Posts Tagged ‘game’

MUD’s Heritage to MMOs, a Short Sample

Readers who pay attention to commentators writing about MMO design or industry questions at large may be familiar with Raph Koster’s statement:

“MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate.”

Raph happens to be one of those many former MUDders who moved and populated the MMO industry, so he knows about these things. To the readers less familiar with MUDs, it probably bears expanding a bit.

First and foremost, let me immediately preface this by stating that in absolute terms, the statement is true, and I will give some examples of this later on. But my purpose here isn’t really to reminisce about the good old days where everything was better and the black colour of our telnet session backgrounds darker than the darkest black you find in MMOs (and gosh! you should see what we did with stone tablets before!). I think the statement makes a quite unfair and slightly twisted comparison, for several reasons.

A little bit of context first though. Coincidences being as they are, this year MUDs are entering their 4th decade. MMOs in the modern sense are in the middle of their second one. If you’re unfamiliar with the concept entirely, you basically would connect to a server through a simple telnet terminal and enter a world described in text (possibly with ASCII art and maps for some of them), interacting with text-based commands.

I came to MUDs relatively late, in the mid-90ies. In those days, there were already several hundred different games available, with a playerbase ranging from 5-10 people to a couple of hundred for the most successful ones. In terms of gameplay, the variety available was immense… provided you knew how to search for it (end of the 90es, the generalization of the web granted us online directories like the Mud Connector simplifying the process a lot). Most of them were completely free to play, and staffed by passionate hobbyists generally called “wizards”, which tended to be separated into builders (the guys and girls writing the texts for zones, areas, quests, monsters, NPCs and whatnot) and coders (the people tweaking the back-end to add features and functionality).
When I started MUDding, the field wasn’t entirely a vibrant ecosystem of infinite innovation, though. In 1989, one game released its code open-source, AberMUD, and from that source sprang three major families of codebases. The most widespread was to become the DIKU-family two years later, initially developed in Denmark by three passionate students to make a code which was easy to maintain and borrowed heavily from Dungeons & Dragons. DIKU sired a vast offspring of derived codebases with various improvements or additional features, but a couple of years down the road, DIKU and its descendants were also blamed in the MUD community for stifling innovation and hampering creativity.

DIKU and most of its publicly released descendants were written in C and became so-called stock MUD codebases. Provided you had some server hosting space and a C compiler handy somewhere, you could download one of those stock codebases, compile it and run it on your server space, and you had a preset world (most of it reusing the exact same newbie zone written by some nameless builder in the early 90ies) ready to play and expand upon. There was also an ever-growing collection of small code templates (“snippets”), which you could simply copy-paste into the codebase to add more functionalities, and many of these were so popular that they became almost a must-have for any new game.
The above also hints at the problem we saw back then. You could have a running environment up in less than 30 minutes and start building away. And by 2000, there were something like three thousand different MUDs listed on the MUD connector, of which 2/3rds were DIKU descendants… and the vast majority of them were only minor variations from each other.
At any given time you could find dozen if not hundred DIKU-descendant Dragonlance MUDs, for instance, which basically differed only in the way the Builders would describe them. Let me hasten to add that I don’t want to minimize that feat, though, because there were a lot of very gifted Builders with a knack to make each individual description unique – imagine if you will that you want to build a round cavern, which will be separated into, say, a 4×4 square (each is called, technically, a “room”, but I digress). That’s 16 individual squares, and a good builder would find 16 different ways to tell you that you were in a dark & damp cave. However, in the grand scheme of things, the same hundred Dragonlance MUDs would all feature the cave in some form or another, and since the codebases were mostly similar, the games were too.
If you look at the totality of MUDs, the variety in terms of gameplay is immensely rich and vast. At the same time, 95% of these were cut off the exact same cloth.

At the same time, MUDs were and remain the realm of near unlimited freedom. When a designer comes up with a new gameplay mechanic for an MMO, some of the very important worries to have early on will revolve on how this will translate into the graphical world, and that’s a huge element from the get-go. In a MUD for instance, a NPC wandering around moves from one room to the next – in technical terms the only thing you have to do is remove it from the description of the room it leaves and add it to the next one. On 3D you have to worry about pathing, line-of-sight, aggro radiuses and much more. And a bit further down the road, you will also have to worry about how the representation of that new feature will be brought to the customer (ie how it can integrate into an ever-increasingly bloated client). A worry completely absent in MUDs, since the client always remained a simple text terminal. Those are already limiting to an extent (especially if just afterwards you have to start worrying about how to prevent the ever-ingenious cheaters from abusing the new feature).

Near unlimited freedom: let me illustrate this through my own experience. I moved from player to staff (wizard had such a nice ring to it, didn’t it?) on a MUD stemming from a slightly different family than DIKU called LP-MUDs. In that particular family, you basically had one C-written component called the driver which would create a virtual environment in which your MUD was run (for today’s techies we’d now call that a Virtual Machine), the MUD itself being entirely coded and run off a codebase (called the mudlib) inside that virtual environment. The mudlib was described in LPC, a custom-tailored script language based on C with a couple of very nice tweaks allowing novices to start working on it relatively easily.
In layman’s terms, the mudlib was based on an inheritance system which gave a builder / coder a set of templates which he then completed with descriptions and other amenities. As an example, you could picture the following situation: there was some code in the mudlib which held the template for generic objects. This template would just give you basically the means to add text description to a new generic object. But then below that, you could have a “child” piece of code which inherited all the features of the generic object and which was called an NPC. The NPC had the code to give it text descriptions, but also some code allowing interaction with it, talking to it and so. In turn, a further descendant template would add the functionality to turn it into a killable monster: combat, death and decay. So if I wanted to create a new monster, I’d a new file, tell it to inherit the features from the “monster” template, and I had something I could add a description to, give stats and eg skills or levels to, some loot if it were lootable, and there I went, I now had a piece of code describing a little rabbit, and the last thing I had to do was to attach it to a room so that whenever a player visited, the driver would spawn either a live version of the rabbit I made, its corpse or its bleached bones.
If someone had created some code template for skinning, I could tell my rabbit to also inherit the features from that particular template, and now you could also skin the dead remains of the rabbit and get a specific item, a rabbit fur, into your inventory.

What if I wanted new gameplay features, though? Well, as long as I was merely adding to the mudlib, only my imagination (and my coding skills) were the limit. On the MUD I was coding for, innkeepers could offer you a bed, some drinks, and take your money in exchange for that. I found that a bit bland, so I wrote a code template which gave innkeepers not only some conversation, but also some activities (making them shuffle around from time to time, serve beers and meals, remove plates and so on). A bit later on, inspired by a description of a bot called Julia, and knowing that there were 2-3 inns where players liked to hang around and socialize, I added some code which basically let innkeepers pick up /say conversations, sample those, and later give these back as gossip “I heard player X say such and such”. Which actually led to some hilarious side-effects akin to what you get nowadays when you say something in the wrong chat channel.

From that, I moved to a new MUD which was in its early development stages and started thinking that the only generic of gameplay available to the average player was that of a fighter (even if it was actually a magic user). Oh, there was to be professions and all that, and you could accumulate wealth by killing stuff, completing quests and selling drops or stuff you crafted, but you couldn’t build a career as a merchant and impact the MUD that way. So I started working on a system where each of the game’s nations had it’s own currency, which could be strengthened or weakened depending on how much players would buy and sell goods around and convert currency. This lead to giving merchants code which would change the inventory of goods they would offer depending on the current economical state of their nation. In turn, an impoverished nation couldn’t very well have roads and buildings in a pristine state, could they? So this led to writing some code which would change the descriptions on village and city areas depending on their nation’s economy.

And from that, I thought, heck, you could expand that to monster areas as well. In my own little corner I started designing the Hive code – basically a template spanning a large area which would generate eg some goblins in a forest who’d start gathering wood and stone, and build some huts. After a while, they’d grow their little hamlet into a village and build some defences, all the while gathering more resources and food and whatnot in an ever-increasing radius while their population expanded. And when players came around to hunt or work wood or pluck daisies for their alchemy, they suddenly found themselves at odds with a strong goblin stronghold which wasn’t there a couple of days ago, and the Hive would also handle the collapsing of the same settlement if the players were victorious and burned it down.

As I’ve said often, I’m not really bright. It took me the best part of another decade to realize that the wheel I had just reinvented is the core upon which part of an RTS’ AI is built.

The key thing here though isn’t to brag about my leet coding skills (I actually sucked at it and took way longer than what was reasonable), what I’d like to point out was that the staff was 5-10 people, and if one of us had an idea, he could just go ahead and write it. We had a semblance of QA process (we actually called it QC, Quality Control) which simply had one of our peers review whatever we’d code trying to act as if he were a player and then check for bugs and so on.
There may very well have been a vision guiding the overall development, but beyond that, at the very least as long as you were not modifying or changing the core mudlib but adding to it, if you had an idea you knew how to code, you went away and did it.

No limits, no constraints, no budget, no project framework, no deadlines, no nothing. If you didn’t like it, you moved to another MUD or started your own. In a purely free environment, it was the exact same for the players. If you didn’t like something, you either managed to join the staff and do it better, you moved on to a different place, or you started your own MUD.

In essence, MUDs were and are like sandcastles (and coming back from a sea-side vacation, I’m now a journeyman sandcastle builder, so I know what I’m talking about). The medium allows for an immense freedom and creativity. But could you live in a sandcastle you built? Can you translate it into proper brick-and-mortar at the drop of a hat?

In this sense, I think Koster’s statement, while literally true, is a bit unfair, because he’s comparing 3′000+ oranges to a couple of dozen apples. Yes, they are all edible fruits, and share some additional common traits, just as a sandcastle and a brick-and-mortar building share common traits, but they are also very different beasts, if only because MUDs have very little which stands in the way of almost unlimited creativity and allow for endless experimentation, whereas today’s graphical MMOGs have a long series of constraints, starting on the technical side, through scalability to financial sustainability. And to paraphrase Richard Bartle, WoW currently acts as a giant black hole in the industry due to its sheer size and financial success. The very second a studio starts thinking of making a MMO, you have an enormous blue elephant in the room which distorts everything around it, from the financial aspect to customer expectations, defining not only a standard in terms of polish but also what kind of features, gameplay and functionality will go into a new game either in continuation / expansion on what WoW has, or in opposition to WoW’s own.

The real problem is that all together, the whole industry is still quite young, and as a whole, having one single major and towering juggernaut emerging when it did without directly comparable competitors does and will continue to crystallize things around it for a couple more years. If in the post-WoW era, several fundamentally different titles come to a place of prominence, a new round of innovation and creativity can take place. If there will be just another WoW-alike? Probably not so much. Still, in two more decades, I think we can look forward to having much of these features (and more) which were present in MUDs to be returned in tomorrow’s MMOs, and also much more. All it needs is one game to manage sizeable commercial success while breaking with a couple of fundamental design “need-to-haves” which WoW has turned into a de-facto standards. After that? The sky will be the limit, again.

Don’t believe me? Look at the movie industry, over a century old. Take the superhero flick genre. After the first Superman movies in the 70ies, no real blockbuster until Tim Burton revived the genre with his two Batmans. His immediate successors pretty much killed the genre in the late 90ies, and I believe the first X-Men and Spiderman in the early 21st century were quite a tough sale to get a producer. And in this new wave of superhero movies, who would have thought much of the chances of picking up the Batman franchises after the state it was in in the 90ies? Yet Batman Begins and the Dark Knight are undeniably huge commercial successes and bring perhaps just as much novelty to the franchise and the superhero genre in general than Tim Burton did before.

What the movie industry teaches us is that a specific blockbuster creates a bubble around it which will start restricting creativity and innovation for a time, until its final descendants become so bland and frankly bad that no more money is available at all. And then comes a new vision, fresh blood, another approach, and the next bubble starts around it, until this one, too, degenerates to a point where the public does no longer follow. During that last stage, creativity starts anew and explores new directions.

How long will the WoW bubble last? Difficult to say. Contrary to the movie industry, MMOGs are still a very young market and it hasn’t even scratched the surface of what it can do. In a year or five, something else will emerge on the scene, broaden the horizon, unlock new venture capital to encourage creativity rather than conformism, and a new cycle will start tapping into much more of the MUD’s incredibly rich heritage of features, functionality and gameplay.

And the good thing is, if you’re actually a simple player enjoying WoW or AoC or LotRO today already, the best is yet to come.

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Bartle doesn’t get MMOs says Tobold, who doesn’t get Bartle

In one of these interesting meta-spats in the blogosphere, Tobold took exception to Richard Bartle’s statement in an interview to Massively that “I’ve already played Warhammer. It was called World of Warcraft.”

Tobold proceeded to write a withering post about Bartle’s bitterness and irrelevance in modern MMOs which, Tobold believes, the old curmudgeon doesn’t grasp anymore.

Unfortunately, Tobold apparently didn’t actually read the interview in its entirety at first, but instead reblogged and echoed another blogger’s own outrage about the above sentence. Which means that basically he’s quoting Bartle out of context and proceeds to show him:

“Well, as attempt of somebody who has become irrelevant to make it back into the news this succeeded; but now he’ll have some clever explaining away to do, before everybody considers him to be just crazy.”

Leaving aside the series of cheap shots reeking of, well, ageism, the interesting bit at the end of Tobold’s post is quite ironic in the context of the original interview:

“dismissing WAR because it shares features with WoW or other MMORPGs simply stops all evolution. Relying only on people coming up with revolutionary new ideas that found completely new genres would mean we would only get new games once every decade or so. WAR is important because it will attract a large audience, and it will evolve the MMORPG genre in some way. Discussing the evolution and the changes is a lot more important than listing the similarities.”

Now I have a lot of respect for many of Tobold’s opinions, but when you decide to take on someone else’s opinion, it’s probably better to read the source for yourself rather than reblogging just one provocative sentence. Cheap shot for cheap shot, considering Tobold’s self-professed interest in American politics, I’d expect, as a fellow “Old World dweller”, that he’d be a bit more critical of overblown gotcha-style reactions and look at the issues.

And what are the issues? What is Bartle really talking about? He’s talking about game design, and the distance which comes when you start seeing a game with a designer’s eye instead of a player’s:

What I’m saying is as a game designer, I have terrible problems in experiencing the kind of fun the players have because I’ve gone past it. I understand it. If I didn’t understand it, how could I design for it? If I could only understand it by experiencing it, how could I understand what every single other player who isn’t me would think about it? As a designer, I’m not designing for me. I’m designing for everybody.
Because I’m designing for everybody, I need to understand how everybody likes the games.

That kind of distance isn’t limited to gaming of course. It’s basically a common trait that for any kind of activity where a participant moves behind the curtain and gets shown the ropes. Watching an illusionist as a simple spectator is entertaining. But once you get taught the art of sleight-of-hand, you no longer watch the show, you analyze how the illusionist’s trick is working.

In gaming, we have (hopefully) public Q&A testing because not only the game devs but the in-house Q&A teams are no longer able to approach a game with a player’s eye, or, as the saying goes, with a fresh mind. As a consultant / professor who co-created the online multiplayer game genre I essentially see Bartle as two steps removed from the player experience, being the one to critique Online World Design as a field in computer science and entertainment instead of doing the designing himself. As he stated in a response to a comment of mine on Broken Toys, he sees his role in the MMO ecosystem as one who wants to provoke thoughts in the designer community, if only to actually have his audience make the willing and informed decision to design differently.

Having become a trainer myself recently, I have experienced and embraced myself the power of the Socratic method, that is, transmitting knowledge through questioning.

What Bartle is saying later in the Massively interview (and which Keen ignorantly dismissed as “After that dumb comment he rambled on for a few paragraphs talking about Age of Conan, mostly with incoherent rhetorical questions“, missing the mark by several more miles than Tobold since he actually did read the Massively interview) shows very clearly where he’s coming from:

I might have a look at [Age of Conan] from a point of view of seeing what things – the class balances are like, seeing how they’ve implemented the – I really ought to write up a book on how to read a virtual world so that I have a vocabulary in order to explain it to people. But there are a number of things you can do with player versus player, and I want to see the way they’ve done it not because whether it’s cool or not but because of you chose that way. Now, why did you choose that way?

You chose that way because you’ve got a particular vision for your virtual world. Your particular vision for your virtual world is saying something. You made this the center of your virtual world. That tells me something already in advance. What it tells me is you want to compete with the games that don’t have it so that you’re carving your niche. But why did you choose that niche? You chose that niche or a particular reason. How did you implement it? You’re trying to rip off Dark Age of Camelot?

And here lies the irony because that’s essentially what Tobold concludes his post with: “Discussing the evolution and the changes is a lot more important than listing the similarities.”

That’s exactly what Bartle is about. You provoke thought with, well, provocation. He percieves the information he has on WAR today as not being distinctive enough from WoW to attract him to it. Fair assessment? Probably not. From the sound of it, he certainly hasnt’ played the game yet, so he doesn’t know. On my part, I’ve had very little interest in the WAR hype so far, the only two things I managed to grasp in almost two years are:

  • That all the jaded, bitter, “would-quit-WoW-in-a-second-if-something-better-comes-out” players (including those who still dream of the paladin class as it could have been instead of what it is) are investing so much hope in it that they will most probably be disappointed
  • That it is generally positioned as WoW in a different setting, with more PvP, with RvR (and collision detection).

I haven’t investigated further and won’t before it releases. But one of the only two perceptions I have of the game is actually dangerously close to Bartle’s provocative statement.

Beyond the provocation, though, what Bartle tries to achieve is to get designers to question their own motives. That a game is going to be built around several arbitrary design decisions is probably a given, but Dr Bartle wants his designer audience to think these through in terms of why they are made, what their consequences are and why these decisions are preferable to discarded alternatives.

As I snidely pointed out earlier in that same Broken Toys thread, there has yet to be a hugely commercially successful MMO based on the visions and design concepts of celebrities like Bartle, Garriott or Koster. But if the sheer gravitas of their personae gets game designers to make conscious decisions to ignore them, I do believe that Bartle, at the very least, will be pleased at a job well done.

PS.

Reblogging is bad, mmmkay?

PPS

Tobold, your linealthough some of those comments might have been Richard himself, disguised as “Anonymous”, which would be more understandable” is totally beneath yourself. You’re better than that.

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Hats off to Vonya on Drenden US

I just read this story from Ego: Random Acts of Kindness.

It’s good to be reminded, every so often, that there are still many honourable and honest players in the game.

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Reader Question: Best Moments in WoW?

One of our regular readers would like to continue verifying how deep the often stark contrast between my favourite hardcore blogging antagonist Stop and me is running, and wrote us both asking to define our best moment in WoW (but would rather not be cited by name, so we’ll keep that under wraps).

The thing is, in three years of playing, defining the one single best moment in the game is something I’m hard pressed to do, so instead, I’ll recall a couple of highlights:

Group Quest

My first quest group was on one of my first toons in his 20ies, joining up with two other guildmates to complete several quests in Darkshore and Ashenvale. There was nothing really remarkable about the whole thing, except that the three of us would soon end up top brass in that guild, and later on transition over in one of the few successful guild mergers I’ve seen for level 60 activities. Over time, all three of us also ended up on the officer roll in that guild.

We all still play today, we are all still in the same guild (OK, me not too often since I have a dozen of horde toons wanting some playtime too).

Battlegrounds

My very first venture into WSG, at level 30 (don’t gasp, back in these days the brackets were 21-30, 31-40 and so on) on a rogue. One of the people, a pallie, queuing up at Silverwing with me (back in the day, you had to be in Ashenvale on alliance or the Barrens on horde to queue up, no fancy battle masters in the capital cities), gave me the pep talk and ran me through the basics. When the gates opened, I remember having an adrenaline rush, heart pounding, nervous like hell. I don’t remember whether we won or lost that first game, but it was definitely fun.

In late Summer and up until September 2005, I played in what I like to call the golden age of WSG – the brackets had been retooled to what we know now, and the game was still too fresh in Europe to have many level 60 toons with spare money to spend. In this relatively short timeframe, twinking was almost non-existent. I spent a lot of time on an orc shaman perfecting the twin shaman cap runs: basically ghost wolf and then rush along the Eastern edge of the map, up the ramp to the ally base, both jump down together. Two earthbind totems, two frostshocks, healing – it was a massively unfair advantage for horde, and the only time this could be stopped was when we faced three smart hunters who understood that owning the midfield was the key to victory. With Improved Concussive shot, they simply stopped anyone from passing (their team mates moping out in close quarters), and edged out a very impressive 3-0 victory in times where the best alliance could hope for was usually losing 2-3.

But then I got involved in a chat with the alliance guildmates, and we came up with a two-hunter counter to the twin shaman runs – one trap upstairs, a shadowmelt nelf hunter there, the pet hidden out of sight, and the twin shamans were separated and killed cleanly without being able to support each other. And suddenly the almost impregnable horde domination of WSG faltered, at least in that one single bracket.
The fun eventually stopped around the end of September, when suddenly every single game had at least three or four undead rogues with Fiery Weapon enchants and more HP than a blue-decked warrior (soon followed by an equally impressive army of gnome rogues). It basically removed most of the competition and fun in that WSG bracket.

Much much later, when leveling my belfadin, I stopped by in the 30-39 brackets, mainly in AB, and realizing that even without respeccing or regearing for the task, my healing definitely made a difference in the outcome of the game was definitely another highlight. It culminated with AV at level 70, where my personal pride was to sit both at the top of the healing done and HK meter, not only knowing that healing helped the team, but also certain that I had won most honour from these games.

Arenas

I joined up with my buddy Steptoe during season 2 for a lock / pallie duo. When I joined the team, it was at 1440, and we promptly proceeded to tank down to 1323. But then, the steady progress we made, week after week, while our duo started to act as a functioning, well-oiled team, was definitely one of the other highlights in the game for me. We ended up just shy of 1700 rating. That’s of course still massively in the scrub range by all standards, but for us it still meant steady progress and an improvement week after week. I still miss arenas with good old Steptoe, bless his black rotten forsaken heart.

Raiding

The first time Stoney dragged me through ZG was an amazing moment. It was just a short two-boss run and my lock was level 53 at that time. I felt utterly useless but still, the scale up from 5-men to 20-men play was definitely an impressive experience, along with the unique jungle atmosphere of good ole’ Trollville.

Another memory which stands out was when we quickly assembled 16 people to have a quick go at Kurinnaxx after an MC run – it was far from an optimal setup, it was getting late-ish, but we just went in there, cleared the trash methodically and downed the boss without any fuss. Oh, the kill itself was nice, but it was actually the pride in the guild chat that we were able to simply get job done despite not having the optimal setup (most of the guild was still in ZG kit at that time, it’s not like we were 16 full T1 or T2-clad warriors) which stands out most in my mind. Oh, and remember the two guys I mentioned in my first group quest memory? One of them was running on a dorf priest alt, and won the Vestments of the Shifting Sands. When his white-bearded and dignified elder dwarf character donned these, hilarity ensued.
I’ve always thought of him as the pink plush pocket healer since.

Tanking

Long time readers will remember I had issues with Shadow Labs early on, in particular finding groups which would be able to pass Vorpil. After Steptoe quit the game earlier this year, I respecced my belfadin to protection just so that I could go back to tanking and test out the various odd pieces of gear I had assembled in 7 months as a healbot. Well, going in there with your random PUG, I didn’t expect too much but that flawlessly executed run still stands out as one of the great moments I’ve had in the game.

Exploring

The first thing which really impressed me when I started playing WoW after two years in FFXI was when I noticed a wolf killing a squirrel in Dun Morogh. I watched this happen in awe and this simple bit of coding to improve the atmosphere of the world made a huge difference for me. Suddenly I felt like I was playing in a world which felt “real” in the sense that it conveyed the impression that it was existing for itself. FFXI always had a certain artificial quality to it, a bit like those horror rides you can find in theme parks where the various figures and effects only spring to life when a visitor (or his cart) passes by. WoW had that unique quality that it was a “living world” functioning regardless of whether a player was present or not, and other elements only reinforced that feeling. In FFXI for instance you could cross an entire zone chased by a train of monsters (back in the days you had to zone out in order to have a mob return to its spawn or patrol area, they simply never gave up), reach the gates of the city with a sliver of life and watch, with your final breath, your blood splatter the armor of the totally impassive guards who simply ignored what was happening at their feet (not that the goblins chasing you would be bothered by them witnessing your murder either). In WoW, at least at the lower levels and around factions you’re in good standing with, a guard means salvation instead of stony indifference.

In general, even years later, WoW never ceases to amaze me with little details I hadn’t noticed before. Rhoelyn’s little Azerothian picture quiz was really fun in that respect. Just a couple of days ago, while leveling my latest little belf mage in Eversong Woods, I noticed, for the first time, that behind some troll village where you are sent on one of those nice extermination quests, there was, just out of reach, a burning tower.

Well, there we go. Those are definitely among the highlights of my three years in WoW, and among the reasons why, pre-WotLK depression or not, I keep enjoying the game. Is this specific to a casual player? I doubt it. I am however quite curious to read what Stop will come up with, if he decides to answer our reader’s question as well.

And you? What are your own highlights in the game?

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Daostrasz on Tweaking your Graphics in WoW

Daostrasz has an excellent post out here for people not making full use of a good gfx card and plenty of RAM, explaining how you can improve the eye-candy value in the game.

If you’re above 30-40fps in general, you should have enough power under the hood to take advantage of it all.

Go check it out at the source, with the proper screenshot support.

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Offline game: Where am I?

As the title says – I mentioned I was traveling before, and I took pictures of the view from the office building I am learning to teach in:

whereami1whereami2

I don’t hand out BRK cool points for obvious reasons: I’m obviously not BRK, I’m a lot less cool and scoring marks is too hunter-focused for my purpose, so for fame only: Where am I? And how did you guess?

Note that there is a trap in one of the pics :)

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