Mana Obscura

Menu
  • Home
  • Guides
    • Site Guide
  • About
    • About Us
    • About the Author
    • My Characters
    • What I’m Playing
  • Contact
Menu

Category: General Gaming

The MMO Subscription Cull: 2018 Edition

Posted on January 19, 2018April 3, 2023 by Gazimoff

Over the last few years, I’ve developed a bit of a January ritual. I look at the games coming out and think about what I want to play, and there’s plenty to look forward to in 2018. But I only have so much time to play games, which means something else has to give.

Sometimes it means that a free-to-play game gets shelved for a while, but it also makes sense to cut back on subscriptions. After all, why spend £10 a month for a game that I don’t even have time to log into? That way I get both more time and more money.

So, without further ado, here’s what’s on the chopping block this year. And although some of the titles may be obvious, the reasons why might surprise you.

Continue reading “The MMO Subscription Cull: 2018 Edition”

The Great PC Rebuild

Posted on January 13, 2018 by Gazimoff

About 4 or 5 years ago, I built the Angry Caretaker. Contained inside a tiny case was a monster of a PC, pairing a top-grade core i7 processor with NVidia’s latest graphics card. But, while it was fun to construct, the fiddly proportions made it tough to upgrade. If I wanted to replace anything, I usually had to pull several other parts out of the way first. It taught me a lot about working with confined spaces, but it just wasn’t practical.

And so, I decided that my next build would be a step up in size, from mini ITX to micro ATX. The space would give me more room to move, and I’d also get more upgrade flexibility from the larger motherboards. Yes, it meant going for a larger case, but I figured the trade-off was worth it.

Continue reading “The Great PC Rebuild”

That Destiny 2 PC Banwave

Posted on October 26, 2017 by Gazimoff

On Tuesday 24th October, Destiny 2 finally launched on PC. One of the most anticipated releases of the year, Bungie’s platform debut became gained even more interest following an incredibly successful beta test. By all accounts, the open-world FPS performed brilliantly and looked gorgeous on a wide range of hardware.

Unfortunately, much of that goodwill came crashing down with reports of a rapid and reactionary banwave. According to a statement from Bungie, roughly 400 players had their accounts forcibly revoked after that first day, some after only playing for a few hours. The developer stated that its actions were necessary to remove those “who were using tools that pose a threat to the shared ecosystem of the game.”

I appreciate that Bungie wants to protect the integrity of its game, but there are several problems that I have with the way they carried out this action.

Continue reading “That Destiny 2 PC Banwave”

Destiny 2: Cautious Optimism

Posted on August 27, 2017 by Gazimoff

Destiny 2 is right around the corner. For console players, just a few short weeks remain before launch day. PC gamers will have to wait until late October for their turn, but the open beta this week should help soften the blow. It’s a time to check system requirements, clean out drive space, and ponder on that preorder.

And yet, Destiny 2 is not a ‘must buy’ for me. Not yet, at least. My experience of the original Destiny was a triumph of missed expectations – I’d hoped for a deep and involving storyline that took us to fantastic places, and instead we got a mediocre script and lacklustre voice acting. Once the shrink-wrap sheen wore off, it slid into the ‘some-other-time’ shelf, next to my PS4 copies of Battlefield 4 and Final Fantasy XIV.

Still, I’d keep coming back. About six months ago, I hauled the console out from under the TV and into my home office, just so I’d feel more compelled to fire it up and get some games in. I picked up the expansion pack for Destiny, which improved the experience hugely, and progressed up to level cap. There’s still more of the saga for me to complete, but I feel like I’m getting the gist of Bungie’s vision now. It’s just a shame it took so long for me to get there.

Which is why I decided to check out the Destiny 2 beta on PS4 earlier in the year, and why I’ll be trying out the PC beta later today. I much prefer using mouse and keyboard for first-person-shooters, plus I have a much bigger network of friends on Battle.net ready to play alongside. Besides, there’s a meaty Nvidia 1080Ti and 4K monitor just waiting to devour all of those glorious pixels.

Continue reading “Destiny 2: Cautious Optimism”

Broadband Blunders & Mac Machinations

Posted on August 26, 2017 by Gazimoff

This is a story in two parts, both revolving around a simple desire: to turn my ageing MacBook Air into a simple gaming machine. Bought in late 2013, it was nearing the end of its useful life as a workhorse, and I’d been eyeing up the more modern Pro line to replace it. To eke some final mileage out, I thought about installing some games on it.

Sounds simple, right?

Continue reading “Broadband Blunders & Mac Machinations”

Dauntless Founders Alpha Preview

Posted on August 24, 2017 by Gazimoff

Disclaimer: I bought into the Founders Alpha. As such, the usual caveats apply: wanting to avoid buyer’s remorse, wanting something to be good because you’ve sunk money into it, and so on. If you’re not comfortable with risking your investment in an Early Access beta that you might not enjoy, then don’t.

With that out of the way, why am I excited about Dauntless? If I’m honest, it’s because of something I love about MMOs: fighting big-ass monsters with a group of heroes and stealing their loot. Take that idea, put the boss on a floating island, and that’s how I look at the core concept. Simple, right?

Sure, some gamers may invoke the Monster Hunter lineage, but that’s alien to me as I never got into the series. From what I understand, however, it’s a similar deal: kill big monsters, harvest them to make better weapons and armour, use that to take on bigger monsters. Rinse and repeat.

Continue reading “Dauntless Founders Alpha Preview”

Developer Interaction By Design

Posted on December 29, 2016 by Gazimoff

I’ll start with a disclaimer: although we’ve never met in person, I’ve known Leithart since 2012 when we were both fans of the then-upcoming MMO WildStar. Since those early days, he went into game development (coincidentally for the studio behind that same game), and I moved into game journalism. We still ping each other tweets from time to time, but that’s about it.

Getting on to the meat of the article, I wanted to respond to Leithart’s question above. As a small indie studio, with limited resources for marketing and PR, it’s only logical for the development team to want to do some of the heavy lifting themselves. It drums up interest in the game, provides direct feedback from potential players, and removes any reliance on the fickle foibles of the gaming press. Sounds like a win-win for spending a few minutes on Twitter, right?

Only, not really. While I’m a big fan of developers interacting with fans on social media, producing blog posts about their work and sharing unique insight, there’s also a risk that it gets in the way of actually developing the game. Tangentially, there’s also a risk that the game’s marketing voice – how it wants to be perceived by the gaming public – can get fragmented and/or diluted. And what happens if one of the developers goes off-brand? Can the incident be isolated without contaminating the game’s brand as a whole?

So, with both of these in mind, answering Leithart’s question is going to be tricky, particularly as I’m eager to make sure that both gamers and developers get something from being on social media. Luckily, there’s a bit of a cheat-sheet.

Continue reading “Developer Interaction By Design”

Why VR Matters to Me

Posted on March 17, 2016 by Gazimoff

Oculus-Rift-8

Not long ago, I was asked about my thoughts on virtual reality. I’d played EVE: Valkyrie, Elite: Dangerous, and Star Citizen on my Rift DK2, and I was sent a couple of questions. One of them asked if VR actually added anything to the experience, over and above playing them with a standard display. As I grappled with this, I realised there was much more to it than a simple yes/no, or even a ten-words-or-less. Allow me to explain…

Why do we play games? One theory is based around escapism – picturing ourselves as heroes on a fantastical journey, acting out scenarios completely divorced from our daily lives. Beyond books or film, a good game embeds us in the story, shrouding us in an experience where our imagination is encouraged to fill in the gaps. From what I’ve seen and experienced, virtual reality is an extension of this, making that experience – that fantasy – all the more potent.

But what if one person’s fantasy is another’s real-life?

Back in 2004, I collapsed at work. I remember how I felt; I kept swallowing, as if I was trapped on an airplane and couldn’t balance my ears. A high-pitched whine echoed around my skull, and a slow whooshing noise gradually built up, like a washing machine on the slow cycle. I broke out in a cold sweat.

Then, my vision started to break. I couldn’t focus on my laptop screen any more – my eyes seemed to be stuck rolling to the right. All the time, the noises got louder and the pressure grew. I felt like I was going to break.

And then, something gave. I slid off my chair and slumped on the floor. I don’t remember much of what happened next – apparently, I threw up in a bin. All I remember was waking up in the ambulance. Mask, blue lights, sirens, the works. Eyes still broken, so I closed them again. At the hospital, doctors struggled to find a cause; was it diabetes, or could it be epilepsy? But after describing the symptoms, I was diagnosed with Ménière’s disease.

Now, there are some cruddy sides to this: I’m prone to attacks without much warning (although I take medication to control it), and I’ve suffered hearing loss (with a risk of going deaf in later life). That aside, I’m also someone who is barred from driving. I’ll never know the freedom of going on a weekend tour down country lanes, or going on a road trip to unknown places. You see, what might be an impulsive whim to some is a fantasy that remains out of reach to me. Always a passenger, never a pilot.

Which is why virtual reality, and games like EVE: Valkyrie, are tremendously important to me. For a moment in my broken existence, I have that freedom to hit the road, or reach for the stars. I choose the heading, I gun the throttle. It is the closest I’ll ever get to being in control of a vehicle, without putting myself or others in danger. And even better, I can be the hero while doing so – I can be part of the team, learn from others, and be cheered. It sounds so simple it’s almost infantile, but that doesn’t reduce the potency of the dream.

This might be why I’m exuberant when I talk about VR games that I’ve played, as every single one is a new experience that I cannot relate to anything else. It means that I view the headset as some kind of magical device, instead of just a tool that allows me to drive a virtual car instead of a real one.

It’s also why the dismissive attitude around VR also cuts and stings more than it should. When people who have never tried the new generation of headsets start pontificating about how it’s a blind development alley that leads nowhere, it frustrates me. Here is a device which has given me experiences that others take for granted, and yet some want to snatch it away. You can’t have that. It’s a dumb idea, and it will never catch on.

I don’t think virtual reality is without problems. GDC this week has highlighted two of them – the impact of jump scares and dangers of online harassment – that make me think it will be some time before we have the tools to build MMOs using the device. But the potential is incredible, maybe not next year but five years from now, once the technology is ubiquitous.

Ultimately though, VR represents a dream that I’m desperate to see flourish, as it has the opportunity to be life-changing for so many people. Just as communications have brought us closer, virtual reality has the potential to break down barriers that most of us don’t know exist, but that some deal with as a daily part of their lives. To me, that alone makes it worth championing.

The Changing Face of MMOs

Posted on March 16, 2016 by Gazimoff

gaz_mountdoom

Sometimes, MMO commentary feels cyclical. Back in 2014, we were musing how Blizzard’s cancellation of Titan signalled an end to the grand MMO genre. Now that Daybreak Games has shoved EverQuest Next out of a similar airlock, the same opinion is doing the rounds (although with a little less doom-mongering this time around). Some existing MMOs are continuing to hold steady, while others (like WildStar) are faltering. Meanwhile, the market feels dominated by semi-persistent quasi-MMOs, and  Eastern imports that have an established record.

This in itself is not surprising. A high-quality MMO with mass-market appeal is incredibly expensive to produce today, with budgets typically breaking $100 million. They’re also incredibly time-consuming to produce, often taking seven years or more. It’s no wonder these games look dated when they finally launch, considering the age of some of the technology.

On top of that, MMO genre veterans are some of the most fickle and divisive fans in existence. We simply can’t decide on what we want. Sandbox or theme park, PvP or PvE, directed or open-ended, instanced or open world. Each possible parameter has its cult of adherents that would willingly put anything that doesn’t measure up to fire and the sword. And woe betide any studio or publisher that slips up, as your transgressions – however minor – will always be brought up.

But here’s the flip-side: MMOs are like a second home to many of us. We sink years into these games, building friendships and lives in these digital realms. When the studio makes a design choice that shatters that world, or a publisher decides to pull the plug, of course you’re going to feel bitter about it. Now repeat that time and again over ten or fifteen years, and it’s no wonder that the genre’s created the personification of cynicism. It gets tiring to put down new roots again and again, and I honestly don’t blame people for wanting the perfect game to do it in.

Brutally, it’s unlikely that we’ll see another grand MMO, at least for now. Bill Murphy has an op-ed over at MMORPG.com, with some great insight into this changing landscape from the developer point-of-view. As Syp points out over at Bio Break, we’re likely in a contracting phase, where publishers avoid investing in the genre. The next wave of MMOs is likely to be from small, independent studios that focus on a particular niche aspect – titles like Crowfall (disclaimer: I backed the Kickstarter), Camelot Unchained and so on. Ardwulf makes a point on this – the advent of Unity 5 is helping studios to do the heavy lifting on the engine front, allowing them to focus on mechanics, systems and settings. The same is true of the Unreal Engine, powering small shooters and survival sandboxes alike. Where the infamous Hero Engine failed, others are picking up the slack.

So, where next? As Syl at MMO Gypsy put it, MMOs are here to stay, although the form that they take might well be different. They’ll certainly be smaller in size and scope, requiring less investment, fewer people and a shorter time to build – much like how EVE Online and Runescape started some fifteen years ago. The kind of games that start out small, but could grow to build a legacy.

I also think that battlegrounds and arenas will vanish as an aspect of MMOs. Over the next year we’ve got Gigantic, Battleborn, Paragon, and Overwatch, all fighting it out to become the next big competitive brawler. With all these offering to scratch a similar itch, is it worth trying to build that inside of an MMO, complete with all the inherent arguments about balance, seasons, and gear issues?

Radically, I think that the future may involve the player taking more control than ever before. Much as we used to run Quake servers in days gone by, and Minecraft servers more recently, I think we’ll start to see MMOs adopt some form of roll-your-own server. Don’t like the rules set in Ark: Survival Evolved? Rent one for a few dollars, and choose your own. It’s not that far-fetched to see this evolve into a hub-and-spoke model, using a central area to congregate with other players, and your own back yard to mess around with as you want.

So there you have it. The future of MMO gaming: tightly controlled and regulated PvP arenas on the one hand; quasi-MMOs that build persistent online experiences to established game types on the other; and fragmented, diverse, small-scale and experimental online experiences in the third, gripping hand. Nothing grand for a good ten years, unless it rises up from the small stuff organically. And huge community involvement, from building your own pocket dimensions, to designing new costumes, weapons, and more besides.

Cynical? Pah. I’m too old to be cynical.

 

The Value of Opinion

Posted on September 18, 2014 by Gazimoff

There’s a whole bag of controversy raging around the internet of late. Of subjectivity versus objectivity, of fact versus opinion, of divergence versus convergence. Who should write about games, what should they be allowed to say, what should even be considered as a game. There’s also been an incredible backlash that has pushed people out of gaming completely, and it’s been horrifying to watch.

Anyone should be free to have an opinion on a game and share it publicly – you, me, anyone. The tools are cheap or free. Websites should also be free to hire who they want for those opinions. Don’t like the opinion, or trust the person giving it? Choose someone else. The number of voices in gaming grows every day, and there’s no shortage of places to find them. But that’s a great thing – gaming culture is growing to include more than ever before. Yes, there’ll be growing pains, but there’ll also be new games to play, new concepts to unearth and new directions to take. Who doesn’t want that?

So that’s the short answer. The TL;DR. But if you want the whys and wherefores, read on.

Continue reading “The Value of Opinion”

  • 1
  • 2
  • 3
  • 4
  • …
  • 6
  • Next

Recent Posts

  • Discovering Palia
  • WildStar: The End
  • Final Fantasy XIV: Heavensward – The Latecomer Review
  • Blizzard Engineering – The Nuggets from Blizzcon 2018
  • Final Fantasy XIV: A Realm Reborn – The Latecomer Review

Recent Comments

  1. Wanderhoof on Final Fantasy XIV: A Realm Reborn – The Latecomer Review
  2. f2h on Final Fantasy XIV: A Realm Reborn – The Latecomer Review
  3. Peter Parker on Final Fantasy XIV: A Realm Reborn – The Latecomer Review
  4. Ami on Final Fantasy XIV: A Realm Reborn – The Latecomer Review
  5. Slesliat on Final Fantasy XIV: A Realm Reborn – The Latecomer Review

Archives

  • June 2021
  • November 2018
  • February 2018
  • January 2018
  • December 2017
  • November 2017
  • October 2017
  • August 2017
  • December 2016
  • September 2016
  • March 2016
  • January 2016
  • October 2015
  • September 2015
  • March 2015
  • October 2014
  • September 2014
  • August 2014
  • June 2014
  • February 2014
  • November 2013
  • October 2013
  • September 2013
  • August 2013
  • May 2013
  • November 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011
  • December 2010
  • November 2010
  • October 2010
  • September 2010
  • August 2010
  • July 2010
  • June 2010
  • May 2010
  • April 2010
  • March 2010

Categories

  • Final Fantasy XIV
  • General Gaming
  • Guest Posts
  • Guild Wars 2
  • Mage Mumblings
  • MMO Musings
  • Site Stuff
  • Star Wars: The Old Republic
  • Uncategorized
  • Warcraft
  • WildStar
© 2026 Mana Obscura | Powered by Minimalist Blog WordPress Theme