Worst boob window ever

boobwindow Worst boob window ever

The above image was taken from the front page of the Firefall website.

You know, after years of playing video games and reading fantasy novels I’m used to inhuman physiology in related artwork. I can overlook the fact that this woman’s right shoulder doesn’t seem to exist. (Seriously, try and figure out where her right shoulder is. It hurt my brain after a while.) Her head also doesn’t seem to be attached to the rest of her body, but hey, space combat is perilous stuff.

And truth be told, I didn’t even blink at the robot halftop. Sure, it covers her arms and legs yet leaves a wide expanse of open skin over the part that carries all our important organs. It does kind of serve as a giant “insert pointy thing here” advertisement, but at this point I am quite used to croptop armor.

But that BOOB WINDOW. Look at it. It is, in fact, the most ludicrous boob window I have ever seen, and I do not say that lightly. It doesn’t even look comfortable, much less sexy. Maybe if they hadn’t spent the time and resources lovingly manufacturing boob windows in armor they would have already won the damn war against the aliens 200 years from now in the dystopian future. Yeah.

Why raid accessibility made leaders less tolerant (WoW)

There seems to be a feeling of regret floating around old school WoW raiders lately. I’ve seen it in other places, but this post over on Raging Monkeys does a great job of summing up the conflict. Syl writes,

“To this day, I am deeply resentful; resentful of Blizzard, of the game’s later raid designs that presented my own guild with such a reality. [...] Most of all, I resent them for making me that different person. A person with less and less tolerance for team diversity.”

Reading that passage the first time was striking because I lately have been feeling almost the exact same way. But is the “hardcore” raid culture really to blame?

The Cats were never traditionally hardcore, not even in our peak raiding days. I always believed (and still do) in recruiting smart raiders and then getting out of the way so they could do their thing. We didn’t yell or insult people for performance, and attendance was always optional. But as time went on, we — I — started getting more and more picky about who was and was not considered an essential part of the team.

That nice guy with a newborn who could only raid once a week? Accomodating him felt less important than keeping the experienced people together when faced with night 3 of Heroic Putricide. The woman from Australia with bad latency but awesome attendance? Taking her on a cloak run of TotGC put everyone on edge. Granted, in TBC we got a little more serious about raiding as a guild, but the folks who found themselves on the outside were generally the people who didn’t care that much. They didn’t have enchants, or “forgot to train taunt”. But in WotLK in particular I definitely started leading the guild in a more serious business direction.

So, why did that happen? Part of it was that I personally wanted to keep the ol’ progression train rolling along, and certainly the increased emphasis on fights where individuals can kill the whole raid was a factor, but I think there is another obvious culprit: Casuals. Yeah, that’s right. I said it.

Okay, that was a bit sensational, but I genuinely think the drive to increase the accessability of raiding actually made the culture of raids more focused on performance.

In TBC, after a certain point you had to raid to earn PvE upgrades. And because there were multiple tiers at once and no outside way to obtain the gear, you had to work through the tiers in order. Many tiers of content were valid at the same time. The lean, mean raiding machine with the army general leader could log on and work on their upgrades in Hyjal, while my guild with our not-ungenerous portion of dorks and drunks ( <3 ) could log on and obtain our upgrades in SSC. Usually by the time we worked our way to a boss it was ~10% easier beween nerfs and class buffs and we were loaded up with gear from the previous tier.

My guild, anyway, was quite satisfied with this system. I did not worry what Raidy McRaiderson was doing in Hyjal, because I was too busy securing a resist tank for Hydross attempts or other goals appropriate to our raiding dedication and ability.

In WotLK, Blizzard added two big (and totally successful!) initiatives to improve raid accessability in WoW: badge gear (technically introduced in TBC, but right at the end) and the LFD. The effect was, of course, people being able to gear up faster than ever before, almost to the equivalent of the latest raid content. Running previous raid tiers became obsolete overnight, and out with it went guilds clearing content at thier own pace.

Now every guild started the same raid at the same time, and stopped the same raid at the same time. The sense of being in direct competition, somehow comparing ourselves to them all, began to get hard to ignore. Additionally, the introduction of the simultaneous badge/raid system meant that raids were no longer released en masse, but one at a time. Instead of looking at a handful of raids and thinking we had 18 months or so (we averaged a new boss every couple of weeks), the window of opportunity for current content seemed to become smaller and smaller. Ulduar, for example, had 14 bosses, some of whom had 3 different difficulty modes, and a whole giant mess of achievements. It was current for 5 months.

So not only were we all forced to raid on the same timetable in WotLK due to having a badge system tied to raid tiers, but that time got a lot shorter. Is it any wonder that some of us started to get a bit squirrelly about failure?

Before you accuse me of being a jerk about raid accessibility, let me assure you that I’m all for it in theory. Play the game, raid the raids — I don’t care if you have better gear than I do or whatever it is I’m supposed to be all elitist about.

However, the specific ways that Blizzard chose to implement raid accessibility actually alientated a lot of the players they were trying to help, and encouraged leaders to be more stringent about individual performance. Sure, we did it to ourselves, but Blizzard paved the way.

Maybe SWTOR Wasn’t Meant For You

This post is pretty much entirely speculation and thinking out loud.

I think at this point no one can deny that SWTOR has been incredibly polarizing. Quite a few people are enjoying it and will defend the game, and the folks who don’t like it… well, let’s just say they really don’t like it. I’ve seen people call SWTOR the “worst game ever made” and predict that it will be completely dead within six weeks of launch. They don’t just dislike the game, they hate it with a zeal that to my mind borders on fanaticism.

So why the strong feelings? Certainly part of it is just disappointment after a prolonged period of hype. Part of it, I think, is burnout with WoW-likes. But my hypothesis here is that maybe — maybe — part of the problem is that Bioware never intended WoW’s core audience to be the exact same as SWTOR’s core audience, and that makes people unconsciously angry.

Who is WoW’s target demographic? This, of course, is hard to pin down exactly, but I think you can make some assumptions by looking at Blizzard’s advertising campaigns, the features they bring in, and their corporate culture at events like Blizzcon. WoW’s target audience is straight white dudes, probably college-age, who are the Achiever and Killer types of players. Blizzard has emphasized things like raiding and competitive PvP over features such as an appearance tab or guild housing. In fact, they’ve always been pretty dismissive of guild housing as unnecessary twaddle, and until the recent downturn in subscriptions acted the same way about an appearance tab. Please don’t mistake any of this as derogatory — the straight white raidin’/PvPin’ dude market is large and historically critical to a business’ success, and I in no way blame Blizzard to trying to target them.

However, the unfortunate Cannibal Corpse video at Blizzcon last year just showed that Blizzard hasn’t put a lot of thought into their GLBT players. (I don’t attribute the video to maliciousness, just terrible cluelessness.) The company’s surprise at the reaction to RealID shows that they’re not good at thinking beyond their target audience, not to mention the fact that apparently as a female NPC the more important you are, the less likely it is that you’re wearing pants.

Okay, so: who is the target demographic of Bioware RPGs? I think it becomes a little more clear when you read Bioware writer David Gaider’s official response to a complaint that Dragon Age 2 was ignoring the “straight male gamer” demographic. (You probably read about this when it happened last March. The part most relevant to my post is this: “[Our games are] for everyone. We have a lot of fans, many of whom are neither straight nor male, and they deserve no less attention.” Bioware is pretty commonly considered to have a diverse playerbase, and to cater to some of that diversity. Part of the success of SWTOR is predicated on the company turning some of their diverse RPG audience into a dedicated MMO audience.

Perhaps SWTOR was designed with some of this in mind. The game shipped with personal housing (your ship), NPC romance, and appearance controls (orange moddable items), all things that Blizzard has written off in the past as being too frou-frou and not something their target market would enjoy. There are humanoid NPCs who are not white. Storytelling is definitely emphasized in SWTOR during the leveling process, and players are encouraged to create a bond between themselves and their character. Even I, someone who is usually far too cynical to truly role play, find myself coming up with little stories for Panacea’s background, or turning down a dialog option because it just doesn’t “seem like something she would do”. The game even launched without damage meters or a competitive PvP meta-game. People who play MMOs for the serious raiding or PvP experience (most Achievers and Killers) are unlikely to receive satisfaction on this front.

So why are people so angry about SWTOR? Perhaps it is in part because without even realizing it, they are angry that a game is not entirely oriented to their market and their playstyle. Perhaps the makers of SWTOR wanted to create a game meant to appeal to the Bioware target audience, who is arguably more diverse than the Blizzard target audience and who enjoys different activities. That’s not to say that there are NO straight white raidin’ dudes who play and enjoy SWTOR (this is absolutely not the case), but it is not a game that caters to that market almost to the exlusion of others.

Maybe, blogosphere of mine, when you sit down to write that rant about how SWTOR is the worst game in the whole history of the universe, you should take a moment to reflect that it might not be meant for you.