In a world of unicorns and rainbows, the second incarnation of The Secret World may aspire to reimagine its predecessor the way Pantheon: Rise of the Fallen seeks to recapitulate classic EverQuest. But there are no rainbows and unicorns in this dark and mysterious – oh, wait. There are. I was going somewhere with that.
Sometimes in order to turn your artistic vision into reality, you have to tear everything down and start over, rebuilding the foundation from existing pieces. This is what makes great art, and that’s the way I see The Secret World, primarily: as a work of art that functions as a support system for life. Exploring the dark underworld that exists within our dreams makes the tedium of the waking world more bearable. I am probably an idealist in this regard; I leave an analysis of the game studio’s marketing, public relations, and financials to more capable and invested entities, not least of which the game studio itself. Ahem.
I’m more interested in the extent to which this rework emphasizes the narrative, a shining gem in a sea of numbers ground into sawdust. Many players are already understandably upset about having their Numbers and Stuff trivialized; I sympathize with them as I wear my cheekiest innocence-is-bliss grin and sip my coffee in anticipation of journaling my dormant character’s dreary, fog-shrouded meanderings. I measure my experience bar in screenshots and short stories. My nearly maximum-capacity inventory’s lattice grid of signets serve as trinkets more than anything, reminders of the paid-monthly journey I have at times cursed and worshipped. The talismans that will only cease to protect me when the Eleventh Hour arrives remain hidden under my clothing.
The information we have so far shows us a work in progress, one which highlights improvements (more interesting combat), integration (a popular topbar mod is now part of the UI), and growing pains (a key-activated mouse cursor mode à la SMITE). The default reticle emulates a soft-targeting system which highlights whatever’s underneath it. Fantastic, minus the concentric circles in the center of the screen. (I was getting tired of spamming tab.) The Overwatch-style mouse button usage will eliminate my need for AutoHotkey: I’ll be able to smash my primary ability without having to worry about left-hand cramps. I’m hoping this will make it easier to enjoy the freneticism of five-button combat in counterpoint to my ethereal countryside strolls – executing optimal damage rotations is the sort of ledger-balancing Liling would be doing if she had chosen to take up a nice, non-lethal desk job with regular tea breaks.
Levels are no longer hidden variables. The philosophical value in deliberately hiding this information is overshadowed by the usefulness of being able to gauge your presumed effectiveness at a glance. Each level up now bestows a chunk of base hit points, another form of shorthand which vitalizes the otherwise static dead/not-dead binary. The upshot is that when you walk into a new area such as Blue Mountain, you’ll be armed with a more accommodating skill floor as well as the information needed to reasonably size up threats. No longer should you spend warm, wine-infused hours painstakingly crafting a new build for your favorite weapons, only to be flattened by the first giant insect beast that rushes you.
Much has been written on the virtues of selecting your own difficulty – if you want your audience to stay until the end of a movie that challenges them, you need to be able to take them outside of their comfort zone without frustrating them. Later, if they decide they’re up for it, they can choose to engage more difficult subject matter on their own terms. Forcing those terms on them by default via complex systems that require extensive research and experimentation may result in alienating those who just wanted to turn the page to the next chapter of your story without having to take a quiz on the mechanics of your fantasy world.
While character levels reflect one’s progress through the story, the notion of being able to “level up” your weapons is one that engenders lasting attachment and emphasizes one’s identity, the face that one shows to others. Once you’ve acquired an appearance you like, you are then free to focus on becoming more proficient with it rather than mentally reserving room for its successor. Space also exists for those who wish to min-max: each weapon type has an associated “always-on” character-level passive which requires a certain degree of mastery to enable; this passive remains even when you switch to other weapons. This appears to be a more meaningful system of progression based on a specialization-diversification dynamic as opposed to the straight-up grind demanded by augments and AEGIS.
Indeed, the most powerful intrapersonal and interpersonal bonds are formed in cooperative environments that support the expression of one’s identity in communion with others. My play sessions are fairly anti-social apart from my interactions with friends – I generally do not want to see other people out in the world while I am playing. When I do interact with others, however, I want us to be able to accomplish our goals without having to get up in each other’s business: I shouldn’t be able to “kill steal” or disable an interactive object. The proposed culture of softening the emphasis on competition between the factions and replacing it with a sense of belonging to one’s own faction must be accompanied by game play systems which support this. To take a phrase from elsewhere: seeing another player should always be a good thing.
Even in Secret World Legends, where playing fields are going to be capped at ten players. Even in places like Kingsmouth, which is sharded – not mega-served – to preserve the sense of isolation. Big Brother informs me that shared participation with no grouping requirements and personalized loot rewards is The Way Things Have Always Been. For once, he’s absolutely right.
I just hope that he sees fit to provide an option to turn off the swirling anima “ding” effect when you level. I don’t want to be a legend – I just want to continue the story with a minimum of fuss.