World of Warcraft: WoW, There’s a Lot to Catch up on!

My roommate convinced me to start playing World of Warcraft several months ago. After a one-month subscription and about thirty levels of playing, I set it aside and never really planned to play again. Recently, as he was preparing for the Expansion that just came out, he discovered that a few of our friends also played and so used my main weakness against me. I’ve got up to four other people who will play with me, now, so there’s not reason for me to worry about letting my money go to waste. Seeing that he was correct and that the new expansion looked like fun, I decided to follow most of my friends from our other online games to WoW.

My initial reactions, this time around, were about the same as last time. The game seems pretty interesting, but it feels way more invested in giving older players something to do than in bringing new players to the game in a way that is easy to learn. If, like me, you wind up purchasing an expansion and using the level-up on a character so you can actually participate when the new content comes out, you better hope you can learn things quickly because you’re otherwise going to drown in the mechanics of target managements, cooldown abilities (powerful abilities that can only be used once every so often, as determined by the ability itself and possibly some of your stats), and casted abilities (can be instantaneous, but often require your character to spend time preparing to use the ability before it goes off), movement in combat, how everything works, and what the hell is going on while you’re trying to remember which button you bound your fireball spell to after you finally bought a mouse with extra buttons that you can barely reach because people apparently don’t believe that MMO players might have large hands. I’m definitely not still annoyed about that last one. Not at all.

That being said, once I was finished having my mind exploded by all the stuff I had to track, found a key-binding I could work with, and started getting to the point where I could watch the battle instead of staring at my abilities constantly, it was actually a lot of fun. The quests are a little hard to follow and there’s so much going on in the world at large that it feels almost pointless to really dig into any of them, so I am pretty much only playing as a social video game. Which is a lot like social drinking. You’d never have more than maybe a beer on your own (do a daily quest) but you’ve got no problem cracking open a few cold ones when you’re with your friends or attending an event (doing quest lines and raiding dungeons). For WoW, that’s what I’d call myself: a social gamer. I don’t think I’ll ever play it by myself and not just because I’m worried I’ll get addicted. I just have other stuff I’d rather do with personal time than play WoW since I can do that with social time.

As far as I can tell, the game is basically a giant grinding machine with little bits of story thrown in every year or so in order to confuse new players who just want to understand what’s going on in the world when their friends pull them into it. That being said, WoW has a wide range of lore for people to peruse. There are books, comics, promotional videos, in-game cinematics, the dialogue from the quests you do, and then history brought in from other games. Most of the big, named characters have long, complex backstories that add nuance to their actions that isn’t really something you can do in a game that doesn’t have the actual history that WoW does. Because we know who everyone is and how they’ve acted in the past, we can generally see how they’ll react to something going on in the current story. One of the most popular parts of the pre-release for a new WoW expansion is going on message boards and theorizing about the plot or who is going to do what based on whatever little tidbit has been recently released to the public. I don’t really have the patience for it, but I’m still pretty new to the world. I have literally done the same stuff about the Kingkiller Chronicles by Patrick Rothfuss (which are amazing books you should read), so I wouldn’t dream of judging or looking down on anyone who enjoys postulating theories for WoW. It just feels like so much more work to get caught up to speed because the Kingkiller Chronicles is two books and WoW is a bunch of games, books, comics, etc that need to be analyzed if I’m going to participate in dissecting nuance.

As far as my current experience? Well, I’ll admit I’m a little frustrated by the number of high-level Alliance players corpse-camping in the lower-level Horde area and the fact that apparently none of the powerful Horde NPCs will lift a finger to attack Alliance players that are camping out in our base. It was funny to get absolutely wrecked by two people–killed so quickly and effectively that I didn’t have the chance to do anything in response to their attacks–the first couple times, it has since gotten rather frustrating since I can’t kill them (or even effectively fight back) and they’re preventing me from completing quests. A bunch of Horde players showed up to clear them out at one point, but they apparently got bored and decided to leave the area to the Alliance players once again. So that, plus constantly getting spammed with invitations to join guilds, requests to party up with random strangers, and some dude trying to sell some dumb looking mount for three million gold,  means I’m pretty ready to just turn off all public chat and interaction with unknown players. I dislike the spam and I don’t want to make friends with random people who just want me for my DPS.

Thankfully, I’m getting better at the game. I’m not always so stunned by it, and I’m starting to remember to use my abilities in the correct order and at the correct times. The only mistakes I made today are a result of not looking at my keyboard instead of the fight like I used to. If I can mark the keys a bit or get a new keyboard (it’s about that time, since my mouse already died last week) that has some sort of tactile feedback for each key, I will be in really good shape. I didn’t see myself getting into this game as much as I have and I definitely struggled at first, but I feel like I’m finally starting to get a handle on it.

 

Tabletop Highlight: Figuring Out How Much is too Much

The fun of inventing new societies, creating entire civilizations, and developing cultures is what draws me to storytelling, at least when it comes to what I get the most from. As a result, I really enjoy playing Dungeon Master and one of my favorite parts of running my own Dungeons and Dragons campaigns is the prep work. The thing is, preparation work, especially world building, is one of those things that will take exactly as much time as you’re willing to give it. One of the most important lessons I’ve learned as I’ve practiced storytelling, both as a writer and a dungeon master, is that there’s a fine line between over-preparing and creating a world that doesn’t feel real.

One thing that dungeon masters often need to do is create towns and cities for their players to encounter. If it is a sizable city, chances are good that there are multiple blacksmiths the players could hire to create them some new gear. Some of them might be better than the others, some might have a preference for particular kinds of work, and some might just hate adventurers. They all have names, pasts, business practices unique to their specialties and levels of experience, and they all have opinions about each other and each other’s work. You, as the dungeon master, can figure all of this out or you can spend the time working on the political situation that it is likely the players will encounter instead of the intricacies of business and the people behind said business that will mostly be ignored by the players who only want to know who the best smith is (which is usually easy to figure out). To be entirely fair, some players might be more interested in the business scene than the political one, so maybe that’s the system that’s more important to your next session. Or maybe they won’t be interested in either the business or political situations and will just want to kill some monsters and protect some peasants, so maybe you should spend more time focusing on the environment around the town.

The key to figuring out what you need to prepare the most is in figuring out what your players will want. I’ve never met a player who changed what they were interested in from one session to another aside from one player who was literally just doing it to point out the holes in the world and ruin everyone’s good time. All players, even the aforementioned asshole, tend to be very consistent. Your first few sessions with a new group might need a little more work because you’re not sure what they’re going to care about yet, but once you’ve gotten a feel for them you learn where you need to focus.

The way I view dungeon mastering is that I’m basically creating the world only about as far as the next few steps ahead of the players. There’s always a horizon, major geographical features, and a sense of society behind it all, but the majority of the world is an empty canvas I only fill in as the players move or discover. If you wind up preparing in the wrong direction or keep trying to push your players in the direction you want them to go in, they’re going to wind up walking into all of the blank spots and feel like the world isn’t as solid enough to really believe in. Some players are more willing than others to ignore the empty spots they find, but most of the reason most people play Dungeons and Dragons is for the immersion you can achieve when you set aside the concerns of the primary world and fully embrace the secondary world. These are the people I run for and this is the kind of player I am.

No matter what you do, there will always be hiccups. You can’t have every name ready and planning everything out in excruciating detail so you’ve got the name of every blacksmith and item shop proprietor prepared is a quick recipe for madness and frustration when 99% of it winds up going unused. I’ve even seen dungeon masters get angry with their players for not exploring and caring about the world as much as they did. I’ve even felt it myself, when I took the time during the week leading up to the session to prepare an exciting encounter and a new bit of the world for them to experience and then my players spend two hours dithering about who goes on what errands and what supplies they need down to the last copper.

It can hurt to put in a lot of work and not get to see it come out in your game session, even when you know it’ll come up in the next one or the one after that. It doesn’t hurt much, though, so long as you focus on making sure there’s plenty of world for the players to experience as they dither about and shop for really weird things you’d never have imagined they wanted. Really, it just give you a week off of preparation. If all you can see is all the work you’ve done going unnoticed or un-experienced, you’re going to eventually lose your temper.

Part of the problem is how the line between too much and not enough shifts from group to group and even from session to session. My players care a lot more about the names of the people around them if they know they’re going to be in the same place for a while. They also tend to care less about the actual layout of the town the longer they’re there or the bigger the city is. For over two years, they’ve gone through literally the same town every time they enter a civilized area without ever realizing that they’re all laid out the same. All I’ve had to do is scale it up based on how many people live there. I created my second city just recently because I needed something different for a future adventure they’re probably going to go on. They don’t care what the places look like because they’re more interested in the people and the plot than the exact geography, which works for me since I can create interesting characters with ease and I’ve got a list of random names sorted by race and status so I don’t need to spend any time trying to figure them out when I make up a new NPC for them to befriend/eventually fight.

If you’re trying to figure out where the line is for your group, I recommending starting with more detail and slowly scaling it back. That way, you can avoid subjecting your players to a campaign full of blank spots before you figure it out. Step it down slowly and you should be able to notice when your players start to feel like the world isn’t as real as they’d like. At that point, kick it back up a little bit more than you think you need to and work to achieve a level of effort you can still enjoy. You’re supposed to have fun, too.

 

Moments That Take Your Breath Away

I write about Breath of the Wild a lot. I play it much more than I write about it. I think about it much more than I play it. It would not be entirely out of line to suggest that this game is constantly on my mind. There’s a constant mixture of the desire to play the game more and my memories of past times I’ve played it, churning around in my head. Unfortunately, I don’t get to play it as much as I would like. Writing and general adult stuff, like working out and picking up extra hours to get some financial breathing space, make it difficult to get more than an hour or two in each week. Occasionally, I get the opportunity to binge it for a while, but that just reminds me of the first time I played it.

I missed my chance to pre-order a switch since I was just starting a new job and was too stressed to follow gaming news closely enough to sign up before they all sold out. Same for the special editions of Breath of the Wild. Instead, I spent all of March second camped outside the front doors of a Best Buy only to watch a bunch of shitty pre-order people show up in the last half hour and be allowed to get their pick of the peripherals because any of the people who had been waiting for twelve hours or more even got to step a foot inside. I’m still bitter about that. I got the last Pro controller, so I didn’t miss out on any of the peripherals I wanted, but I was the second person in line. The other hundred people behind me were shit outta luck.

I got home, played for an hour, and then finally went to bed at around three because I was falling asleep despite my excitement. Over the next three days (of course I took that Friday off of work!), I got maybe fifteen hours of sleep and put in over fifty hours of game time. By the end of the third weekend after getting the game, I had it beaten (except for Korok Seeds) and was sitting in the 125-150 hour range. It was amazing. I don’t think I’d ever focused on something so completely in my life. I’m not one to binge games that much, though I do enjoy a good weekend of playing only one game, so it felt strange to realize just how much I’d been playing every day. It still feels strange and other-worldly to think about. I miss it.

When I started playing, the world was new. Every corner held something new to experience or explore. I was constantly figuring out new things like shield surfing, mounting Lynels for a few quick hits, and the fun things you can do with balloons. I felt excited every day to go home and play. Wandering around a world that felt dangerous, new, and so incredibly sad was probably the happiest I felt during 2017.

The game came at a bit of a crossroads for me. I hadn’t been able to get myself and my now-roommates together in time to move out before our lease needed to be renewed, so I was stuck living with someone who was stressing me out for another six months. I’d started a new job that was so much better than my old job, but I was struggling with impostor syndrome. Home life had been stressful because stuff just kept going wrong around the apartment. My depression was at its worst because of the cloudy weather that we had for long periods and winter in general. My roommate was becoming more and more stressful, and the release of the Switch marked his decent from stressful but tolerable to intolerable and misery-inducing. I’m not exaggerating when I say that Breath of the Wild was not only the best thing that had happened to me in almost a year but that it was the last simply good thing to come into my life for another six months after that.

Even though my life has greatly improved since this time last year, I still wish I could recapture the wonder and excitement I felt at stepping into a new world. No other video game I’ve ever played made me as excited as Breath of the Wild did. No other video game has ever felt tantalizingly real as Breath of the Wild did. It made me feel like I do when I read some of my favorite books, but I can’t seem to recapture that feeling as closely as I can when I reread those books. I can still get lost in it, and I haven’t yet gotten bored with running around the world to find something new I’ve never seen before, but that’s different feeling.

I’ll cherish the time I spent with the game when it was new and all I can really do is hope that I can find that again in some other video game. Maybe the next Legend of Zelda. Current information suggests it will also be open world, so maybe I’ll be able to experience that wonder and joy all over again. Until then, I’ll content myself with my books and the few hours of Legend of Zelda I can work in every week.

Song in the Silence: A Loud Endorsement

“Song in the Silence” is the debut novel of Elizabeth Kerner, published in 1997, and the first novel in what eventually became a trilogy. There is a wonderful story captured in the pages, just waiting to be explored once you’ve managed to make your way past the stereotypically nineties cover art. I don’t know if I can say it was a unique story because my knowledge of female writers of fantasy from the nineties is sorely lacking (something I’m trying to change), but I can definitely say it had a much different tone from most other fantasy novels I’d read.

While the world doesn’t have the same kind of almost-human characterization some other fantasy novels go for, it still conveys a sense of breadth and depth to the readers. The bits of historical information Kerner provides to make the world feel real are worked into the flow of the story and they never feel like exposition or an information dump aside from one or two moments where a major historical event is shared with the protagonist so she understands the enormity of what’s going on. Even those moments feel a lot more natural than they otherwise might because they’re almost always delivered in the form of smaller stories told by one character to another. Though only a small portion of the world is shown through the course of the story, the introductory narration and the traveling the protagonist does firmly establishes a much larger world that you can feel hovering around the edges of the story as you read through it.

The mythology, which sets the stage for the main conflict of the novel and of the trilogy, is not entirely new though Kerner does a great job of breathing new life into it. The mythology plays into the trope of Dragons as beings of order and demons as beings of chaos, informing the ways the two groups interact with not only each other, but with the neutral humans who can, of course, pick either chaos or order. Which, in this story, means that humans can be good or evil, relying heavily on the cliché of order being good and chaos being evil. There is no way to avoid clichés entirely, nor is it necessary to do so, but this particular one has always felt like too much of an oversimplification to me. That being said,  I would call this particular cliche more of a pet-peeve than an actual issue in this case. Kerner’s story may lean heavily on the “human ability to be good or evil” idea, but the idea is used as less of a crutch and as more of a support beam. It is incorporated into the story as an important aspect of the story itself rather than used to prop up a weak philosophical concept a character is espousing. It turns from “chaos is evil and order is good” into “this person is evil and uses the power of chaos to act against order and good separately, in pursuit of their selfish goals.”

One of my favorite parts of the book is that every character in the novel could be you, your friends, or someone you’d meet at work. Unlike most fantasy characters, who I would not want to meet because they’d be insufferable, I would actually love to hang out with the people from this book. Maybe get a drink or a late brunch. They all have their flaws and they all tend to keep running into trouble as a result of them, but never in the same way. Some characters learn of others’ flaws and exploit them, young people are inexperienced and rather stupid, and the powerful are somewhat impulsive as a result of overconfidence. The protagonist, a young woman, falls into a few traps over the course of the novel because she is naive. She struggles with how to relate to some of the other characters because she learns of these huge gaps between her experience and theirs. The villain almost cackles over a steaming cauldron, but it is strongly implied that he’s gone insane at that point, as a result of all of the demon magic he uses. It feels a lot more natural because you can also imagine him cackling over a bowl of oatmeal or as he goes for a pleasant afternoon hike.

In direct opposition to the humanity of the characters (including the non-human ones), there was a rather heavy-handed romance subplot in this book. The protagonist and her love interest wind up in a relationship and loving each other not because they’ve gotten to know each other well and developed a relationship, but because they lay eyes on each other and begin to fall in love. There are prophecies mentioned here and there, as a part of the prophecies driving the major plot points of the trilogy, that make it seem like they were destined to love each other. After they’ve confessed their love for each other and had a soul-bonding moment, the relationship gets significantly more normal if you pretend they actually took their time getting to that point. I like the later depictions of the romance and their relationship better because it more closely matches the more human way most relationships in our world work.

I would recommend reading “Song in the Silence” if you want a book with interesting and real characters, a well-developed world that fits nicely into the “high fantasy” genre, an entire race of intelligent and rather “human” dragons, and don’t mind one of the major plot points being a Disney princess style romance that feels a bit shoehorned into the rest of the story. It is a rather quick read, though I recommend taking the time to pace yourself rather than attempting to devour it in one day. Though quick, it is still a bit too meaty for a single sitting.