Thursday, February 8, 2018
Stone Nuisance Value
A while ago I finished my playthrough of Icewind Dale, which included the expansion Heart of Winter and the expansion nested within that, Trials of the Luremaster. Note I am not linking a store page, because Beamdog deserves no money. Obtain the classic game by itself if you can find it.
Icewind Dale often gets reviewed through nostalgia-tinted glasses. It's a good but fairly generic combat-centered D&D dungeon crawl routine with great party customization, a half-decent story and admittedly some interesting combat mechanics. It also suffered from a complete lack of RP choices, obvious exploits (cloudkill wands) mysteriously overpowering insta-kill or disabling abilities (imprisonment, jackalwere gaze) or others raised to cthulhu-level maddening chores by the game engine's limitations (wing buffet, level drain) so take fanboy praise with a grain of salt. It was somewhat retroactively raised to cult status due to the relative dearth of engaging (or even playable) RPGs in the aughts, and the general dumbing down of computer games following online games' breach into the mass market (Starcraft, Counterstrike, WoW, etc.) Hell, that's why I played it anyway.
Among other quirks, the Infinity Engine games made occasional use of immune enemies, though it came across as aggravating often as not. Trials of the Luremaster both acknowledged this and pretty much flipped players the invulnerable bird by implementing the Stone Nuisance.
Truth in advertisement.
Stuck in a cavern, you must visit five altars to find your way out. Guarding each altar (in addition to other baddies) are a pair of walking statues lobbing magic missiles at a nearby character every round. Infinitely. They also respawn if you leave the cavern, which tends to come up less than you might think because most players can't manage to kill the damn things in the first place, being immune to magic and seemingly immune to weapons. Swords, daggers, fireballZ, the slings and arrows of outrageous fortune all bounce right off them. The best you can hope is abusing the game's primitive pathing and zoning rules to run a character to and from the altar quickly and get your quest done without destroying the mobs, but the sheer indignity of running from a fight will get most adventurers' teeth grinding.
I did happen to fall upon the solution by accident, as my own character was a front-line Cleric whose trusty blunt traumatizer of a mace was the only thing showing damage numbers. Stick a spare ugly stick in my warrior's hand and polymorph my druid to an earth elemental and the nuisances went down eventually, but that was pure luck. I can only imagine the frustration of a player running a ranged firing squad group with all piercing/slashing/magic damage. The lack of such specific counters in story-based RPGs is somewhat unavoidable, unless the campaign truly provides diverse and unpredictable mob genera. (Has any ranger played the NWN games, ever, without picking undead as a favored enemy?) To avoid blocking players from chugging along their story's railroad track, developers will often facetiously implement such counter-encounters but undermine them by all-purpose crutches or placing a big barrel with the appropriate counter right by the player (see "magic golem" in BG2.) Otherwise you risk preventing your customers from fully using your product and I'm no marketing guru but that might get you some bad press.
It's much less of an issue in open-world games or Rogue-like tactical RPGs with randomized encounters. Nobody bats an eyelash at completely drone-proof or missile-proof enemy vessels in FTL, or at robotic ships lacking minds to mind control or lungs to fill with vacuum. If your army's too big/slow to infiltrate cities or chase bandits in Mount&Blade, there are plenty of other ways to get ahead.
Multiplayer games have the potential to completely reverse that story-based cRPG 100% completion pitfall. You don't need to do everything. You shouldn't be able to do everything. There are others yous for that. Hard counters should be considered a plus. Ideally, any online RPG should be a persistent, procedurally-generated world in which many of those procedures are in fact players' thought processes. As with single-player open worlds you have the ability to choose your fights but moreover, in an MMO the solution to any insurmountable challenge can be obtained in the form of another player. Are your stones nuisances? Recruit some blunt instruments. Find yourself impotent in pokeying men? Team up with a summoner. Need some crushed women lamented before you? Leash yourself a barbarian. Are your enemies vulnerable to sanctimonious clowns? Paladins' guild's right around the corner.
Before "massively multiplayer" games devolved to solo grinding, DPS meters and interchangeable classes, it was in fact assumed that players would purposefully prepare for novel challenges. For example, LotRO's open (i.e. non-instanced, as Iluvatar intended) dungeon Sarnur was full of stone nuisances.
Ze gouges do nothing!
Damage types were only one of the many interesting player choices nerfed into irrelevance as LotRO tried and failed to capture the idiot market away from WoW. Loremasters could originally cure wounds or diseases but not poisons or fear, burglar riddles only dazed creatures smart enough to speak (humanoids) captains cured fear, minstrels could daze undead. Most classes were in fact hybrids of some sort, able to take at least two roles in groups.
MMO developers obviously thought this too complex for their retarded new millennial audience because you won't find those dreaded "situational" strategies in online games these days. However, dumbing things down seems, at best, beside the point as far as playability goes. Take the most basic player choice, that of class. The Secret World boils this down to the holy trinity of nuker/healer/tank. The most simplistic role, hittin' stuff, is of course the perennial favorite of all gamers in all class-based games, with damage dealers vastly outnumbering other roles. TSW has consistently dumbed down tanking and healing to counterbalance this. It hasn't worked.
In TSW's latest incarnation, Legends, anyone can tank at any time by shifting their stat slider around. They've removed all possible complexity from the role: no resistances, no stance dancing, no deciding when to switch targets, fights completely scripted with no variation (aside from an abundance of bugs, natch) and aggro management as easy as spamming a single AoE ability. All it takes is one mid-quality tank weapon and a couple of abilities (aggro generation and defensive) within that tank set, a time investment one-twentieth of what most players sink into maximizing their DPS. Tanks are still about as popular as groin kicks. This yields the usual secondary benefit to playing a tank, the ease of getting into groups and STILL, tanks are nowhere to be found.
Even I hate playing a tank in TSW, and it has nothing to do with the role's difficulty or complexity, but with interface issues. The always-unpopular forced close-up camera angles (watching a giant monster's crotch the entire fight) combined with a graphics system that obfuscates rather than displays combat events (see TSW is not a PvP game) and generic animations which fail to convey what exactly your enemy is trying to do all combine to turn tanking into a text game.
So it should come as no surprise that Funcom's latest fix for their interface issues, after dumbing gameplay down for five years straight... was to dumb it down some more. They removed the need or ability to interrupt most bosses, so that tanks, the only halfway interesting class, have even less to do now aside from running left to right spamming their AoE aggro builder.
Not only does oversimplification drive away the necessary best customers, it's most often a complete non-sequitur to faults in design, graphic design and programming. Can you guess what effect TSW-Legends' further dumbing down of an already dumbed-down combat system had on players' willingness to tank? None! I have sat here while writing this queued as a damage dealer without getting a single group. I sign up as a tank and it pops up instantly. It's no accident that Icewind fitted so well as a segue to this discussion of MMOs, because its freedom to mix and match an entire party so closely resembles the supply and demand market of player occupations which a true MMO should facilitate, and it must do so consciously. Sure, Stone Nuisances were aggravating in having to find their weakness by trial and error (or dumb clerical luck) but there's an easy fix for that: divination magic! One of those eyeball icons in my skill bars in LotRO is Knowledge of the Lore-Master, a minor debuff which also displays a quick summary of an enemy's strengths and weaknesses. Need some lore mastered? I'm your Noldo!
What exactly was wrong with this system of resistances that it had to be dumbed down to "damage is damage" and all DPS is hunter DPS? Game developers have got to learn that their customers are usually wrong. Grant their fondest wish (zero difficulty, zero penalties and zero choices) and they'll just wander off anyway, not even realizing how bored they've gotten. Leave that retarded shit to Farmville.
I tried playing TSW a few days ago, to see what's new. Got a group. Got pissed at them and kicked out. Queued up again. Same group.
One five-player group. Seems that's all TSW can scrape together now. That's what endless monotony gets you. Rot in pieces you pathetic morons.
As for other, potentially more serious developers, try, just try to figure out that WoW was a one-off, that in terms of mindless repetition you'll never out-do the latest glitzy K-pop trash copycatting Lineage. The MMO genre needs to be rebuilt from the ground up. Load a restore point from before WoW's release and start from there. For one thing, remember "situational" is not a dirty word, nor does every single player need to be able to do every single activity at any time.
Choice should matter. Knowledge should matter. Planning should matter. Cooperation and coordination should matter.
Retards should not.