Before I begin, I’m newer to the game, and I haven’t played Fallen London at all, or even gotten enough money for a new boat, so that’s where I’m coming from experience-wise. Also, being an Early Access, I realize the limitations of judging game mechanics at this early stage, so I hold these opinions tentatively.
Also, TL;DR towards the end :D
I just started my first game since map-shuffling, and I have some reservations about the concept itself (for now, I’ll ignore any problems with the current implementation, which I chalk up to being Early Access, so FailBetter totally gets a free pass right now. I expect bugs and balancing, and generally just assume "this will be fixed, no doubt" and so far, FailBetter has delivered.)
One of the thing about the game I love is the sense of danger: Exploration + Perma-death = Fun!
As I played through the first couple runs I began to feel as though I was getting somewhat cheated out of the initial personal fear/fun of exploration, because I knew where things were. Likewise with story and quest lines, where I knew the outcomes of certain events, and therefore there was no sense of fear or threat. This is the thing that makes me think that map shuffling is a really good idea.
But as an avid player of Diablo II & III, Torchlight, EverQuest, and World Of Warcraft, I can relate one experience that has changed forever changed how I feel about static vs. shuffling worlds: WoW’s "Cataclysm" expansion.
I’m a person who gets very invested in games. For reasons I won’t bore you with, virtual worlds feel like home, usually much more so than my day-to-day grind. When my wife and I talk about the places we’ve been and the things we’ve done, half the times we’re going through screencaps of WoW or Diablo. As far as immersive goes, WoW really beat the hell out of EverQuest. However, in a lot of ways I miss EverQuest more because of the danger and risk. Also because the world was static. Blizzard decided (for better or for worse) to re-work the entire "vanilla" WoW world with the Cataclysm expansion. Now when my wife and I want to go hang out at our favorite spots, half of them aren’t there anymore. (Vanilla Darkshore… Oh, how I miss you…)
But this is not a case for NOT having shuffling, it’s a case for having the choice NOT to have shuffling (which I’ll wager will be an option at some point in the future anyway).
I’ve already gotten to where the idea of Polythreme being near Godfall, south of the Sisterhood, seems kind of iconic. The Chapel of lights being just next to the Avid Horizon feels somehow "right" to me.
The biggest motivator for me to have a static world is knowing that, at the end of the day, most quests and reward lines will be static. The Serpentine Engine will not randomly shuffle to being a reward for taking the Deviless to London (well, probably not). The level to which shuffling changes the game is necessarily limited, for numerous reasons, mostly too obvious to mention. There’s a certain rational disconnect (and I guess an emotional one, too) about this idea that the stories and the history of the world stays the same, but inexplicably the locations shuffle.
I already kind of miss the first Neath. With each successive play, I felt like it was becoming more iconic and "home" and that when I would go to forums to find out about some quest, not only would the quest be something that was universal among players, but the world itself was. That feeling of communal similarity in the world was actually a component of my enjoyment. It had a sense of being very "real" because I "knew" it, and as I knew it better it was easier to have the sense of becoming the experienced sailor. (Zailor, I guess. Though why is it the Zee and not the Zea? I digress…)
The idea that the people and storylines I experienced were relatable in totality to people on the forums gave a sense of realness because of the sense of continuity within the community, and that was extended to the world configuration. Everyone in the game world, as well as the forum community, said Godfall was in the same place. In many ways, that makes Godfall feel very real.
Obviously, shuffling is here, and is here to stay, and I’m not nit-witted enough to think that even if I hated it (which I don’t) that it would matter now. It’s here to stay, and that’s not a problem for me. It doesn’t break the game for me (though right now the mechanics DO make the game a little "breaky" but I have no reason to think that’s a permanent situation, not with the exemplary development trend)
So, the TL;DR of this is as such:
- Static worlds feel more real to me, and therefore more immersive, and therefore more fun.
- Shuffling may benefit from being optional, if "1" is true for a number of persons greater than that necessary to be deemed profitable to be catered to.
- If Shuffling becomes optional, there comes the option to have not only the "True Neath" along with the randomized/shuffled Neath, but also a series of either Dev-Created or User-Created "Alternate Neaths" which are carefully crafted and balanced.
"Crafted" Neaths - Expanded
One of the things I liked about the original setup of the Neath is that there are SO many places where you can get REALLY nutty about maximing fear generation. Tons of places where you’d find that one little edge of the coast that would get you from point A to point B without generating fear.
I think it would be great to have some way of downloading either Dev-created or User-created "shuffles" that were optimized, tuned, and balanced in ways to alter difficulty or storyline progression in more pointed/guided ways.
In a randomized world, it’s not as though those maximizations/fear generation tricks don’t exist, but you can no longer express as many of them to the community as relatable experiences or concepts, so you lose a bit of the "experienced Zailor" feeling if everyone’s in a Slightly different Zee. Even as a single player game, the community having the same framework within which to discuss maximizations gives the world a more immersive and "real" feeling to me, and really that’s what makes this game so great for me. When I turn the lights out and play until 3 AM on a Friday night, this world is the only one that exists. Knowing that I could go talk to any other Zailor on Monday and talk about Godfall as being equally dangerous and fear-generating a trip for either one of us (all other variables being equal) increases my in-game immersion.
Whatever comes, loving the game so far, and can’t wait to see the finished product. Slightly hindered by the Emerald update right now, though… In both bug/quirkiness, but also losing a bit of immersion in general.
edited by KhzDonut on 8/9/2014
edited by KhzDonut on 8/9/2014
edited by KhzDonut on 8/9/2014