The More Things Change

I’ve been meaning to write about Aion for quite some time, but I honestly haven’t been able to scrape up the will to do so. There isn’t a lot to say that hasn’t been said already. It’s a better-than-average Korean MMO (which doesn’t say much on its own) that is entertaining and engaging for about the month’s worth of free play that you get with the title. The flying works like most other MMOs (air swimming), and the gliding is actually much more fun though useful primarily as a way to run from objective to objective in slightly less time.

The classes are generic and poorly balanced, and suffer from the common MMO problem of having a tank / healer shortage. They also suffer from the old PvE / PvP problem (what works in one sucks in the other, and vice versa). And the wealth of content available in the first two leveling zones (from 1 to 20) dries up pitifully once you progress beyond that point, so be prepared for some heavy and directionless XP grinding. Crafting is functional and can produce excellent returns but can be both costly and time consuming. Aion’s player base is obsessed with griping about how World of Warcraft is no longer hardcore enough to the point where you are unable to have any other discussion, and yet the player base seems no more skilled or mature than the WoW population. In short, Aion is plagued by all of the problems of a freshly launched MMO, needs considerable polish, and will be worth re-investigating in about six months.

See? Not exactly a breathtaking post, and honestly there’s not a whole lot more I would bother adding to that summary. If anything I’d spend more time crucifying the player base for never shutting the hell up about WoW – the spam they generated was infinitely worse than any of the gold selling spam I’d get blasted with at login. But there’s really not a whole lot else to write about.

It’s something that didn’t really come into focus for me until today, when I was discussing Modern Warfare 2 with a few friends of mine. Now, to be fair, I played MW1 long after its hay day and really only took part in the single player offering. It was entertaining, but not something I was willing to pay $60 to continue. I bought MW2 for the multi-player. That’s an odd choice for me, but since my entire Xbox Friends list was populated by nothing but hordes of people playing the damn game, I decided I was willing to give it a shot.

Just quickly, to address the single player in MW2? More of the same. Really. And if you liked MW1, that’s great. If you didn’t, don’t bother. The whole “shooting civilians” controversy is exactly that. A controversy. It’s shock value that doesn’t even feel shocking from a single player scenario. It was added to the game to drive up sales via free media caterwauling, and in that respect it worked brilliantly. In a post-GTA gaming world, though, it’s borderline passe. And that’s about as much as I care about the single player campaign.

I don’t even feel like I have as much to say about it as I did about Aion. Upgrading the guns and gaining access to new weapons is primarily what keeps me playing. The perks are well thought out and there is no one “best combination” though most playstyles favor a few of them. There is a very distinct assault rifle barrier – the M16 is an insanely well balanced weapon and you’ll find very few players above level 40 using any other rifle. Though it’s not cripplingly unfair to the point of requiring adjustment. Other than my lament of the game lacking an inherent cover system, ala Gabe, there’s really not much else for me to say about this Most Important Title Ever in modern gaming.

At least, I didn’t think so. And then today, in a completely off-the-cuff manner, I hit on what has been bothering me about MW2 so very much. This does not feel like a game that came out ten years after Counter-Strike.

Now, obviously I’m not talking about the graphics. The engine is robust and expressive in all of the ways that it needs to be. No one is going to confuse MW2′s visuals with a multiplayer mod for the original Half-Life engine. And there are obviously plenty of other items that add to the realism of the game. The lack of bunny-hopping jerks comes to mind. The more refined weapons selection. Sprinting. Character progression. The inclusion of grenades that aren’t their own weaponry class. Auto-restoring health.

I’m not saying the games are identical by any stretch. What I am saying is that Modern Warfare 2 is emblematic of its genre, and it doesn’t feel like a decade of advancements over Counter-Strike – a game which came to market from a pair of independent game developers. The movement still feels like it’s being played out on a huge checkerboard grid. The maps are still designed to reward camping, blindsiding and AWP-style sniping. And hell, I’d call the melee in MW2 a huge step backwards. The bulk of what makes MW2 superior to its ten-years-apart ancestor could be patched into the original Half-Life mod quite easily. And honestly, I have a problem with that.

That thought led me back to my idea of reviewing Aion. What is there to say, really? Haven’t I written this sort of review a dozen times? And haven’t you read it a hundred more? Understand that I am not impugning the quality of either of these games but rather their pedigree. They add new features, certainly. But neither address the core problems with their genres. And they’re not alone in this fault – they’re just the most obvious and high profile examples available to me right now.

Most of what makes MMOs “not fun” is present in Aion. Most of what makes FPSs “not fun” is present in MW2. Ten years of the best minds in game design hammering away at these genres has done little more than offer a series of increasingly pretty distractions from these facts. In the end, my choice of what game to buy (and certainly what game to play) is largely dictated by the popularity of the title itself. It’s a matter of which company is selling my friends back to me. Admittedly, that’s good news for MW2 – and bad news for Aion. Unfortunately, it’s also bad news for all of us.

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