My site for The Counterfet hasn’t been updated much since last October. So what’s been going on? On the surface, no much seems to be happening, but behind the scenes we’ve been working on material for an anthology by Seven Stories Press. It is called “The Graphic Canon” and features graphic adaptations of classic literature. Since our Faerie Queene adaptation is a work in progress, we had to do a special run of one section early in the story to show off in the anthology.  I’ve attached a few pages as an example. This section is taken from a scene in which the Witch is bartering with the Devil (or Archemage) to procure a soul for False Florimell. Enjoy :)

I’m going to run my last test in January.  It uses an online character creation screen to a) gather feedback about monstrous characters and b) examine users’ self distribution into fantasy races and classes.  The character creation tool will be quite simple, but I think it’s a more legitimate and engaging method than using a survey.  Below is my design outline for the project.  If you have any feedback, I’d really value any input, even though there are no visuals at this point.  I already have plans for the art, which I will be starting in August. It will be done with stylized photography and digital painting similar to what I’ve done for another project called “the Counterfet.”  However, if this project is relevant to your interests and you would like to collaborate, my designs aren’t necessarily set in stone and I would gladly welcome cooperation with other researchers, or with artists / programmers. This final test is called “Simulacra.”

Simulacra Character Creation tool

draft of my Simulacra Character Creation feedback tool; the character is just a place-holder from another project

Races

Most MMO games allow players to create characters of many different races.  As per the fantasy gaming convention, “Race” refers to humans as well as monstrous “demi-humans:” elves, dwarves, trolls, etc.  In some games, collections of races are segregated into factions, so players’ decisions as to which race they play limits their potential interactions. The Simulacra Character Creation tool uses six races, a number consistent with popular MMO games (Warhammer, Rift, WoW Beta):

Race

Height (M,F)

Notes

Fey

6’2; 6’0

Elven, tall and slender, exaggerated pointy ears

Stouts

5’7; 5’5

Burly, heavy set, exaggerated musculature, flakes of stone embedded in face

Satyrs

5’2; 5’1

Short, akin to ubiquitous dwarves and gnomes, males have large beards and both genders have stubby horns

Flayers

6’5; 6’5

Tall and gangly, based on Illithid/Mind Flayer from popular fantasy, head resembling an octopus with octopus arms falling in front of the mouth

Serpentae

6’0; 5’9

Classic Medusa/Maedar from mythology, essentially same the same as sprites except for snake hair instead of elven ears.

Kabold

4’8; 4’8

Short, anthropomorphic cat people, males have manes and both genders sport a sharp-toothed grin.

  • The “notes” are not displayed in the tool as descriptions of the races. They are just for the artist to work with.
  • Humans are purposefully absent as a character race.
  • Each race has some monstrous elements
  • Some races are more monstrous than others, but no factions are implemented

Armour (love that Canadian spelling)

Armour Type

Notes

Light

Quilted shirt and cloth pants with leather components over top: gorget, pauldrons, cuirass, gauntlets, one cuisse (thigh), greaves and sabatons

Heavy

Leather shirt and pants with plate and chain components over top: gorget, pauldrons, breastplate, plackard, cod-piece, gauntlets, cuisses, greaves and sabatons

Gladiator

Loincloth, minimal armour with leather components: harness, one spaulder, one gauntlet, belt. Padded cloth greaves and sabatons

  • The idea behind offering different armour types is to determine whether unpopular classes can be made more popular by giving them heavy armour instead of cloth.
  • By default, Knights and Warders will have heavy armour, and all other classes will have light armour.
  • The purpose of gladiator armour is to test for the appeal of having an art style that reveals the characters’ bodies: it is “sexier,” in the case of some races.  The characters are designed to avoid a hyper-sexual representation, but the Gladiator armour will have distinctly male and female variations.

Classes

Class Name

Class Role

Description

Knight

Guard

Knights go toe to toe with the toughest foes. These tough characters don’t do much damage; instead, they take a beating in order to protect their allies from monsters. They excel at facing powerful monsters like dragons and golems head on.

Warder

Guard

Warders surround their bodies with magic wards, then wade into battle to protect their allies. They excel at fighting groups of swarming monsters like zombies or huge insects.

Skirmisher

Damage

Swift and sneaky Skirmishers are front line fighters. These characters are masters of melee weapons and are most effective when they can attack from behind their targets.

Evoker

Damage

Evokers rain destruction on monsters with powerful spells. These characters keep their distance and attack with bursts of magic. Manifesting fireballs and lightning storms, they can make short work of monsters in close formations.

Ranger

Damage

Sharpshooting Rangers fight with bows and crossbows. These characters keep their distance and deliver precise attacks. They excel at finding weak spots on large, powerful monsters.

Paragon

Healing

When allies are injured by monsters, Paragons restore their health with divine spells. Paragons are able to deliver large amounts of healing to one ally at a time.

Mender

Healing

When allies are injured by monsters, Menders call on spirits from nature to restore their health. Menders are can stream moderate healing to multiple allies at once.

  • Character classes are designed to offer choices similar to popular fantasy MMO games.

  • Class choice determines a character’s weapon/items, but participants are also given descriptions of what the classes do.

  • In some tests, character selection is restricted to only one guard (tank) and one healing class. This is done in order to test whether a greater selection of classes in a role increases its representation in the character population.

  • In some conditions, participants will also be notified of a deficit in particular character classes, to measure the effectiveness of such a direct population balance method.

Weapon / Item Styles

Class Name

Control Style

Aggression Style

Knight

Jeweled Sword and Shield

Axe and Spiked Shield

Warder

Ornate Battle Standard

Trident Battle Standard

Skirmisher

Two Jeweled Swords

Spiked Scythe

Evoker

Ornate Skull Staff

Spiked Sword and Orb

Ranger

Elegant Bow

Cross Bow w/ Bayonet

Paragon

Staff with Candles on it

Hammer and Shield

Mender

Tree Staff

Monster Paw and Bone Sickle

  • Class selection determines a character’s weapons/items.

  • The control style features elegant, ornate and jeweled items.

  • The “Aggression Style” items are used to determine whether more offensive looking items can make support classes (particularly healing classes) more popular.

Conditions

Condition

Adjustments

Control

All classes are present with control style weapons/items and default armour.

Healer Aggression

All classes are present with default armour and aggression style weapons/items for Paragons and Menders

Heavy Healers

All classes are present with control style weapons/armour and heavy armour for Paragons and Menders

Gladiator Healers

All classes are present with control style weapons/armour and gladiator armour for Paragons and Menders

Reduced Support

Control conditions except Warders and Menders are dropped

Healer Suggestion

Control conditions except a notification appearing: “Paragons and Menders are in demand.”

Guard Suggestion

Control conditions except a notification appearing: “Knights and Warders are in demand.”

  • Conditions are listed in order of planned implementation

  • The target participation in each condition is 60 users. Total 240-420 users. This target is challenging, but not impossible to achieve based on previous studies:

  • Some conditions may be modified or dropped based on actual popularity of classes in the control condition.

  • The primary purpose of the test is to manipulate visual design. The reduction and suggestion conditions can be dropped if participation is low.

This post is about Dungeons and Dragons.

I’m going to be doing some posts about this thing called “the reclamation campaign.”  It’s a 3.5 Edition Dungeons and Dragons campaign to give people a chance at playing monstrous characters.  That’s right.  Old school, hardcore RPG action.  But now with tentacles (read “Mind Flayers”).  By the way, if you don’t play such games, the rest of this won’t make any sense and I won’t take offense if you move on to another post.

For those of you well versed in the geek-arts, you will know that monsters are generally more powerful than the standard races; therefore, there are three methods (I’ve found) for dealing with playable monsters.  The first is to strip them, watering down abilities and throwing out supernatural powers wholesale until those mighty creatures are comparable with standard issue dwarves and elves.

The second is to cripple them with “level adjustments,” meaning that the creatures are considered to be higher level than standard races.  Under such a system, they will never become as powerful  as end-game standard races, since they cannot develop significantly high class levels.

The third method, and the one we use, is kind of a hybrid system proposed by Iourn.  Essentially, you determine the creature’s level adjustment, which is sometimes given by a source book and other times requires lengthy lawyering of the rules given by the Savage Species book.  Once you have a character’s level adjustment, ad 1 to that number and hold onto the result.  Meanwhile you take it’s HD to determine how many class levels the monster represents.  An 8 HD monster has 8 class levels, etc.  Now take the level adjustment +1, treat it as levels starting from 0, figure out how much xp that is worth, and divide it amongst the class levels (determined by HD).  It sounds complicated, but it’s not that bad once you get started on it.  Really, just read the Iourn guide.

What this system produces is monstrous characters that aren’t crippled with extra levels, and can still have a healthy amount of class levels, but simply cost more to level up initially.  Of course, mixing these characters with standard race characters can be disastrous, as they will either have gross level differences or be grossly varied in power at the same level.  Also, their effective level has to be adjusted way upward due to all the monstrous abilities, attacks, resistances etc., that they end up with.  But those are simple DM adjustments.  The important thing is that you have something players really enjoy: monstrous characters with room for level progression.

The thing about monsters is that they don’t play well with others.  Running a monstrous campaign can be bundles of fun, but don’t try to mix monstrous characters and standard races and expect them to be balanced without serious modification.  Here is our breakdown of the Spellweaver (MMII) using extra xp costs instead of level adjustments as suggested by the Iourn system for powerful races.

Spellweavers are badass spell casters with the ability to unload insane amounts of burst damage, thanks mostly to their “spellweaving” ability.  Spellweaving lets these creatures cast multiple spells at a time, so long as the combined level of the spells does not exceed the number of hands they have.  FYI, they have six hands.  This means that they can cast 6 first level spells, or 3 second level spells, or 1 third and 3 first level spells, etc., so long as the spell levels add up to 6.  Prepare for massive magic missile volleys when these creatures are introduced into a campaign.

Level HD Att Bonus Fort Ref Will Abilities extra xp cost
1 d8 1 0 2 2 Dark vision 60ft., Shielded Mind, Immunity to Mind Effects, Chromatic Disk 1, Caster Level +1, See Invisibility*, Detect Magic#, Inivisibility# 0
2 d8 2 0 3 3 Natural AC +1, Chromatic Disk 2, +2 Dex, 800
3 d8 3 1 3 3 Chromatic Disk +3, Spellweaving 1600
4 d8 4 1 4 4 Natural AC +1, Chromatic Disk 4, +2 Int (Spell Focus Evocation) 2400
5 d8 5 1 4 4 Caster Level +2, Chromatic Disk 5, +2 Wis 3200
6 d8 6/1 2 5 5 Natural AC +1, Chromatic Disk 6, +2 Cha 4000
7 d8 7/2 2 5 5 Chromatic Disk 7, +2 Dex, Spell Focus (Abjuration) 4800
8 d8 8/3 2 6 6 Natural AC +1, Chromatic Disk 8, +2 Int 5600
9 d8 9/4 3 6 6 Chromatic Disk 9, +2 Wis, Spell Penetration(F) 6400
10 d8 10/5 3 7 7 Natural AC +1, Chromatic Disk 10, +2 Cha, Plane Shift 1/day, See Invisibility as spell, Detect Magic at will, Invisibility at will. 7200

Hey everyone!  I need ideas for monster representation for a character test this fall.  What kind of monstrous character would you like to play in a game.  Let’s assume you can add any sort of class you want.  I’ve listed some popular monster types in the poll below.  If all my ideas suck, go ahead and toss your own in the “other” field.  Spread this jazz around!  I want plenty o’ feedback.

From: Bogost, I. (2006). Comparative Video Game Criticism. Games and Culture, 1(1), 41-46.

Instead of focusing on how games work, I suggest that we turn to what they do—how they inform, change, or otherwise participate in human activity…Such a comparative video game criticism would focus principally on the expressive capacity of games and true to its grounding in the humanities, would seek to understand how video games reveal what it means to be human.

My work adheres to this somewhat, with its background informed by lit studies, but in order for me to understand how people work with games, it is important to know how games work because in my studies, “being human” quite literally has an impact on how the game functions, or specifically, on how end-game raiding populations function. This is the tricky part, the part at which any notion of the magic circle must be tossed aside: the involvement of human players is part of the game mechanic. The people we bring along with us, or have access to, determined by their play experience, their skill level, their work schedule, their computer hardware and their level of dedication all factor into the game’s difficulty.

Comparative video game criticism would not turn its back on functionalist approaches but rather would recognize the utility of functionalist approaches to games as a useful lever for further comparative criticism. Functionalist questions about video games—what they are or how they function—are not invalid or even uninteresting. But equally or dare I say, more important questions exist: What do video games do, what happens when players interact with them, and how do they relate to, participate in, extend, and revise the cultural expression at work in other cultural artifacts?

Revising cultural artifacts: Why do we invent monsters? Particularly, humanoid monsters such as trolls and ogres, minotaur and medusa? We can assume that it is a method of demonizing our enemies or othering outsiders. Monstrosity is associated with evil or savagery (ie. “Savage Species”). Monsters are homeless, loveless, childless, possessing very little character. At least, that’s how they were in Mordor, though not always, as are special cases such as this passage spoken by an Orc in Lord of the Rings:

Not our orders!’ said one of the earlier voices. ‘We have come all the way from the Mines to kill and avenge our folk. I wish to kill, and then go back north. (p. 467)

As monsters have developed, they have become playable, or some of them at least. Most commonly, the orcs, trolls and goblins, which have a history of representation in gaming from Dungeons and Dragons to Warhammer, to Warcraft. However, in the faction driven games, those races are segregated. The metaphor of the monstrous other borders on the literal with the oft recognized super-imposition of real world minority trappings on monsters. This revision is no less damning than the older, obscured or metaphorical othering of monsters; instead, it works to uncover such othering. The metaphor is still easy to criticize since Humans are White and all other races separated from them; the other races are demi-human, and live in their own cities with their own cultures. Furthermore, the factionally opposed races are therefore opposed to white-humanity instead of being othered, but at least allied with it. In subsequent fantasy worlds, perhaps we will see either an erasure of humans (with European representation being equally monstrous), or a breakdown of segregation with player races starting in a homeland of the player’s choosing, and with cities, armies and factions determined only by players, and not by designers.

Another point to consider is the ubiquity of some monstrous races as playable, particularly Orcs, Trolls and Goblins, while other iconic iconic monsters are excluded, such as Kobolds, Medusas or Illithids. Some games have a plethora of playable monsters such as those found in Everquest, Everquest 2,  or World of Warcraft, but many games stick with humans, elves and dwarves. So, some games have a high playable monster concentration, while others are dominated by humans and elves (and usually have dwarves). Those with monstrous playable characters have ubiquitous Orcs or Ogres, Trolls and Goblins; however, there is some variation between games as to what those monsters should look like. So, why are some monsters constant while other, imaginative monsters are left out? Here are some reasons I have in mind:

A) Technical limitations: This is the weakest argument since there are plenty of monstrous races that can still be skinned with armour because the are humanoid. Still, some races might require too much customization or cause problems due to extra apendages etc. on their character models.

B) Consistency and convention: Through remediation between video games, table top games, movies and print, players have come to understand what an Orc or Ogre is, and how it might be played, and the desire to play an ogre has been built up.

C) They haven’t been developed for play: Sort of an extension of point B. As they deviate from the playing-as-human model, monstrous characters need to be treated with greater care in order to make them significantly different from existing characters, but also maintain balance. This seems obvious or an under statement, but just look at monster creation in Savage Species (a DnD 3.5 edition rule book) and on fan sites that try to develop monster characters.

As explained in Gee 2008, the game world must be designed for characters to succeed in (not the player, but the character). So, in making playable monsters, we have to develop worlds that monsters can succeed in, and not just worlds for them to die in. So the human story in this is that as we learn to include monsters, to make them playable, we understand how the world needs to operate in order for them to succeed in it. And the artsy lit extension is: Post Mordor games are a metaphor for identifying those we have othered, and engage us in the process of determining how the world needs to be designed in order for them to succeed, (meh. could use some work).

Citations

Gee, J. P. (2008). Video Games and Embodiment. Games and Culture, 3(4), 253-263.

Tolkien, J.R.R. (1968). The Lord of the Rings. London: Harper Collins.

paintings in progress for The Counterfet

Eric's paintings in progress

This post is about busy bees. Eric is very busy painting bees. That’s because he’s busting his back to get 9 special-edition pages of “The Counterfet” churned out by mid July for our segment in Seven Stories Press’ anthology: The Graphic Canon. The segment for this anthology will be from the beginning of the first chapter (but not the very beginning) and will depict the Witch in conversation with Archimage (the Devil) as they discuss the origins of False Flora (or False Florimell for the purists). As Eric is cranking out beautiful paintings (he informs me that he’s quite sick of painting bees, but almost done with them), I’m building version 3 of the Counterfet website. That means I get to do all kinds of fun stuff like figure out how to make my own WordPress theme. I’d love to show off more paintings, but don’t want to ruin the surprise. I don’t have a date for the anthology’s release, but I’m guessing it will be out late in 2011 / early 2012.

Rift is a very pretty and well executed game. As a testament to the game’s playability, my only big complaint is a lack of creativity in some of the design. I’ll get to characters and settings later, but in this post I want to address creature design. For all the elemental/demonic invasions, it seems that the world of Telara faces a less exotic but no less insidious threat: Pigs – pigs everywhere. I’m level 31 and I’ve spent an alarming portion of the game so far fighting, quest killing and being dismounted by pigs. See below.

Killing pigs in Rift

First pig quest on a farm. Kill some pigs. No big deal.

Killing a big pig in Rift

A much bigger pig. Now dead. The farm is safe. Yay me.

Another dead pig

Several levels later, we still have a pig problem.

Piggy on Piggy

Rangers get pets. They get pigs. In a world full of pigs, they give you another pig. This fulfills my fantasy of standing by while two twins go at it with each other, except the twins are pigs.

Greater Pig Pet Tooltip

"Razorbeast" is Rift code for pig, and these people have serious wood for the ham. As rangers level up, they get a "greater Razorbeast" as an improved pet. Not a Rhino, or a dinosaur, or something kickass and fantastical. They get YET ANOTHER PIG.

A seige of ham

The main city, Meridian, beset by the hog.

OMG a death rift

At low levels we encounter rifts to the elemental plane of death. This prepares us for future encounters with the elemental plane of pigs.

the view entering Stonefield

This place looks badass. Certainly we won't be fighting pigs anymore.

horned pig

Certainly no pigs here. Just these menacing pig models with sheep heads attached. Screw you. They're still pigs.

behold the pig-scape

It's a very pretty game, pigs and all.

an imaginative fantasy world, with pigs

again, a beautifully composed fantasy world, with walking bacon

screw you, piggeh

I command a stone elemental as my servant. I shoot lightning from my hands. And you want me to clear out this pig problem, do you?

the view over Scarlet Gorge

Finally, we move beyond the pig lands into a new zone where the classic struggle between miner and machine is played out.

Life creatures in Rift

Sweet looking monster designs: this is what I signed up form. No more pork quests. They wouldn't make these imaginitive new landscapes only to plant little ham-bots wandering around. So long, previous zones, and thanks for all the pigs!

More pigs in Rift

New zone, new pigs :(

Yes, more pigs in Rift

Fuuuuuuuuuuuu

Some folks are still coming across this blog in their various Faerie Queene research efforts; however, we have a much sexier new site and soon I will be switching the blog to that for my studio. The new site is still being filled in. Old sketches and such are still viewable on monsterdoll.ca, but that site was down for a while and I lost the google ranking on all the images. Alas, there are exciting new things happening as we are steadily working to finish off content for an anthology that the project is being featured in later this year. Head on over to www.counterfet.com and I’ll work on filling it with image galleries.

Rift is a well polished sleeper hit that seems to be siphoning bored/jaded players from World of Warcraft. I’m only about 10 hours into it with a little weakling character, so this introduction to the game is far from exhaustive. Yes the game IS seemingly very similar to WoW; yes it DOES have some neat new features; yes there ARE some things that it failed to improve upon from WoW: but YES it IS a fun game worth playing.

I recently decided to upgrade my PC, mostly with better Photochopping in mind; however, I would be fibbing if I said the upgrades weren’t motivated a bit by Rift. So yes, again, Rift is a compelling game to play and looks pretty darn cool as well.

Neat new things

Given that the comparison to WoW is so often and so precisely drawn, I’m basically explaining how Rift brings new things to the table while still being very similar to WoW. I’ve heard people say that Rift is a WoW “rip-off” or WoW “clone,” simply because it uses such a similar interface. By that argument, Unreal is a Wolfenstein 3D rip-off because it uses a first person perspective with icons along the bottom of the screen. If that’s the case, then it’s fine for Rift to be a WoW “rip-off,” because if an interface and control scheme works, then we may as well keep on using it. But Rift is more than just a template with different filler. For almost everything that Rift adapts from WoW, it adds something new. Even the familiar looking “talent trees” are more than a concept merely cloned from WoW. Since my knowledge of the game is fairly limited thus far, I’ll start with the game’s two biggest landmarks in terms of innovation – character classes and rifts.

Character creation:

Mage healers? Rogue tanks? What you say?!

Rift shakes up the stagnant MMO class system with a neat new system that essentially lets you choose three paths from a variety of “talent trees” (called souls) to put in any one build. This is a now a well documented system with many suggested builds out there on the interwebs. I’ll give a quick and dirty explanation anyway. A character belongs to one of 4 “callings:” Warrior, Cleric, Rogue or Mage. As soon as you enter the game world, you have to choose your first soul. For example, a mage can choose from: elementalist, pyromancer, warlock, stormcaller, archon, necromancer, dominator, or chloromancer. Choosing a soul gives the character access to a “talent” tree for that soul. A few kill quests later, the character must choose a second soul, and then shortly after a third soul. To make this system analogous to WoW, imagine that you choose to be a “healer,” and then you can custom build your class by choosing any three talent trees from the Paladin, Shaman, Druid or Priest classes. That would kind of be the same thing that Rift has going on. Abilities in the “souls” are bought with points when you level up, similarly to WoW; however, spells/abilities are also unlocked simply by spending enough points in a soul regardless of the particular talents chosen: this addition is presumably made since the classes are so customized that you can’t simply walk up to a class trainer and say “I’m a level 10 mage so gimme my spells.”

With plenty of combinations to be made, there are recognized “best-build for xxxxx” cookie-cutter builds, as well as room for a plethora of oddities. Thrown in the fray are some “souls” that deviate well from the path the WoW beat down: rogue tanks, healer mages, cleric tanks. I really look forward to seeing how these deviations fare in the end game. They look like a great idea from the outset, but will it be too hard to design and calibrate raids that both accommodate and challenge the various plausible builds? Some reviewers complain that dungeons are too easy so far. Will this supposed ease be symptomatic of trying to include everyone from a class building system where players can too easily gimp their characters? On the other hand, I’ve heard that PvP is very enjoyable with the vast variety that this class system affords.

Rifts and Grouping:

The game world exists at the intersection of 6 elemental planes and “rifts” manifest as a tear in the fabric of reality blah blah blah blah. A rift appears in the open world (not in a dungeon) as a big-ass-tentacle-spewing portal in the sky. The rift will then start sending down monsters in waves, progressing from trash to badasses. If no one is around to stop them, the baddies will then proceed to terrorize the country side and even invade the quest hubs. They will, FOR SERIOUS, destroy towns and kill the quest givers. Nice touch.

When a rift manifests, you are made well aware by zone wide notifications, and a quest to close it and kill its baddies appears in your quest log and even gives a waypoint. The rifts also show up on your map. You might also notice roving packs of players in the area starting to converge on the rift, and rifts provide rewards, so you may as well join in. Doing so showcases a particularly well executed public group/quest system.

When you make a group, it is public by default: other people can join it by clicking on your character badge. Unless you go out of your way not to, you will likely be tossed into a public group as soon as you join the fray at a rift. No more standing around shouting “lfm killing rifts.” You just show up and join the party. As more people join in, the party becomes a raid group and the raid units interface automatically pops up. This is great if you like healing. The combination of rifts and the public party system let’s you get a glimpse of raid healing very early in the game. As such, I find this system very, very valuable but also understated as it doesn’t get much press in other reviews. I love healing and always try to play a healing character. Before I got into a raid group on a rift I was honestly getting a bit bored with the quest grind, but I happened to be online with a heavy concentration of rifts popping up right after getting some key new abilities (playing a Chloromancer/Warlock build) and it was a game changer for me. Now I’m excited to see how I like my class in dungeon parties and raids.

Another cool thing about the rifts and party system is loot distribution. When you are fighting a rift, a circular interface pops up with a timer and a treasure bag icon. It also indicates which wave of the rift you are on. When a wave is defeated, the treasure icon will light up. You click on it and collect your goods. No greed/need rolling. Nobody linking items for people to fight over. You just do your job and get paid.

The rift mechanic is great. It’s something that WoW never focused on, provides a profitable distraction from quest grinding, and gives players an early glimpse of group work with some safe, light raiding.

Initial Complaints:

Like many reviewers, my initial complaints come from the pacing of the game. It has been identified by some reviewers as a game for veteran MMO players, which is probably true. Without intuitively knowing how a talent tree operates and that there SHOULD BE an option in the interface menu for extra action bars (which there is) and that a mage’s most important stat is Int., the game would likely be bewildering at times. For an experienced MMO player it is not so much overwhelming as it is unsettling: you get abilities and spells faster than you know how to use them or even identify a need for them, you replace your magic items with better items every 20 minutes, and your meager 4 slot bags are immediately burdened with a bloated volume of special items – none of them with terribly helpful tool tips to explain precisely what you should do with them. The experienced gamer knows to go look it up online, but it would be helpful if the tool tip could just say: “there’s a spot for this on your character sheet you insufferable nub,” or “put these in your collections tab and complete the set to get a pony, gawd did you read ANY of the messages I spammed at you when you picked this up during combat?”

The rate of shiny new toys will slow down (it has to at max level, right?) and there will be plenty of time to bumble through abilities at the end game, but when first starting out, they come a bit fast even for seasoned MMO players.