Who are the Warjammers?

Welcome to TiLt, Headquarters of the Warjammers. We're a group of students who have decided to addict ourselves to Warhammer Online and see what happens. How does it affect our lives? Our school work? Our relationships? Our interaction with reality? We're interested in what it means to play an MMORPG, and particularly in what it means to be addicted to one.

In-game we can be found on the Wasteland server on both Order and Destruction. You might run into us holding a peace protest on a small island at the top of the Nordenwatch scenario, dancing around in the Sea of Claws with members of both factions, or holding Gaming Addicts Anonymous meetings in Altdorf.
Alternatively, you might see us holding a fight club in Nordland, or offering our services as bounty hunters in the capitol cities. Hate a player on the same side as you? Let us know; we'll have our members of the other team kill their character as many times as you'd like. What if you want to talk to people from the other side but are frustrated by the inability to communicate across factions? Tell us that too and we'll translate for you instantaneously.
Why are we doing this? Because we're interested in playing games in ways that they were never intended to be played. Because we like the idea of pushing the boundaries of freedom and choice in a space where you're supposed to follow a set path. Because we think its a pretty cool thing to be getting a grade for doing.
So check out what we have to say and if you're interested in hearing more, join our guild WarJammers by contacting Ragnaarok in-game. I'm the burly red-bearded dwarf you wouldn't want to pick a fight with, but if you talk to me nicely I may just make you my oath friend. ;)

** Update: We are no longer on the Wasteland server. We can now be found in Iron Rock.

Documentary

So the Documentary we put together over the course of Warjamming is now up on Youtube, take a look and tell us what you think. (click here)

Officially Cancelled

So about five minutes ago I officially cancelled my membership to Warhammer Online.  My account will still be active for 12 more days, but it's highly unlikely that I'll ever sign-in again.  Rest in Peace, Lexaeus.


Part of me feels a bit of remorse for not being compelled by the game.  I was really excited about it from the get-go, but, alas, it failed to captivate me.  Rather than go into a sort of mini-review of the game focusing on what it didn't give me, I'll try to discuss what I didn't give to the game.  I think we approached this whole experiment all wrong, expecting too much from a game that launched only two weeks before we started playing.  I certainly invested a considerably amount of time playing the game, trying to fall in love with it.  I think my lack of experience with MMOs in general made it hard for me to become engrossed.  For about the first two weeks, I had close to no idea what I was doing, simply running around, questing, and engaging in random battles.   I think most of my experience with the game was random fiddling, as opposed to actually trying to process what was going on regarding the interface and all that good stuff.  

I admit, I enjoyed myself when playing with my fellow WarJammers, but that's probably because I had some general idea of what I was trying to accomplish.  For the most part, that goal involved things that weren't exactly in-game "norms."  So did I master the game mechanics of Warhammer?  Not at all.  Did I master a sort of counterplaying?  Probably.  To be fair, this doesn't allow me to justify calling it a "bad game."  Frankly, I wouldn't have the slightest idea of what would constitute a "good" MMO.  

I didn't hate my gameplay experience, but rather didn't quite understand it.  I actually gained some sort of insights about MMOs from the experiments, but the times I actually sat down to play didn't enlighten me much, probably because I was spending too much time trying to figure out what I was trying to do.  The learning curve was a little steep, and I'm sure that's the primary thing that turned me off of the game.  It may be something applicable to MMOs in general.  As I've made pretty clear, this was my first experience with one.  Suffice to say, the genre could benefit from being a little more "n00b friendly" if it wants to step away from the stereotype associated with it.

Another crux, which is inherently related to my last epiphany, was the splitting of the teams.  All the noobs were on one side, the MMO "experts" on the other. (Shhh.  I need to justify Chaos' embarrassing performance in the skirmishes for my own ego's sake.)  Had we split up more intelligently, that may have done something to ease the learning curve.

All in all, I don't regret having played one bit.  I was exposed to a whole new [online] culture, populated with players ranging from defensive fanatics to bored newbies like myself.  I just feel my experience could have been more beneficial had I actually been able to understand what was going on.  As other WarJammers have already pointed to the game's pitfalls, I don't feel it's necessary to elaborate on that.  As a moderately competent gamer in other genres, I can attest and agree with most of their complaints.  But overall, I feel Warhammer, and MMOs in general, require a certain degree of experience and familiarity with the genre.

Unaddiction

Reasons why Warhammer wasn't that enjoyable for me:

-Sudikoff was too far away. I don't actually mind walking to Sudikoff, but I didn't actually have access to the computers for a while. After I got that, I couldn't get into the lab. After I got access to the lab, I still couldn't get in the building. And the weather started getting really cold. Standing outside Sudikoff isn't really fun. In addition, the computers didn't have sound cards for most of my playing, so that (as earlier posted) contributed to my nonaddiction.

-The plot was nonexistant. I had no emotional reaction to the game and no motivation to play. It was just "do this" and then I went and did it, more because I had to than for any other reason. Perhaps being in a guild would have given me more interaction, but having to interact with people brings all sorts of pressures onto a person. I don't know; maybe I'm just not an MMORPG person. But there didn't seem to be much RPG to this MMO. Characters had no personality, and there were only a few 'careers' outside of our classes that we could pick- changing classes and getting a new character takes far too much time to get back to the level you were at.

-The approach we took to the game was entirely critical. We began playing because we had to, and even now I'm thinking about why I didn't enjoy the game because I have to think about why I didn't enjoy this game. It's a very mindless way to play- I can lose a few hours to it, but at the same time, I don't do much during those couple of hours. I'm not particularly good at leveling and I didn't get much from it. Often, I would move to a new level without realizing, because I'd look away for the second the "YOU HAVE REACHED LEVEL ___!" flashed across the screen in the middle of some epic battle.

I didn't hate Warhammer. I just wouldn't pay for it. Or, to be fair, play it even if it was free. I have more enjoyable ways to waste my time. It's not that I'm so in-touch with the real world that gaming seems artificial- it's just that this game does nothing to convince me it isn't artificial, and in my mostly escapist way of playing, this has no appeal for me.

Conclusions

Now that our experiments are over, I'm so glad that I don't have to play this game anymore.

That's probably not the player response the creators of the game were hoping to achieve. Early on, I realized that I was probably not going to get addicted to the game. I found too many aspects of the game frustrating, especially with the limited amount of time I had to spend on it. My inexperience was a large factor in this frustration. In every PvP that we did, I was trying to keep up with my fellow group members, and the majority of them were several levels above me, while half of them were attempting to kill me. I remember that one of my earliest experiences with the game was swimming around through a long stretch of river, because I had foolishly ended up in the water, with cliffs on both sides. No civilization or fake wildlife in sight. Some time later, I would discover a) the map and b) the return-to-last-city function.

Maybe my beginner Warhammer flubs were not unique. (At least, that's what I keep telling myself.) But what keeps other inexperienced players from being "weeded out"? For one, they don't have a tentative deadline for reaching certain levels, so there's less of a rush. The game might be more enjoyable to novices who are given time to fully explore the world and familiarize themselves with the game. On the other hand, this says a lot about our approach to the game. From the start, we thought of it as an experiment. This has been brought up before, but when you feel like you have to play the game, it's not much fun.

However, after our LARP today, I realized that we did have a lot of fun throughout the project, even if it wasn't the kind of fun that we initially expected. I'd thought that I would be more into the game. Instead, I think what our group enjoyed most was working out different ways to play the game, while we were somewhat bored with the game itself. We also agreed that playing in the lab with other people around was much better than playing by yourself. We really became a team. That was the fun part. We didn't really enjoy the game as players; we were too busy being students, examining the game and game addiction critically, in addition to doing homework and attending class and a million other things. However, as students, I think, we enjoyed ourselves.

Dartmouth as a magic circle

So apparently a few people in our group have gotten the idea that Dartmouth in and of itself is a magic circle, which is why we couldn't get involved with the game.  I think that's all bs - there are plenty of people on campus that are actively involved with MMORPG's.  I was one of those people for a while at the end of last year.  The problem (no one in our group has become addicted to WAR) is not with our environment, its with the game.  There are so many problems with this game its amazing that its still running with any servers open!


PROBLEM #1

Imbalance.  Just head to the Warhammer forums and you can see which characters are overpowered.  Bright Wizards and sorcerers generate enormous amounts of damage, Witch Elves can stealth and kill enemies in mere seconds, and heals over time are more powerful than the other players damaging them.  Currently there are 3 times as many Bright Wizards as White Lions (www.waralytics.com/warclasses/index) because of the White Lions poor design and multiple bugs.  Now, there is a patch coming to (hopefully) fix these glitches, but this patch will not affect our play, this term.

PROBLEM #2

Lack of an end game.  I mentioned this in my previous post. There is no end game!  Warhammer is just an endless grind, until you get too bored with the game to play anymore.  In successful MMO's there are clear, defined objectives at the end of the game that are difficult to attain and can provide goals for players.  In Warhammer, all you have to look forward to at rank 40 is more pvp and more keep assaults (renamed fortress assaults, and requires more people).  This is exactly the same thing you did for 200 hours getting to 40!

PROBLEM #3

Servers!  Even when you do get to 40, and you do the proposed end game (gather hundreds of your friends and attempt to take a keep or a city), the servers crash!  Obviously this will be fixed eventually, but future fixes do not help us, people who were trying to play right now and enjoy ourselves.

PROBLEM #4

Poor storyline.  Now, clearly  Warhammer has a well written plot, since it was successful as a fantasy based table top game.  Many books have been written based on Warhammer lore.  I've read most of the original story that was involved with the table top game and it seems very compelling and deep.  For some inexplicable reason Mythic decided to cut out 95% of the story, and instead just give bare outlines of what is happening.  I cannot even begin to describe how much this takes away from the game for me.  When I play Warhammer I feel no emotional connection to anything related to the game.  I don't feel like I'm playing out an epic story worthy of legend and fame, I feel like I'm playing an arcade game - RvR, put in a quarter, repeat.


I'm sure there are some other problems that I haven't gotten around to in terms of game play, maybe Brendan would be able to outline them.

Last Thoughts: What Warhammer Lacks

In a last ditch effort to lose myself in Warhammer, I devoted my first day of thanksgiving break to the game. Tuesday afternoon, starting at around 2, I entered the Sudikoff gaming lab (known to others as the comp-sci lab) with the intention of playing until I had a new insight on the game.

My gaming experience began with frustration. Our team had decided to again switch servers to a more populated server. The authorities were advertising the option to transfer your characters, so I followed the steps they had outlined. However, no matter how hard I tried, I could not figure out how to get it to work. After a half an hour of repeating their instructions, I decided that I would just restart from the beginning. Strike one against Warhammer.

After deliberation, I decided to continue the path of a greenskin Shaman. Although I'd already become disenchanted with my other shaman, I was hoping that restarting with a better understanding of the game would perhaps allow me to speed my way through the early boring stages. Likewise, I already had pretty good knowledge of the Shaman's low level skills, so I figured that I would be able to quest and battle more competantly than my level would suggest.

Once in the gameworld, I went questings in an attempt to quickly gain some levels. I moved from the starting goblin town to the first main town, and quickly gained two levels doing so. Once I got to the main town, I began joining RvR scenarios. I'd found the RvR scenarios much more entertaining than questing as a way of leveling up, and they also provided the opportunity to interact with other players. I probably played 10-15 RvR's over the next few hours, primarily the "Wrath of Khaine" and "Gates of Ekrund" maps. During the down times between the scenarios, I would complete small quests and work on my skills. I'd decided soon after starting to play that I wanted to investigate manufacturing skills, since they provided ways to "level" other than through experience. I choose talisman crafting and scavenging as my two skills; scavenging provided a good way to gather materials, and talisman crafting simply sounded cool.

Soon enough, the battles I was joining ceased to interest me. As a low level healing character, I couldn't really hold my own. Likewise, there's only so much variety when you're battling the same enemies on the same map, over and over again. I began simply using the battles as a way to level up my scavenging skill. I would join the scenario late, run to the battleground, and loot the bodies. It was sort of gruesome, but I got a lot of cool items and materials. When I thought that I had gathered enough talisman parts, I stopped joining RvR's to focus on leveling my crafting skill. Unfortunately, I found the crafting to be as unenjoyable as the battling. I had been hoping that Talisman crafting would allow me to make cool amulets, rings, or equipment, but instead I simply made gaudy baubles. My options were between three different baubles, which would either improve willpower, strength, or intellegence by one for 30 minutes. It seemed to me a pretty pointless benefit, so I simply sold my materials and baubles, and went exploring.

Probably the best part of Warhammer is the graphics. The world is beautifully wrought, full of mountains, rivers, trees, and empty spaces. It really comes across as a massive land full of emptiness. In contrast with WoW, the Warhammer world has very little "life" to it. WoW is full of neutral critters, bandits, and even townspeople going about their lives. I think it's the lack of alternate story lines that makes Warhammer feel so empty. When I played WoW, there were always NPC's who would ask you to find things they'd lost, bring them materials, or exact revenge for them. In Warhammer, the entire game is focuses on the war. Even outside of the RvR scenarios, there are huge battlefields that lie empty. In the towns, even in the capital city, there is no civilian presence. The war is all that matters in the world; daily life has no presence. In theory, a game focused on one huge war could be fun. However, with such low populations (and I don't think there will ever be large enough populations to fill the immense, empty battlefields in-game) even the feeling of war is lost. Walking across empty battlefields littered with broken standards and debris, it doesn't feel like you're in a war, it feels as if you've missed out on the entire war.

To continue my story, I left the goblin town intent on seeing as much of the gameworld as I could. Knowing that I'd likely find myself in places where I was far too low level, I was reduced to sneaking through the world. I walked across a battlefield, crawled through a cave, and found myself on another empty battlefield. Crossing the new battlefield, I found myself in a snowy world behind enemy lines. NPC dwarves guarded a broken castle; they were failing miserably at defending it though, seeing as I had no trouble staying exploring the place behind their back. I found myself seeing the potential of the place, if players from both sides deemed it interesting enough to fight over. However, finding it empty of anything to interest me, I left to find my way back to goblin land. Rather than head back through the cave, I walked south on the new map, knowing approximately where the nearest goblin base was. I found and fought some cool trolls on the way, but otherwise saw no sign of life, either player or AI.

When I arrived back in my own lands, I had lost any inspiration that I'd had for playing. I'd been playing about 5 hours by now, had gained several levels and seen a good chunk of the map (the goblin starting map, not the world). However, most of it had been a struggle just to keep myself playing. Though the scenery was beautiful, it felt so unreal that I was unable to become engrossed in it. I found myself jumping off cliffs for a period of time, just to see if I could survive the fall. Eventually, I decided it wasn't worth it and logged off.

What did I learn from my experience with the game? I think it's visually and theoretically appealing, but doesn't have the potential to ever be an engrossing game. Why do I think that? What does it lack, and what does that tell me about games in general?

First of all, Warhammer is empty. Not just empty of real people, but empty of fake people too. Warhammer has no existance besides the battle. The war is simply for the sake of war; the warriors go to battle not to defend their way of life and their loved ones, but simply because they have nothing else to do. For me, that sums up the entire experience well; I play not for a reason, but simply because there's nothing else to do.

Secondly, Warhammer lacks the main elements of an RPG; character development and item gathering. Warhammer's character development offers doesn't allow characters to personalize their character. Oh, players can die their characters clothes different colors and choose their characters face, but functionally, characters development is already set. Each time you level up, one new skill becomes available. Instead of having to choose what to specialize in, players get everything. There's not even real choice about which abilities to use; for the Shaman, the most recent attack and healing spells were always far and away the best, making any other choice of skill silly. This lack of choice is obvious in equipment as well. In all the time that I played, I don't think there was a single time where an enemy dropped an item I wanted to use. Good items were always purchased from the NPC's, and came available through accumulation of "renown points;" a process eerily similar to leveling up. Likewise, there was never any choice in what equipment. Instead of having two or more fairly equal options, equipment always had obvious options. For example, by gaining a new level of renown, and thereby opening new items at the vendor, I was faced by this choice. One of the new items was a ring, almost identical to the one that I had bought at a lower level of renown, except that it offered greater bonuses to each attribute. By "renowning up," it was as though I'd basically just added those attribute points. This formula was repeated over and over again for all my items. Equipping my character was as simple as gaining levels in renown, walking to the vendor, and purchasing the next level of gear.

In the end, I failed to connect to my character at all. It felt as though the only choices I'd actually made about him were his skin color, face color, and name. Otherwise, every change that happened seemed scripted. There was a very clear path laid out for my experience, and it would be difficult and pointless to step off the beaten path. I had the same difficulty connecting to the game world, for similar reasons. Instead of being engrossing, with places to explore and experiences to have, the game world felt like a scripted battle. Instead of being a beautiful world corrupted by war, it feels like a beautiful war, fought for no reason.

(I will note that there was a back-story to the game, which gives reasons for the war. The story is slowly revealed to the character as you explore. However, the story was clearly written after the creation of the world, instead of vice versa, meaning that the plot and story seems like silly propaganda, instead of a justifiable reason to fight.)

11/2

I would say that last Sunday (11/2) was the most productive day for the MMORPG group this entire term. The Order team met from noon to 3:30 at our Thayer lab and completed several of our stated goals.

We started the day by meeting at the capital city where we advertised for our group’s services. We advertised both our bounty hunting services and our addiction counseling group, although we only received responses for addiction counseling. This actually surprised me, because I thought the addiction counseling was kind of stupid while bounty hunting seemed awesome. I remember when I played WoW that there were always people on the opposite faction that I wanted to find and kill, and there were usually people on my faction that really annoyed me and who I wouldn’t mind seeing killed.

I was involved with one addicted gamer who talked to us for about 10 minutes. We asked him what he’d be doing if he wasn’t playing WAR, and he told us he’d probably be “playing a diffrent (sic) game.” He went on to explain his philosophy of addiction, saying that, for him, “it’s either be addicted to this… or something more dangerious… like herion or a girlfriend (sic).”

After we had annoyed everyone in the capital city, we proceeded to go back to our appropriate leveling area and utterly demolish the destruction side in a skirmish. It felt very, very good beating them, because we were not over-leveled at all. Clearly they have not caught up with us, as our previous experience was the only difference with equal character compositions and levels.

After our skirmish tried to hold a peace protest on the beach. We actually managed to get a few people out who weren’t a part of our team, but some of the reactions we received over the regional chat were quite interesting. One particularly ornery player told us that we should go play “hello kitty” and was quite derogatory towards us. Another fellow Order player had actually heard of us before; apparently his guild lost a scenario because the WarJammers staged a peace protest inside of Nordenwatch. I think it’s really exciting to think that our name is getting out there (even if it’s just because we are so annoying).

So we had about 20 players of opposing factions on the beach, and the tension was growing. Several Destruction players would try to stir up trouble by attacking just once. Not enough to kill anyone, but certainly an unanswered challenge. We decided that we had had enough peace, and it was once again time to let blood flow onto the beach. However, we still wanted to rebel against set game mechanics, and one of the things that I have found missing from this game is the ability to duel someone, one on one. We rectified the problem by setting up a “fight club”, in which everyone stood in a circle and one person at a time challenged someone on the other faction. Although inter-faction communication is normally impossible, we had set up a Ventrilo server and were talking to our experiment mates who were in another lab. At first it was only fights between members of our experiment, but soon we had organized complete strangers to enter into our fight club, creating a game within Warhammer.

Finally we went into a scenario, however our Destruction counterparts didn’t make it into the same one as we did. Our peace protest wasn’t effective since we didn’t get it across to the Destruction team. Basically we ended up just losing very, very badly since none of us were even playing.

After most of the group left the lab(we had been playing for 3 and a half hours) Brendan and I stayed to keep leveling up. We joined a warband with a ton of random people, and I had the most fun in the game to date. It was an exhilarating feeling, running though the woods with 23 other people and trying to take down keeps. Keeps are big fortresses that can be controlled by either faction, and are guarded by both enemy players and high level NPCs. This was the most fun I’ve had playing the game so far, but unfortunately I’ve heard that this is basically the end game. I would say that this is Warhammer’s greatest downfall; I really feel no need to level up if the game is going to be the same 3 days of play from now as it is right now.

Lesson for MMORPG’s: Make the end game have something cool and flashy that everyone can aspire to - something you can't do in normal gameplay!

What makes a game addictive?

As the experiment has progressed and a couple of members have voiced boredom or annoyance with Warhammer, it has become clear that most of us are not addicted. In the beginning we were throwing around questions like "Will we be able to quite once the experiment is over?" and "How will playing an MMO affect our social lives and academics?" We assumed that we would be to some extent immersed. But the majority of us aren't, and the once daily blitzes asking if anyone wants to play have steadily declined.


Why is this? Are we too busy to play? Maybe, but even when I don't have anything in particular to do it is hard for me to motivate myself to make the walk to Sudikoff just to log out of the real world for a couple of hours. Games like Warhammer are to a certain extent successful because of the capacity for escapism that they grant to their players. They let you forget about the difficult or ambiguous things you are dealing with in reality, replacing them instead with fictional struggles with clearer outcomes and achievable victories. Games that do this well- like World of Warcraft- attract millions of players and keep them immersed. Warhammer, on the other hand, doesn't seem to have been as successful. 

Sure, in the beginning Warhammer was fun. It was new and exciting and it sure beat my other homework assignments. But the more I played the less interested I was in playing more. The novelty had worn off and it was only when we were playing in big groups that I felt any pull to plug in and play. The social aspect of playing with other people kept it from becoming a purely escapist act. I went to the lab a couple of days ago to try to figure out why I wasn't so interested in playing anymore. As I mechanically killed my way through a field of manic chaos humans, it occurred to me that the reason that Warhammer fails as an escapist mechanism is that it just isn't as compelling as real life. That was why I only ever wanted to play with large groups- because it wasn't the game, but the company that interested me. My real life was so much more interesting to me than Ragnaarok's fictional quest for... well, what exactly I'm not sure. 

And that is definitely a BIG part of a the problem. The goals in Warhammer are so nebulous and undefined that it really takes an active interest in the status economy of the game to provide incentives to level up and play. The narrative is vague and functionally almost nonexistent. The world is shallow and undeveloped. The mechanics of leveling up are excessively repetitive both along the course of a character's development and between different character races, and all the while the ridiculously short respawn times hammer in the message that your actions have no real effect on the gameworld. For the escapist then Warhammer has little to offer that the real world does not already satisfy. Who wants to leave reality just to be bored to death by the repetitive grind of killing unvanquishable mobs and completing the same 3 quest types over and over again?

The most fun I've had so far has been the handful of times that we've done Warjamming related things like the peace protests and addiction counseling. These were the only times when we got a response from the game that different from the predetermined action and response cycle of questing and scenarios. Its fun to subvert the developers intentions and see people's responses but it takes a lot of effort and organization to achieve noticeable effects. I couldn't hold a peace protest on my own, for example. No one would care if one person stood on Peace Island. But when there are 12 of us if definitely makes an impact. 

I'm not sure exactly what combination of elements makes a game addictive. I talked about narrative, world development, and the importance of feeling like you make an impact which is what I like in an MMORPG type game, and which I think Blizzard mastered. But Snood is also addictive and it has none of these qualities. There are a lot of ways to make something addictive- not all of which, it is important to note, make the game fun necessarily- but Mythic doesn't seem to have hit on that critical combination yet. As noted in a previous post, however, Mythic has left itself a lot of room for development and improvement. 

What do you guys think? If Mythic asked you what would make the game better, what would you tell them? 

A Disgruntled Critique

It has been about a week since I've logged into Warhammer. Am I shirking my responsibility to the experiment? I don't think so. Our group spoke in class today and everyone pretty much agrees--Warhammer sucks.

We've run a few interesting experiments that have yielded even more interesting results. But one thing is missing. I'm not getting sucked in. I've played two MMORPGs before, Asheron's Call and Dark Age of Camelot, the latter of which was made by the same developer, Mythic. They had something that Warhammer is missing. What is it? I'm not positive, so I'm going to try to talk it out.

I remember spending hours on end in front of my monitor, questing and adventuring in new and fantastical locales, exploring dungeons and searching for the coolest and most powerful loot I could find. The only problem is, I don't remember that in Warhammer. Warhammer feels empty. It feels like an incomplete game. It tastes like a chocolate covered strawberry with the inner strawberry taken out and replaced with toothpaste. It's as if the developers looked at past MMORPGs, said, "This all seems a little much...I don't think people care about all this extra stuff." Well, newsflash, Mythic. We do care about the other stuff.

What other stuff am I talking about? A coherent narrative! Hell, even the illusion of a narrative! A vivid world to explore! Other players! I stumble upon an abandoned farm with zombies walking around and the public quest font pops up and says: ABANDONED FARM, ZOMBIES KILLED 0/50. That's not fun. That's not even trying to hide the grind. The developers probably looked at the entire range, the entire spectrum of experiences that people have had in past MMORPGs. What did they see? Player versus player combat, dungeon crawling, soloing, exploring, crafting, economic pursuits, social interaction, blahblahblah. What did they decide to do? Cut out EVERYTHING except PvP. They didn't cut it out completely, of course. But they put an absolutely pitiful amount of effort into everything other than PvP.

When I played Asheron's Call, I would just choose a direction and head out into the wilderness. Would it be trees after trees, goblins after goblins? Some of the time. But every now and then I'd stumble upon a well that I could jump down and find a secret dungeon, complete with a peasant's corpse and his bloody journal describing how he fell, broke his legs and died down there. Or a random portal a few miles outside of town that dumps you out on a snow-capped mountain on the other side of the continent. There was a feeling that an artist had gone over the landscape with a brush and added unique little quirks, a bit of love, a special uniqueness.

I DON'T FEEL THAT IN WARHAMMER. It's basically a first person shooter, only it's third person and it's incredibly annoying to develop a character high enough that it actually becomes somewhat fun to play. Organized, fifteen minute instances of PvP, and then everyone goes their separate ways. It's like fighting in an arena. There is no role-playing. No one talks to each other, no one discusses strategy. What's the point of a massively multiplayer game if everyone acts like an artificially intelligent bot? I'm just as guilty. As a Bright Wizard, my role is to launch fireballs. Repeatedly. How do I do this? Hit '1' on my keyboard. Repeatedly. There are no tactics! There is no thought! It's mindless and it's stupid and I'm not even remotely addicted. In fact, I'm the opposite. I'm disgusted. I can't believe I thought this was a good game for first two weeks or so.

OH! One more thing. HUGE pet peeve. The respawn time on mobs is like five seconds. Seriously. You kill a zombie, move a little deeper into the abandoned farm, and that zombie you just killed has respawned right next to you and begins attacking. Only you've already begun attacking the next zombie. So it's 2v1 and you die instantly. This has happened to me maybe ten times. It's great that Mythic wants to make sure there is never a lack of things to kill, but with the servers as empty as they are, I think they have more important problems to worry about.

There is one thing I do have to give Mythic credit for, however. Server transfers! There has actually been so much of a flight back to WoW (and real life, but probably most WoW) that the thirty or forty servers that they initially had running have all ended up desolate and depopulated. Rather than continue forward in denial, they've been allowing free character transfers to more populated servers, in an attempt to bolster the population levels and thus social experiences of the remaining players. How sweet of them. Desperate, but good intentioned.

just not that much fun

So I've been trying to figure out why I don't ever feel like playing this game. I think a lot of it is that I have to walk all the way down to Thayer, but that aside, it's just not very much fun. When I did manage to go down and get going recently, I had logged on before realizing that we had switched servers, and not knowing how long the transfer would take, I decided to just play anyway and do my transfer when I was done for the day. Little did I know that a 'low' population server meant a population of 1: me. I did not see a single other player the entire 2 hours I was playing. This made RvR rather pointless, so I decided I'd grind. Which also ended up being pointless. I'm not a big RvR person anyway -- I prefer the quests -- but in Warhammer the quests are few and far between and are mostly related to RvR play anyway. And grinding doesn't get you any xp I started at level 8 and ended two hours later still at level 8, it was frustrating. The only way you can level in this game is to go to war. There's also not that much 'playfulness' to the story or to the graphics. What I really enjoyed about WoW was that it didn't take itself too seriously. They have halloween activities and random holiday extras that are totally pointless in terms of leveling, but seem to add a lot to the feeling of it being a world. Also, playing Warhammer has made me realize exactly how casual I was about WoW. I thought I was addicted, but I did essentially stop playing after reaching 60 (before the expansion came out). I'd seen all the parts of the game there were to see (except instances, which were too much of a time commitment), and I only really picked it up again after the new races came out and I could play through their new areas. There's not much in Warhammer that leads me to think I'd like to see any other areas besides the one I'm in simply for aesthetic enjoyment. It'd just be another place to go to get another quest, and that's a little disappointing. So all in all, I guess I'm not addicted simply because the game's not appealing, not necessarily because I don't have time to spend on it. I'm just not willing to MAKE the time.

Operation Tyler Durden

I thought I’d posted this but looking back now, it would appear I didn’t. Luckily I typed it up in Word, so I’ll just post it now.

Today was a great day for the Warjammers. We accomplished much in a very short period of time, and have many interesting results to report for it. Team Order met in the Thayer computer lab and got to work with two main goals:
• Establish contact with and interview an in-game addict
• Set up a fight club on the beach in the RvR area between Order and Destruction
For the first objective, we met in our capital city and the five of us formed a party. Since the party limit is six, we had a berth waiting to invite our target. Before long, we targeted Leigheas and invited him to our party. A shrewd dwarf character, he quickly caught on that we were no ordinary party. A few questions about his playing habits and Leigheas started going along with us, calling us a ‘support group’.



One of the most eye-opening realizations I came to from listening to Leigheas was that not only was he obsessed with video games, but he was entirely aware of and okay with this fact. When asked what he’d be doing if not playing Warhammer right now, he actually said he’d just be playing a different game. It was as if he was so enthralled by the concept of gaming that he didn’t even question the act. If not one specific game, then another, but definitely some game. Given the repetitive grinding nature of an MMORPG, I guess I can see how one would have to have this kind of mentality to ever play enough to reach maximum level and access the later stages of the game. That kind of hardcore approach is the only conceivable one with the patience and persistence to overcome the boredom of the transition stages of leveling up. Anyway, before long Leigheas left us to go grind some more. Our group tried in vain to find another target but the few people we stumbled upon (more on that when I get around to posting about it) seemed too enthralled in whatever they were doing to respond.

We decided it was time to move on to the Fight Club idea. Contacting our counterparts on the Destruction side of the server, we agreed to meet at our old stomping grounds on the beach. Initially it was difficult getting enough of us on each side all present at the same time in order to intimidate and if necessary, kill anyone who was opposed to the idea. Eventually we were able to get around five of us there from each team and I felt relatively secure.



Basically, our idea was simple. A controlled environment, complete with a cheering crowd, where two characters could duel without worrying about the influence of other characters. Due to the inability to communicate with the other team, we worked out a system where one character walked up to another, emoted using /point, walked to the center of the circle, then jumped three times and began to battle. It actually worked very well, as this signaled to the duel target and others who would be fighting and when to begin. When one character died, he’d respawn in his last city and make the two minute run back to the beach. Once we had it worked out, we began to advertise in the regional chat box, which broadcasted our Fight Club to everyone remotely close to us. Surprisingly, we had the very encouraging result of non-Warjammer participation on both the Order and Destruction sides. It was as if we had constructed a game within the game framework that had actually interested other players, which felt like a major success.



We felt we had to celebrate with a naked party on Peace Island.



More on the state of the server in my next post.

[Mayhemme]

(9:30pm-2:15am)
(7:00pm-12:30am)
(10pm - 3:30am)



So we held two "peace island" protests where we entered the Nordenwatch RvR scenario and headed straight for an island to the northwest of the map where no one ever goes. Screaming "PEACE PARTY ON PEACE ISLAND COME JOIN US!" over and over aggrivated the players, and we received some interesting responces. The first time we encountered a player named Mayhemme, who ended up revealing a lot about people who play the game. See if you can follow this conversation, then click on the screenshots below to read the second half of the interview with her:

(I was playing on my alt, "Yoimchiln," "Gunthrax" is my friend Nick Peck, playing with us from harvard. Everyone else you should recognize. I find it interesting how text-based these rpg's remain. The conversation takes place over the course of two nordenwatch scenario's and is unedited. Note: Boin was the only person to actually come to PI, and he only stayed for a brief moment.)

[Scenario][Mayhemme]:Thanks for !#@&ing up the scenario for the rest of us. How about you just not queue up and let the folks who actually want to PvP play?
[Scenario][Yoimchiln]: We are playing in a way that best suits us

[Scenario][Yoimchiln]: and having ahell of a time with it

[Scenario][Gunthrax]:weve got destruction out here too
[Scenario][Yoimchiln]: Aye, both sides are represented on peace island
[Scenario][Mayhemme]: Yeah, but I'm sure your Destruction are taking full advantage of your sitting on your asses doing nothing

Lexaeus does something special.

[Scenario][Yoimchiln]: nah, theyre here with us
[Scenario][Gunthrax]: come join us
[Scenario][Gunthrax]: its 10 minutes off your pvpfest
[Scenario][Yoimchiln]: we are part of a digital anthropology experiment at dartmouth college,, visit warjammers.blogspot.com for more info
[Scenario][Gunthrax]: see that theres a different way

[Scenario][Yoimchiln]: YOU NEED NOT KILL
[Scenario Party][Meredith]: playing this is my protest against real war
[Scenario][Yoimchiln]: define real'
[Scenario][Alas]: Are you honest?


You recieve 34 brass coins.

[Scenario][Gunthrax]: weve never been more serious
[Scenario][Fluffles]: Why can't we be friends?
[Scenario][Gunthrax]: come join
[Scenario][Fluffles]: why can't we be friends?

[Scenario][Yoimchiln]: yees, this might seem trivial, but the combat will only grow more real. We need to learn how to interact digitally in constructive ways.

You receive 64 brass coins. You receive 49 brass coins. You receive 54 brass coins. You receive 48 brass coins. (a long period of time passes)

[Scenario][Alas]:I hope is works well for you
[Scenario][Yoimchiln]: Come join us!
[Scenario][Yoimchiln]: no one has yet!
[Scenario][Alas]: Well fancy that
[Scenario][Cuisinart]: fort

[Scenario][Yoimchiln]: haha we dont take it badly, people play warhammer to play warhammer [Scenario][Yoimchiln]:we're just trying to raise awareness
Rargr laughs at the Squig
[Game 1 Ends]

[Scenario][Fluffles]: Yeah, vote for Obama
[Scenario][Fluffles]: Yes we can!
[Scenario][Gunthrax]: come to peace island
[Scenario][Yoimchiln]:COME TO PEACE ISLAND
[Scenario][Silentblade]: dumb *%@&!&&s
[Scenario][Gunthrax]: were all friend here
[Scenario][Yoimchiln]: heya!
You cheer at Yoimchiln. Kapuey cheers at Boin. Lexaus cheers. Gunthrax cheers at Yoimchiln. You cheer at Yoimchiln. Boin cheers.
[Yoimchiln] says: welcome
Gunthrax does something special before Yoimchiln
[Scenario][Silentblade]:ty for the lose asshats
[Yoimchiln] says: to our digital protest
[Yoimchiln] says:no need to fight

[Yoimchiln] says:what do you think?

[Scenario][Gunthrax]: we have destruction out here
[Scenario][Gunthrax]: they're protesting too
You tell [Boin]: what do you think
[Scenario][Gunthrax]: you cannot lose if you dont play
Boin] tells you: thats too funny
[Scenario][Mayhemme]:Okay you *!%%ing dartmouth hippis - I'm at your website, fess up - Who's who? There's supposedly only 6 asshats on order side
[Scenario][Murphy]:congrats, you all rolled dps chars for the lose
[Scenario][Yoimchiln]:Im Scully, playing on an alt
[Scenario][Yoimchiln]:kapuey and lexus you would recognize

[Scenario][Mayhemme]:Who's Danielle, Who's Jilary? Who's Joseph, who's Scott, Who's Brendan and Who;s adam, so I can send you personal mail with my best regards, $@&#ers [Scenario][Gunthrax]:I just joined the cause
[Scenario][Yoimchiln]:gunthrax is joining us from another college

[Scenario][Yoimchiln]:yo come to the island we'll talk about it
[Scenario][Silentblade]: You guys must go to tech school, dumb @*@%ers
[Scenario][Mayhemme]: that would work if you were actually on the
island instead of PvP'ing whilst pretending to be a hippy
[Scenario][Yoimchiln]: dude we are on this island northwest of the map come chill [Scenario][Gunthrax]: just past the fortress
[Scenario][Yoimchiln]: you got nuthin to lose


You recieve 49 brass coins.
[Scenario][Silentblade]: eat a !!#!!&#hrax
You recieve 63 brass coins.
[Scenario][Yoimchiln]: why?
[Scenario][Yoimchiln]: whys it like that?
[Scenario][Murphy]: all you have to lose is your self respect, your pride, any chance of becomming a good warhammer player, so yea why not
[Scenario][Yoimchiln]: how is your pride and self respect tied to killing other players in a game? [Scenario][Yoimchiln]:and I'll beat you every time in a duel, dont worry
[Scenario][Murphy]: good thing there are no duels

[Scenario][Murphy]: idiot
[Scenario][Yoimchiln]: haha murphy, ive played with you a lot. my alt is cosmos. chill the #@#% out and think about it
[Scenario][Yoimchiln]:digital wars need to be taken seriously
[Scenario][Yoimchiln]:so we're doing this, then we'll keep playing

[Scenario][Yoimchiln]:come join us
[Scenario][Mayhemme]: Instead, you come interrupt a game designed
to engage tactical minds in which Combat is a major factor and basically you do nothing
[Scenario][Yoimchiln]: interesting, so you dont think violence in
warhammer has anything to do with it?
(GAME 2 ENDS)

Mayhemme then sends me a personal message that spawns a detailed discussion between the two of us. Her message reads:

[Mayhemme] tells you: Seriously. This just isn't a realistic experiment. But, then again, it's dartmouth, what could I expect = )

(i ask some questions...)

[Mayhemme] tells you: sorry almost done
[Mayhemme] tells you: and sorry about the dart comment - I thought
jon had one of his buddies set up being an ass for fun
[Mayhemme] tells you: We sass each other constantly
[Mayhemme] tells you: I went to a state school
[Mayhemme] tells you: ;)
[Mayhemme] tells you: somehow I turned out ok
[Mayhemme] tells you: kk sorry - we're done here.
[Mayhemme] tells you: Happy to answer questions if you still have any - if you don't, that's cool too.
RvR status removed
[Mayhemme] tells you: last call before keeps and scens...
[Mayhemme] tells you: one more scen with midwest then camping into one
of my mains

(time passes, I'm away from the computer)

[Mayhemme] tells you: alrighty, ive got time
[Mayhemme] tells you: I play cause it's a nice way to blow off steam with friends that involves far more strategy than our usual multiple online chess games. there's a seccinct answer.
[Mayhemme] tells you: and it's easier to coordinate play with more than two folks =)
[Mayhemme] tells you: I really don't believe that online violence begets further irl violence, but by nature I'm not a violent person
[Mayhemme] tells you: I mostly play healers, but I do get my nuke on.
[Mayhemme] tells you: and it's fun to see folks, both realm-mates and challengers, be so very clever and adaptive
[Mayhemme] tells you: The end
You tell [Mayhemme] heya im back lemme catch up
You tell [Mayhemme] wow, interesting. How do you think the game affects you, your family
your mind, your body, your spirituality... do you feel compelled to play?
You have slain a Blackfang Wolf!
[Mayhemme] tells you: I excercise 1 hr / day weekdays plus nice hikes sat and/or sunday
[Mayhemme] tells you: My family is spread it's a nice way to be with them (siblings play with us)
You tell [Mayhemme]: so you play warhammer with brothers and sisters?
[Mayhemme] tells you: I work probably 50-60 hrs week
[Mayhemme] tells you: Yepper and college friends and colleagues
[Mayhemme] tells you: very fun bunch
You tell [Mayhemme] wow
[Mayhemme] tells you: On three servers
You tell [Mayhemme] that sounds awesome!
[Mayhemme] tells you: Play probably 20 ish hours a week
[Mayhemme] tells you: It's a fun evening activity my husband and I share =)
You tell [Mayhemme] and youd say youre better off for those experiences
You tell [Mayhemme] thats amazing
You tell [Mayhemme] you are the perfect gamer, not all are like you
[Mayhemme] tells you: LOL hardly
You tell [Mayhemme] no really
You tell [Mayhemme] you use it with moderation, with a purpose
You tell [Mayhemme] many play as a way to escape
[Mayhemme] tells you: Perfect welcher, really - cheap way to go hang out with
the folks I hold dear, even when we're worlds apart =)
You have slain a Blackfang Runt!
You tell [Mayhemme]: :)
You tell [Mayhemme]: well thankyou for your time
You tell [Mayhemme]: warjammers.blogspot.com if you wanna watch us progress
[Mayhemme] tells you: No worries - have a great night and yeah, I bookmarked
you guys on my laptop...Quite a hoot : )





So it turns out Mayhemme is a professional, adult female from Alaska who plays Warhammer with her family and friends in order to spend time with them over long distances. She brings up some legitimate points: Warhammer isn't about violence, its about tactics and strategic multiplayer competition. Perhaps we should be studying Second Life! Interestingly, this perfectly agreeable woman initially used game-culture insults (asshat!) and reacted with typical violence to our protest. What does this say about the people playing warhammer? They're open to anything IRL but react reflexively out if you break their magic circle?

Anyway, thanks to Mayhemme for putting up with us, hope you're still reading and we'd love further comments.

Most interesting statement in the whole thing? "Meredith"'s only comment:
[Scenario Party][Meredith]: playing this is my protest against real war


-Yoimchiln

Level 17

(6:00 - 11:00pm) Lot's of pictures, click to enlarge

So I haven't posted in awhile, mainly because I've had too much to post. Firstly, I leveled up to 17 with Nick and had an amazing time exploring the world. Got some decent armor with the words "YE SHALL SUFFER NOT A HERETIC TO LIVE" branded into the leather along my abdomen. It's pretty impressive that the game developers pay so much attention to character/lore detail (Warrior Priests obviously hate heretics).


Tried to complete a public quest but three level 20+ witch elves showed up and slaughtered us. We tried to put up a fight but they caught us unaware, stabbed us and took off on gigantic raptor mounts.


Met a player named "Inferno Dragon" who played City of Heroes on the same server we did in High School and spent a long time reminiscing about our shared MMO experience. He was cool, said he enjoyed Warhammer but that it was too easy at times. Peck accidentally flew to Altdorf, Order's capitol city, and we spent a few hours just exploring, talking to level 40's and commenting on the city's design/narrative. Decided we should hold our next experiment there, which ended up going well.



The High Elf and Dwarf Kings ^^^ Strange enough that we would be allowed to see the Kings in person, their guards sat by idly as we stood on their table and danced. "Age of Conan," another popular MMO, centers around the actions of "King Conan" and yet the monarch is never seen in person by players. I felt that Warhammer lost a bit of it's immersive quality with this one, (especially when Nick went up the Elf King's skirt)


Discussing professional options with a level 40 Ironbreaker.


The city's "library," none of the texts held within are readable.


A perpetual Brawl on the docks.

Patriarch Thyrus Gormann, head of the bright wizards, hovering above my dead body.

We explored for a good three hours, and saw pretty much everything. How pathetic.
I mean YES the game is beautiful and complicated and they insert humor at some choice moments but the overall feeling falls short of my expectations. I started to grow tired of the place, tired of the game. I turned off the Warhammer sound and put on my own music, it helped. Strange.

The war narrative changed a good bit too. I was told to kill human "plague victims" and felt a little strange about it. I played A LOT of rvr and became pretty good with my character (self call:)


But the more I fought the easier it became to see patterns in enemy decision making. While in-game fight/flight decisions are made to optimize scores, intimidation still works like it does in reality. People would run away from us and fear became the most useful tool we had. As the RVR became comfortable, my concern for the server-wide war lessened. I don't think I can explain why exactly. Maybe the more I came to understand destruction the less I wanted them dead? I started recognizing enemy player's names. It's a strange feeling.



A few days later Joe and I invaded "keeps" with a team of 24 people. These invasions were challenging, open to the public and pretty fun all around. You have to deploy battering rams at the main doors and slay an insanely difficult tower boss. I ended up ressurecting players nonstop for a good five minutes toward the end. We took the two fortresses near "troll country. "I wish people from the other side had shown up. As the towers were taken they changed aesthetically, barbed steel and bats replaced with white marble walls and eagles. Cool attention to detail, made you feel like you could change the game world (for once).


... SO: exploring felt pretty shallow. RvR/PvP was engaging and fun. The two experiences combined... feel strange. The gap between an un-fulfilling game world and hugely entertaining combat makes the overall game experience a fragmented, chaotic blur. I guess we should have believed Paul Burnett: imagination is the goal, immersion really isn't. So I have to use my imagination to fill in the gaps of disbelief that form between me and my avatar? No, Paul. The game doesn't facilitate or encourage imagination, it bottles it, makes digital hallucinatin fast and easy. Quick, streamlined player vs. player combat IS the central aim, and they nail it; I appreciate the game for things it has introduced. Yet to have A+ PvP in a world that can't convince me that it matters feels shallow somehow, repetitive. It's just counter-strike from a third person perspective.

Wasteland, our server, suffered a mass exodus and we have been instructed to transfer our characters to Iron Rock. Doesn't matter too much, just another chip at the magic circle.
It's the right game for certain people. But Warhammer isn't heading in the direction I want MMORPG's to go. It's pulling the genre toward a more easily digestible, effortlessly repeatable level of game play. Bring back death penalties. Expand the game world. Give me an identity. Make things more difficult. You'll impress me, but lose a lot of your market. People like easy things. Especially easy killing.

-Khosmos

Let there be... SOUND!

Up to this point, the computers in Sudikoff didn't have the drivers installed for the speakers.  So, unfortunately, for these first weeks, we've had to play Warhammer in silence.  But tonight, as I logged onto the computer, I was shocked to hear that old Windows XP sign-on chime.  "WE HAVE SOUND NOW?!" I cried to the empty room... So as soon as I booted up Warhammer, I watched the opening FMV and basked in the sounds of the old woman's narration, the clashing of weapons, and grunts and screams of agony.  I was sooo sure this addition would add to my experience with the game.  After about 10 minutes of playing, I realized it didn't.  My avatar made the same ugly grunt with every attack.  The NPC's all talked in the same faux-spooky voice that was eerily reminiscent of Darth Sidious from Star Wars.  There was no soundtrack... just the sound of my character running and grunting... and the occasional random howl from a wolf that wanted to fight me.



Needless to say, I shut the speakers off and went back into silent-Warhammer-while-bumping-some-funky-fresh-tunes-from-my-iPod-mode...

grind

I played tonight for the first time since last weekend, when we got our asses kicked by Order. Since the servers are depressingly quite and abandoned, I was leveling up by doing quests, all alone. And the higher you get, the harder the quests are to do by yourself. You have to go slowly and be cautious so that you don't get attacked by three npcs at once, and it's boring - I played for an hour before I was pretty sick of it.

I don't the game itself is enough to keep me interested - like everyone else has been saying for weeks, the rvr is really the only consistently fun part of the game, unless you can find a group of people who want to run around doing quests with you. I think it's taken me so long to get to this point because I was still trying to figure out how the game worked - not basic stuff, like which buttons to push, but things like the etiquette of joining someone's party or how to find a flightmaster (or, how to handle playing, talking to people in the lab, and listening to people on vent at the same time). But, now the novelty of playing the game has really worn away, and I can see what people mean about it leveling up being a grind. And there's nothing addictive for me about that aspect of the game - I just don't feel the need to do one more thing, if the thing is going to be boring.

post-respawn chaos disorder

i am losing this game. this game is losing me. one thing is for certain: i am not addicted. but my answers for the last 3 questions of the WJ's survey would be 'positive.' can someone reinforce me? i made progress in pong ready for levelling over the weekend... of course my plans are often derailed... sunday, when my team played, for instance, and i played on my own, i was invested in upgrading my skills but only for a while... playing solitary is not my thing. i communicated via ventrilo -- but never made it to the showdown. which we lost... some chaos member i am. i actually eventually took off for a hike and left gaming behind for ... what now..? close to 48 hours. but i caught the sunset from a hilltop and that was pretty awesome.

[then in the darkening woods i had the feeling of walking inside a video game... do i need to talkk to someone about this...? :]

Level Six (or was it Seven)

What we did Sunday was meet up in the capital city. My character had a bit of trouble getting there, getting killed a few times and getting lost on the roads on the way, but I eventually managed to reach the flight master to get to The Inevitable City. Fell off the edge once. Very cool.

Player interviews were very interesting.

Afterwards, we (Chaos) attempted to complete a team quest. After we all died several times, decided to complete a different quest in Nordland (sp?). About same level of success. This time we respawned a lot farther from the quest point, so we didn't stick with it for too long. My character usually tried to stick with the others; since my offense wasn't too great, and every now and then someone would yell, "Someone come heal me!" Whenever I got separated from the pack I was finished. The fun part about being a healer is playing in a group, because you feel useful. Outside of that, it's kind of slow going. Fights with non-player characters your level get dragged out because a) you can heal yourself and b) most of your attacks are lame.

After this, PvP with Order. Were totally creamed, several times. I don't know if it was because they were more into the game or if they were more experienced or what, but I suspect that the latter had a lot to do with it. I read Hillary's blog post and...wow. There would've been no way for me to get to level five in a single hour. In fact, it took me about seven, give or take.

After fighting, everyone met up by the beach. We stood in a haphazard circle; Linden tried to organize our characters into a prettier one. At first we tried a "peace protest", which involved one of the goblins getting into the middle of the circle and dancing. Then we all took turns going into the circle and typing "/special", which makes your character do something interesting and completely pointless, like floating up and doing a backflip. We also typed "peace" in the chat box a few times. Once, another player started attacking us, but we explained to him/her what we were doing and attempted to pacify. Said player politely declined, told us that s/he was here in the game to fight, but told us that s/he would leave us alone.

Someone on our team wanted to fight a character from the other team (Fluffles, I believe), and our fight club started. We advertised on the chats, and at least one person* came around to see what's going on. Organized dueling in a world designed for melee warfare. Hmm.


*Later on there was another guy hanging around. We don't know if he wanted to join the fight club or not since he wasn't saying anything. So Michelle and I assumed that he wasn't and killed him. Hey, we ARE the bad guys here.

finally getting going

So I finally really started to play this week. After getting to level 5 in about an hour, I've had to spend about 3 more getting to 8, but it's getting more appealing. I still have trouble making myself walk over to Sudikoff or Thayer in order to play, but now that other parts of my life are calming down, I'm more amenable to spending the time on it. I don't seem to be addicted yet I think. I've been able to make myself log off pretty much exactly when I mean to, and not give excuse after excuse to keep playing for '5 more minutes.' Part of that is that I'm not a really big fan of group play. I like it well enough, but I'd much rather go solo on quests, etc. I was that way with World of Warcraft as well, so I don't know if that's a personality thing, or if that's just part of a side attempt to make sure I don't spend ridiculous amounts of time in game. Whenever I join a group, I kind of feel like I'm obligated to continue playing as long as the other people in my group are because it'd be like abandoning them in the middle of something. But now I have to buckle down and catch up with people, or I'm going to be really bad at the dueling...

Post Session Reporting

Ok, time to do some catching up on my blogging, now that I finally have it working. I will quickly summarize my gaming experiences thus far in WAR.

Night one: Finally got my Shaman. I spent the night questing with Anna, trying to get a feel for the game. We ended up playing until 4am on the Thursday night of homecoming. I got to level 5, discovered some of the basics of the game, and thoroughly enjoyed it.

Night two: About a week later, I finally got a second chance to play. This was my first time playing with a moderate sized group, as well as the first time I had traveled to Nordland. We attempted a peace rally on the beach, then joined the RVR Nordenwatch, in which we again attempted a peace rally on "peace island." About the only notable affect we had on the game was pissing people off. We got called gay hippies, and people used our peace rally as an excuse to come get PVP kills. The night was fun, but failed in terms of the experiment.

Night three: Night three was my first lonesome venturing. With the rest of the team in bed, I set out to lvl up Kapuey. I found by far the most effective way to do so was simply by constantly replaying the RVR matches. Also, doing so got me some cool stats, as well as teaching me a lot about the strategy of battling. I leveled up to 9 before finally tearing myself away at 3 o'clock. The last thing I did before signing off was to work on my apothecary skill, which was pretty cool.

Day four: The fourth and currently last time I've played, both groups met in full force to work towards our goals. Chaos met up in the capital city and attempted to interview people about their addictions. We met some interesting people, and I found myself really guilty to be confronting some of them about addiction. For example, one person I met told me that he had lost his job, his girlfriend, and then dropped out of school due to addiction to WoW. I felt incredibly naive and unsure of myself trying to advise him, since he clearly has much more experience than I do with such matters. After the addiction counseling mission, we set up our own PVP scenario against the Order team. Chaos got embarrassed in the match. I'm not sure if it was our levels, our characters, or simply our experience, but we were no match for the combined might of Order. In particular, Ragnarok cut through us like butter. After about 10 minutes of dying, Chaos flew the white flag and we gathered for a peace protest. At my behest, when we were recieving no out-group attention, we turned the peace protest into a fight club. The fight club, essentially a dueling grounds, attracted several outsiders, and thus may be deemed a success.

Overall thoughts:
Addiction- so far, I have yet to see any signs of addiction in myself. sometimes, when I'm bored with no work to do, I get the urge to play. Likewise, when I'm playing a game on my computer at home, I feel like I'm wasting my time and feel obliged to head to one of the game labs. However, I don't have trouble forgetting about the game, nor do I lust after playing. In fact, about the only time when I really get the urge to play is when I can't. When I didn't have a character in the beginning, I had incredible urges to play. I wanted a character of my own more than anything. The other day, I went to Thayer to try to play but couldn't get into the computer lab. Having nothing else to do at the time, I was frustrated and really interested in playing.
Group interactions- I've also noticed that the game is far more entertaining with friends. Unlike other MMORPG's that I've played, WAR holds almost no interest for me in solo questing. All the solo quests I've tried bore me very quickly, leading me to play the RVR's. Part of the reason for this seems to be the lack of customization available for my character, in terms of items and spells. In other games, if I bought a new spell or sword or such, I would immediately want to go try it out for a while. However, with my Shaman, it feels as though there's really only a few options for me. The Shaman's best moves for each level are very obvious, leaving little in terms of alternate strategies. Likewise, my items are generally pretty standard and unimpressive, cause me no undue interest to go test them out.
Anyways, I think this has been a good long post. Feel free to comment about any of the things I've mentioned