GraveGravec.at: Blogging Like It's 1999
The esoteric blog of Tom "Gravecat" Simmons.
 
A blog about life, love, philosophy, gaming, movies, tea, rampant nerdery,
and building a time machine to warn my past self not to eat that potato salad.

May 21st, 2010: Goodbye Damascus
Posted by Gravecat at 10:16 pm under World of Warcraft. Comments (4)

I don’t think any of us wanted it to end like this, saying goodbye to the Horde cities one last time before we faction-transfer over to join our other friends on the Alliance side, but it honestly feels like there’s no real choice anymore. The faction balance on European World of Warcraft realms — the PVE ones, at least — is absurdly biased towards the Alliance, with most being outnumbered by three or even four times, world PVP objectives such as Wintergrasp and the older Outland areas such as Halaa are what I bitterly refer to as perma-blue, a state where the Alliance simply swarm in with superior numbers every time the Horde make any attempt to capture, and time and time again, Blizzard have shown no particular willingness to even lift a finger to change the status quo.

Worse, the people we know who play the game are split across factions, some of them clinging vehemently to the Horde side with the Fluff guild, others occupying the Alliance as Steel Vanguard, both sides too staunch to change their position until now. With raiding possibilities looking bleak due to dwindling numbers and PVP being little more than a joke as the larger-sized Alliance faction facerolls everything with glutinous fury, it’s harder and harder to find reasons to keep playing Horde. I’ll miss being a Tauren and I’ll miss Thunder Bluff, Orgrimmar and the Undercity — never did like Silvermoon much — but I won’t miss being the underdog time and time again, and having the odds stacked so heavily against me.


May 16th, 2010: Thoughts on the nature of gaming
Posted by Gravecat at 4:21 am under Gaming,Rambling,World of Warcraft. Comments (1)

And there it is, after countless hours of boredom and frustration, after trawling mindlessly through mountains of outdated content I cared little about, at last the reward — and with it a new title, Loremaster Squick, a way to show the world that I truly have nothing better to do with my life than sink hours into tedium and repetition for the hopes of a hollow reward of coloured pixels. Despite that, I don’t regret a moment of it.

That’s what got me thinking about gaming as a whole, and the bizarre system of effort and reward that we as gamers seem to impose upon ourselves. Of course achievements in games like World of Warcraft or on systems such as the Xbox 360 and Steam — or a rose by any other name, such as “trophies” on the PlayStation 3 — are the perfect example of this mentality in action, I feel it’s only a relatively new coat of paint on the surface of something much older. Remember when you were a kid hanging out in the video-game arcades of the 80′s and 90′s, marvelling at the high-score tables populated and dominated by those elite few with the seemingly unattainable skills needed to occupy such a throne? Or as a more domestic example, something every gamer should be familiar with: The urge to beat the level, defeat the boss, to press onward and explore new territory, or simply to beat a score and achieve some measure of satisfaction from the knowledge that your skill and dedication could be quantified by digits glowing on a phosphor screen.

This, I feel, is something endemic and intrinsic to the gamer mindset, and yet the intangible appeal fails to make any logical sense in my mind. We push ourselves to incredible lengths for the sake of achievement and improvement in an artificial system which exists solely for the sake of providing challenge where there would otherwise be none. An extreme case of this would be the Korean gamer who quite literally killed himself by playing too much StarCraft; more common examples can be seen all around us. Who out there wearing the moniker of “gamer” can honestly say they haven’t spent a weekend or more shut away in a darkened room, hunched over a screen, thoroughly absorbed in one of these faux-simulacra?

Is it simply human nature to constantly push ourselves further, so desperate for self-improvement and so eager for accolade that we are inherently drawn to such a medium? The overwhelming popularity of gaming as a whole on a worldwide scale would seem to imply a certain truth in this logic, though I can’t help but feel as though something is missing. Can it really be that simple? In the end, are we still just a bunch of apes who’ll push a button all day long if it means we’ll get a bunch of bananas and a pat on the head?


April 9th, 2010: Villain Spotlight: Arthas Menethil
Posted by Gravecat at 3:18 am under Villain Spotlights,World of Warcraft. Comment?

"My son, the day you were born, the very forests of Lordaeron whispered the name, 'Arthas'."

It’s no secret that I usually find myself rooting for the bad guys in movies and games, and there’s nothing I like better than a well-defined and likable villain — even if it’s one you simply love to hate. In lieu of decent content lately, I’ve decided to start a new section highlighting some of my favourite villains from TV, movies and video games, starting with one I’m sure many of you will recognize: Arthas Menethil, better known as the Lich King, whose exploits spanned no less than three games — starting in Warcraft III: Reign of Chaos, stealing the show in The Frozen Throne expansion, and finally the rise and fall of his master plan in Wrath of the Lich King, the second expansion to World of Warcraft. I think what makes Arthas such a great villain is that he’s both devious and cruel, tormenting and evading the players time and time again in Wrath, while at the same time being a truly tragic figure, manipulated and coerced into becoming a tool of evil while his intentions were originally pure — albeit misguided.

Arthas was the son of King Terenas Menethil and heir to the throne of Lordaeron, a paladin in training under Uther the Lightbringer, and an all-round pretty nice guy. There’s not a great deal to tell about this part of the story, but unfortunately for him — and fortunately, perhaps, for us — things weren’t always to be that way. Hot on the heels of the necromancer Kel’Thuzad and his demon-master Mal’Ganis, whose twisted plans included tainting shipments of grain with a deadly plague of undeath which would turn unfortunate citizens into grotesque ghouls, Arthas was faced with the ultimate dilemma: After arriving just a little too late to the city of Stratholme, where the infected plague had already been distributed to the peasants, he felt the only course of action was to purge the city before the citizens were turned, to spare them a fate worse than death and cull the undead threat before it got out of hand. Uther was understandably horrified by this, determined to instead seek a way to help the afflicted people, but nothing could sway the young prince from his mission.

"This kingdom shall fall, and from the ashes shall arise a new order that will shake the very foundations of the world."

Things went from bad to worse, and rather than regale you with the full story — which you can find more details on over here, if you so choose — I’ll wrap it up in a digest: Arthas pursued the demon Mal’Ganis with reckless fervour to the frozen shores of Northrend, stranded his loyal troops by burning their ships and then blaming the act on local mercenaries, inadvertently slew his friend and mentor, Muradin Bronzebeard while claiming the cursed blade Frostmourne, which then drove the prince to madness and the soul of the former Lich King, Ner’zhul — which was entombed within the sword — fused with that of the fallen paladin, creating not the first, but certainly the most well-known incarnation of the Lich King. He then found his way back home to Lordaeron, slew his father, and brought the kingdom crumbling down.

I feel that Arthas is one of the most memorable and influential villains in video gaming, partly because of how his story and actions can evoke such a variety of feelings from the player — he begins misguided but well-meaning, descends into the ranks of villainhood and builds up a great deal of animosity especially throughout the events of Wrath, tormenting and taunting the would-be heroes at every turn, a looming figure of doom whose machinations have wrought countless horrors and innumerable sorrows. It seems like it’s hard to go anywhere or do anything in Wrath without running into the Lich King himself, and while he has plenty of opportunities to simply end your attempts outright, he seems content to merely toy with the heroes, much like a cat playing with its prey.

"You speak of justice, of cowardice? I will show you the justice of the grave, and the true meaning of fear."

The greatest culmination of this is during the battle of the Wrathgate, a great siege at the very gates of his infernal citadel by the combined forces of the Alliance and the Horde, in an attempt to bring the villain to justice. Again, the Lich King displays his typical villainous arrogance, standing tall in the face of an army and mocking their challenge before being abruptly interrupted by a threat that none present could have expected (and perhaps the focus for a future Villain Spotlight). Still, he shrugs off the attack and retreats into his fortress, to fight another day.

However, in the words of the late Terenas Menethil, “No king rules forever.” The culmination of the Wrath expansion leads to a siege upon the lair of the Lich King and, after battling many of his unholy minions, the great villain himself is finally put to rest. For those who play the game and have not yet seen the outcome, I shall remain fairly coy with the details, though the events can be seen over here, for the curious. While wrapping up Arthas’ storyline, it also brings us full circle with regards to how we — the players, and observers of the story — feel about the villain. In his dying moments, he is finally freed from his curse and is portrayed once more as a tragic character who never intended to fall so far.

I can’t speak for everyone, but I personally felt a great deal of pity for the fallen prince, the one who I had grown to despise through my Warcraft adventures, but here at the end, realized that he was merely a pawn all along, being used by forces much greater. And this, I think, is what makes Arthas such a memorable and unique villain — how many others can you name, which manage such an extensive full-circle spanning many years, and after all of the relentless villainy and vexation, finally turns out to be a poor, misguided soul who deserves not hatred, but pity?

Other than Darth Vader, I suppose.


February 9th, 2010: A brief moment of self-indulgence
Posted by Gravecat at 11:10 pm under Gaming,Rambling,World of Warcraft. Comments (3)

Please allow me this moment of introspection and self-pity, because they come all too infrequently. Perhaps it’ll offer a little insight, for those curious, into my deeply neurotic mind.

50 gold coins wasted and some bruised egos all around. It should have been an easy run — perhaps that kind of confidence had made us complacent; arrogant, even. It should have been easy, but everything went to hell for reasons that nobody could agree on. It’s easy to point fingers, of course, and everyone points away from themselves, but sometimes things just aren’t meant to be.

This is the point where I realized — or perhaps I should say, it was the last straw, the last thread on an ever-so-long rope — something which spans further than mere raid groups in World of Warcraft, but also extends to my out-of-game personality. By habit I tend to play a support role in online RPGs, most notably the archetypal healer whose job it is to keep the group alive — stemming, I think, from earlier excursions where the ‘group’ tended to just be a core body of 3-4 friends who’d play online games together, a team I was comfortable and happy enough with to easily support my compatriots.

Sadly, herein lies the problem, an issue which has been troubling me with increasing intensity for weeks, and finally culminated with the realization that no matter how hard I try, no matter what angle I look at the problem from, nothing can change the simple and undeniable fact that I’m simply not built for this — or, more specifically, not willing to put the responsibility and safety of others in my hands, even if only in the context of online games, tenfold when applied to reality. The expectations of others — and, indeed, myself — combined with what eventually becomes crushing stress and self-doubt, thoroughly abandons the realm of what should be considered ‘fun’ and enters into much less favourable places.

To clarify, while I wish I was and certainly try hard to be, I’m just not a ‘team player’; I don’t easily handle the responsibility of being the lynchpin of failure or success upon which others rely, and except when given fairly menial, low-risk tasks, the combined stress and self-doubt accumulate into what eventually becomes an aversion so great that I’m unable to react with anything but an overwhelming sense of avoidance. Indeed, I’m not much of a team anything, being a person who tends to flourish in very small groups, but when at large social gatherings or parties (and I would consider a ‘large’ gathering being that which has more than 5-6 people present), the urge is almost overwhelming to quietly occupy a corner and interact with others as little — and avoid drawing attention to myself as much — as is possible. Indeed, I’m even known to abandon a group entirely, when the combined weight of numbers becomes too much to bear.

The lesson learned, I think, is merely that the greater the concentration of people — whether be it a real-life social gathering or an online game — the less I want to play a prominent part. It’s less a case of apathy, laziness or unwillingness to contribute, and more that I’m just not comfortable leading the charge, having people rely upon me, or being the centre of attention during a group discussion. I mostly just want to do my own thing — the archetypal ‘lone wolf’, as it were — and when I do have to rely on others, do my part in the most subtle, unassuming, and unnoticable way possible. I don’t want praise for being a good team player — I just want to do my part in such a way that, failure or success, neither the blame nor thanks land on my shoulders.


February 1st, 2010: Shall I give you dis bear?
Posted by Gravecat at 11:46 pm under Gaming,Rants,World of Warcraft. Comment?

Sometimes, I wonder just how the majority of humanity survives without choking on their own tongues. Today’s supreme redefinition of “fail” is in a class of its own, enough to make me despair for the species. Yes, it’s a fail-group in World of Warcraft.

Now, let me step back for a moment and say that I’ve generally had superb experiences when it comes to level 80, “endgame” dungeon-running, even despite the occasional player who displays, shall we say, less-than-stellar performance. People generally know the game, they know their role, and with very few exceptions, things tend to go pretty smoothly. Unfortunately, the same cannot be said for misbegotten attempts at low-level dungeoneering, a tendency I’d blame simply on players being new to the game, but that pretty heirloom gear (adorned with Crusader, no less), tells a different story.

I wish I could make this shit up.

So, cue the contestants: Mentat, my freshly-minted (and already level 21) paladin, the obligatory hunter, and three druids. While normally not a major issue, I knew there’d be a problem with our furry brethren when the ‘tank’ (feral spec, natch) started casting Wrath, the healer used nothing but Healing Touch, the hunter’s pet growled, and Muggins here had to sort the whole mess out by flailing into action as a stand-in tank, despite the sheer ineptitude present. Just as I thought I was in some grotesque parody, things turned from bad to worse — the two druids decided to have a tank-off by both assuming bear form and attempting a most painful display of fighting over aggro — I say this, because the healer and hunter were taking more hits than anyone.

The loot rolling was a similar farce — a situation so laughably awful that it could only have been a cosmic joke, with each player a mere puppet playing a caricature. The hunter rolled need on a dagger with arcane damage, the flea-ridden druid rolled need on a shield, the other bear-druid rolled need one a one-handed DPS mace, and all the time I’m praising the god of random numbers for the fortune to bless me with the winning rolls on both Stinging Viper and Worn Turtle Shell Shield (I wanted Kresh’s Back, but that only ever drops when I’m playing a cloth-wearer). After an almost predictable moment of uncertainty, the group ‘leader’ unsure which direction to go for the seventh time, all proverbial hell broke loose and the fail-druids fell down the gap during an easy jump, and between the two of them managed to aggro half a dozen elites. I bravely jumped down to lend a hand, but of course the healer was nowhere to be seen, and I’m sure you can imagine the outcome of this most ill-fated excursion.

Much as I wanted to stay and collect my booty, I simply couldn’t handle it any longer, and bailed — perhaps some other poor fool would take my place, and learn the unfortunate truth of it all; that at the bottom of a barrel is another barrel, and at the bottom of that one is a trio of druids.


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