Sunday, June 1, 2014

Super Nerd Sunday Presents: Neverwinter Brings Back the Grind!



The notion of daily grind in MMOs isn't new.  Leveling has always constituted a sort of grind, and craft skills have, in turn, also always represented a particular kind of repetitive activity guaranteed to saturate your MMO experience.  In the early days, in Ultima Online, the grind had an element of risk to it: you could shop around for supplies to tailor, but you might not actually find any.  You could practice sword fighting on dummies or with your friend, but you might hurt yourself.  You could go hunting for money, but you might die.  You could mine for ore, but honest to god bandits might come and fuck you up while you're mining.  World of Warcraft modified the craft material meta, adding things like skill nodes and craft material drops to the mix, shifting the notional end-game daily grind from a risk based activity centered around acquiring resources defended by other players to a sort of constant patrol mixed with engagement in a lottery.  Still, these end-game grinds were all craft based.  WoW also introducing raiding as an end-game activity, but the immensely social nature of raiding occluded its grindy-ness: raiding involves other people and, as such, has a certain warmth to it that the MMO grinds of old (even UO's hostile ones) lacked.  Grinding, then, real grinding, constant work for a handful of resources, centered around crafting skills.

This was more or less the way of things until Star Wars: The Old Republic broke the mold and made crafting into a set of timers instead of a series of repetitive activities.  With the grind taken out of craft skills something had to emerge to replace it.  An MMO without grind is like a horse without a bowler hat: something is seriously wrong with it.  SWTOR's streamlined approach to everything MMO left a gaping hole in the grind department.  Something needed to be done to keep the MMO late game good and grindy.

Thus the daily quest was born.

SWTOR's dailies involved a sort of perpetual chore set that rewarded players with currency.  That currency could then be spent on useful items that would prepare players for late-game instances, but, at a certain point, after around three months of farming, the value of that currency became questionable.  Sure, one could farm Daily Commendations, but one could also just run a few hard-mode instances and end up with a fresh new set of kicks that would boost stats just as easily.  Black Hole Commendations remained useful throughout the game, but they required participation in grind once a week, not once a day.  Thus SWTOR created a system with furtive bits of grind saturating it that, in time, de-escalated into a comfortable framework permitting player to continue to play and benefit from playing without requiring the same sort of sustained attention and passion that MMOs usually require.

The grind of MMOs seemed to be a thing of the past, at least under the SWTOR model of MMOs, and it largely was, at least until Neverwinter entered my life.

Neverwinter's systems are heavily derived from SWTOR, a simplified version of SWTOR's class and skill systems adjusted for cross platform integration and ease of access.  Its leveling system, its inventory mitigation system, its crafting skills, and its party roles all borrowed heavily from SWTOR, and playing Neverwinter feels very much like playing a version of SWTOR reskinned for D&D.  I even play similar classes in both games: I'm a Marauder in SWTOR, I'm a Trickster Rogue in Neverwinter.  The symmetry is not unpleasant.  Thus it only makes sense that Neverwinter would borrow SWTOR's end game model of daily commendations mixed with weekly commendations, and so it did!  But, in doing so, Cryptic ignored the down-scaling method that Bioware employed to sustain player engagement and, in generating a game around a free-to-play model instead of reverse engineering a model to fit their game, they managed to create a mostly defunct crafting system and a late game experience that feels distinctly grindy in all the ways that SWTOR did not.

How did they manage to do this while essentially borrowing SWTOR's systems wholesale?  By never effectively tapering their system off towards the end-game.

See, Neverwinter relies on the interaction of a multitude of variable currencies.  Each of their end-game grinds, in turn, progresses based on the acquisition of a handful of currencies unique to said end-game environment.  Meanwhile, a larger end-game structure orients itself adjacent to Neverwinter's freemium structure, which turns on purchasing in game currency, referred to as Zen, from one of two sources.  There's the traditional freemium point of sale source, which is fine and dandy for most players, and a second, seemingly innocuous source: astral diamonds.  Astral Diamond, rewarded throughout progression in Neverwinter, can be traded on an open market for Zen, which can in turn be spent as if it had been purchased from a traditional point-of-sale source.  The end result is an end-game structure that relies on running a series of chores to acquire various currencies, sometimes concurrently, but in a finite manner that eventually terminates, and an unending grind pattern that orients itself around acquiring Astral Diamonds to circumvent purchasing currency from the publisher.  This pattern doesn't end and, what's more, it's actually gated by a system that prevents players from acquiring more than a certain amount of fungible in-game currency per day.

By imposing the freemium transaction system on to a daily quest model, the diminishing returns presented by the daily quests are paralleled by a sustained drive towards acquiring currency to buy "good stuff" that can usually only be purchased for money.  That means that even after it's no longer worth your while to run Shandahar Campaign quests or Dread Ring campaign quests, you will be, not for the gear you'll be finding, but for the end-game currency you can spend.

It also means that the grinding you're doing at the end of the game doesn't go towards any new content.  The most recent end-game expansion mitigated this a little by allowing players to acquire additional skill points and useful items after maxing out their characters, but these benefits remain, at best, tenuous: they permit players to experiment with new methods of playing long after they've fallen into comfortable ruts, serving the interest of a non-existent.  That they came with the addition of new content also hints at the other method by which Neverwinter perpetuates grind: Cryptic is constantly releasing new content.

This isn't a bad thing by any means.  Their player base gets rewarded for their loyalty and enthusiasm and new players get a bigger world to sink into.  It's a big win-win.  But that means the grind sequences that might fade in a given player's life will suddenly peak again every once in a while.  I was about done farming Dread Ring for things other than refining ingredients (high value items that allow you to improve items that improve other items [Neverwinter also perpetuates grind by presenting an insane number of interconnected systems]) but then, sure enough, with the new expansion I found myself running daily quests again in a new setting.

This last bit isn't terribly negative, and it actually mitigates the issue of how the Astral Diamond late game currency grind perpetuates itself: by presenting me with new environments and experiences, the grind parallel to those experiences suddenly vanishes, and I'm not running the same old quests to potentially get purple items anymore, I'm exploring a whole new world.  But it remains fascinating to me just how grindy Neverwinter's systems feel in a way that SWTOR's never did.  Instead of working towards particular goals, goals that I will eventually meet, I'm mining money so I can spend it to get around spending actual money.  The end result?  A sort of grind I thought I'd abandoned, the sort of grind that made me leave MMOs, that is, slowly but surely, generating a diminishing return for me as a player.

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