Sunday, December 23, 2012

Super Nerd Sundays Presents: A Love Hate Letter to Mechwarrior Online!

After building a new computer I sat down and started to install all of the shit that used to be on my old computer.  That was, more or less, a huge failure.  Windows 8 is just riddled with issues, from hardware detection to updates to stability and connectivity.  The fact that my old install of Vista wasn’t terribly stable doesn’t help.  So after hours and hours of trying to figure out how the fuck to get this system to work, I sat down and installed Mechwarrior Online.
I’ve barely even thought about patching up Steam, my drivers, Starcraft and Heroes of Newerth since.

Mechwarrior Online is fucking incredible.  It is, more or less, exactly what you’d expect: an updated, reskinned version of the amazing Mechwarrior games of old.  The physics, the kinetics of the play, the pacing, it’s all there. It’s an intensive, in the cock pit, fuck accessibility romp through Mech to Mech combat.  You’ll gracelessly clash with other players, many of whom will be considerably better than you could ever hope to be, you’ll get frustrated time after time as you try to play your Mech the way you think it should be played and then you’ll have a sudden moment of epiphany when you actually play it the way it’s supposed to be played.  Which will be as surprising as it is perfectly logical to you.

The thrill of the lucky headshot into a light Mech’s cockpit as it runs rings around you, pounding the shit out of you, the rush as you just barely evade an Atlas crushing you with its multitude of weapons and duck into a tunnel, just barely still breathing.  There’s something visceral and intellectual, graceful and awkward about every engagement in a Mech.  The energy I feel when I gush about it borders on shameful, but there’s something special about the Mechwarrior play that makes people come back to it, something about that lucky shot landing or that hail mary strategy working that sets Mechwarrior games aside from other shooters.

I’d gush at length about the balance between heat management, ammo management, range and mobility, but that’s not really what I want to do here.  What I want to do is speak briefly, and frankly, about how free-to-play games can break.

Because the gameplay is the only sound design element of Mechwarrior Online.  It is riddled with so many flaws, it’s insane.  The UI is ugly, the controls are unintuitive, documentation is atrocious and the client is designed in a fashion that makes it seem like a browser based game, despite the fact that it plays in a separate window, which is a literal window most of the time but can become a full-screen display if you try really, really hard and navigate a browser based option screen.  Every single config option that would normally be accessed by tapping the escape key and clicking on an options menu has been buried under layers and layers of social-media inspired design.  It makes for a frustrating out of game experience between matches.

And then there’s the customization sub-menu.  While there are overarching breakdowns that list things like available hardpoints and equipped gear, the actual position of those hardpoints, and the process of customizing gear, is a great deal trickier.  If you want to do that you’ll have to wade through list after list of specific Mech locations, which will be loaded with totally unexplained information that only the most erudite fans will know the meaning of offhand.  To be fair, there are a lot of die-hard fans who are coming to Mechwarrior Online, so that last bit is actually sort of forgiveable.  But what’s less forgivable is the absence of any kind of specific data about hardpoints (in abstentia of the equipment provided on default Mechs, which often doesn’t actually take up all the available hardpoint on a given configuration) which makes actually planning out potential changes a huge pain in the ass.

If you want to make some bigger changes to your loadout by adding in things like ferro-fibrous armor, endo-steel skeletons or double heat sinks, then you’re in real trouble.  In order to acquire those items you’ll have to navigate to a separate menu from the “put specific weapons in specific slots” menu, which means you have to be sure of the changes you’re making to your Mech before you try to tinker with their armor or structure or heat sinks.  This wouldn’t be a big deal if the changes you made to Mech configurations weren’t permanent, and didn’t cost C-Bills, the game’s earned currency which, after a generous but brief initial grace period clearly aimed at letting players buy at least one class of Mech to play outside of the trial Mechs, become extremely hard won.  It also wouldn’t be quite such a big deal if these changes didn’t interfere with other alterations you might want to make based on the changes you’re already making.

For example, let’s say you wanted to add ferro-fibrous armor to your Mech to free up a little weight so you could squeeze in another weapon or two.  You’ll notice, as you read about what ferro-fibrous armor actually does, that you’re going to be losing “critical slots,” a resource in Mech customization separate from weight required to mount certain types of equipment.  If you don’t know the count of critical slots on your Mech off hand there’s a good chance you’ll find yourself without enough room to actually make the alterations you planned on making, since there’s no easy way to see how many critical slots your Mech should have at a glance.  And if you do make the equipment purchase and then navigate back to the previous menu to find that you can’t make the changes you’d hoped to make, you’ve just spent a substantial sum of C-Bills changing something that, in retrospect, you didn’t want to change.  And if you want to shift it back to the way it was?  It’ll cost you.  Quite a bit, actually.

And there’s the real rub of Mechwarrior Online: money.  There are four forms of currency in this game.  Three of them are gained through play: Mech specific experience, GXP and C-Bills.  The fourth, “MC,” is purchased using real world money.  Experience and GXP are fairly distributed to players, if a bit ill-conceived: each of these currencies allows players to upgrade their performance, either in a specific Mech or in a general way that significantly changes the way the game plays.  So players who have been playing longer will actually accelerate faster, turn sharper and dissipate heat more quickly and efficiently than new players.  They’ll be able to look farther and acquire information about the battlefield more rapidly.  They’ll just be better than older players.  But since there’s no real world money changing hands, this just seems like an ill-conceived design choice that generates a community hostile to beginners.

MC and C-Bills have a more disturbing relationship.  MC can be used to buy all sorts of neat doodads, custom paint jobs for Mechs, slots to put new Mechs into, dashboard ornaments and decals that you can slap on your custom paint job.  It can also be used to buy things you’d usually have to spend C-Bills on.  Things like additional Mechs.  This might seem minor until you realize that only purchased Mechs can gain experience, and that certain benefits only unlock after a certain number of purchased Mechs have reached a certain level of customization.  There’s a healthy number of free Mechs to play which rotate on a regular basis (in one of the better design choices that Piranha made/stole from League of Legends) but those Mechs often don’t allow players to fill every role, and when placed against certain high-end purchased or customized Mechs, which have been heavily altered with all the C-Bills that their owners had left over from purchasing the Mechs themselves with real world money, can’t really stand up for long.  There are even Hero Mechs, which can only be purchased with C-Bills and possess unique loadouts and structures while providing their pilots with bonuses to C-Bills and experience earned.

I know it’s childish to whine about this sort of thing impacting a free to play game, and I don’t think that it’s necessarily bad to sell Mech designs.  In fact, I think it’s a good idea.  But the manner in which it impacts gameplay, paired with a customization system hostile to new players, is unsettling.  Giving players who want to financially support the game more flexibility in terms of how they can play is great.  Letting them customize their Mechs in neat little ways?  Even better!  But the way that Mechwarrior Online currently employs free to play mechanics effectively gives a gameplay advantage to players who spend more money.  That’s something that we’ve long feared, and something that promises to kill free-to-play for all but the most hardcore players – a big problem in a game like Mechwarrior Online, where the barrier of entry is already substantial and the players who are going to stick around seem, to be frank, a little bit less likely than Farmville players to dump shitloads of money into the game over time.

Mechwarrior Online is amazing.  It’s also distinctly problematic: I can see new players foundering miserably and not making it through their first few matches.  I can see veterans forming a tightly knit community where they know each other’s name, a community that simply cannot support the costs of running an online game.  I can see a lot of potential problems with an incredible game, a game that reminds me of the wonderful failed Battletech 3025 that briefly flared up in 2001.  I’m a great deal more optimistic about its future, and it is currently in beta, but the manner in which the virtual marketplace of Mechwarrior Online operates concerns me as both a gamer and a fan of the Mechwarrior series.  Here’s hoping the kinks get ironed out soon.

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