Showing posts with label secret world legends. Show all posts
Showing posts with label secret world legends. Show all posts

27/05/2019

Good Quest, Bad Quest

I'm still playing Elder Scrolls Online on the side, though my enthusiasm for it has been waning as of late, and I think that I'll want to give it an extended break soon in order to come back to it at a later date. I'm at the point where I've completed about two thirds of the game's base content (personal story, Aldmeri Dominion and Daggerfall Covenant), so there is lots still to discover if I fancy it.

Since, like SWTOR, ESO has a reputation for offering a high-quality questing experience, I've found myself making a lot of direct comparisons between the two, as well as thinking about what makes for a good quest in general.

I think that MMO players are not the most discerning customers when it comes to quests. We'll say that we consider them good or boring, but rarely go into any detail about what exactly makes them so. I've been trying to split out different aspects of the quest experience to better come to grips with what I like or don't like about the way each game I've played handles them.

Presentation

I think this is something that matters a lot to people these days but is rarely openly stated as such. The old-school way of simply having a box of text tell you what's going on has very much fallen out of favour, and these days players expect to at the very least hear some voice-overs and see the occasional cut scene, but if you can make it even flashier then that's all the better. This is one area where SWTOR really shines, what with the little interactive cut scenes at the beginning and end of most missions, and to be honest I think that those are responsible for a good chunk of the praise that the game's questing has received.


Writing

A lot of different things can potentially fall under this umbrella, but since I want to give most of them their own sections, I'll only really consider actual skill with words here. And in that regard... most MMOs are honestly okay but not outstanding. SWTOR has some good lines here and there, but let's not pretend that most of it is particularly deep. The tone mostly stays true to the genre, which is fairly straightforward and sometimes clichéd. Secret World is the only MMO I've played that I can think of that stood out a bit from the rest here, even if the delivery was sometimes weird due to the endless monologuing characters liked to engage in.

Plot

Now this varies a lot depending on quest type. Your average side quest simply doesn't have much to say beyond "go over there and do a thing". Longer chains can try to weave in twists and surprises, like you find in some of SWTOR's class stories.

Something I found interesting in ESO is that it tries very hard to infuse even the shortest side quest with a slightly longer plot, presumably to keep things more engaging. In some ways I find this admirable, but it becomes a bit of a trope of its own after a while, to the point where you expect things to never be what they seem to be at first. The biggest surprise I remember feeling while doing the quests I've completed so far was when our characters were tasked with rescuing a certain elf lady and it turned out that this was indeed all we had to do. We kept joking about how a member of the search party was surely a traitor, or maybe she was secretly a werewolf or what have you - because that's how these things always go - but no, we just saved her and that was that. Who'd have thought it.


Characters

This is another thing that I'd like to single out because I think it's possible to have a good plot and solid writing but boring characters and vice versa (even if they are often connected). Are the people that give you quests and that you interact with during your adventures unique and memorable individuals? I'm not expecting to always remember their names, but something about them should make them memorable as characters.

I think most MMO non-player characters are pretty forgettable, but I think this is at least in part a numbers problem. If you stick to fewer characters and have them make repeat appearances, they'll be more memorable by default, as opposed to when someone new is introduced to relay every single mission. Again, I think this is something that SWTOR does pretty well, and ESO to some extent, though the latter stumbles a bit in my eyes due to the sheer amount of characters/quests it likes to throw at you in every zone (at least in the base game, not sure if it changes later). This is exacerbated by the same small handful of voice actors voicing a mind-boggling number of different NPCs, which causes a lot of them to meld into one giant mishmash after a while. (Also, as a SWTOR player it hasn't helped that they seem to have used a lot of the same voice actors as SWTOR. So every other quest I'd go: "Hey, it's the female Jedi knight / Kaliyo / Baron Deathmark / Theron Shan again!") In SWTOR this sort of repetition is mainly a problem when side quest givers speak Huttese and regurgitate the same handful of voice lines over and over.

Gameplay

Let's not forget that quests are ultimately always about doing something, so it matters what you are being asked to do. There's the classic "kill ten rats" here, as well as "collect five bear asses". Sometimes you also get to click on stuff on the ground or walls, or are simply asked to walk from A to B and talk to someone.

This is something that I've often seen criticised about SWTOR - that people feel drawn in by the high production values used in the presentation of each quest, and then they look at their log and it's basically just another instruction to kill ten rats. I guess I can sort of understand that, but at the same time I don't really mind. As far as basic gameplay is concerned, I'm happy to stick to what works and what everyone's familiar with. When games decide to do something completely different here, such as Secret World with its investigation missions, the result is usually something that a minority will absolutely love but that to most people feels like a bit of a chore since it's not what they signed up for. (I previously wrote a similar post talking about this problem in regards to SWTOR's - much simpler - puzzle quests.)

What was interesting about ESO here is that one of the lead designers clearly hated "kill ten rats" type quests with a passion, so you're never ever asked to kill x mobs. Collect quests have also been so rare that I think I can count the ones I was given on the fingers of one hand. Instead, the vast majority of quests in ESO ask you to either kill a named mob or to talk to someone. It's an interesting design choice in my eyes, though it does get a bit weird at times how you're constantly sent into areas that are crawling with zombies/ghosts/bandits or whatever but everyone's always extremely blasé about this (because if they acknowledged the mobs as a threat, they'd probably realistically ask you to take some out on the way, but the game's core design doc clearly forbids this kind of thing).


World Building

Finally, something that you can't really judge based on an individual quest but which I still considered relevant on the subject matter: whether the things featured in different missions come together to paint a picture of the virtual world as a coherent whole. This is something I actually found quite amazing about SWTOR's launch content because of how all the storylines on both Republic and Empire side sort of wove together to form a tapestry of the state of the galaxy. (Except Quesh. Quesh makes no sense.)

ESO and Secret World do a good job at this too, and to some extent Vanilla WoW. (People like to say that Vanilla WoW's questing was bad, but if you looked at the big picture assembled by the quests I always thought it was quite interesting.)

Unfortunately, the trend towards linear personal stories is pretty much in direct opposition to this. So KotFE and KotET had some really interesting characters for example, but they left you mostly in the dark about what's been going on in the galaxy at large. Likewise ESO's "personal story" has very little connection to the vibrant world portrayed in the rest of the game, aside from featuring the same common foe.

In Conclusion

I think for overall quest presentation, SWTOR is still best in class on the market. More and more games also include things like high-quality cut scenes, but not to the same extent or as consistently. I also really love how vibrant and interesting the galaxy far, far away is built up to be during the time period of the base game, and the many interesting and memorable characters featured in the stories. The quality of the plot varies, and the gameplay is run-off-the-mill, but I'm fine with that because it's a style I enjoy.

14/03/2018

More Secret World Legends

I wrote about trying Secret World Legends last year in July, and thanks to my pet tank getting really enamoured with the game, we actually ended up sticking with it for quite a while, slowly duoing our way through most of the story one weekend at a time, including all the story mode dungeons. I wanted to hold off with making this post until we were fully done, but in Tokyo we lost steam before completing everything, stopping just before being sent to the Orochi Tower, and since then we've been unable to muster up the enthusiasm to continue for several months now. So I thought I might as well finish up this draft and post it anyway.

My pet tank hit the level cap of 50 in the Scorched Desert zone (he was a patron/subscriber and I wasn't, providing him with a slight XP bonus), while I reached it in City of the Sun God. The interesting thing is that we were only slightly overlevelled for the content at that point, and it's quite clear that characters hitting the level cap before they actually reach the end of the "levelling content" is intended. I guess this way the game is trying to provide a smoother transition to "endgame" than most MMOs, where standard questing tends to become obsolete the moment you hit max level. Thanks to the way gear upgrades work, you'll also keep working on those at the level cap more or less the same way you've done throughout most of your levelling.


The ease of combat I observed in the early zones didn't quite last until the high levels. By max level, fights didn't so much get harder but more tedious, as mobs start to take longer and longer to die if your gear isn't that great (such as was the case for me, and which is yet another way in which the game reminds me of Neverwinter). Only in Tokyo did we really start to feel the challenge ramp up somewhat, with bigger, oddly-shaped and faster-hitting telegraph attacks that hurt more. This means that I probably wouldn't enjoy the combat very much alone, but at the same time it adds value to playing as a duo because you notice a significant difference in terms of speed and ease of progress when you have company.

The silent protagonist continued to annoy me a bit, but I got more used to it. I also learned that I liked cut scenes with more than one NPC a lot more, as the situation immediately becomes more natural if you are silently listening to two people talking instead of standing there like a muppet while being addressed directly. I also came to realise though that for all of the interesting writing in the cut scenes, they are often incredibly disconnected from the actual missions. My favourite example of this was a quest in Savage Coast where the intro cut scene literally just consists of you watching two people play chess, yet this somehow translates into a lengthy chain of killing X monsters and impaling them on spikes. Naturally. (Yes, I know there is a tenuous connection in terms of "taking out the queen", but it's really not much.) There is also rarely any kind of wrap-up. I found this most striking in a mission in Tokyo where a chipper little girl asks you to look for her missing friends, keeps texting you throughout, yet doesn't appear to even bat an eyelash at the fact that most of said friends actually turn out to be dead.


In my first post about the game I mentioned how the infamous investigation missions were a breeze initially, as my pet tank already knew the early ones from a previous character and I basically just followed him around. Once we hit content that was new to him too however, I have to admit I quickly grew to dislike both investigation and sabotage missions. I feel a bit bad saying this, because they aren't badly done, and I'm certainly not someone to dislike puzzles in principle... but all too often I felt that they were disruptive to the overall flow of the game. One moment you're breezing through the main storyline, mowing down zombies or whatever in one action mission after another... and then you spend the next two hours on a single investigation mission, completely failing to progress any of your daily challenges. Often it isn't even the puzzles themselves (for which you can usually look up a solution) but simply that many of these missions love sending you all over the place. Maybe this didn't feel as jarring back when the game as a whole was less fast-paced... but right now it's pretty rough. I will say that it varies a lot though - there were some investigation/sabotage missions that weren't nearly as much of a drag and that I actually quite enjoyed, like the one where you time-travel back to ancient Roman times. I guess it depends on whether you're into whatever's the focus of any given mission (e.g. maths, music puzzles, deciphering different languages etc.) but it's not like they tell you that in advance.


I also mentioned in my previous post how we never tried PvP because the group queue was buggy - this still wasn't fixed last time we tried, but we eventually gave it a go just queuing solo and I have to say, Secret World Legends' PvP is the weirdest MMO PvP I've ever seen. There is currently only one map/mode, which is understandable since they had to prioritise which content to port over first, but it's a 10v10 deathmatch where you are randomly split into "sun team" and "moon team" regardless of faction and it's always over in the blink of an eye. Seriously, I've had matches that lasted less than a minute and I think the longest one I saw was about two minutes? The wait time in the spawn zone is usually longer than the match itself. The funny thing is that it's still quite popular and pops very quickly, simply because for a single minute of effort it's very rewarding. However, running in and hitting a few abilities before falling over dead just doesn't really feel like proper PvP to me.


In the first half of August, the game held its first big event, which was a bit of a mess to be honest, as it consisted of nothing but a 40-man raid boss fight that you could repeat once an hour, which wasn't even very well done. For a game that hinges so much on story, it was very surprising that there was absolutely none connected to the event, not even a text message from your faction leader to tell you to check out what's happening. I heard veteran players say that there was more to it in the original Secret World, but that Funcom clearly couldn't be bothered to rewrite that stuff accordingly and port it over, which is a shame.

The boss fight itself was also decidedly meh. Clocking in at about 20 minutes per kill initially, it mostly felt tedious more than anything else, but it was also full of terribly unintuitive mechanics. Like an NPC yelling "We must reach the next platform", which you are supposed to interpret as "jump off the edge into the abyss to get teleported above your current location". Also, some people need to do this before the actual audio cue in order to kill an add. But not too many or they won't receive a shield and die. Got it? The cherry on top was that the mechanics were buggy on the first day and didn't actually hurt. So when Funcom hotfixed this on the second day, I went in and died eight times during the fight, confused about what was going on since I wasn't doing anything differently compared to the previous day. Good times. Since we persisted, we found that it did get better over time though, whether it's because Funcom tweaked the numbers or everyone just got better at handling the mechanics. By the end most attempts were down to taking "only" 10 minutes and I even managed to not die at all during some of them (heh). To give credit where credit is due, some of the rewards were quite nice. For example I got my first custom sprint animation this way.


The Halloween event that followed featured a similar boss fight, which wasn't nearly as deadly fortunately, and there was a thematically fitting investigation mission too. Apparently former Secret World players were still disappointed however, as the previous version of the game used to contain a lot more Halloween content. I do like the way they handle the daily login rewards for these events, giving players some leeway so they won't miss out on anything good if they miss a day or two, and allowing the boss-related goodie bags to stack up so you can save them for the weekend or whenever you actually have time to work on unlocking them all.

By Christmas we were already only logging in for the seasonal event, and the associated boss fight had descended into complete tank and spank for some reason, which didn't really make sense to me as I thought that they had found a pretty good balance in terms of difficulty and mechanics with the Halloween boss. This newest fight never took very long but was incredibly boring. Still, at least I got a jumper and a woolly hat out of it.

I really wanted to give Funcom some money eventually, since I was clearly enjoying myself enough to make it worth it, but like with Neverwinter at the start, I struggled to find anything that I wanted to buy. Like Neverwinter's VIP, SWL's patron status is definitely a nice perk to have if you are focusing on the game above any others, but for the casual player, it just doesn't offer very much. Faster quest cooldowns are irrelevant if you only play once or twice a week anyway, and the extra skill points assume that you actually have an interest in filling out all the different weapons - if you are happy with the ones you picked at the start, the points you gain as a free player while levelling up get pretty close to maxing those out anyway and nothing else is really needed.

Also - and I never thought I'd say this about any MMO - Funcom really need to get their act together and create a proper store interface. Microtransactions are part of the game and here to stay - not having an actual store where you can see everything that's for sale doesn't change that, it just makes it super awkward for people to just casually browse. Basically, you only run into prompts to pay when you click on certain interface options (such as to expand your inventory), which makes it hard to compare which of these purchases might be more worthwhile than others. Pets and mounts are only available as a long list with tiny icons and basically have to be purchased sight unseen - no, thanks! In the end I just splurged on some inventory upgrades and faster sprinting, which is the kind of purchase with which you can't go wrong.


While we strictly speaking didn't fully finish the existing story, we did complete the vast majority of it, and by the end we were starting to get a feeling of being ready to move on. I'm hoping that an actual new story drop might remotivate us to log back in. (This just in - the story will be going to South Africa in April, ooh!) It reminds me a lot of the way I often see people talk about SWTOR: "Great to play through the story solo/as a duo, but I have no interest in the endgame." All the PvE group content I tried seemed good fun, but like in Neverwinter, I just find the grindiness of the gear progression too off-putting to want to bother with it. Also - unlike with Neverwinter - we didn't succeed in getting any of our guildies to develop any kind of enthusiasm for the game in order to allow us to run group content with a full pre-made group. While fans of the game frequently cite the horror setting as a selling point, my own experience is that it's just off-putting to a lot of people.

I also think that Secret World Legends is somewhat lacking in other endgame areas right now, such as only having one raid. And how can you have a dedicated PvP community when you only have one map and it goes like I described above? It's telling that this still hasn't been changed after nearly six months of this post sitting in my drafts folder, even though other modes existed in the original Secret World. Still, the bottom line for me is that we got many long play sessions out of the story, and if they actually go ahead with releasing more of it now, we'll be back to check that out eventually. Can't complain about that.

26/11/2017

MMOs I've Played

While this blog is about Star Wars: The Old Republic, and SWTOR is the game I spend by the far the most time on these days, I have on occasion tried other MMOs. Sometimes I've even talked about the experience on here, but not always. Either way, I thought it would be interesting to write a little summary of all the MMOs I've tried over the years. It's not that many in the grand scheme of things, because I'm ridiculously picky when it comes to even trying a new game, but there's almost always a funny story there.

World of Warcraft

Alright, so I won't say that much about this one other than that it's where it all began in 2006. My first MMO and I loved it. I played nothing else for several years. I learned what raiding was and enjoyed it. I met people and fell in love. I moved to a different country. Playing WoW helped me find a job. It changed my life.

However, by 2012, I didn't like it all that much anymore and made the move to SWTOR. I went back once during Mists of Pandaria because my pet tank gifted me a couple of months of play time (I think to spite me after we'd had an argument about pandas). In 2015, I discovered private servers and the Vanilla WoW retro experience, something I engaged with on and off again. I'm looking forward to WoW Classic now.

I also have a blog about it, where I wrote about my adventures regularly from 2009 to 2011 and where I also documented the above-mentioned MoP stint and my private server adventures.

Champions Online

In 2009, I still wasn't really interested in playing anything other than WoW, but my then-boyfriend gifted me a copy of Champions Online for some reason, so we tried that together. I created a character called Val(k)yrie and took a screenshot of her. I also created another character, a little green reptile person, of whom I unfortunately never took a screenshot. The character creator seemed pretty amazing.


Unfortunately, the game was utterly unplayable for me. In theory, my old PC met the minimum requirements, but even with the graphics turned down, the game was nothing but a slideshow and my input with keyboard and mouse only caused erratic responses, if any at all. I struggled to even move around and only made it through the starter area by basically having my partner complete all the quests for me while I clumsily tagged along. When we moved on to the next area, I fell off the platform we arrived on and somehow managed to wedge myself into a corner I couldn't get out of, not with how unreliable the movement controls were for me anyway. I sighed and logged off, never to be seen again.

It's a testament to the strength of the character creator that I actually found myself missing those barely-played characters in a burst of nostalgia the other day, to the point that I contacted Cryptic's customer service to ask if my account could still be recovered somehow. (When I downloaded the game and logged in, with the same credentials I used back in the day, nothing was there.) The answer seemed to be "maybe", but only if I created an entirely new Arc account because for some reason they couldn't link my old account to my current one. That was more effort than I was willing to go to in the end.

Warhammer Online

Fun fact: Warhammer Online was what got me into World of Warcraft. How does that work? Well, my boyfriend at the time was into tabletop gaming and introduced me to the world of Warhammer and Warhammer 40k. Somehow, while reading up on these online, I came across the site for a game called Warhammer Online, which sounded amazing! Unfortunately it was still several years away from release. But there was this similar game called World of Warcraft... the rest is history.

By the time WAR actually came out, I was way too engrossed in WoW to care about anything else. Though I remember a friend of mine playing it and getting all glassy-eyed when he told me about his dwarf standing shoulder to shoulder with other dwarves to hold off an orc attack, saying it was the most fun he'd ever had in PvP.

Anyway, I did eventually get around to trying the game, but not until early 2011, by which point it offered a free trial. It wasn't easy to find though, as EA seemed to already have more or less abandoned maintaining the website at the time.


Again, my then-boyfriend and I went in as a team, me as a warrior priest and him as a bright wizard. The starter area seemed okay, though not particularly exciting. I do remember being impressed by the first public event we encountered, as I hadn't seen anything like it before, though I also remember the scoreboard it had being super confusing to me.

However, by the time we got to the next area, the population thinned out drastically, and the next public event we encountered proved too much for just the two of us. (These things didn't scale at the time.) We made a note to come back later, but then never did. RIP WAR.

Star Wars: The Old Republic

No need to go into any detail on this one, that's what this whole blog is about!

Neverwinter

Initially it looked like Neverwinter was going to be just another experiment with friends, as everyone including myself lost interest in it within a month, but then we came back to try again and since then I've never entirely gone off it. I have a blog about this one as well, though I only update it sporadically, just like I'm going through phases of playing the game a lot or not at all.

I think it complements SWTOR very well on my gaming menu in that it's completely different - not just because of fantasy vs. sci-fi but also in that its appeal lies very much in the moment-to-moment gameplay/combat, while the story is rather weak, which is pretty much the opposite of how SWTOR works. It's also the game that taught me what it's like to play something casually but still be attached to it. Before that I never truly understood how someone could like an MMO but not want to go all in with it and play it all the time. Neverwinter showed me how that can work.

Star Trek Online

I was pulled into STO by my pet tank and he more or less carried me all the way to the level cap. I wrote a post about it at the time. In hindsight it's a bit surprising to me just how positive that post ended up sounding, because in the end I left the game with a somewhat sour feeling. I seem to remember that it had just had an update, with me once again expecting my pet tank to help me through the new content, but he got distracted by something else, so I eventually just logged off with a sigh... and never came back.

While I liked the setting, I just couldn't abide the combat, whether on the ground or in space. I'd like to say that to me, gameplay doesn't matter as much in an MMO as things like setting, but STO proved me wrong in so far as it showed me that no matter how much I like the setting, if I can't log in and simply have some fun playing, even while on my own, it's just not going to last. The things I actually remember liking the most were the little mini games involved in scanning space anomalies and mining dilithium, flying around searching for good duty officer missions and chasing epohhs on New Romulus, none of which had anything to do with the core game.

Elder Scrolls Online

My relationship with ESO is weird. I have no connection to the Elder Scrolls franchise and had no interest in playing this at first, but a friend gifted me a beta key so I thought I'd give it a try for a weekend so his gift wouldn't feel wasted. And I liked it quite a lot! This was during the period when everyone was bashing it as buggy, boring and uninspired, mind you. Even though I knew that I wasn't going to play it at launch, I vowed to myself that I was going to keep an eye on it.

Some time after it dropped the mandatory subscription and reduced its box price, I bought a copy from Amazon. I didn't actually have enough disk space to install it at the time, but again I told myself that I was going to get around to it eventually.

Finally, after another one and a half years of the game sitting shrink-wrapped next to my desk, I had a chance to install it. By now, people had also changed their minds about it and were praising it as so much better than at launch! I logged in, amused to find myself gifted with a free monkey pet for having participated in the beta more than three years ago, played through the tutorial... and then logged off again, never to return.

I'm still telling myself that I'll get back to it eventually, but I just haven't felt any itch to return to it at all since I actually played the live version. Maybe all that waiting caused me to subconsciously hype it up in my head to expect more from it than it could deliver and that's why I ended up disappointed when I actually logged in again? Sometimes I don't quite understand myself.

Lord of the Rings Online

I wrote about trying out LOTRO earlier this year. We were having a reasonably good time with it, even though it was really showing its age by overwhelming new players with lots of confusing systems. I ended that post by noting that we were going to try the first dungeon next.

That's another funny story actually. Everyone kept telling us not to use the group finder because "nobody uses it". I took this with a grain of salt in the same way that "nobody" uses the group finder to get random ops groups in SWTOR - the experienced players mostly form their groups in chat, but there are people queueing through the interface too. These groups are just rarer and more prone to failure. I really wanted to see whether LOTRO worked the same way, plus I was honestly a bit shy about putting a group together in chat since I knew so little about the different classes and what sort of setup would be desirable.

The problem turned out to be this: We couldn't actually figure out how to use the group finder interface. How silly is that? Our one attempt to use it just ended up teleporting us inside the instance with only the two of us. That didn't go so well. I actually went to reddit afterwards to ask for advice and it turned out that we had used the wrong one of the many tabs of LOTRO's group finder tool. I planned to give it another try later, but then Secret World Legends came out and my pet tank was all over that instead, so LOTRO fell by the wayside. I still want to conquer the Great Barrow some day.

Secret World Legends

I wrote a first impressions post about that one as well, but unlike with LOTRO we've managed to stay surprisingly loyal to it. We don't play every weekend, but we have kept coming back to it and are nearly done with Tokyo now. I have a post in my drafts folder that details my "second impressions" of the game, which I will put up whenever we manage to finish the current storyline.

I think the takeaway from this history of my MMO experiences is that it takes a strong IP as well as social hooks for me to want to try something new, and both friends and fun gameplay to make me want to hang around. I guess with people like me it's not surprising that new games are having a hard time establishing themselves in a crowded market.

04/07/2017

Trying Secret World Legends

I mentioned previously that I was trying out another new MMO this month... and this MMO has been Secret World Legends. Yes! For once I, too, am on the bandwagon of bloggers all trying out the new shiny on the block (sort of).


Unlike LOTRO, the original Secret World was an MMO that I never had any desire to play, for one simple reason: the setting. I don't have much interest in horror and mystery at the best of times, but completely immersing myself in a world filled with these things? No, thanks.

I still enjoyed reading about the game sometimes though, mostly because it's a great example of how a loyal and vocal community can greatly influence public perception of a game. From what little numbers we have (such as steam charts), the original Secret World seemed to have a player base of a size roughly in the same ballpark as Wildstar. Yet while the latter is constantly lamented as dying and seemingly no news article can avoid mentioning threats of closure, Secret World was consistently praised as a successful niche game and for supposedly having a payment model that "does it right". I remember I once mentioned in a comment that I didn't think Secret World's payment model was working out well for Funcom and was immediately told off for daring to suggest such a thing. I have to admit I felt quite vindicated when a Funcom dev said pretty much just that in an interview leading up to Secret World Legends' launch: that part of the reason for the reboot was that they needed to find a different way to monetise the game.

But I digress... as I was saying, I was never planning to play it myself, but a couple of months ago my pet tank suddenly got it into his head that he wanted us to try it together, and with the F2P relaunch coming up it was really hard for me to say no. So it happened, and here we are.

For someone who went into the game fully expecting not to like it very much, I found myself strangely attached to my green-haired, bespectacled Templar surprisingly quickly. (Once I had made it through the slightly strange character creation screen, which had everything in hexes... which is probably in line with the magical bee theme from the intro but made it kind of hard to see all the options.)

Reactions to the new tutorial from veterans seem to be mixed, but to me it seemed serviceable. In fact, I could have done with some more information still. Even if you pride yourself in your game being challenging, figuring out how the UI works should not be the main event! I think the main reason I didn't have more trouble than I did was that a lot of keys were mapped similar to how things work in Neverwinter. But as an example of what was lacking: As a "Ravager", I was given a healing skill to start with but there wasn't even a mention of the fact that there is a separate friendly target and that you switch it by using the mouse wheel. That I learned only through reading other people's comments about the game on blogs. (Pretty cool feature though.)

The quality of the cut scenes was also good in my opinion, except for some of the NPCs having awkward, nutcracker-like mouth movements which stood in stark contrast to everything else - but then I also read somewhere that this is a bug and not how they usually look. I immediately disliked my character's silence though, something that I knew to expect from videos and which I'd already found off-putting the first time I saw it. I don't need my quest delivery to be super-fancy, but if you do put work into such detailed cut scenes and voice acting, it has to go both ways. As it is, all the NPCs monologuing on and on while my character just stands there looking like a lump falls into a sort of uncanny valley for me... close enough to believable human interaction to draw attention but then missing the mark, with the final result veering mostly into awkward and unintentionally comical. Maybe it works for people who imagine their character as someone super shy who always clams up in the presence of anything that isn't a zombie.


Don't mind me, I'll just stand here and stare at you blankly... it's my thing.

Since I never played the original version of the game, I can't comment on just how the new streamlining and combat changes compare to the original, but to me they seemed... okay. I never felt lost for things to do, though the sheer rigidity of the level requirements for some quests seems a bit patronising. While questing in a group, I also found the quest tracker a bit annoying as it allows you to pick up several missions at once but will only ever display one, and the game can be very fiddly with individual mission steps - sometimes they update for everyone in the group, sometimes they don't. It's become a running gag how often I had to backtrack because I had missed a "click on this" step somewhere and suddenly couldn't progress.

The combat seems okay so far, though it's a bit hard to judge when things fall over as quickly as they do in the first zone. In fact, while questing with my pet tank we repeatedly ran into the problem that he started attacking a rare mob from range and it would die before I could run into melee, resulting in no loot baggie for me.

My starter class combines fist weapons and blood magic - god knows how I heal people with spiked fists, but considering that I spend my days dishing out healy goodness in SWTOR with a giant assault cannon, who am I to judge? Things may have been simplified compared to what they were like, but I still had to rearrange my bars multiple times already to find a combo of skills that worked for me. In fact, I think I'm still not quite there yet, despite actually willfully ignoring a lot of the built-in complexity for now and trying to keep things simple.


As an example, fist weapons have this mechanic called fury, which you can spend on going into a frenzy, which in turn gives you more powerful skills to use. In theory. In practice, every time I tried this the frenzy state was so short (3-5 seconds it seemed), that I had trouble figuring out what was even going on. Later I deduced that apparently all those exciting, more powerful skills are pretty much the same as my regular ones, only with slightly bigger numbers. I decided to just forget about the whole thing for now as too much of a hassle. If it matters later on, I will revisit it.

Being in a group at all times hasn't really helped in that regard, because as mentioned above things die way too quickly. It has also affected my experience of other parts of the game. Like those much-acclaimed investigation missions that people like to talk about? Well, my pet tank has already done them all on his second, higher-level character, so each one so far has basically consisted of me plodding after him while he mumbled something about "music puzzle here, need to enter the correct notes" while I'd just smile and nod until he was done. (Credit for those things was thankfully shared, so I basically got all those missions done without actually investigating anything myself so far.)

One thing that was a really positive surprise to me was the first dungeon. This already opens up at level 10 and I thought it was super fun. Not very difficult perhaps, but once again I found this hard to judge since my pet tank was constantly instructing me to avoid this or run over there. There did seem to be some mechanics that would most likely have killed a group of completely ignorant new players. Either way I found it extremely fun and atmospheric, and immediately wanted to run it again once we were done. I was surprised in so far as I remember seeing very little talk of TSW's dungeons on blogs and such... I guess that like with SWTOR, everyone is so focused on the unique features of the solo content that the lovingly crafted group content gets treated as a side feature? In my opinion it shouldn't be (in either game). We also wanted to try some PvP but there currently seems to be some sort of bug when you try to queue as a group that will only queue one of you.


Fighting winged Cthulhu as early as level 10? Sure, why not!

Overall, my impression of the game so far has been a lot more positive than I expected. They've clearly made an effort to make it more appealing to people who had no interest in or disliked the previous version, and it shows - even if previously loyal veteran players are understandably annoyed by the result. Whether it will work to give the game a second lease at life... who knows. Even though there's been noticeably less buzz about it on my blogroll than there usually is for a completely new MMO, the "new game smell" is still strong: The official subreddit is full of fun threads such as customer service admitting they are too busy to deal with anything but payment issues or people being totally unable to play the game, or a player complaining that they spent over 400 dollars on lockboxes without getting the items they wanted (whales ahoy). Sustainability is something else though.

The new monetisation model reminds me a lot of Neverwinter's, which is widely criticised but clearly works to support a steady stream of content updates. Specifically the triple currency system is very reminiscent of Neverwinter's (I keep referring to the middle currency as astral diamonds whenever I forget its proper name), and they even had their own version of the Caturday exploit just before launch! Likewise the weapon upgrade system has a lot of similarities to Neverwinter's artifact refinement so far. The question is whether SWL will also copy the overall trajectory of that game's monetisation: which is to be extremely generous at low levels and to casual players, while squeezing those who are highly invested in gear upgrades for all they are worth.