Secret World rarely spells anything out clearly; it is up to the player to think through the quests (rather than just aimlessly slaughter mobs of monsters).
Wednesday, December 7, 2011
Newest Patch for STO
I started playing again earlier this week and, to my surprise, STO had the biggest patch so far!
While I haven't catalogued or experience all of the changes yet, I will go ahead and list what I have noticed/encountered/experienced, for I feel that these changes point towards two interesting trends. First, from what I have gathered through the grapevine of MMORPG news sources, both STO and World of Warcraft have been preparing for the release of Star Wars: The Old Republic by creating large patches that have added new game elements. Second, STO is also preparing to move to a Free-to-Play (FTP) system in January.
So, without further ado, some of the changes with the new patch:
- The currency system has been simplified, to a certain extent. Cryptic (the game makers) have introduced Dilithium crystals which, as far as I can tell, function as a major currency form in the game world. I do know that the dilithium crystals can be turned into c-points (the game maker's currency that one normally has to purchase with real money) to allow users to purchase upgraded merchandise through the online store without having to throw money at the company.
- There has been a large increase in daily quests; these are primarily run through the in-game calendar system, which charts the progression of various phenomena within the game universe on an hourly basis. Earlier today, I participated in the "Star Fleet Academy" daily quest; for an hour, I ran around the area scanning anomolies in an effort to earn dilithium crystals. There are also times when farming resources yields double the amount, when one can compete in a race around the galaxy to earn in-game currency, and when specific large bad guys attack various settled places.
- The quests have been sorted by type to enable easier access; specifically, the quests relevant to specific "seasons" (like a television show's seasons) have now been sorted clearly into a new interface that allows one to access all five season's quest trees.
- The game play has been simplified (skill trees are less diverse, allowing the player to specialize more broadly) and has been made more complicated (now the player must also deal with assigning on duty crew to specific tasks that can benefit your ship/crew in combat situations).
For the most part, I am pleased with these changes; they have addressed some of my problems with the game and enabled the game play to become faster. I'll have more opinions in the near future, I am sure.
While I haven't catalogued or experience all of the changes yet, I will go ahead and list what I have noticed/encountered/experienced, for I feel that these changes point towards two interesting trends. First, from what I have gathered through the grapevine of MMORPG news sources, both STO and World of Warcraft have been preparing for the release of Star Wars: The Old Republic by creating large patches that have added new game elements. Second, STO is also preparing to move to a Free-to-Play (FTP) system in January.
So, without further ado, some of the changes with the new patch:
- The currency system has been simplified, to a certain extent. Cryptic (the game makers) have introduced Dilithium crystals which, as far as I can tell, function as a major currency form in the game world. I do know that the dilithium crystals can be turned into c-points (the game maker's currency that one normally has to purchase with real money) to allow users to purchase upgraded merchandise through the online store without having to throw money at the company.
- There has been a large increase in daily quests; these are primarily run through the in-game calendar system, which charts the progression of various phenomena within the game universe on an hourly basis. Earlier today, I participated in the "Star Fleet Academy" daily quest; for an hour, I ran around the area scanning anomolies in an effort to earn dilithium crystals. There are also times when farming resources yields double the amount, when one can compete in a race around the galaxy to earn in-game currency, and when specific large bad guys attack various settled places.
- The quests have been sorted by type to enable easier access; specifically, the quests relevant to specific "seasons" (like a television show's seasons) have now been sorted clearly into a new interface that allows one to access all five season's quest trees.
- The game play has been simplified (skill trees are less diverse, allowing the player to specialize more broadly) and has been made more complicated (now the player must also deal with assigning on duty crew to specific tasks that can benefit your ship/crew in combat situations).
For the most part, I am pleased with these changes; they have addressed some of my problems with the game and enabled the game play to become faster. I'll have more opinions in the near future, I am sure.
Friday, November 25, 2011
Mods in the Game
Well, looking back on my posts thus far, it seems like I am pretty hard on World of Warcraft (for a variety of reasons which I did my best to explain).
However, I just achieved the rank of Commander in STO (which included a new ship!) as well as upgrades on my weapon systems, my bridge crew's abilities, and my own abilities.
In other words, the already unwieldy amount of skills to keep track of during PvE gameplay has just increased drastically.
In STO, you can assign your skills to specific key combinations (the numbers 0-9, ctrl+0-9, and alt+0-9) and it really just becomes a game of memorization to remember which combinations are which skills or attacks, as well as what skills need to be used before specific attacks. It becomes extremely complicated. For example, in every space battle I fought before I got this new ship, my open gambit was the following key strokes:
ctrl+1: Directed Energy Modulation (which helps energy weapons to penetrate ship shields)
ctrl+4: Rotate Shield Frequencies (which helps reduce the damage taken to ones own ship)
6: Tachyon Beam (which depletes the opponent's shields)
5: High Yield (which increases the damage of the next torpedo attack)
1: Phaser Cannons (which is an attack)
2: Quantum Torpedo (which is an attack)
At various points throughout the battle, I would not only need to reuse ctrl+1 and ctrl+4 as they came off of cooldown, but also use a variety of other skills (all of which are assigned similar key strokes).
This is, to a certain extent, simply how these games work: you either have to think about the button combinations or you hit them by reflex. However, one of the greatest innovations and benefits of World of Warcraft, in my opinion, is the ability for meta-game modification of the interfaces themselves as well as the construction of skills. In the case of the former, various mods have been programmed by gamers and can be integrated into ones own WoW interface that alter how one interacts with the information. When I played a Death Knight, for example, I downloaded a mod that altered how my HP and Runes (the equivalent to magical power for the class) were displayed so that it was more prominent and allowed me to better plan what skills I was using. I also downloaded one of many different skill bar mods that altered how one could organize skills and items for gameplay. In the case of the latter, it is possible to construct skill macros that will utilize certain skills and attacks in a preconfigured order. If the proper attack sequence, for example, required one to press "5" and then "2", one could simply construct a macro that would cast the spell associated with "5" and then automatically follow it with the skill associated with "2", thus decreasing the keystrokes necessary for the attack sequence.
I wish that STO had either of these functions. (Maybe it does, and I just haven't figured out how to use them yet; I have been trying to keep myself from using meta-game sources in order to preserve my own interactions with the game world)
However, I just achieved the rank of Commander in STO (which included a new ship!) as well as upgrades on my weapon systems, my bridge crew's abilities, and my own abilities.
In other words, the already unwieldy amount of skills to keep track of during PvE gameplay has just increased drastically.
In STO, you can assign your skills to specific key combinations (the numbers 0-9, ctrl+0-9, and alt+0-9) and it really just becomes a game of memorization to remember which combinations are which skills or attacks, as well as what skills need to be used before specific attacks. It becomes extremely complicated. For example, in every space battle I fought before I got this new ship, my open gambit was the following key strokes:
ctrl+1: Directed Energy Modulation (which helps energy weapons to penetrate ship shields)
ctrl+4: Rotate Shield Frequencies (which helps reduce the damage taken to ones own ship)
6: Tachyon Beam (which depletes the opponent's shields)
5: High Yield (which increases the damage of the next torpedo attack)
1: Phaser Cannons (which is an attack)
2: Quantum Torpedo (which is an attack)
At various points throughout the battle, I would not only need to reuse ctrl+1 and ctrl+4 as they came off of cooldown, but also use a variety of other skills (all of which are assigned similar key strokes).
This is, to a certain extent, simply how these games work: you either have to think about the button combinations or you hit them by reflex. However, one of the greatest innovations and benefits of World of Warcraft, in my opinion, is the ability for meta-game modification of the interfaces themselves as well as the construction of skills. In the case of the former, various mods have been programmed by gamers and can be integrated into ones own WoW interface that alter how one interacts with the information. When I played a Death Knight, for example, I downloaded a mod that altered how my HP and Runes (the equivalent to magical power for the class) were displayed so that it was more prominent and allowed me to better plan what skills I was using. I also downloaded one of many different skill bar mods that altered how one could organize skills and items for gameplay. In the case of the latter, it is possible to construct skill macros that will utilize certain skills and attacks in a preconfigured order. If the proper attack sequence, for example, required one to press "5" and then "2", one could simply construct a macro that would cast the spell associated with "5" and then automatically follow it with the skill associated with "2", thus decreasing the keystrokes necessary for the attack sequence.
I wish that STO had either of these functions. (Maybe it does, and I just haven't figured out how to use them yet; I have been trying to keep myself from using meta-game sources in order to preserve my own interactions with the game world)
Tuesday, November 22, 2011
Crafting!
I just figured out how to craft things (also known as conducting "research and development" in the Star Trek Online universe).
Fortunately, I have been hanging on to my mats for so long that I got to go on a crafting spree.
Additionally, I discovered that one can generally craft better equipment for one's character and starship than one can purchase. Maybe I'll stop wasting all my merits and energy credits at the stores now that I understand how the process works.
Fortunately, I have been hanging on to my mats for so long that I got to go on a crafting spree.
Additionally, I discovered that one can generally craft better equipment for one's character and starship than one can purchase. Maybe I'll stop wasting all my merits and energy credits at the stores now that I understand how the process works.
Thursday, November 10, 2011
The Silence
It's really really quiet in the world of Star Trek Online. Well, if you include the sound effects, the music, and the other in-game noises, there's always a background of space clicks and beeps, some scary drum music that means battle, and the rush of warp engines powering up.
But there really is not a significant amount of chatter.
Coming from World of Warcraft, I was initially glad to get away from the incessant trolling of the chat bars, the neverending use of derogatory language, the constant stream of mispelled words flowing across the lower left corner of my screen.
But now, I actually am starting to miss it.
I'm not sure if the lack of chatter is because of the low population of players (compared to WoW, STO has barely any!), or simply because I am not a high enough level to get missions in the more populated zones. Perhaps it has something to do with the fact that I have yet to joing a Fleet (STO's equivalent of a guild). Either way, it is distressing me, and I am not really sure why.
I am an avid RPG player. I've spent months on end playing various games, many of which are similar in structure to STO and WoW. Maybe the anxiety about silence is coming from the simple distinction between MMORPG and a standard RPG: in the former, you know that there are other people out there, and you can see them; in the latter, there is no one else, so the lack of chat is an inherent part of the game's structure.
The social anxiety is pushing me towards exploring different times at which I should play the game. Perhaps on weekends, or late at night there are more people on the server who might be chatting more. Perhaps it is just a part of STO: people are less likely in this game to chat randomly about things that don't particularly matter.
It's not so much that I want people to talk to me; rather, I miss having that constant hum in the background.
But there really is not a significant amount of chatter.
Coming from World of Warcraft, I was initially glad to get away from the incessant trolling of the chat bars, the neverending use of derogatory language, the constant stream of mispelled words flowing across the lower left corner of my screen.
But now, I actually am starting to miss it.
I'm not sure if the lack of chatter is because of the low population of players (compared to WoW, STO has barely any!), or simply because I am not a high enough level to get missions in the more populated zones. Perhaps it has something to do with the fact that I have yet to joing a Fleet (STO's equivalent of a guild). Either way, it is distressing me, and I am not really sure why.
I am an avid RPG player. I've spent months on end playing various games, many of which are similar in structure to STO and WoW. Maybe the anxiety about silence is coming from the simple distinction between MMORPG and a standard RPG: in the former, you know that there are other people out there, and you can see them; in the latter, there is no one else, so the lack of chat is an inherent part of the game's structure.
The social anxiety is pushing me towards exploring different times at which I should play the game. Perhaps on weekends, or late at night there are more people on the server who might be chatting more. Perhaps it is just a part of STO: people are less likely in this game to chat randomly about things that don't particularly matter.
It's not so much that I want people to talk to me; rather, I miss having that constant hum in the background.
Wednesday, September 28, 2011
Captains Log: Stardate 65208.1
I get far too excited everytime I log into Star Trek Online (STO) and load the U.S.S. Stiletto-B for a new mission. Yes, I know. It is super super nerdy, but whatever.
This excitement is for a multitude of reasons.
First, I will be the first to admit that I am already (after a mere week of gameplay) more invested in the STO world than I ever was in World of Warcraft, in part because of my love for the Star Trek television shows and movies. It feels awesome to be in control of my own ship, to explore the systems in the galaxy that I remember from specific episodes (or have only heard about through hearsay in other episodes). I get a lot of satisfaction from successfully destroying a Borg Cube, or fending off a Klingon invasion force or making First Contact with an alien species in a distant part of the galaxy. While my grad student work (homework, thesis proposal work, etcetera etcetera) doesn't allow me to play the game as much as I want to (and, trust me, a few times in the past week I have sacrificed my sleep schedule to complete just one more mission), reopening the window is like reentering a familiar world and has come as a greater respite than WoW ever did.
I love this game because it is much more complex than your run of the mill MMORPG (not necessarily in mechanics, but we'll get to that later). After completing a long and complex space battle, and looting the dropped items from the mobs, I am forced to figure out which modifiers, if any, my ship actually needs from the new gear. Is the Tachyon Deflector Array Mark II really that much better than my regular Deflector Array Mark II? Is the drop of 2.5 points from my Emmitter modifier going to make that much of a difference? Are disruptors going to be more effective in this mission, or should I arm my away team with phasers?
As I progress through the gameplay, I find myself tempted to rely upon meta-game resources (such as the many forums discussing PC build strategies, the releases from bloggers and game producers discussing the various benefits of each weapon type, the charts that show what modifiers benefit what systems), yet, when it comes down to it, I find it much more exhilirating to rely upon my own Star Trek knowledge to try and piece together what will or wont be relevant.
Like WoW, there are multiple forms of currency to keep track of (Energy Credits, Starfleet Merit, and Exploration Badges), but in STO, each of these three forms of currency is more important from the beginning of the game. [Should I buy this ship upgrade with my Merits, or should I use Energy Credits for a less-awesome version?]
As introduced in my first post, my current Captain's name is Lt. Commander Laquifa Jaran of Betazed (yes, I got a promotion!). First, I almost always play female characters in RPGs and MMORPGs when possible (the easiest explanation for this is that it's like being in drag, only without the pain and the work). As such, the the U.S.S. Stiletto/U.S.S. Stiletto-B (the two ships currently in my possesion) are, at least in my head, ridiculous queer paradises.
Imagine my surprise when I selected a new bridge officer (a Klingon Female!) and her name was Sass.
Now, I added the eye-patch and the skirt uniform, but really. Lieutenant Sass from the U.S.S. Stiletto-B? Such a perfect fit.
To diverge, yet again, I have currently primarily been exploring the game world as a solo player. While I have been moved into instances with other players occasionally (and had to coordinate away teams or space battles with another ship or two), I have completed the majority of the missions on my own thus far. There is a certain anxiety involved in playing an MMORPG (at least for me there is), and this is most definitely left over from my WoW experiences. For the most part, even if one is in a supportive Guild/Fleet, there are always the assholes who will throw a tantrum if, even as a noob, you don't perform your role in the group action perfectly (or you are not properly spec'd for the role you are playing). Too many times was I enlisted as the Tank for a dungeon crawl, and too many times I decided to drop out rather than deal with the harrassment for my less-than-perfect gear and tank abilities. This anxiety has, in all honesty, prevented me from seeking out the PvP areas of STO and has also, in many ways, spread to anxiety about joining a Fleet (STO's version of WoW Guilds). Yesterday, I declined three fleet offers. Today, I declined seven.
There is another reason why I have declined fleet offers (rather than just the left-over MMORPG anxiety). I've decided to be a little bit vain about my fleet choice. In my WoW time, I joined the first guild that invited me and, while it proved to be a great experience overall, it wasn't until I was talking to other WoW-gaming friends and my brothers that I realized how much my guild choice colored my integration into the WoW world. If one joins a raiding guild, for example, one has the resources (both guild-wise, player-wise, and meta-game wise) to become an expert at going through dungeons. If one joins one of the free-spirited "We're Gaming! YAY!" guilds (like mine was), the social experience of the guild becomes emphasized but at the expense, in some cases, of developing strong game skills. For example, I was one of the few people in my WoW guild that participated in PvP combat on my server; as such, when I had a question about specs or gearing, I was forced to troll through millions of websites of information and then try to piece it all together on my own.
So, yes, the Stiletto is being picky about deciding what fleet to join. Maybe by this time next week, I'll have made a decision.
This excitement is for a multitude of reasons.
First, I will be the first to admit that I am already (after a mere week of gameplay) more invested in the STO world than I ever was in World of Warcraft, in part because of my love for the Star Trek television shows and movies. It feels awesome to be in control of my own ship, to explore the systems in the galaxy that I remember from specific episodes (or have only heard about through hearsay in other episodes). I get a lot of satisfaction from successfully destroying a Borg Cube, or fending off a Klingon invasion force or making First Contact with an alien species in a distant part of the galaxy. While my grad student work (homework, thesis proposal work, etcetera etcetera) doesn't allow me to play the game as much as I want to (and, trust me, a few times in the past week I have sacrificed my sleep schedule to complete just one more mission), reopening the window is like reentering a familiar world and has come as a greater respite than WoW ever did.
I love this game because it is much more complex than your run of the mill MMORPG (not necessarily in mechanics, but we'll get to that later). After completing a long and complex space battle, and looting the dropped items from the mobs, I am forced to figure out which modifiers, if any, my ship actually needs from the new gear. Is the Tachyon Deflector Array Mark II really that much better than my regular Deflector Array Mark II? Is the drop of 2.5 points from my Emmitter modifier going to make that much of a difference? Are disruptors going to be more effective in this mission, or should I arm my away team with phasers?
As I progress through the gameplay, I find myself tempted to rely upon meta-game resources (such as the many forums discussing PC build strategies, the releases from bloggers and game producers discussing the various benefits of each weapon type, the charts that show what modifiers benefit what systems), yet, when it comes down to it, I find it much more exhilirating to rely upon my own Star Trek knowledge to try and piece together what will or wont be relevant.
Like WoW, there are multiple forms of currency to keep track of (Energy Credits, Starfleet Merit, and Exploration Badges), but in STO, each of these three forms of currency is more important from the beginning of the game. [Should I buy this ship upgrade with my Merits, or should I use Energy Credits for a less-awesome version?]
As introduced in my first post, my current Captain's name is Lt. Commander Laquifa Jaran of Betazed (yes, I got a promotion!). First, I almost always play female characters in RPGs and MMORPGs when possible (the easiest explanation for this is that it's like being in drag, only without the pain and the work). As such, the the U.S.S. Stiletto/U.S.S. Stiletto-B (the two ships currently in my possesion) are, at least in my head, ridiculous queer paradises.
Imagine my surprise when I selected a new bridge officer (a Klingon Female!) and her name was Sass.
Now, I added the eye-patch and the skirt uniform, but really. Lieutenant Sass from the U.S.S. Stiletto-B? Such a perfect fit.
To diverge, yet again, I have currently primarily been exploring the game world as a solo player. While I have been moved into instances with other players occasionally (and had to coordinate away teams or space battles with another ship or two), I have completed the majority of the missions on my own thus far. There is a certain anxiety involved in playing an MMORPG (at least for me there is), and this is most definitely left over from my WoW experiences. For the most part, even if one is in a supportive Guild/Fleet, there are always the assholes who will throw a tantrum if, even as a noob, you don't perform your role in the group action perfectly (or you are not properly spec'd for the role you are playing). Too many times was I enlisted as the Tank for a dungeon crawl, and too many times I decided to drop out rather than deal with the harrassment for my less-than-perfect gear and tank abilities. This anxiety has, in all honesty, prevented me from seeking out the PvP areas of STO and has also, in many ways, spread to anxiety about joining a Fleet (STO's version of WoW Guilds). Yesterday, I declined three fleet offers. Today, I declined seven.
There is another reason why I have declined fleet offers (rather than just the left-over MMORPG anxiety). I've decided to be a little bit vain about my fleet choice. In my WoW time, I joined the first guild that invited me and, while it proved to be a great experience overall, it wasn't until I was talking to other WoW-gaming friends and my brothers that I realized how much my guild choice colored my integration into the WoW world. If one joins a raiding guild, for example, one has the resources (both guild-wise, player-wise, and meta-game wise) to become an expert at going through dungeons. If one joins one of the free-spirited "We're Gaming! YAY!" guilds (like mine was), the social experience of the guild becomes emphasized but at the expense, in some cases, of developing strong game skills. For example, I was one of the few people in my WoW guild that participated in PvP combat on my server; as such, when I had a question about specs or gearing, I was forced to troll through millions of websites of information and then try to piece it all together on my own.
So, yes, the Stiletto is being picky about deciding what fleet to join. Maybe by this time next week, I'll have made a decision.
Subscribe to:
Posts (Atom)
