Curse you, goat! |
But first a brief digression. There were other superhero MMOs out there, why didn't we try one of them? Especially once I got involved in City of Titans and could use the excuse of "looking for ideas to steal and pitfalls to avoid" to try out new games? (We decided to avoid the "higher levels are all solo instances and large raids" pretty early on.)
Well, there's Champions Online, and I did give it a try on several occasions. Heck, Champions was the tabletop RPG I played in college instead of getting a Nintendo, so you'd think it a natural. Unfortunately, no Mac port. And under Parallels it ran so slowly that flying around was like trying to drive a semitractor on ice. But I did get a PC in the summer of 2016, so in addition to being able to give The Secret World a serious chance, I went back to Champions for a third try. Meh. The lockboxes, the crowds, the severe character creation limits on non-subscribers combined with the sort of gear-heavy character builds that you expect in a fantasy game rather than superhero tended to turn me off. And the racism didn't help either (in one of the lowbie adventures, you face a signature villain of the setting, a Fiend from the East complete with "You be velly solly" style dialogue). So we decided not to do that. (Steal: nothing, really. Avoid: Lockboxes, racism.)
The squirrels stick around for a while after being used as a beam weapon attack. |
And finally, DC Universe Online, which had just gotten started in 2012. It was actually a Playstation 3 game that got a PC version, and definitely played as a PS3 game. Very twitch, which is to say that your reflexes as a player matter a lot more than in a traditional MMO. If you couldn't keep the targeting reticle on the imaginary box around the target, you couldn't hit...character accuracy didn't matter as much as player accuracy. Plus, it was another gear game, where your actual powers mattered very little compared to all the armor and weapons you would load up on. We had no interest in that sort of game, but it turned out to be a harbinger of things to come.
It turned out that after a while, DCUO softened the twitch elements a bit, target lock could be established, the imaginary boxes got bigger, and so forth. This was part of the movement to what's now termed "Action Control MMO" design, which is the current thing. Traditional MMO controls are largely out of fashion (although City of Titans will have them, because we're in large part a nostalgia game). Left mouse button for one thing, right mouse button for another, combos possible. Mouse movement no longer feasible (something one person in my group really hates, because he's older than I am and has little desire to switch from mouse movement to WASD keys).
So, I get back to the doom that befell The Secret World, and it wasn't a mutant star goat. It was action controls. The Secret World relaunched in 2017 as Secret World Legends, with new character progression and with action controls. But because they're less evil than most online game companies, Funcom didn't shut down the old game, they just stopped updating it (and tech support/GM support got realllly scanty). Again, we had a ticking clock until such time as our group sessions reached the end of the existing content, and it was time to go looking again.
It was possible that Secret World Legends would be okay. Sure, we'd have to learn the new controls and probably run through a lot of old content again before getting to anything new, but we did like the setting and the feel of the game. So I decided, ahead of the SWL launch, to go looking for other Action Control games. I reasoned that if I could get the hang of the controls on something forgiving, I could adapt to SWL. After all, while I wasn't a twitch gamer, a year of dodging area attacks had improved my skills in that area a little, right?
Just another night, fighting evil by moonlight in lacy outfits and high heels. High heels NOT optional for playable female characters, naturally. |
You see, there's rarely any reason to expect the game camera to move left when you move the mouse right, but there's competing schools when it comes to up and down. The current standard is that you move the cursor up to make the camera move up. But a lot of older gamers, especially those who played a lot of flight simulators, prefer the "pull the stick back" approach. I personally find it maps better to body movements: when I'm seated, my head is usually slightly forward of neutral, so my neck muscles pull back for me to look up significantly, and relax to look more down. I have a strong association of "pull back to look up" just from how my body works, so it's easy to train my gaming reflexes to do the equivalent. Almost every game defaults to "mouse forward means look up," but similarly almost every game has an option to click in order to "invert the y-axis."
Revelation Online didn't have this option, despite plenty of evidence of players requesting it. And after the tenth time I got killed because I looked down instead of up or vice versa, I decided the game was not worth retraining all my reflexes for...and I sympathized more with my group member who didn't want to switch to WASD key movement.
Isn't it cute? Now go kill 20. |
While a little stricter on targeting than Black Desert Online, I found few difficulties playing the Action Controls Secret World Legends. Still not really a twitch gamer, but I'd managed to develop into a semi-twitch gamer, at least. I managed to get through all of the revised content solo, finishing it in the new game about a week before my group finished the storyline in the old game. Nice timing, there.
But the old problems reared their ugly heads. The other Mac user in our group had no problems with Star Wars or Lord of the Rings, and was able to get The Secret World to play after he installed the right drivers, because his Mac was beefier, with extra graphics capabilities he used in his 3D modeling work. But for some reason the new game kept freezing on him if he left the first post-tutorial area. Meanwhile, the other two were reluctant to replay the old content with only very minor tweaks, especially since they'd had some issues with the account transfer process (if you had subscription time left on the old game, you could copy it over to the new game, but that didn't work in their cases). So, time to go searching again, but with Action Controls seeming inevitable, we were a little more open to the idea in general.
D&D Online had switched to action controls shortly after the last time we'd tried, but no one was too enthusiastic about going there. I looked at Anarchy Online, but it's painfully old in a lot of ways. There's a wild west MMO that was in early alpha that one of us wanted to try, but it wouldn't be available for a while. And, of course, the City of Titans alpha was looking like it might be happening within a few months, but that still left the question of what to do for those few months.
My first DCUO character Smokestaq. Yes, I played Fire Lad on LegionMUSH. Hey, at least it's not another TheREEELBaattmann102. |
Unfortunately, it looks like the more frantic pace of the game is still offputting to enough of our group to sink that idea, but I haven't uninstalled it yet. Our next plan is to see if we can get Elder Scrolls Online to work for us (another Steam sale helped), but the wandering in the wilderness continues.
And so we reach the end of this series of articles. On the one hand, my in-depth experience with MMOs is limited: reaching endgame content in City of Heroes, Lord of the Rings Online, Star Wars the Old Republic, The Secret World/Secret World Legends, Black Desert Online, and having a smattering of experiences in another handful of games. I'm hardly an expert gamer, but I've also approached pretty much every game from the viewpoint of trying to understand what makes an MMO work and not work (even City of Heroes, as I did help one of the Paragon Studios staff on some statistical analyses in the last year or so of the game). I've learned that while I have a philosophical objection to repetitive grinding, I'm pretty good at it. I've felt the slot machine lure of opening lockboxes, but am in firm agreement with City of Titans's decision to avoid them.
And I've learned that while lots of games and make you feel sort of like a superhero, nothing beats being able to fly.
Dvandom, aka Dave Van Domelen, is an Assistant Professor of Physical Science at Amarillo College, maintainer of one of the two longest-running Transformers fansites in existence (neither he nor Ben Yee is entirely sure who was first), long time online reviewer of comics, finder of holes in the geometry of the maps of pretty much every MMO he's played, occasional science advisor in fiction, and part of the development team for the upcoming City of Titans MMO.
Massively Multiplayer Observations Part 3 - Lights, Camera, Action MMOs!
Reviewed by Dvandom
on
Monday, December 25, 2017
Rating: