Thursday, April 23, 2015

House Rules

I've been working on a card game rather intensely for the last few months and now I'm getting around to having a place for it on the internet. If anyone reads this check it out!

http://erwil155167.sitebuilder.name.com/

Cross posting this from the House Rules blog:

Getting started with finally making a website for the game. Going to try to post my progress here.

A few years ago, I made a new years resolution to get in shape, lose weight and to feel much better about myself in general by the start of the next year. In the end, I lost 60 lbs, got laser eye surgery, and improved the way I presented myself by leaps and bounds. Having a goal and a timeline really kept me going and was a big part of the success.

A year later, I needed another goal. Before falling into electrical engineering, as a kid and all the way through high school I wanted to work on video games. Every video game I ever played was an encapsulated experience and introduced the player into a new way of thinking, told a great story, or brought people together to compete and explore.

I decided that my new goal was to create a game.

Video games are my bread and butter, but I don't have any significant programming knowledge or skill. I actually quit a job because I just couldn't hack it as a programmer. I wracked my brain for ideas and played board game nights at a co-workers when I decided that a card game sounded the most fun. I thought up the rules, prototyped it with some bicycle cards, and even play tested it. Simple right? I had enough under my belt to say that yes, I made a game. It was a very rough alpha but the game was mine.

This year, I decided that that wasn't enough. As I was working on the game, I learned about the Cards Against Humanity independent game design competition. I now had my timeline. I wanted to take it all the way, take it to a place where not only was it polished enough to give to strangers, but also look presentable as well and nice enough that a professional wouldn't second guess it.

That was four months ago, where I started with sharpie on a poker deck, and now it's playable, printable and polished. It's a little mind boggling how far the game has come with testing, and sharing it with friends and strangers. It's weird, but as the project has evolved I'm growing more confident in it's existence. It's so validating to play it with a group of people for the first time and they tell me that it's really fun.

Ultimately my plan is to keep polishing, and getting it ready to submit to the Tabletop Deathmatch (http://cardsagainsthumanity.com/deathmatch/) in addition to some other independent game competitions and reviewers. Hopefully at some point I can put together enough support to put it on Kickstarter and maybe sell it at some point. I'm not designing a game to get rich, but having something that you put time and effort into resonate with people is an extremely satisfying feeling.

Wednesday, December 31, 2014

Notable Games of 2014


I am listening through the Giant Bomb game of the year awards at the moment. It’s pretty much my favorite time of the year, and I’m noticing that there were more lows than highs in 2014. I definitely felt it in my own experience with games. I want to do a top 10 list, but there weren’t a ton of standouts, however I do want to talk about a few.
Spelunky:
The first comeback game that soaked up most of my time this year. Spelunky is probably the purest game experience you can get. Anyone can play Spelunky and it’s just you vs. the game; its risk and reward. I wouldn’t even call it a roguelike, because the tools at your disposal are pretty limited, and all in all not needed to be successful.
I did not get it at first, as most people probably didn’t either. It’s a well-constructed onion, that each run, each death, peels back another layer until you get to the warm center; only then do you realize that the center is really another onion waiting to be explored.
It’s a punishing experience, but each punishment is really just a lesson in disguise. The reason I dropped so many hours into this game is because I’m either just bad at video games, or there are just so many ways to die, I mean learn. The fact that you and you alone are responsible for your success or failure is freeing to me in the new age of in game upgrades, pay/play, and iterative game progression.

Diablo 3:
Speaking of iterative game progression, this was another blindside that hit me this year in a big way. Diablo 3 was a big disappointment when it came out initially. The auction house may have been a good idea on paper, but it tainted the game experience and put a big glass window between you and the game experience. You could see the good loot, but it would always be out of your reach.
Reaper of Souls took everything great about the formula and dumped the rest. The loot mechanics got very interesting with different combinations of items, and some frankly overpowered weapons kept you thinking “Maybe just one more rift.” The reward progression may be formulaic, but Blizzard nailed it so that you could always experiment with different sets and skills to yield more loot, and faster runs.
I’ve come to think that players optimize all the fun out of the games they play, but Diablo kept me guessing what gear or skills became more effective, and I was having fun the whole time.

FTL: iPad:
I’m sensing a theme here. FTL is incredible. I started playing it back in 2012 when it came out for the PC. FTL is the first game I have ever played that was so good, the only way to stop playing it was to uninstall it.
Then they released a free expansion. I resisted.
Then they released it on iPad. I caved.
The cycle began anew and I was up till 3 am playing it the first day I got it.
The iPad version is definitely the best way to play it. I worked a lot of night shifts this summer and it was the perfect time to try to unlock every ship in the game. In doing so, you realize how deep the game is and how many different ways exist to play it. The only real complaint is, that the end boss is static and learning how to defeat him can be frustrating in that while there are many ways to play the game itself, there is only really one good way to defeating the huge wall of end boss that you run into. Still though, it’s rewarding every time you shoot down another ship be it big or small.
Oh, and the music is a treat.

Dark Souls/Dark Souls2:
I came into the Dark Souls game a little late (sensing a theme here) and it was a game I was scared to play. I think it sat in my steam library for a few months before I booted it up. I was right to be afraid.
Dark Souls is unforgiving, and refreshing. There are very real consequences in the game and failure is punished severely. Things that are intuitive and seemingly straightforward are not explained in the slightest; it took me a bit to realize that more armor is not always the right choice. It’s your job to learn how the world works, while the world is trying to murder you at the same time. It literally is a world that is seamless and exploring is the best part.
Bosses are rough. You need to be on top of your game to beat them, and even then you will probably fail a lot before you get it right. There is a reason that people brag about getting through the game naked, or as quickly as possible. There is a reason that games like Dark Souls and Spelunky exist that don’t hold your hand in the slightest, to make you a better video game player. Dark Souls holds the trophy for being the first game to intice me into throwing a controller in frustration, and breaking my headset (now bandaged up with electrical tape).
Dark Souls is a crucible that dedicated video game players should experience. The second one was not as impactful or good as the first, but is still a good game. It just suffers from sequel syndrome.

Shovel Knight:
I’m basically a Mega Man 2 fanboy, so I was required to buy and play this game. It’s fantastic.
Unlike a lot of other retro throwback games, Shovel Knight knew what to keep retro and what to adopt from modern games (though very little). Like all retro games, it’s all about pattern recognition. When to dodge and when to strike. I feel like the developers just decided to make Dark Souls into an 8 bit game. Even the currency in the game has the same use it or lose it feel as the souls games. Where a lot of retro games feel kinda samey and interchangeable, Shovel Knight has a lot of personality and style and takes itself just seriously enough.
The soundtrack makes me feel warm fuzzies all over. It does a great job at not being too chip tuney, while emulating instruments with growls and bleeps.

Destiny:
Destiny should have been game of the year this year.
Bungie did so many things right with this game and so many things wrong at the same time, and it barely averages out in the positive direction. The mere presence of this game affected the whole industry, and anyone who knows Bungie’s track record knew where to place their expectations.
Personal note: Bungie holds a special place in my heart. I have been playing their games from when they came on 3.5” diskettes. Pathways Into Darkness blew my mind at a time when Doom was the standard run and gun. Marathon was immersive and incredibly smart, and some of the best times of my youth were had blowing my family to bits with weapons from the future.
Halo was okay. Multiplayer matches with strangers are not my thing.
Destiny was Bungies foray back into immersive world experiences, and I knew what they were capable of. I was cautiously optimistic. The game sat on my PS3 for a couple days before I had the courage to boot it up. The campaign was adequate, but ultimately not enough. I played most missions on heroic before I just couldn’t keep up with the level difference between me and the enemies.
It was not an immersive experience and I guess that’s the biggest letdown. There is a dissonance that exists in Destiny (and a lot games) where you are a special snowflake, but so is everyone else. It’s hard to deliver an immersive experience, when there are strangers in your game. Right now video games are in mode, and for me a world with all highs, and fidelity is crucial to pull me in. I would have felt a lot happier if you could opt in the leveling up process as a single player experience, and once you completed it, the end game opened up.
Destiny does not do character progression well, and I realize how weak of an argument that sounds like to hold against the game. Your power level in the game comes down to pure, unforgiving math. If you are fighting a monster one level above you, you are at a severe disadvantage. In order to get more powerful, you need to grind. A lot. Sometimes grinding isn’t enough and you hope RNG is kind.
Where the loot game in Diablo felt right (slow and steady, very granular upgrades), Destiny gets it wrong packing so much weight behind your light score, almost to a quantum level. Where Diablo had essentially the same grind, it felt much more varied based on what kinds of elites you were up against, and a new set of randomly generated levels and enemies. Every single time you run each mission or strike in Destiny it is pretty much a carbon copy of the last time you ran it, and it gets old after the 2nd or 3rd time. Once you level up, congrats! Here is a new set of the exact same scenarios to run, but now your numbers match theirs!
The raid was good, but was misplaced. It could have been introduced at a much lower light requirement. I didn’t think the raid was heads and shoulders above the rest of the content of the game, and it certainly didn’t justify sinking as much time as Bungie expected you to in order to prepare for it. The weekly nightfall strikes are my favorite part of the game, as at least there is some variation in terms of which weapons are most effective that week.
Recently my biggest complaint in the game is that getting new loot is not fun. Once you level up your gear to maximum, any new piece of loot is just a distraction. Leveling up a new gun or armor is easily a 6 hour investment, and frankly that is way too much for Bungie to ask of its players. I got a new gun from a nightfall strike and let out an audible sigh, because fuck if I don’t care at all about doing identical content again and again to make a bar go up.
I played a lot of Destiny (and I still might), but unless one of my friends wants an extra gun for a raid or nightfall, I can’t be bothered to turn it on. Any more progression in this game feels like a step backwards.

Still playing/looking forward to:
Crypt of the Necrodancer – My first dipping of my toe into early access games, but so far this gem is great. I’m a sucker for sountracks. This game is evolving splendidly.
Shadow of Mordor – Okay people, I hear this game is good.
Bayonetta 2 -  I didn’t play the first one cause the main character seemed to be aimed at depressed otaku, but I hear the second is really good, and the scale and spectacle are great. I need this to be a super dumb fun game.
Tomb Raider – Heard good things about this one.
Lots of Indie Games – My cup hath overflow because of Steam
A Unicorn – I am sure there will be some game/genre that I detest fall into my lap and be the best thing I ever had.

Not going to play:
Dragon Age Inquisition – Doesn’t grab me. Skyrim was great, and so was Mass Effect. This sounds like a mashup I want to avoid.
Destiny – Maybe it will get the Diablo treatment eventually. Until then.
World of Warcraft – It’s just too much. Everything in that game is a known quantity, and the barrel was scraped a couple expansions ago. Now it’s just a vanity vehicle.
AAA games in general – I feel like EA/Ubisoft/Square/etc have gotten away with too much in 2014 and have been letting shit slide for a while. Time to take a break.

*edit* Wildstar - This game suffered from having an open beta. I might have actually gotten to level cap if I hadn't burned out on the leveling before the game even released. Award for making me nauseous even thinking about doing a quest. 


Wednesday, December 10, 2014

The Warlords of Draenor Garrison

I haven’t been very kind about garrisons since they were revealed at Blizzcon last year. My expectation were that it Blizzard was introducing a game within a game, and that the mini game would be required if you wanted to participate in other legacy aspects of WoW.
After playing the game for a month, I can say that my expectations were pretty spot on. Do you like to raid? There’s a building for that. How about PVP? Yep, building for that too. Professions have a building. Every one of them, down to the gathering professions. And yes, naturally you can’t build one of everything, so the player is supposed to tailor their selections based on what perks they want, so that they can compete in the fun aspects of the game.
There is one new element they added to the mix, and that is the missions/followers system. This is the most nefarious piece of the garrison, and one that I thought was fun at first, but have grown to despise. Via questing, dungeons and other activities you recruit followers from out in the world. They can be leveled up, geared up and upgraded so that they can take on missions for better and better rewards. You can get gear for raiding, gold, garrison materials and other stuff.
I’ve maxed out probably about 15 followers and I’m filling out my roster of 25, but after that it seems like this system is intended to dangle gear in front of your nose, so that you slowly and steadily keep leveling them up for better stuff. Same purpose as raids/content, but in a static menu driven, probability adjusted system. This casino is winnable, but the odds are stacked in favor of the house.
My major problem with this minigame is that it’s a distraction that silos players away from each other and the troubling thing is that I think this is probably the smartest thing Blizzard can do. Gamers are caustic, entitled jerks and probably shouldn't be interacted with at all. The garrison is a substitute for doing things in the world traditionally. The garrison is a sterile environment where the developers have absolute control over everything from the economy, to the rate of player progression. They can speed it up and slow it down based on how they feel. It feels dirty to me.
The garrison definitely satisfies the need for the player to log in on a regular basis. I expected it to be a good freemium game, and that expectation seems valid. It’s definitely a tool that takes freedom away from its player base, which to be fair the economy is one aspect that has been taken away by bots and gold farmers for a long time. It’s needed in that fashion I suppose, but Blizzard needs some competition from its own player base.
But why? Why does Blizzard force people into this sterile environment, populated by NPCs and controlled by developer balance? I feel like the entire WoW player base has just been assimilated into the matrix, and their sole purpose is to be a battery in keeping this monstrosity on life support, when I feel like its run its course. I mean, subscriptions I guess.
I’m kinda done with this after a month. The garrison is lame.
The only thing left for me in WoW is to raid with Something Wicked people and play with the friends I’ve made there and to do a little theory crafting where it is needed. 

Monday, April 7, 2014

Siege of Ogrimmar Mix Tape

Immerseus: The Toadies - I Come From The Water


Fallen Protectors: Gotye - Somebody That I Used to Know


Norushen: Modest Mouse - Fly Trapped in a Jar


Sha of Pride: Lit – My Own Worst Enemy


Galakras: Frankie Goes to Hollywood - Two Tribes


Iron Juggernaut: Metallica - One


Dark Shaman: Bob Dylan - Shelter from the Storm


General Nazgrim: Bright Eyes - Middleman


Malkorok: Screamin Jay Hawkins – Spell on You


Spoils of Pandaria: Limp Bizkit – Break Stuff


Thok the Bloodthirsty: Nelly Furtado - Maneater


Seigecrafter Blackfuse: – Danny Elfman - The Breakfast Machine


Paragons of the Klaxxi: Harry Bellafonte – Jump In the Line



Garrosh Hellscream: Kansas - Carry on my Wayward Son

Tuesday, March 4, 2014

Things I hate about Warlords of Draenor

1) Gear Randomness
Thunderforged gear was kinda neat, and while Blizzard touted it as an incentive to do 25man raiding, it really was just an excuse to add a little longer tail in order to improve your character power via gear. It gives everyone something else to chase even after all the bosses are dead and we have picked the bodies clean for purples. Warforged gear just pushed this concept out one more tier, and it’s overstayed its welcome. I find it more frustrating than anything.
The next expansion is going to give gear a chance to be forged (higher item level), have a gem slot (neat), or roll tertiary (crap) stats on gear. Guess which one everyone is going to want? If it’s one thing that will cause drama in this game, loot will.
To me it’s just a slimy way to extend gameplay, and Activision/Blizzard knows it. If forged gear didn't exist, it wouldn't affect my decision to stay subscribed or not. Forged gear just makes me frustrated when it doesn't drop.
Adding more randomness is not fun. It’s a trap.

2) Lore Does Not Compute
So, let me get this straight.
Garrosh Hellscream escapes trial and meets a Timewalker in order to go back in time and stop the Orcs from drinking the blood of Mannoroth, and we have to go back in time/to another dimension to stop this other horde of orcs from invading our world and destroying Azeroth.
Is it just me or does it sound like a Saturday morning cartoon to anyone else?
Whatever, its lore. Mists of Pandaria was farfetched, and now they might as well go off the deep end to keep things silly.
The Burning Crusade was my favorite version of WoW, and I’m glad we get to go back to Draenor in all its’ outer space goodness. I will be glad that everyone else can enjoy it as much as I did, instead of just hellfire peninsula as a short stop before they get to Northrend. I desperately want to take some newbie into Auchindoun and shake him by the shoulders, “DO YOU KNOW HOW MUCH TIME I SPENT HERE WIPING AND LOVED EVERY OTHER SECOND?”

3) Garrisons
Oh yay. Another timesink. Hey guess what? If you want to raid, you are probably going to need to do something at your Garrison for a buff, or your bonus loot, or some other hoop people are going to have to jump through.
That was a little harsh.  
Something I’m really happy about is how little impact pet battles had in Mists of Pandaria, and I hope that is the pattern that garrisons follows. I get that lots of people play this game for different reasons, and raiding is pretty much the only thing I like to do WoW. I don’t mean to discount other avenues of gameplay, but garrisons seem to be targeted as a single player activity and my garrison does not influence your garrison. To me, it seems like this single player activity shouldn’t bleed through into the world and get people to play with or around others.
I play with other people when I raid. There is required interaction taking place and lots of social cohesion happening.
If my performance as a raider is augmented by what I do with my Garrison, there is no world building happening. I’m not out in the world toiling via daily quests for rep gear, valor points or lesser charms. I’m not going to be adding to the social fabric of the game. All I will be doing is polishing my pixelated home, and dumping gold into it that I could be spending on raid consumables or something more time worthy. 

Tuesday, December 31, 2013

Top 10 games of 2013

1- Brothers: A Tale of Two Sons

Probably the most impactful emotional experience and reaction I’ve had with a video game ever. The game is extremely well put together, and is very immersive and beautiful. As you control both characters at the same time, this leads to some fun puzzle solving and is critical in conveying thematic story lessons as well. Being about 6 hours long, I highly recommend this one to anyone; grab it on steam if you can.


2- Rogue Legacy

20 goto 10. This game kept me up till wee hours of the morning with “just one more level” Very tight iterative progression and controls. Just a great dungeon diver all around.


3- Something Wicked (World of Warcraft)

World of Warcraft is probably my most played game this year. My monk has been a roller coaster ride between the tiers this expansion, but peters out towards the end. MoP built on lessons learned, so it’s taken about a year to feel like more of the same. Raiding has been impressive all expansion.


4- Zelda: Link Between Worlds

I was expecting it to be “Link to the Past” HD, but I was pretty surprised at how wrong I was. It’s still some Zelda ass Zelda, but they made some pretty good deviations from the formula to make this game stand out. Being able to choose which tools you want to take on your adventure from the beginning rather than unlocking them linearly was pretty great. The story is also pretty twisty, which is something I like.  


5- The Last of Us

I came to this party late, and heard a lot about it. I mean it’s a Naughty Dog game, so going in I knew that there were going to be great set pieces and the gameplay would be engaging. The character development between the protagonists is phenomenal, and I think that Joel is the best character of 2013. He has his flaws, but his heart is in the right place. Just picking nits, but Ellie swears worse than a sailor, and you end up killing more humans than zombies than I would like for a “zombie appocalypse” shooter. Mad props though, that even I was careful with my supplies, crafting and scrounging, I never quite felt safe or over prepared for the enemies in the game, which augmented the story and the atmosphere.


6- Bioshock Infinite
The whole universe is weird, and you need to keep playing it just so you can figure out what the hell is going on. The art design is fantastic, and playful. You feel like you are in a very familiar place, even when there are rifts opening in space and time all around you. All the characters play their part well, which is what the game is all about. Songbird though...


7- Ni No Kuni

I haven't played a JRPG in forever, and this is the kind of experience I remember it being. A little Final Fantasy, a little pokemon, and cute as hell. Very punny, and just the right amount of grind. The whole broken hearted people theme was a fun minigame.


8- The Swapper

Gritty and gross, this game’s main mechanic explores some strange morality in terms of “what is a soul?” The puzzles are excellent, and it’s just fun to make lots and lots of clones of yourself to shoot yourself into space.


9- Guacamelee

Another good revival of an older genre, the metroidvania. Just really silly, and the combo system was great to pile drive people into oblivion.


10- Papers Please

It’s a game? I mean, it conveys a really powerful message, but for some reason I play a shift about an hour a day stamping passports. I haven’t finished it yet, so I’m hoping it has some good payoff.



Honorable Mentions:
Super Mario 3D World
Gunpoint
Card Hunter
The Stanley Parable

Tuesday, December 10, 2013

Monkbots, Roll Out!

Currently, my guild is just beginning progression on Garrosh Hellscream and is a mere few weeks away from finishing off the tier, until we begin the long wait for Warlords of Draenor. I am most likely going to be kiting the adds to victory for the kill, so this will be the second progression kill that I will not be playing my main spec (I was Mistweaver for our Lei Shei kill.) As raiding is on the precipice of farm, I want to take a look back where the class has been.

Perception:

Monks are the second new class added to the game since World of Warcraft launched in 2004. When Blizzard added the Death Knight in 2008, the general perception of the class was that it was overpowered, and it unbalanced the game, for better or for worse. Based on this precedent, I think a lot of players were expecting monks to be given the same treatment: very powerful at the beginning of the expansion, but balanced out as time passed.  

Looking back on the expansion, the monk class has been competitive, but not game breaking in any way like the Death Knights were when they were introduced:

Windwalker – They have been solid melee DPS every tier and competitive with other classes. Their main drawback has been lack of meaningful raid utility. Blizzard has iterated on the spec for every tier, and has been adding flesh to bone where it was needed. Tier 15 added a cleave to the toolset, and Tier 16 polished talent choices. Our mastery has come a long way from the original Combo Breaker, and now sits in a good place overall, with a crazy rollercoaster detour that was Rune of Reorigination.

Mistweaver – Conceptually very cool. A healer that can be effective at ranged or in melee, and play very differently in either place. This ultimately did not pan out as well as most people hoped it would. The melee rotation was nerfed for being too simple and too effective, while the bread and butter heals feel out of control and way too automated. The legendary meta gem became far too effective, and ultimately made mana irrelevant. Priests and paladins dominate the whole expansion due to absorbs, as mistweavers shine in Throne of Thunder with impressive throughput.

Brewmaster – I think Brewmasters ended up being the most consistently potent throughout the expansion. Shuffle is a very well designed active mitigation system, and the class did a cargo ship’s worth of damage in an expansion where tank damage not only mattered, but was substantial. Monks have lots of personal survivability cooldowns, so they can take a burst beating in addition to being as smooth as butter to heal.

So yea, all in all Monks getting a passing grade in the expansion they debuted in. While this is all well and good, and they are a complete class, why does there still feel like there is something missing? In comparison to the Death Knight, the Monk class did not feel as powerful as Death Knights in the expansion in which they debuted.

Enter the Fist?

From playing Blizzard games as long as I can remember, their game philosophy has always been “Make everything overpowered” and emphasize “Concentrated Coolness”:

I think this is where the Death Knight design philosophy differed from the Monk, and why the Monk feels less complete in comparison. Thematically monks represent balance, incorporating elements of both the yin and the yang, harmonious, subtle, and Zen. I think the introduction of such a serene force into the game is in direct opposition to their design philosophies. The balance that monks represent ultimately works against them as an engaging game element.
Balance is boring, and imbalance is interesting.
The Death Knight was wildly popular when it was first introduced, they can be summed up with once simple ability: Death Grip. This ability changed the way the game was played forever, because it was powerful, and introduced a very visceral disruption into the game. Everything about the Death Knight was disruptive and imbalanced, and I think that resonated with a lot of players and injected a very large player base into the class.

I will extend this metaphor a little further, and say that every class in the game has one iconic ability that represents them. Paladins have Divine Shield, Warriors shout, Druids shift, and Shaman have totems. All of these things are awesome, concentrated, powerful.

Monks have….Healing Spheres? Jab? Zen Meditation? ROLL? Please. What’s missing from the monk is that iconic ability that sums up everything about them, and broadcasts that to the player and everyone around them. I will say that the Tea/Brew concept is unique in how well monks can throttle their performance, but it does not stand out enough to attract players to the class.

At least to me, there was never that one ability that stood out from the rest of the classes and was an icon of monks uniqueness. A lot of our abilities are bled and borrowed from other classes so that we fit the paradigm of the more homogenized game we play today in comparison to where the game has come from.

It’s the community, stupid.
Warcraft players can be summed up in one word, community. That community could be raiders, PVP, RPers, altaholics, transmog fiends, auction house barons, or a million other little niches within the game. The monk community is still nascent and growing as people pick them up and start to play them more and more, whether that be as a main character or an alt they play on a regular basis. While other classes in the game have had a strong, established community that has been building for nearly 10 years.

Where Death Knights exploded onto the scene, Monks came in as a trickle. Monks didnt get that huge player infusion simply monks didnt get that overpowered feeling from the get go (in my opinion) from either a class balance perspective or a lore perspective. I dont think they were front and center for this expansion, and didn’t have that “Turned up to 11” feeling that Death Knights came to the game with.

Ultimately, it will take time for the monk community to become as vibrant as any other class community, and that’s not a bad thing. Little by little the bird builds its nest. Nor do I feel like monks have been ignored by the developers, though some specs feel more complete than others. Right now we are absent a central hub to exchange ideas and learn from each other, but that will organically come with time.

A part of me worries that monks won’t become a core part of the game, simply because of the type of player that the class and the game attracts now is different from where the game has come from. As warcraft built momentum, it was a brave new world, and enterprising players learned every nook and cranny, and explored the mechanics of this crazy new game. I feel that the roads have been paved, and the wilds have been tamed, and a more civilized and docile player has came and replace the people who blazed the trails and have since quit the game, or have firmly established their empires within Warcraft. If the monk class and community is to become as vibrant as the others, we need such enterprising souls to come through and establish monks as a force to be joined together.

Why did I monk.

I have been playing a paladin since Vanilla, and raiding since Burning Crusade. I played the same character for nearly 6 years. I’ve played all three specs in raids, and felt like I had exhausted my ability to learn something new from the class. I quit raiding in Firelands due to real life, and just general frustration with the game.

If Mists of Pandaria had launched without the introduction of a new class, I would have stayed unsubbed. I rolled a monk, because I wanted to learn something new, and explore the game with fresh eyes. The monk represented adding something new and funky into the mix and it held the promise of changing the game paradigm. I will admit that I expected another Death Knight type of disruption into the game with the Monk.

I do feel that my expectations didn’t match reality. The monk didn’t do what I thought it was going to do. Maybe my expectations were misplaced, and I think everyone’s were to a point as well. A lot of windwalkers simply gave up on the class when they realized they were underpowered and brought very little raid utility. I feel like my raid spot was based on the promise of future performance that never really materialized.

While each monk spec performs competently, there is something missing, something that sets us apart, or adds to current game environment. I feel like Blizzard was fighting the last war when they designed us and other classes got better toys.

Monks didn’t change the game like I expected them to. So in the end I am left with a question: Were my expectations too high or unrealistic, or was the introduction of the monk class just a flop? Rhetorically, I think it’s a little of both.