Project Update! Books, Blogs, and Everything Else!

Howdy, folks! These past few months have been downright crazy, but I wanted to give you all a heads up of what’s been keeping me away from blogging here at Professor Beej as regularly as I want to. Things are finally starting to calm down a little, and I’m able to focus more on specific projects. I thought you might be interested in knowing where the awesomeness is headed.

 

Birthright

Birthright - Final Cover

Last year, you all were awesome enough to crowdfund my first solo novel, Birthright. After a few setbacks in terms of finding an editor (and being more than a little naive when setting the delivery dates), I think we’re right on track. I’ve made my penultimate edits, and I just got back the manuscript from my final 2 polish editors, so I’m pretty confident the ebook will be ready in around 6 weeks, and the print version soon after that. For you Kickstarter backers, keep an eye out–a survey is coming to you soon.

 

Nimbus

Nimbus: A Steampunk Novel - Part 3 Cover

I can’t say I’m not shocked and amazed at the reception we’ve had for Nimbus. People seem to be enjoying our little serial novel experiment, and now that Part One is $0.99 on Amazon, it’s doing even better. Tell your friends.

Part Four is coming along well, and Austin and I hope to have this novel finished and edited within the next 4-5 weeks, too.  The holidays and a few personal issues on both our parts slowed down the release and made us lose some momentum, but we think the end of the book is going to blow your minds. If you haven’t caught up yet, you can snag the first three parts of Nimbus for your Kindle right now.

 

Geek Fitness

In case you didn’t hear, I started a new blog. Because of my phenomenal success at losing weight over the past couple of years–140 pounds!–I think I have a few things to say about the subject of fitness and health. And I mean, when my wife can tell her family that my three favorite things in the world are Star Wars, superheroes, and exercise, I think I need a fitness blog. Don’tcha think?

I’m also going out of my way to learn social media that isn’t Twitter, so I even set up Tumblr and Pinterest pages for Geek Fitness. Not to mention the Facebook page I’m still trying to learn. So if any of those are your chosen network, give me a tweet, a reblog, a repin, or a like.  I’d love for the site to blow up and do well, so share it with your friends, and hit me up if you have any ideas that could make it even better. It’s a month old, and I’m all ears.

 

MMO Gaming

And while it’s not really a project, my non-writing time has been taken up with a fair amount of MMO gaming, too.

I went back to WoW this past week, much to my wife’s chagrin, but I’m also toying around with The Secret WorldGuild Wars 2, and Star Wars: The Old Republic. Each game has a lot going for it, and I have to be careful not to spend too much non-productive time online, but it’s nice to have so many quality games out there–especially so many quality games that don’t require subscriptions.

That’s what’s going on in my little corner of the world. What about you? What’s new with you folks?

 

WoWpocalypse 2011: On Devaluing Intellectual Property

Warcraft Annual Pass Reward - Tyrael's ChargerWhen World of Warcraft came out in 2004, I already had 6 years of MMO experience under my belt. I spent the majority of them in Ultima Online, which taught me a great many lessons regarding how large corporate entities can devalue its own intellectual properties over time.

So when Blizzard announced that anyone who subscribes to World of Warcraft for a whole year will get the full game of Diablo III for free (plus a Tyrael’s Charger in-game WoW mount and guaranteed beta access to Mists of Pandaria), my spidey-sense went to tinglin’.

Shenanigans, I say!

As an avid supporter of Blizzard since Warcraft: Orcs and Humans was new on store shelves, I find myself calling shenanigans on this promotion.

Tobold disagrees and has a pretty good argument for why its just something nice Blizzard is doing to reward loyal customers.

But here’s the thing: Blizzard has to do something to keep people playing.

Star Wars: The Old Republic and Guild Wars 2 are poised to raise the bar for what gamers expect out of online games and Mists of Pandaria doesn’t really bring anything new to the genre like TOR’s top-notch voice acting and narrative focus and GW2‘s elimination of the Holy Trinity. On top of that, TOR is going to be a direct competitor with WoW (as it is a subscription service), and GW2 is opposite Diablo III itself in the just-buy-the-box corner.

So outside of direct, high-quality competition for both its games, Blizzard has done something potentially worse. It has devalued both of the respective intellectual properties involved.

As a long-time WoW-player who only recently quit the raid scene (yes, after only recently returning to it), I had every intention of grabbing Diablo III when it came out. I even thought I would stick with WoW until The Old Republic drops, playing with the new Raid Finder and killing Deathwing in some PuGs.

But not now. I’m done.

I won’t care about Blizzard’s games if Blizzard won’t care about Blizzard’s games.

Say What?

But, you may ask, why do I think Blizzard doesn’t care about its games?

Because, despite appreciating Tobold’s argument, I can’t see this as a simple promotion. As a company, Blizzard has invested a crap-ton of work into building its intellectual properties. Right now, there are only three active: Warcraft, Starcraft, and Diablo.

And despite World of Warcraft fans claiming the game’s expansion cycle has been too long, it’s nothing compared to, let’s say, the Diablo franchise. Diablo was released in 1996, and four years later, Diablo II was released to clamoring audiences. In 2001, just a year later, the only expansion pack to D2 was released.

Since then, nothing. Nada. For ten years.

And people want them some Diablo III after ten years of not having it. They will buy it. They will buy it a lot, and they will buy it hard. Blizzard is sitting on a mountain of cash and PR opportunities.

But instead of capitalizing on the value of their title that fans are crazy for and that the company has been pouring resources into for the better part of a decade, they are giving it as a way as a promo, a prize, a cereal box trinket for a seven-year-old MMO that is still king of the hill (and will probably remain as such, too).

It devalues World of Warcraft, too, because it shows how little faith they have in people sticking around for the long-term. WoW is being simplified with each new expansion, which is great for accessibility, but terrible for longevity.

Blizzard is fighting a battle with attrition, and in doing so, the company is devaluing its cash cow. By offering this brand new game as incentive for folks to stick with WoW for just one more year, they are screaming that neither Diablo III nor Mists of Pandaria is up to the same standard as their predecessors.

If it had been just a year-long contract for a price cut and silly mount, then I could buy it as promotion. By including the full digital download of Diablo III as a shiny extra, though, Blizzard is telling its players that neither game is able to stand on its own.

They are telling their customers in no uncertain terms that neither game is actually worth the asking price.

That makes me incredibly sad. I’ve invested far more time than I’m comfortable with on World of Warcraft. I’ve made a lot of really good friends there. I have spent mucho dinero on collector’s editions, monthly subs, and even Asian-farmed gold back in the day.

I have been a customer of Blizzard, a supporter, for since I was 11 years old. I buy their product because I see the quality and love put into it, but this is not PR and promotion. This is not customer relations. It’s like if Apple started selling the “iPaad” you might see in Hong Kong that runs Android 1.7. It’s close enough in functionality to have a similar name and most of the functionality as the genuine article, but it will still tend disappoint you in the end.

That’s not the Blizzard I support. So I just won’t be a part of it.

I respect Blizzard as a company, and that’s not going to change. I hope they win me back with Titan and prove to me somehow that they actually want me as a customer, not just as another subscriber statistic.

What a long, strange trip it’s been, indeed.

 

The Future of the Healer in MMORPGs

Somehow, I fell into MMO healing when I was first leveling my Druid on World of Warcraft back in ’04. I was going through Uldaman, and the group needed a healer, so I said I could do it. After a successful run, the group told me that I was a fantastic healer, and they had yet to be in a group that ran so smoothly. I won’t lie that their comments fed my ego and made me continue my WoW career as a healer for the next four and a half years. However, if being a healer had not been equally as fun as DPSing or tanking, I would have gone another route. MMOs all have different takes on healing systems, some work and some really don’t. I hope that future games learn from the games which do things right and avoid those who place an undue complications on the playstyle.

I had tried healing classes before WoW with varying degrees of success. In Star Wars Galaxies one of the most popular pre-NGE class templates was Doctor/Swordsman. The template got both incredibly high damage as well as incredibly high survivability—as long as the player carried crafted medicine to heal with. You see, the Doctor profession in SWG required players to use consumable, crafted medicine in order to heal. This in turn forced a limited number of heals on a player based on their inventory quantity, as well as placing an artificial barrier on character progression based on quality of those consumables. A Master Doctor had the potential to craft/use the highest quality medicine, but did not necessarily mean that he or she would be able to do so at all times.

In turn, SWG’s primary healing class turned out, to me at least, to be more of a mini-game than actual healer. There were too many caveats on which my utility hinged. I like having my character progress because of the things I do with him, not because I can find high quality bird meat or a really cheap vendor selling meds. Luckily, Doctor was just one of the professions I temporarily played on my way to unlocking my Jedi.

In Ultima Online, every player of equal Magery and Evaluating Intelligence skill could cast the same quality of heals or damage spells. All magic users were hybrids; my particular joy came from hiding while my friends got into fights and then coming out of nowhere to drop a Greater Heal on them and throw Flamestrikes at their opponents. There we reagents required for casting in UO, but they were static and had no bearing at all on the power behind one’s spells like a Doctor’s medicine. I liked this system better than SWG, but even having to carry certain reagents meant a level of micromanagement that I just don’t entirely enjoy.

Then came WoW healing, and I found the playstyle that really took me for the long-haul. I like being able to stand behind people and throw out whatever heals I want to, only worrying about my mana pool. I don’t want to worry about what will happen if I run out of my best medicine, nor do I want to worry about if I have enough Mandrake Root left from the last night to make it through the newest ambush. Since I PvP often, I know that scenario rarely happens, but I make sure that I play a healer that is relatively resilient, and I learn how to survive having people focus their fire on me. It’s the same concept as standing back and healing, just applied to myself.

WoW also further refined what I knew to be healing in giving each class a distinct healing style. Paladins were the throughput healers; they were able to keep a single target alive indefinitely with their mana pools never wavering. Druids rolled Heals-Over-Time (HoTs), thus taking a proactive role in regard to healing; they had some burst, but they specialized in being able to keep a steady stream on a few chosen targets. Shamans relied Chain Heal which jumped to allies in close proximity of one another, solidifying them as the top Area-of-Effect (AoE) healer in the game. Priests were the healers who had a tool for every situation. If they needed to hit an AoE heal, they could. If they required a HoT, they had one. They had decent burst and good-enough throughput. Depending on how a player wanted to heal, there was a class that most likely specialized in that area. I liked this aspect because it allowed me to play the game in the way I wanted (as a healer) while still giving me the variety of not being stuck to a single avatar all the time. Other MMOs I had played offered nowhere near the variety in healing WoW did.

With every new MMO coming out trying something new and supposedly revitalizing to the genre (and WoW developers themselves saying they need to redesign the healing game), I doubt many new games will stick to the standard “stand back and cast” healers. Even Warhammer Online’s stand-back healers are equipped to repel attackers with far more offensive capabilities than in most other MMOs. Of the 6 healing classes in WAR, only two of them do not have their healing capabilities directly linked to their offensive arsenal. Warrior Priests must melee and do damage in order to continue building up Righteous Fury so they can keep throwing out heals (the Destruction-only class Disciple of Khaine works the same way). Shamans and Archmages lose efficiency if they don’t throw offensive spells at least every 5 or 6 casts because they build up power to fuel them every time they cast a healing spell (and vice versa). In WAR, it is almost impossible to stand behind the tanks and just throw heals like it is in WoW. Everyone eventually has to mix it up.

And that led me to begin thinking about Star Wars: The Old Republic and how I would like to see in this game handle healing. My mind immediately went back to the SWG Doctor. I wouldn’t mind a similar class as long as Bioware makes it non-consumable based. If the Doctor (or Medic or Combat Medic or whatever they decide to call it) were to get different levels of injections and medications and vaccinations that worked off of equipment or tools (egad, did I just say that?) and base-line abilities, I might actually give it a legitimate shot.

What I really want is for The Old Republic to have a healing Jedi. A Doctor or Medic would be cool if done right (and I would likely play one if it were the only healing option), but a Jedi using the Force for knitting together his or her group’s wounds and whippin’ ass with a lightsaber at the same time just sounds like so much fun. Unfortunately, I can’t think of a unique way to do it. Every time I try to think of a new perspective on it, I realize that I am simply basing it off of a WoW Paladin or a WAR Warrior Priest. I really hope that Bioware is more creative than I am.

I thought about having a Jedi whose power came from lightsaber crystals geared toward healing, threw out Force heals on those around, and only ran into melee when some lovin’ needed to be dished out to the opponent, but I realized that was just a sword-and-board Holy Paladin from World of Warcraft. Just replace healing lightsaber crystals with “spellpower mace and shield” and running into melee to dish out lovin’ with “running into melee to refresh a Judgment,” and I’m practically talking about the same thing.

So then I started thinking about Jedi who consistently mixed it up in melee, but had abilities tuned to where they might do less damage, but the damage they do is almost directly translated into healing themselves or their party members. They would have to melee to keep a consistent stream of healing going to their group, and they could use the Force to burst heal when that wasn’t enough. I then realized this was exactly how the Warrior Priest and Disciple of Khaine in Warhammer Online play and realized that my career in MMO development stands dead in the water.

So I don’t know where Bioware is going to take healing in The Old Republic, but I hope it’s somewhere new and exciting. Even if it’s not, I have enough faith in them as developers to take what works well for the other MMOs on the market and add their own spin to those mechanics. It wouldn’t be bad to make a class that plays like a Paladin or Warrior Priest because those classes are incredibly fun to play. Blizzard was notorious for taking MMO staples with WoW and polishing them to where they felt new and exciting. Maybe Bioware will do the same thing with how they handle healing in TOR. They might not reinvent the wheel with their mechanics, but there’s a good bet they’ll learn from what might not have worked in other games (varying qualities of consumables, for example) or implement a refinement of an already solid system (WoW’s individualized healing roles based on class).

Syp at Bio Break has an interesting post talking about how the healer archetype (as well as the standard tank and the damage dealer—the holy trinity of RPGs) might be going out of style with The Old Republic. One of the ways that TOR might revitalize healing is to not have dedicated healers in the game at all by simply making the ability readily available for everyone (by having medpacks and other items be useable by all classes, for example). If everyone had the same capability to heal, the main aspect of what I enjoy in MMO gaming would disappear; however, there is always the possibility in such an all-inclusive example of healing that I would find a much more enjoyable role as a Smuggler or a Bounty Hunter being able to toss spot-heals on people than I ever would if my role stayed the same as it currently is in WoW. An approach to healing like this could only work with the game system being explicitly built for it; a typical raid or PvP environment in any standard MMO would never be functional without dedicated healers. Perhaps that is where the next revolution in MMO design will come from—the dissolution of the holy trinity.

Either way, there are two things that will dictate whether or not I stay in any new MMO: a compelling PvP atmosphere and a compelling healing system. If one (or possibly both) of those is lacking, then I don’t see how I could spend a lengthy amount of time in the game. While I would love a game to take an entirely new approach to healing and do something I’ve never seen (such as dissolving the holy trinity and the healer archetype), if the new game itself is as stellar as WoW was when it debuted, I’ll be okay with just a few tweaks to a standard healing system. I just want to be immersed and have fun, in the end. But a surprise every now and then never hurt anybody, and only new approaches to the genre will prevent it from eventually stagnating and losing players who feel they have been playing the same game for eleven years, despite hopping between multiple titles.

Why Does Every New MMO Have to be a WoW Killer?

I’ve played MMOs a long time. Eleven years, to be precise. I started with Ultima Online in 1998, and I currently inhabit World of Warcraft, though I am honestly not sure for how much longer I will remain there. The only upcoming game to really pique my interest is Star Wars: The Old Republic, but there is doubt in my mind that game will be ready before 2011.

During my days of frequenting Ultima Online forums, every new MMO in development was the one to “kill” UO. Never could a game stand on its own merits and attract a parallel playerbase; it had to take all of the current top game’s subscribers and leave the older game a wasteland of diehard players who refuse jump on the new hotness. In eleven years, this trend hasn’t changed one little bit, nor has any one game spelled the doom for any other, so the perpetuation of this very specific kind of hype is absurd.

What’s funny to me is that SW:TOR is already being hailed by various forum trolls and bloggers as a WoW-killer, and it hasn’t even been a month since the first hands-on alpha was at E3 for very limited audiences. My question is this: Why can WoW and SW:TOR not peacefully coexist? Or more specifically, why can any new game and the ones already released not peacefully coexist? I wonder if online communities must consistently be in a constant state of flux and/or paranoia to function and survive. I see two sides to the game-killer argument: self-loathing and salvation.

On one hand, self-loathing gamers tend to say they pay for games and play them only because there are no better options. They hate (thus the self-loathing factor) that they spend the time and money on the game, constantly bashing it and its developers, and they hope that a new game will come out and completely destroy the currently successful MMO (which they play). They want nothing more for a fantastic game that they might or might not even play, just so long as the current game they’re subscribing to loses money and has to shut its servers down. The irony found in the self-loather is that even though they claim to be advocates of a particular game’s downfall, their detrimental posts are not on the upcoming game’s forums, but plastered all over the community belonging to the game they still play.

On the opposite side of the self-loathers who play a game they cannot stand and only want to see fail, there are those who look forward to the next big MMO as though it were the second coming of Christ. These are the kind of people who are constantly searching for the next big thing to deliver them from the mundane virtual life they find themselves stuck in. They’re generally content playing whatever game is considered the most polished, until the next one that is bigger and better than the last one they subscribed to is slated to come out. Any newly announced, unreleased game obviously has to be better than whatever is already on the market because the hype and PR say so. When the new game is finally released, their Messianic complex is shattered because there is no feasible way the game can live up to the ridiculous expectations those seeking salvation set for it. Their salvation is postponed until the next “next big thing” comes down the internet hypeline.

Warhammer Online was hailed as a WoW-killer by the PvP community for a very long time prior to its release. Instead of World of Warcraft, WoW began to stand for Waiting on Warhammer. When its release finally arrived, the game was good, but not great. It was a fun diversion for a couple of months, but it couldn’t keep my attention or my friends’ or many other people’s. Within three months of release, the game had to merge server populations to maintain playability. It was certainly no WoW-killer. WAR has its own dedicated following at this point who very much enjoy it, but the game itself lacked whatever sublime quality was needed to dethrone World of Warcraft as the top commercial MMO.

I don’t expect SW:TOR to dethrone WoW, either. And the funny thing is, I don’t want it to. I don’t care if the next big thing is bigger and better than what is currently popular. I don’t fall into the self-loather category, nor do I seek salvation from my MMO purgatory. My main concern is that that games I play are fun. If one game has features that make me think that it is more worthy of my time than another MMO, then I’ll switch. If not, then I won’t bother. It being designed to “kill” my MMO of choice doesn’t even enter the equation.

There are always going to be doomsayers crying “the end is nigh!” for any highly popular property. In the end, it doesn’t matter what games come out and which are hailed as “killers.” The new games will do some things better than other games on the market, and other games will keep doing other things better than the newcomers. In either case, both games will have some kind of playerbase and loyal community. Very few MMOs in the history of the genre have actually shut down. Some, like Dungeons & Dragons Online, adopt new marketing strategies like going partially Free2Play to stay afloat, but the point is that they do stay afloat.

People could say that World of Warcraft’s 11 million worldwide subscribers spell doom for other MMOs and that there is no reason to even try with such an elephant in the room, but that would be silly. Most MMOs are going at a solid rate, some tinker with new profit-making strategies, and they all have people playing them. Even MMOs I’ve left for what I consider “better” games (Star Wars Galaxies and Ultima Online) still have people playing them. That means that the SWG-killers and the UO-killers failed, and only leads me to conclude that the WoW-killers will fail. But they only failed (or will fail) in the respect that they did not wipe the floor with the games already on the market. From a business perspective, the games were successes because they must make a steady profit from the people who play them, otherwise they would be shut down. MMOs are a business, after all.

I don’t care if Star Wars: The Old Republic is hailed as the next WoW-killer. I don’t care if it triples the amount of people who are currently playing WoW. If it’s not fun for me, I’m not going to play it. If it happens to be a better time than WoW (or whatever game has my attention at that point), then I’ll play it. And so will other people. There will be people who prefer WoW for their own reasons, and there will be people who are still playing other MMOs despite SW:TOR’s release who could really not care less about the game because they’ve found their niche. The Old Republic being a hit doesn’t matter. What matters is that we all find the game we want to play and enjoy ourselves.

People are going to play any game that’s released, at least for a while. Some people will leave their games for greener pastures, and some people will stolidly resist change. But in the end, new games will not “kill” old ones. Communities will grow around new games completely independent of the success of other games on the market. So now, can we please move past this “killer” concept and actually enjoy playing a game for a change?

Character Progression in Star Wars: The Old Republic

Since the E3 trailer, I’ve been thinking a lot about Star Wars: The Old Republic and what I hope the game turns out to be. Tobold’s MMORPG Blog has another really good post regarding TOR hopes vs. realistic expectations, but I still think it’s too full of cynicism, even for this early in the game. That said, his post got me to thinking about what I am really looking for in the game. Two things are really important to me: storytelling and character progression.

As far as storytelling is concerned, Bioware has me hooked already. Their announcement for a fully-voiced narrative intrigues me, and even if they don’t succeed at having every single piece of dialogue spoken, the immersion involved will be significantly higher than any other MMO I have ever played. Even World of Warcraft, as polished of a game as it is, has some of the most mundane storytelling techniques I’ve ever experienced. There is nothing that makes me want to get involved with the lore and backstory of the game. I just want to get to the next quest to get my experience (XP) to hit the level cap faster. With Bioware’s announcement that each class will have unique plots and quests from other classes, I am intrigued. Finally, I might want to actually participate in the world instead of simply killing my 10 Womp Rats and moving on down the chain, eventually getting to the level cap and hitting the brick wall of artificially limited content.

And then there’s character progression, my main point of contention regarding TOR and other MMOs.

Back in 1998 when I started playing Ultima Online, there was no raiding, but there were monsters to kill which dropped loot. Player characters progressed through the game with a variety of skills which increased through use (only repetition of a skill could advance its ranking from 1-100; there was no experience point system which led to player levels), and one simply lived in the environment. The game was open ended enough where if players wanted to make a town and play politics, they could. Form a dragon slaying party for gold and magic items? Sure, go ahead. Participated in Player vs. Player combat? Yeah, there were three different systems for PvP in UO. Progression in UO was based entirely on the character itself, hinging on skills rather than gear or a rigid class structure. The best magic items were better than the craftable ones, but they were not exponentially better. This meant that time invested in seeking them out might or might not have been more profitable than gathering materials for crafting or even killing another player and looting an item off the body. Eventually, this system was changed to be more item-based in that player-crafted items were clearly inferior and to looted items and character skills took a backseat to artifact hunting. I left for another game.

Star Wars Galaxies combined an XP system with a skill system, but had no rigid class structure. Killing mobs in the game would grant XP which could be used to purchase skills, which could then be learned and unlearned at will. It took the best of both a skill-based system and a level-based system and combined them to create a unique look at MMO character classes. SWG was more item-based than UO, but in a different way. Players could kill mobs of varying difficulty for crafting materials which were rarer and higher quality than ordinary materials, netting better weapons and armor, but again, not exponentially better. I thought this system worked very well, but the developers did not, and when they revamped the game to revolve around a more traditional MMO level, item, and class system, I again left and went to another game.

I played World of Warcraft for four and a half years, and my account is now cancelled. I got tired of the game having no “skill” based systems and instead was entirely level and item-based. Only players who participated in the highest level of content could get the very best items (even if they were the same level—80), and thus a power differential began to take place. Even though players were the same character level, with the same talent specialization (skill allocation), the player with the higher level of armor and items equipped would almost always be more powerful. Players could never compete or even experience the entire game world without extensive raiding or PvPing, simply playing the game would not progress a character past a certain point. A character in “blue” armor would never be as powerful as those wearing “purple” armor because the progression in WoW did not come from the character itself, but the items procured. The game was almost solely item-based, and there was little room for actually “living” in the world, as in UO and SWG. I had fun with it for a while, but I eventually got tired of the grind and the disparity of power between so-called “equal level” characters.

So now I look toward SW: TOR with hopes that they will do something as new and exciting with character progression as they seem to be doing with narrative immersion. At the very least, I hope Star Wars: The Old Republic finds a healthy balance between class and item-based progression and actual character-based progression. The developers have said there will be MMO staples like raiding in TOR, but I hope that Bioware takes the step to make raiding accessible to everyone and not only those who dedicate the better part of their lives to it. I don’t mind if the items and rewards from raiding are great, as long as there are alternate ways to achieve the same level of progression if raiding is not the game I want to play, nor do I care if PvP progression has exceptional rewards, as long as the rewards for other parts of the game are equal in some regard. I would still prefer, in the best of all worlds, that any equipment rewards are only marginal increases in power and the choices I make for my character dictate how my game unfolds.

Such a system would certainly bode well for those who want a persistent world to live in and interact with, as well as those who particularly enjoy the challenges presented by tiered raiding content or PvP. This system I desire is similar to the progression that World of Warcraft attempted: different armor being earned depending on if characters raided or PvP’d (as well as how a player spends talent points), but Blizzard failed because they made weapons and armor exponentially better than the worth of a character’s invested talent points. If the items are only a slight enhancement over the base allocation of skill points, then the character template matters more and more. I am all for having items a purpose and use in a particular area of the game (raiding-earned gear is good for raiding, PvP-earned gear is good for PvP), but I think taking the emphasis off armor and weapons in lieu of personal character progression will help shorten the gap between the “haves” and “have-nots” that develop in a typical MMO and eventually strengthen the community in the game because there will be more organic ways for players to group (interests, friends, goals) rather than an artificial barrier between groups created by a player’s inventory.

If Bioware sticks to systems they began using in the original Knights of the Old Republic games, then I have hope for this one. I hope they allow players to again allocate skill-points into various ranks of abilities as levels are gained, and I hope this skill allocation has more of an effect on a player’s character than equipped items. The items in KOTOR I and II mattered, but the abilities bought through character progression were worth more in the long run. My Jedi might have had a few mediocre lightsaber crystals, but I allocated my skillpoints well enough that Force Lightning or Force Heal were more effective in the long run.

SWG and UO had it right in that the better items a player had access to made certain aspects of the game easier, but the fact there was a cap on just how powerful those items could become really created a game where even someone who had been playing the game a month could experience nearly as much of the world as a person who had been playing for 4+ years. Their experience would be vastly different in scope, but there were no artificial limits based on gear; the development of the character itself would be the only limiting factor. In most current MMOs, that is not possible. If Bioware’s emphasis is on making the most immersive world possible, then I hope they consider how limiting non-character based progression can be in that regard. There are benefits and limitations to both systems, but my hope is that Bioware opts for a system with a sort of balance between the typical MMO class/level/item-based system and the point-allocation/training system which will allow players to actually inhabit the world in which they play rather than conquer it for “phat lewtz.”