Still Having A Wild Time In Wildermyth

After most of a year away from the game, I’ve returned to playing Wildermyth. My return from this extended absence was prompted by the group of people that I used to play Dungeons and Dragons with on Fridays suggesting we play Wildermyth as a fun activity we could all do together. We even had one pleasant but incredibly late session of it, though we’ve since struggled to get together to continue playing. I suspect this will be a bit easier than scheduling a D&D session, on account of it taking less time to play in general and Wildermyth’s ability to be easily shortened or stretched to fit into whatever time we’ve got. I don’t expect us to play it weekly, by any means, but hopefully we’ll be able to return to the game we started before a full month has passed. Also, while waiting, I can continue to play by myself. It’s tons of fun to play in multiplayer mode, but still almost as fun to play in single player mode, so I’m beginning to slip it into my regular gaming rotation again. I’m also, once again, discovering that it is incredibly addicting to play and that it is incredibly easy for me to lose track of time while I’m playing it. I’ve already had a couple nights where I stayed up way too dang late to play it and I’ve only been back to playing it for a week as of writing this post.

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I Got Back Into Valheim Again

I dipped a toe back into Valheim during my final stream of May for the first time since January at least. It felt nice to get back to the game, especially when I needed to get my mind off my move, even if it came with a few bitter moments of realizing just how much work I had to do to set up a sustainable base in a new world. I wasn’t starting a new character, after all, I was just starting a new world. My main character has a bunch of good, upper-mid-tier gear since I was in the “I have mastered The Plains but not yet fought the boss” portion of the game on my previous server, so even my casual “running around” gear was powerful enough that I would need multiple crafting station upgrades to repair it. I considered starting fresh with basically nothing but my skill levels, just to avoid needing to streamline basic repair abilities, but that was not very appealing after all my time playing the game. Plus, most of my gear needed a bunch of rare materials to be crafted or upgraded, but almost everything (with two notable exception) could be repaired by a 2nd-tier crafting table and I had all the tools I needed to make that.

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The Return to Overwatch

I’ve been taking a break from Overwatch for a while. I got to a point where my favorite teammate, my roommate, wasn’t playing very much, so I was mostly playing solo or with other friends. Unfortunately, most of the time, I got placed with people below my skill level or who weren’t trying to play well, and so I got trounced repeatedly. I’d often wind up with the most kills, the most damage-dealt, the most time on the objectives, and the most kills around the objective, four out of five of the measures of individual player achievement in Overwatch, all despite playing a tank character who is supposed to focus on keeping people alive. One or two out of the possible four (the fifth is healing and all the tanks I’m best with don’t do healing) is not a problem, but consistently getting all four is frustrating, especially when we wind up losing because I’m the only person contesting the objectives or trying to coordinate the team.

I’m no savant. I’m not even an amazing player. I’ve got a good grasp of team strategy, character dynamics, and how to figure out people. I have a few skills I’ve polished very well and I’ve got an excellent sense of timing and battle flow. As a shot-caller, I’m pretty good at figuring out where my team needs to be and what we need to be doing. As a tank, I’m good at being where I need to be. Unfortunately, as I’ve said before but with a different take-away, Overwatch is a team game. I can’t win the match on my own. I can do everything right and still lose. I can call every shot with perfection and lead every charge perfectly, but my strategies are doomed to fail if all the people who were behind me when I started peeled away to do who knows what on their, leaving me to get shredded by an enemy team that stuck together.

It can be incredibly frustrating to lose because my teammates either aren’t trying to win (“it’s just Quickplay, quit trying so hard” is a common refrain when I try to communicate with my team) or everyone is trying to play Call of Duty. I don’t might losing if the other team is just better than we are. It can be incredibly frustrating, just like any loss, but at least I know I lost because they were just better or smarter or faster than my team. Losing because my team is a pile of idiots who pick the worst possible characters or refuse to play healers or tanks doesn’t feel good at all.

A common response to this sort of behavior in matches is to just stop caring. Most of my friends don’t really care or can just shut it off when they started to get bummed by dumb Overwatch matches. They’ll lean into whatever dumb thing the rest of the team is doing and laugh as it inevitably collapses. I can enjoy that. Some of the most fun matches I’ve played have been when we did something dumb that would up working in the silliest way possible, or failing in a huge but hilarious way. The thing is, those matches aren’t super fulfilling to me. The matches I enjoy the most, that I get the most from, are the ones where we execute brilliantly timed plays, where the entire team operates in sync, where we manage to just barely scrape a win because we were slightly better or managed to combine our abilities perfectly. Those feel amazing and they’re the reason I play Overwatch.

I want those games because I feel like I’m learning something new or improving myself. I like forward progress and that’s difficult (if not impossible) to get when you can’t actually play at your current skill level. I don’t like re-treading the same ground again and again because I’m being held back.

I’m sure I’ve screwed up matches for other people. I’m not some poor victim of the twists of randomly assigned teammates, I’m also one of the perpetrators. I can get a little tilted (playing aggressively and unwisely because I’m angry) when I get frustrated. I’m good at keeping my cool and playing consistently, but I occasionally mess up horribly because I’ve misread the situation or made a terrible guess at what the enemy team was going to do. I get that most people aren’t doing it maliciously and I’d probably benefit from trying to help other people play well than lamenting that they play terribly, but there was little incentive for people to actually care during most matches or to try to be a team player beyond winning or losing the match (which people don’t always care about).

That might be different now. Recently, Overwatch added an “endorsements” feature. You can endorse allies for sportsmanship, shot calling, or being a good teammate. You can endorse enemies for sportsmanship. If you get endorsed frequently, you get rewards and a little ranking thing next to your name. It also shows what you get endorsed for by coloring each endorsement differently and showing the percentage via color around the endorsement level in your name. Now, players are rewarded for actually working as a team beyond a win or loss. You can also spot when people just get endorsed because people see no drawback to endorsing as many people as possible after a match. If they are heavily endorsed for sportsmanship and very rarely endorsed for anything else, there’s a really good chance their opponents are just auto-endorsing them at the end of matches. If their teammates like them, there should be a higher percentage of “teammate” or “shot calling” endorsements.

I’m cautiously optimistic (like always), so I’m willing to get back into the game. I’ll give constructive leadership and shot calling a try again. I’ll do my best to make my teams the best we can be, try to reward good teamwork with endorsements, and hope positive reinforcement is going to be enough to change my experience with the game. If I can get back to a year ago, when I just loved playing the game whenever I had the time, I’ll be ecstatic. If I can stop feeling frustrated every time I play, I’ll count this as a rousing success. The internet is aglow with praise for the endorsements feature, so maybe it really will mean a shift in the game’s culture.

This Week’s Theme isn’t Evolving at all!

In keeping with this week’s unofficial theme, let’s talk about Evolve! Matthew Colville worked for Turtle Rock Studios as a writer on the creative team that designed the world and many of the core aspects of what would eventually become the asymmetrical multiplayer game, Evolve. The world was incredibly interesting and the core concept was novel, so pre-release reactions to the game were very positive. It even sold well when it came out, but it was plagued by a variety of problems that ultimately lead to its demise and the shut-down of its servers a couple of years after release.

The basic plot of the game is that you and your allies are a squad of monster killers that are occasionally called in to protect an at-risk Human colony on a new planet. The planet in question, Shear, seemed like a great place at first, but the colonies were eventually attacked by native inhabitants that showed the ability to quickly evolve in response to whatever defenses the Humans mounted. In each mission, you and your three human allies are tasked with taking out the monster. The monster, another human player, is tasked with killing all of the hunters or completing an objective (destroy a particular part of a facility or something like that). It is possible to play with fewer than 5 human players as you can set up a game with one to four AI players, but the main mode of play is online with a group of humans.

In concept, the game was a lot of fun. The battles were interesting and, though every game I played ended with the hunters winning, it was still a lot of fun to play the monster since there aren’t many games out there that have a similar style. It can be really fun to basically play hide-and-go-seek with a bunch of people online. It can also be incredibly frustrating if they always, unerringly hunt you down before you have a chance to even get established. Or if they seem to always find you as you find a hidey-hole in which to begin the annoyingly slow process of “evolving” so that you’re forced to give up your progress and flee only for it to happen again the next time you think you’re safe. Or if you wind up playing two dozen matches in row as the monster since none of your friends play the game and solo-queuing seems to always mean getting stuck as the monster.

There were a lot of problems once you got past the novelty of the game. You needed a bunch of dumb, negligent players on the hunter side of things for the monster to win and I don’t think I ever won as the monster and won maybe half of the matches I played as a hunter because my fellow hunters seemed to be incapable of working together or rudimentary communication. My hunter teams would almost always start to fall apart as soon as we started losing. Everyone ran off in their own direction, certain they alone knew what to do, and got picked off by the monster who was able to easily take us down when we separated. In short, it was every problem you’ve ever faced with online multiplayer compounded by a higher-than-average frequency of one-sided fights.

All that is without mentioning the various exploits and bugs that showed up every few weeks. The developers didn’t update very frequently (which we eventually learned wasn’t the fault of the developers but the publishing company who wouldn’t put out updates more than once every few months), so a lot of exploits and broken gear/abilities/etc stayed around long enough to make it difficult to play against.

Most of the problems could have been fixed with enough software patches and a better response from the PR team of the publisher, but they seemed very uninterested in trying to please their customers once the game had achieved commercial success. I’m sure there’s most to it than a simple money grab from the studio that published the game, but that’s what it felt like at the time and it is ultimately why I stopped playing the game.

Looking into it now, after I discovered that Matthew Colville was a part of the creation of this game and did some research since the way I felt everything played out didn’t seem to jive with the way he acted in his videos and various online accounts, I’ve learned a lot. Originally, the game team was put together to create an alien world and that’s what they did. Incredible art, different modes of evolution, how species adapt to their environment, and so much more came out of their first years of work. It wasn’t until about two years of this research and development had passed that they learned the game was going to take the form we got: asymmetrical shooter. If it had been an exploration game or a team shooter against only computers, that would have been another thing entirely. I would have loved the shit out of the game if it hadn’t been so heavily dependent on the only PvP multiplayer.

It was nice to learn that the game they poured their hearts into wasn’t the game we got. I can only imagine how disappointed the team was when they learned what all their research and work was going to turn into. From some of Matthew Colville’s posts on the matter, it sounds like they didn’t get much of a choice in the matter since no one at the publisher believed that an exploration or PvE game would sell enough to pay for the development and distribution costs. I’m pretty sure a lot of people who have bought that and the studio would be swimming in all the money they got from it if they’d actually delivered the game the writers and artists had spent two years creating. It would have been like what No Man’s Sky could have been if it hadn’t been hyped so idiotically when it was still clearly far from complete.

Honestly, as the game slowly winds its way to complete shutdown (the servers are being turned off for good in september), I’ve gone back to play it a couple of times. It still isn’t the game I would like it to have been and I’ve spent more time waiting for a match than actually playing it, but I can see the game the development studio wanted to make in the background. Knowing what it could have been makes it a little more fun to play since I’m more focused on that than the outcome of the matches, but it leaves me sad once the match is over because I feel like I’m missing out on what would have been an amazing opportunity.

Until September of 2018, the game is free to play for anyone who downloads it. If you want a glimpse into what is an amazing world and what could have been a game to remember a few decades on, download it and play a few matches, even if it’s just with a bunch of bots. You might be frustrated, but you won’t be disappointed.

Talking to Strangers on the Internet

When I was growing up and first got to use the internet, one of the biggest rules I was given was that I could not talk to strangers on the internet. Around that time, tales of child abductions, predators, and catfishing had started to gain prominence, so my parents’ concern makes sense. It made sense back then, too, because I wasn’t supposed to talk to real-life strangers, so why should I be able to talk to internet strangers?

The funny thing is, now there are entire platforms for talking to strangers. Randomly-paired video and/or text chat, Twitter, Imgur, Reddit, Facebook… Pretty much everywhere you can go to on the internet, it will have an endless stream of strangers you can talk to. Sometimes, you even wind up making friends. One of my closest friends in my freshman year of college was someone who was a friend of a friend of a friend, that I’d maybe seen in person once. In the entire time we talked and were close friends, we met in person once, when I was back from college for winter break and we wanted to be able to stop making jokes about either one of us being a fat old man in a fake mustache.

Hell, even most video games pair you with strangers these days and all the team-based ones require some degree of communication, even if you only ever use emotes/macros to ask for healing or to show off your character’s mighty muscles. Up until a couple of weeks ago, when I started getting more involved on Twitter, most of my interaction with strangers came from playing Overwatch. I’d queue up for a match by myself or with a friend and we’d get stuck on a team with random strangers. For the most part, communication with them stay in the realm of healing requests and indications that we need to group up.

Sometimes, though, people start using text chat. Sometimes, people even use the team-wide voice chat. While myself and the friend I usually queue up with don’t generally join the team voice chat unless the team asks us to, there have been a few times when we have and it went well. One time, we did so well with two other groups of two that we all teamed up to make a group of six and went on to win another four matches. Another time, one guy spent the whole match whining into the team chat about how no one was playing well or helping him and it created such a thoroughly toxic atmosphere that no one would work together.

Most of the time, it’s just normal chatter. People talk about what they’re going to do, call out enemy positions and maneuvers, we coordinate our movements, and trying to work together for a common goal before moving on and never talking to each other again. I’ve had mostly neutral experiences with team voice chat, but the negative ones stand out so much that I generally try to avoid it if I can.

Text chat has been the opposite. There have been a few negative experiences, including one lately that made the match so negative that people on my team started throwing the match, resulting in an embarrassing overtime loss to a team we should have beaten easily. For the most part, though, people are friendly and at least neutral if not positive. If you play as a part of a group, there’s a high chance of playing with other groups and sticking with them for a while, across several matches. As that happens, people start friendly conversations, congratulate each other on good places, and all report/shout-down the one asshole trying to ruin everyone’s good time. Then you inevitably wind up fighting against a long-time ally and tears are shed on both sides as you ruthlessly exploit your experiences with each other to try to beat each other.

Good times.

I always kind of marvel at the casual nature of human connection via video games. You can meet someone new, bond over your shared enjoyment of a game, and then part ways without ever expecting to meet or talk again. If you do, that’s great! If not, then you’ve lost nothing. Or have you? It is so easy to connect over the internet, but we’re still so guarded with most of our personal information. Games all use usernames, most social media allows the restriction of personal information so only friends can see it, and most people who know anything about internet/identity safety recommend keeping most personal information completely private.

This attitude (which is still entirely sensible because the people who want to exploit personal information are ruthless and entirely too common) keeps us from connecting with friendly strangers. We don’t even share our names. We keep ourselves hidden behind the masks of our characters and our usernames. We connect with people, make friends, and them go our separate ways. It always makes me kind of sad when it happens, even if I’m not really willing to be the one to try to break the pattern. For the most part, anyway. I use my real name here, and on my Twitter. Those aren’t terribly brave, though, since most people also do that.

 

To Single Play or to Multi Play

Despite my love for the almost entirely single-player Legend of Zelda franchise, I generally prefer multiplayer games over single-player games. My Steam account is full of single-player games I have never played or haven’t completed. I never actually finished most of my single-player console games, either. I just eventually lose interest or focus, getting distracted by some other video game or a new book, and never get back to finishing the game. If it is a multiplayer game that I’m playing with friends, I’m a lot more likely to stay interested and finish it.  There are exceptions, of course. I’ve played tons of games of Borderlands with friends and by myself, but I’ve only ever finished it once with a friend. It’s a longer game, so it is difficult to get someone to commit to the entire thing and then actually follow-through over the several sessions it’ll take to beat it.

I never finished all of the really cool extra content for Hyrule Warriors because I got bored doing the daily grind of beating thousands of enemies on my own. For the few missions I could do it, I enjoyed the multiplayer option much more. I started playing and loved Shadow of War last fall, but I never finished because Destiny 2, with its multitude of problems, came out. Destiny encourages cooperative multiplayer while Shadow of War’s multiplayer is only ever competitive.

I prefer cooperative multiplayer to competitive. Competitive games like Mario Kart and Super Smash Brothers are fun, but I prefer any game where I’m working with my friends rather than against them. Halo Co-Op was my preferred way to play with my friends in high school. I never really got into League of Legends because it was so competitive. Even the cooperative aspect of being on a team with your friends or strangers got competitive because people took the game so seriously. That, plus the toxicity, drove me away. Overwatch, on the other hand, is a competitive game but it encourages a lot more cooperation than I feel League of Legends did. Even when queuing for Quickplay and playing with random strangers feels better because not everyone is toxic and most people agree to a basic level of cooperation. Some of my best cooperative moments and matches have been with strangers. All it takes there is communication and willingness to participate.

I’m not a terribly competitive person. I don’t really care about winning or losing, I just want to play well. I want to play a game skillfully and improve, not worry about who has the most kills or whether or not I’m consistently better than my friends. I get frustrated, sure, but only when I know we’re under-performing or one of my allies is deliberately messing us up. I generally won’t try to force people to cooperate with me in games, but I have little patience for people who find pleasure in throwing games or betraying their allies.

I like to improve myself. Daily blog entries here, figuring out how to add novel-writing to my schedule, and then trying to work out between work and writing is all my attempts to make myself the best me I can be. That includes being good at my chosen recreations. I like to play video games and the part of me that is what I identify as the most core part of me also wants to be good at video games. Not so I can go pro in some competitive e-sports league or so I can rule over my friends, but for my own personal satisfaction. I want to be good to see just how good I can be.

Communication and Teamwork in Overwatch

Watching the Overwatch League has made me want to play the game more than ever. Watching teams pull off these amazingly well-coordinated plays makes me want to assemble my own team. Not in order to compete at even the amateur level, but to play with that level of communication and trust. That being said, the league is still rife with examples of people doing their own thing, including both times that it pays off and times that it does not. Single DPS players have, with minimal support from their teammates, either crippled or halted an entire enemy advance. In juxtaposition, tanks have recklessly charged and players of all kinds have wasted ultimate abilities that would have been more useful if they’d saved them for a minute or less later. Often, the reckless tank and wasted support ultimate ability have led to the team collapsing. Interestingly, half of the team collapses I’ve seen have turned into times when a single DPS found the right moment and help the enemy team off.

The best teams, though, are the most coordinated ones. New York Excelsior, Seoul Dynasty, and London Spitfire are all the most coordinated on average and they’re all the best teams in the league in a general sense. Having actually tried to build a 6-player team in Overwatch, I can definitely say that team coordination matters. To be fair, you don’t need to have six people in order to see that, it just makes it easier to see. I love playing with one of my roommates the most because we’ve played together long enough that our play styles complement each other, we trust each other to know what we’re doing, and we can anticipate each other’s needs and movements in a way the really streamlines communication. He also plays DPS (damage per second) characters and I play tanks, supports, and filler characters (swapping around to meet the team’s current needs rather than sticking to one character in particular). Comparing our play to me playing with only one of most of my other friends highlights just how important that almost unspoken communication is to our success as a team.

I’m hopeful that, if the 6 of us play together often enough, we’ll eventually figure out the communication stuff. I have a hard time verbalizing my thoughts in generic specifics because I’m so focused on what is going on in front of me, so my ability to call shots and direct the team is at its best when I can either get the words out properly or when my teammates are aware enough of what is happening in the battle as a whole to interpret what I’m trying to say correctly. It can be annoying, to have a shot-caller who has trouble saying the right names for characters and coming up with the right word while it is still relevant, but I’ve got the best battlefield awareness of the group right now so working on communication is out top priority. For now, I am grateful that my roommate is one of the six people and that I can count on him to interpret and then translate what I’m trying to say.

As much as I try to relax and have a good time when I’m with a large group that isn’t communicating, it is incredibly frustrating. As a tank, a lot of my ability to do anything effectively, aside from soaking up bullets, is contingent on having the rest of my team performing their duties and following the called shots. The other day, I kept telling everyone to group up with me since I was using the other team’s expectations against them, by setting up patterns that I’d subsequently break. It was working great except that most of my team wasn’t following me. I’d call them over to me, see them around me, start moving into position, and then they’d all be gone, getting cut down somewhere else because their tank is off trying to set up a flanking team-fight that would pick off the enemy sniper and supports before the enemy DPS could be brought to bear against us. We were so close to winning so many times that match and we had no good reason for losing, only that we were never all together and focused on figuring out how to circumvent the enemy traps and defenses. That was kind of the theme of the night, really. Knowing we should have won and being unable to say that we just got outplayed is frustrating to me because I’m trying to become a better player than I currently am and those kind of losses don’t do anyone any good.

It isn’t all of my teammate’s faults either. If I’d followed them in and stuck with the grind-y team-fights they kept running into, we might have won. We might have come out on top with enough ultimate abilities left to hold off the inevitable second wave when they re-spawned and pushed to retake the final point they were defending. I played a little more aggressively than I strictly needed to, winding up with all of the gold medals for enemy kills, enemy kills around the objective, enemy damage, and time spent on the objective(s). No tank should ever have all of those. A good tank can often wind up with gold medals in objective time and objective kills, but the DPS should always have the other two.

I’m going to focus on trying to be a better communicator when I’m playing with less experienced players and people who don’t know how to interpret my non-specific exclamations. That is something I can work to improve in every match, regardless of whether or not I’ve got a team skilled enough to help me improve as a tank. As long as I’m improving, I think I’ll be able to accept and number of wins or losses.