Challenging the Concept of Challenge


Or, the truth about MMO gaming….

Since I started blogging, I’ve read a lot about how players want to be challenged. A good amount of this conversation has circulated around World of Warcraft and the WotLK difficulty drop. I always accepted these statements as understandable truths but lately I’ve been questioning just how true they really may be.

Do we play MMORPGs for the challenge? A lot of you will probably say yes and I’d have to disagree with most of you.

To better explain, let’s look at the definition of Challenge:

“A test of one’s abilities or resources in a demanding but stimulating undertaking: a career that offers a challenge.” – American Heritage

Compare that definition to the current “challenges” of most popular mmos: pressing the right keys at the right times, staying out of the glowing shapes on the ground, try not to let the monster hit you, and put in enough time.

There’s more than that for some players but I think that about sums up the average players “challenge” in an MMO. The usual justification is that “it takes skill to play your class well.” Yeah, maybe, bust most MMOs don’t really require you to play your class “well” to succeed. They require you to fulfill your requirement which, we all know, doesn’t necesarily mean doing anything even near well.

By and large, MMOs follow a more time = more reward formula. Skill and challenge really have nothing to do with that. In the pursuit of equal opportunity, challenge has been lost in translation.

What does challenge mean to me? It means having to pay attention to a fight the whole time or risking death. It means more than auto-attack, 1, 3, 2, 2, 2. It means taking risks and making decisions that could make or break an encounter. In short, it means a much less forgiving game. For some players, dedicated raid/guild leaders and PvPers to name a few, that formula holds up. For the rest, time and repetition are the “challenges” they’re meeting.

But do we really play MMOs for the challenge of them? I sure hope not, otherwise we all went into this thing organizationally deficit, which, taken as a whole, is probably true (getting a group of people together is part of what makes a group leader’s job more of a challenge than most other aspects of play).

MMOs fill a different gap in our gaming lives. They provide a feeling of moving from one place to another, progression, that gives our gaming purpose. They give us a social outlet that gives it meaning and value. They give us a meta-game, a distraction from the day to day, and something to devote or intellectual resources to.

If I want “challenging” gameplay, I’ll turn to a game with difficulty settings. When I’m playing an MMO, I don’t expect any more challenge that knowing what buttons to push when and where not to stand — until that special little player comes along and pushes me outside of my bounds. The truth of why PvE will always top PvP in popularity is that most people in this genre want an MMO for what it is, a slightly dumbed down RPG they can experience with other people. And that’s not so bad.

Edit: I just read a recent article at Ferrel’s site, Epic Slant, that made me want to clarify something. He made the point that, yes, learning new encounters can be difficult. There’s no doubt about that. The reason I still feel that, on the whole, modern MMOs present little is that most people do not go through the effort of learning encounters themselves.  I wish more people would, I wish that I would, because it presents a far more exciting encounter until it’s mastered. There’s a social expectation, however, that counteracts that desire. The expectation is that you’ll either a) know what’s going to happen ahead of time; or b) keep up. That expectation pressures people to follow instead of learn.

WoW bought forth a massive influx of database sites so it’s no longer necessary for people to learn encounters on their own. The learning curve is drastically reduced for the vast majority of gamers because as soon as a guild or two clears through the latest dungeon, a strategy is put online that details everything subsequent groups are likely to encounter. Plus, for a guild with VoIP, only one person really needs to know the encounter well, and they can just tell the rest of the group what to do. Unfortunately, I also think a good chunk of gamers just want the gear upgrade at the end, too. Why bother with the frustration of learning the encounter on your own when the fight is just a means to an end anyways?

Perhaps a better statement is that modern MMO end-game is as challenging as players want it to be… most people just want it easy.


Weather, Change Over Time, and GM Events

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While we’re on the subject of adding complexity to games, let’s talk about a couple of potential systems that could be really neat to see implemented. Maybe we’re talking pipedreams with these articles but, hey, why not? These ideas may not be reasonable in every case but forgive a little self-indulgence from me today.

One of the neatest events I’ve ever played through was the plague shipment in World of Warcraft. For those of you who missed out, before Wrath of the Lich King launched, all of the capital cities received mysterious wooden boxes. Over the course of the next few days, these boxes started releasing a plague that would turn people into zombies that could then infect other people. As time went on, the intensity of the infection increased. While it did turn out to be anti-climactic at the end, it was still very fun to play through “Night of the Living Dead meets Azeroth.” The whole thing was exciting because everyone wanted to know how the event would finish out.

While the plague event was scripted, having similar, more random, sicknesses in the game could really be a lot of fun. Contagion. Should you visit town to do your trade or go to a less populated area to avoid catching the sickness?

It doesn’t necessarily have to be a big detrimental thing to your character either. It could be aesthetic somehow. The fun would lie in your ability to keep free of it yourself or, if you’re the malicious type, spread it. Maybe you’d like to be the medic healing the sick or the apothecary creating and selling antidotes.

Featuring a plague wouldn’t be everyone’s cup of tea but I do think that it’d make for a very interesting study in propagation, especially if the scope of contagion were extended to NPCs. GMs could turn outbreaks into events by altering the intensity of effects of the disease. Players would have to have an easy way to overcome the illness, lest frustration would overtake some, but I think it could be done, even if it was a non-constant in the game world.

In the same vein of “flowing” content, I’d like to see a game with a working weather system. I don’t mean the random bits of rain or snow we see in some games, I mean a true weather system that moves across the world. Darkfall first piqued this interest in me when they claimed one exactly like that. Hell, they even intended to let players track weather patterns. There would be wind that would effect the world and (correct me if I’m wrong) even generate waves on the ocean. You could chase a storm if you wanted to.

How neat would it be to give weather some meaning in games? You could link spells and rituals to certain kinds of weather. Lightning in Moonglade? You’d better get out there to summon your lightning elemental.  How about getting five of your friends together and calling down lightning at your whim, giving your group a nice buff for your efforts.

Along with working weather, I’ve longed to see a game with actual seasons instead of static zones. Why is it that it’s wintery in one zone and summer in the next? It’s done to create that emotional impact and set the context for your adventures but let’s push the envelope here.

Artwise, I think it’d be hard, if not impossible to do in most existing games but it sure would break up the monotony of traveling and leveling alts quite a bit.

Warm weather animals could migrate and spawn in other parts of the world, similar to how they do in Darkfall. Lakes could freeze and snow could pile up. Or maybe the leaves of the Golden Wood could be seen fluttering to the ground before such a winter hits.

Progressive change doesn’t have to be limited to the world either. Though small, one of the features that really intrigued me about WAR (pre-release) was that characters would change over time. Orc’s would get bigger, dwarf’s beards would get longer, and all forms of elf would get more effeminate with each passing level. I’m not sure if this system has been put in yet, I don’t think it has, but maybe if Paul stops by he can let us know. To me, a system like that just seems neat.

Finally, I’d like to see GM run events return to the big MMOs. Maybe it’s that gaming companies no longer trust their GMs to take things into their own hands like that (or maybe it’s their investors…) but this is something that is sorely missed in today’s most popular pay-to-play games. Thankfully, Mortal Online is taking a step in this direction by allowing their GMs to control certain boss mobs against players.

GM events could be a lot of fun and really connect the community with the developing company. I don’t think that everything needs to come be a big numbered patch. These games are about content but I don’t always need 50 class tweaks along with every new batch of quests. All that does is slow down the content flow. To be quite honest, I’d be far happier with WoW there was more emphasis on producing content (and not just raids) and less on balancing X Class with Y Class. Something tells me that Blizzard would get far too much crying to ever do that though. Isn’t it funny how the vocal minority influences the majority experience?

Maybe these ideas aren’t the most realistic but they do stem from a common theme: change and more unpredictability. Let’s face it, these games get routine after a while. You learn the game, do your thing, and wait for that next patch to hit keep the air fresh. That works but unpredictability breeds excitement, even though it also breeds discontent in some.

I’m a fan of ideas that break the norm. Features that, even if small, show that the developers are trying to push their game and make the play experience their own. I don’t want a carbon copy of WoW, LotRO, or EQ2. I want the familiar yet the new. I want the comfortable yet the challenging. I want to feel like my game is a self-enclosed world and that, truly, the only limits are my own. That is the key reason behind why I, and I suspect many others, have looked into games like Darkfall and Vanguard.

My pipedreams may not be realistic or ever likely of getting done in the games that I play. They’d be hard to implement in a surmountable way for players that just don’t care. Still, would you prefer the same old, same old, or elements of change to keep you on your toes?

I’d always take the path of the new and leave the quarterly patches to come as they may.

Battle for the Skeleton Crypts

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The most exciting gaming experience I’ve had in a long time happened to me the other night on Darkfall and perhaps it will help shed some light on what its players find so appealing. Let me share it with you.


A few members of my clan and I decided to go out and farm for some gear. There was about five of us to start. We began by going out to the tree city of some lizard-like spell casters. Even though the cast mana missiles at us, they still hit like trucks with their swords. We fought them for about a half hour picking up pieces of banded armor and a few rank 20-30 weapons. We decided then to head out to an ogre camp nearby.

Unfortunately, the camp wasn’t marked on the exploiter map, and we wound up wandering into a crumbling skeleton city. As we approached, mana missiles started flying at as from the walls. We made our way in, using line-of-sight to avoid taking damage. As we approached, we battled a few melee warriors. They didn’t hit as hard as the lizard-men, so by boxing them in we were able to hack them down fairly easy. Reaching the outer wall, we noticed a glowing pink bubble not unlike vanilla Dalaran in WoW. It was a portal.


Figuring “what the hell?” we all clicked on it and entered. We found ourselves in an underground crypt, rife with crumbling walls and cobwebs. Right off the bat, we ran into an armor rack and all of us netted some decent studded leather gear. Making our way in, a flood of skeletons rushed at us from the first hallway. Our tank stood his ground against them, holding them back from our more squishy party members. We pulled out our bows and staffs and did out best to burn them down. The task was harder than it would seem however because the mobs would run back the way they had come whenever they found themselves in danger of dying. We didn’t want to rush after them, into the black unknown, and find ourselves facing a particularly nasty enemy. So we waited, letting them come to us, until we had slaughtered them all. The walls of the tunnel were splattered with blood.


We made our way through the tunnel and into the next room. It was small and circular with another hallway leading to the left and a spiral staircase leading downwards. As we approached the tunnel, another group of skeletons came out at us, this time five of them instead of the initial three. One of them was named and had a nasty hit to him and a lot of health. Still, we fought on against their “attack, retreat, attack, retreat” behavior until the named mob had died. Four still remained.


Then, out of nowhere, four orcs came rushing up the tunnel behind us. Instantly, the dungeon became a lot more exciting. We had a lot of gear to lose, real risk, and real reason to fight with intelligence and strategy.


They caught some of us off guard. Thankfully, we had an extra man on them and were able to push them back to the hallway. It was narrow, so not everyone could get to the front line of battle. You could fit maybe two people shoulder to shoulder, yet we found that we could jump and rain arrows down on their heads.


They fell back to the room before and made their way up a stairwell. They recouped above as we did the same below. Then, again, they rushed down and attacked us again. Battles in Darkfall last a lot longer than in other games so you can stand and fight for some time without dying. This amounted to a very heated battle, health inching ever lower, but we held the upper hand.


Until they pinned one of our members against the wall and took him out. They had their backs to us as they tried to loot. This was bad for them because players take so much more damage to their back than front. They couldn’t stand that way long enough to loot and soon rushed back upstairs. One of our members quickly gathered our clanmates things.


Before long, their entire group rushed back down the stairs and, literally, jumping on top of our heads took our blows and ran by, right into the unknown room our last group of mobs had come from. We didn’t know if they died at first (we hoped they had) or if they knew of an exit in there.


We made our way in, fighting mobs, frantically searching for their dead bodies. We found none. They had made it out, unwilling to fight us four on four, they ran back home to pout.


We continued on to in the dungeon to find a chest containing 3000g. Quite the haul. The whole time this went on, we excitedly talked on ventrilo about how this dungeon experience was more exhilarating than any of us had ever had.


Another member of our clan, wanting in on the fun, commented on vent that he was on his way. It wasn’t long after when we heard him worriedly exclaim “OMG, there’s tons of orcs up here killing all these skeletons!”. He rushed to the portal, already being attacked.

Thankfully, he made his way in. Several of our members started back to the beginning of the dungeon to meet him in case any orcs should follow (which they almost surely would).


At about this time, I had to go… regretfully. The night was growing long and the fiancée was beginning to doze on the couch. I wish I could have stayed for just a little bit longer but I had already stayed on an hour longer than I had planned. It was just that much fun. Spouse aggro, on the other hand, isn’t that much fun so I think I made the right decision.


Still, what a night. This is the kind of thing that Darkfall brings to the table. And after having such experiences with your clanmates, it draws you closer together as a group. It builds memories that live on in your gaming past so one day down the line you can nostalgically talk, “Hey, do you remember that time…”. I wish more games would break from the norm and do their own thing instead of trying to please everybody. The market would be better because of it.

Bringing Something New to the Table


Over the past couple of weeks, I’ve found myself feeling the gaming itch more than usual. This is probably because I know I won’t be able to play as much as I’d like in any circumstance. So, I satisfy (yet also intensify) this urge by listening to gaming podcasts and keeping up to date with my favorite blogs.


Perhaps unfortunately, some of the best podcasts I’ve found deal exclusively with WoW. The Instance is one of my personal favorites, not so much for the game they cover, but for the good humor and persistent charisma of the hosts. As one could imagine, after listening to enough WoW talk, I got the urge to log in to the game again.


It didn’t help that two of my best friends had been after me to roll a Death Knight on their server. So, I did. It was a funny thing though, when I logged in, I couldn’t shake this feeling that something was missing. It was the same old game I’d always enjoyed except it… seemed more hollow somehow. Then I realized, for the first time ever, I was in the exact opposite situation as I’d been in multiple times: even though I was playing WoW, I really wanted to be playing Darkfall.


I’ve felt that way at some point in time in almost every other MMO I’ve played because WoW is where I got my MMO start, and we all know how powerful that old draw can be. It’s that nagging, not-quite-satisfied feeling you get that lets you know you’re truly torn with what you want; the essence of a shallow gaming experience.


I’ve gone through several burn out periods in my WoW career but I’ve never really felt the same way as I did while playing my DK. It’s not the WoW is a bad game or that it’s not fun. I think that it’s because Darkfall is so incredibly different, it offers something totally separate from WoW.


They are two games in the same genre but in two wholly different classes. WoW may offer a good story and fun quests but Darkfall offers you true adventure and the adrenaline rush that real risk brings. WoW gives you dungeons and raids but Darkfall gives you a more complete group experience because the best parts of the game can only be completed with the help of others. There are no quests in Darkfall but that’s not to its detriment because players matter and create every bit of the politically intricate story you can follow by the hour. We are the heroes and the villains, friends and foes, driving the game forward.

The mechanics are so incredibly different too. I found myself hitting the shift key to try to make my DK sprint only to remember that there was no such option in WoW. It also took me a second to get back into the control scheme of the game. I longed for the ability to swing my own weapon and moved my camera into the first person perspective.


Yet, the longer I played, I got back into the familiar groove and started to enjoy to eloquence of timing your attacks just right, figuring out the perfect rotation, and really working the character to its maximum potential. I had fun again.


But that cloying feeling remained and, on top of that, I started to miss having to tackle objectives with guildmates. I now know what everyone says when they call WoW a massively single player game. It’s multiplayer by choice whereas Darkfall is by design.


After my romp through Azeroth, I decided to keep both my WoW subscription and my Darkfall subscription. This was a big choice for me because I’ve never been able to justify keeping to subs active for any length of time. Yet, in this case the two games offer experiences so starkly different in almost every respect, I can feel comfortable making the investment. I don’t buy in to the idea that everyone who plays WoW is a carebear or that Darkfall is only for the PvP-junkies. It’s possible to enjoy both because you take something different away from each.


When I want fun PvE, I’ll go to WoW. When I want exciting PvP, exploring, or just some time to have fun – without pressure – with my clan, I’ll go Darkfall. I’ll take my apples and my oranges, then say thank you for each.

How evil is TOO evil?


I’ve never been a fan of the Good Squad. I’ve only played one game with them (World of Warcraft) but it was there that I decided that they were “outside of the box” in a bad way. Don’t get me wrong, some of their stunts were entertaining, but their “pay to join, pay more for benefits” policy left a bad taste in my mouth. I mean, here you have a group that’s globally known for being a bunch of asshats. To me, their subscription model is no different than paying the class bully to be your friend. And it’s not too far off from RMT either.

But that’s WoW, they’re griefing was limited by design. In Darkfall, they’ve taken things to a new level under the clan name “Awful Company”. The funny thing is, it’s not that that bothers me. It’s their propaganda. They’re leader, the oh so humbly named Lord Gluttony, has single handedly created the worst possible image a clan could hope to have. Check it out. They’re racist, sexist, homophobic, and have no qualms about making fun of the Jewish people tortured during the holocaust. Nice guys, AC.

But they love it. Their aim in every game is to be the most hated and reviled on whatever server the make their home on. Their passion and appeal is in being the “evil ones” that hold no bars and take no prisoners. And that’s fine for them.

The propaganda BS is their only a mask though; it is the veil that hides a truth they’ll never admit. They want you to hate them but can only do that by representing themselves as the scum of the Earth on a website. They want you to get angry because they call you a “fag” but, for all their doctored videos, they take more pain than they dish out. It’s like the guy who criticizes “fags” all day and hopes no one spots him at the local gay bar that night.

But for all the word vomit that’s spilled from Gluttony’s mouth, it’s pretty effective in one regard. They’re building an “Evil Empire” that anyone with a fleck of decency would like to see fall. They have a big alliance on the server, mostly made up of those who have bowed to them out of fear, power, or in a mad grab for power that they’ll never see. So they oppose the “good guys” (if there are any in Darkfall), AKA Hyperion, AKA the winning team. Honor is a great price to pay for an agreement like that but that’s just my opinion.

In a small way, I like that there’s such a group in the game. There’s a little twinge of guilt with that though. You know the feeling, it’s like when you’re suckered into watching Grey’s Anatomy with the wife (or a car show with the husband, ladies) and feel just a little bit wrong when you realize that you’ve become interested. In this case, it’s an interest born in a hope for their fall.

So, for all the disgusting things Awful Company’s Lord Gluttony has said, he has given a face to our enemy… and painted a great big target on his back. I imagine a clash of epic proportions, a battle of good vs. evil, that defines what open-pvp is about. War, as true as it could be in an MMO. And it’s not just a pipedream. In Darkfall, it’s a real possibility and would make a prime example of players crafting their own history.

In a larger way though, outside of any game context, the messages he sends disgust me. People like Gluttony should have their mouths stapled shut until they learn what it means to be human. I’m sure that it’s all an act, probably to create exactly what’s happening (hear that Awful Company, your clan leader is an RPer! OMGWTF!) but how long can it go on before it starts to bleed into him as a person? How many times can you breathe deep the airs of hatred before the smell gets stuck in your nose? And to me, that’s just sad. Playing the bad guy is well and good until the “act” starts to eat into who you are.

Racism, sexism, homophobia and all forms of hate are burning forces. Decent people feel the heat sooner rather than later, act or not.

I have to wonder how Aventurine feels about this kind of thing being tied to them? Any tension this kind of behavior adds to the game isn’t worth the cost. Darkfall, a game of anti-Semites and cross burners? Any Jewish person who sees Awful Company’s website would probably say yes.

Self-Policing Revisited


Hey everyone!


It’s been about a week since my last post and I’ve gotten quite a bit of playtime in. A while back, we talked about how realistic the idea of “Self-Policing” actually is in a modern day MMO. At the time, I wondered just how well the greater anonymity of a game like DF would allow for it to take place. Well, I’m happy to report that it works. Players self-police, and well.


So, what caused me to bring this up again? There’s an idea going around (mainly from people who dismiss the game by concept rather than design and practice) that we’re all a bunch of rabid killers who gank newbies two seconds after they enter the game. Somehow, people got the idea that playing Darkfall was an exercise in frustration, where you die all the time and everyone is out to grief you.


I think Graill, a commenter on a post over at Massively, says it best.


“The devs touted consequence as a stop gap to prevent “Lord of the flies” type play but that is what the game is degenerating down to at this time and alot of folks dont like it, the consequence is easily circumvented. Pass.”


First, the obvious, if he’s passing on the game, he’s never played it and is basing his opinions on forum posts. And, let’s be honest, the Darkfall forums are pretty much a cess pool most of the time, which makes his assertions pretty much worthless. They would be anyways, if they weren’t surfacing from people across the net.


Let me be clear here, Darkfall is not a game focused on griefing. It’s about PvP, sure, but not all PvP’ers are griefers. Here’s the other thing, gear is not the end all be all of every battle, so losing it isn’t the worst thing that can happen to you. On top of that, if you lose it, so what? You can get a basic set from the starter mobs by any newbie bindstone.


Anyways, on to that “stop gap” he mentioned. What he’s eluding to is the alignment system. For those who don’t know, you start off with a positive alignment but if you kill a member of your own faction, you go negative. When you’re negative, you’re barred from using any NPC city which is a huge disadvantage if you’re not in a guild that owns territory. More importantly, the whole freaking world wants to kill you. Your race doesn’t matter. Your gear doesn’t matter. The fact is, by turning red, you’ve become a steak thrown into a shark tank. That’s when you’re going to be griefed. You’re a free kill and everyone knows it by the very color of your name.


So, that stop gap? It’s there, just people outside of the game aren’t able to see if because they’re not playing. Or color blind. The whole “this game sucks because they encourage people to be jerks” is flawed and plain out not true.


Back to self-policing. It works for the reasons I said above. I’ve also happy to report that the amount of players isn’t hampering the policing process. The game world is so large that players are localizing a lot more than I had anticipated. That’s good news because it means that even though 10,000 people may be in the game, you’ll probably spend a decent amount of time around a much smaller amount in your direct area. Remembering names and player reputations is much less of an issue than I thought it would be.


To be honest, I think that there should be more policing done by players are less by game mechanics, like the safe-zone towers.


In other games, self-policing probably wouldn’t work too well. In Darkfall, you can count on it, so don’t believe all of this anti-hype you’re hearing. This is a game you really have to play to give it a fair judgment. It’s more subjective than most other games available right now. Join the bloodbath 😉


Update: I found my first griefer last night! I was killed while harvesting but because I couldn’t bind to my clanstone yet (not enough room at the moment I was there) I was teleported to a nearby chaos stone (where reds go). Immediately upon respawning, I was attacked by some naked guy with a leaf blade. He proceeded to kill me the next four times I respawned. Because I had very low health and mana, I couldn’t really defend myself.


I could have been frustrated and logged off. In truth, I was frustrated. Honestly though, I couldn’t help but think of how sad this guy’s game must be. He’s naked, in the middle of no where, killing for no benefit and wrecking his faction. The guy was on a pathetic path and I could only see him rerolling or quitting the game because it was filled with “carebears”. Griefing gets you nothing but the pity of your victims because it’s really a sad demonstration of someone’s self worth. And I think most players in DFO realize that.



Lessons in Caution


I crossed a boundary last night. I never thought I’d go there, not in any other game anyways. Then again, Darkfall has a way of bringing out the worst in people.


My dwarf (you know, the one with the Santa Claus beard) made his way out of Ringfain, ready to deliver presents to all the nice kobold kiddies. On his way though, a dark skinned Mirdain decided he wanted coal in his stocking and killed him. Brutally.


Well, things went a little awry in the mind of my Dwarf at that point. He hit the bank and wandered back to the area totally naked, wanting to fool potential enemies. Not that there was much to fool, since he only had a weapon, staff, and a couple pieces of cloth armor. Even still, he wandered until he heard the sounds of battle coming from a cave.


Inside, skeletons in ancient plate armor went to war with stocky, patch eyed dwarves (honestly, I was the only one of five of us without a patch). My Dwarf did his time in battle, tearing his shabby armor, until he noticed a comrade, at medium health in full chain, struggling against a mob. Being a helpful fellow, he went to his aid and together they killed the monster.


Now’s when the evil crept up in the back of his mind. The armor of this person he’d just saved glinted in the cave, making his own cloth garments look shabby. The guy was at 30% health and standing still looting the corpse of the skeleton. Did he receive a thank you for his help? No. A /wave? Not a thing, just an unbridled show of greed without gratitude for his life. My dwarf tossed him an invite into the party.


The chain-wearer accepted and my dwarf promptly went to hacking away at him with his polearm. His target turned idly, not understanding what was happening. Then he ran, and my evil Santa gave chase. He gained distanced, too much to be caught, but out of nowhere slowed and turned. My dwarf readied a mana missle, knocking his target bleeding to the ground.


Without remose, he was killed, looted, and removed from the party.


Was it underhanded? Yes. Sneaky? Oh yeah. Worth it? Without a doubt. I never thought I’d stoop to that level but, the thing is, I don’t feel like I did anything wrong. Darkfall is a game where you have to be wary of everyone because even the people you think are your friends may have ulterior motives. I love that about the game.


So, if you’re adventuring, be careful who you group with. The funny thing is, as the person grouped with my target, I didn’t get the alignment hit. When everyone else saw me attacking the guy, they jumped on him like a pack of ravenous dogs.  And you thought WoW’s PvP servers were “dog eat dog”.



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