It’s Friday and I’m excited, because Fridays are currently Icewind Dale nights!
Regular readers/listeners/stalkers will know of my penchant for retro gaming, a constant underlying fondness for games of the past* which is likely to only get worse as time goes on, because as time goes on, there is more and more of the past, and less and less of the future! Eventually, there will only be past left, so ALL games will be retro games, which means I am getting an important head start on the rest of you!
I also enjoy hanging out on Mumble and giggling uncontrollably at ridiculous gaming spectacle in the pseudo-company of friends, so our recent experiments with Icewind Dale work well to tick both boxes. In part it’s a general dissatisfaction with MMO gaming, which is very much about putting the game first and friends second. Only City of Heroes does much to defy this, for all the reasons I’ve ranted about before.
So to find what I’m after, perhaps the type of game needs to change? I’ve been following Tipa’s adventures in proper online D&D with great technical interest, but it’s been a very long time since I tried my hand at any kind of freeform roleplaying and to be honest, I think I’d feel a bit stupid firing my regulation adventuring Ten Foot Pole** at The Darkness where anyone else could hear me. I’m still a gamer at heart, so actual D&D isn’t quite what I’m after, at least not yet anyway. Then I remembered Baldur’s Gate, which as far back as 1998 supported six player co-op over IPX networking. Had it, played it and even now remember imagining how amazing it would be with five other friends.
Of course I didn’t actually have five other friends back then, much less five friends with PCs who could bring them all over to my house for one of those most exotic and decadent orgies of hedonistic excess, the LAN Party! So it all rather passed me by, and instead, I gamed in isolation until FFA PvP Rallos Zek Everquest taught me some entirely different things about playing games online with other people!
Nowadays, it’s all a lot easier in every respect, and so upon burning out of our last MMO, instead of just casting about for yet another, a bunch of us have form an Icewind Dale troupe. I figured that since Icewind Dale was always the least story-driven of Black Isle’s offerings it would be the easiest to break into, rather than the exposition-heavy Baldur’s Gate itself. (Thankfully, Planescape: Torment was never multiplayer!) Of course the process is fraught with hurdles, but all are surmountable.
First the game itself; to play together, we all need the same version. In the end, despite me owning it from the initial release, it turned out to be easiest for us to all go and buy the last/latest version anyway, just to cut out a lot of archaeological patch-hunting. Good Old Games *** have the whole thing here for $10, which includes expansions I never even knew existed. Not bad a deal, apart from the whole buying the damn thing twice aspect. I don’t know if Steam have it too, but they’re probably too busy to check just now. (Which is another rant for another day.)
Having the game alone is not enough and in this modern age of Windows 7, IPv6, rayguns and holidays on the moon, getting six Icewind Dales to talk to each other across the Internet is not trivial. I used to have to use the now defunct Microsoft Gaming Zone for that kind of exercise even back then – a kind of intermediary lobby for matchmaking games together. We’ve managed to find an online service which carries the torch into the raygun era, Gameranger.
Seems the usual thing; free-with-ads and not obviously crooked – it does the job. It offers voice chat for premium membership I think, but we’ve already got the usual Mumble server for that. IWD does feature a chat window, but Voice is pretty much essential, given how manic and fast paced everything is.
With all that in place, it’s green-light Go For Adventure! After about fifteen minutes of arseing about getting connected. That is getting shorter each week though!
Playing Icewind Dale with five player co-op (I still couldn’t find five interested friends!) is a whole different kettle of fish to the solo experience in a number of important ways:
Don’t Be Shy With The Space Bar!
Unlike MMOs, any of us can pause and unpause the game. It all happens too fast to not pause it, even when you are controlling all six party members yourself. All sorts of problems of etiquette enter the fray when five people all have the pause button, a kind of bizarre extended Prisoner’s Dilemma takes place where none of us want to halt the action, so we all end up dying. Expect the format to appear as an ITV gameshow one saturday soon!
Top tip; have the game’s host turn on the ‘Auto-pause when enemies first sighted option’ to alleviate some of this, but as the team Cleric, I’m finding it very useful to be able to stop everyone running about like headless chickens when trying to target heals! IPausing is especially helpful in combating the significant lag we’re seeing – warping monsters and the like. Since the ‘server’ is just whoever starts the game and issues the invites, home-grade internet has to do the job of a massive datacentre in California or wherever. It’s playable of course, but needs to be kept in mind.
Only One Schoolchild In The Shop At A Time, Please!
Quirks of how the game was made result in it being impossible to change between interior and exterior locations while another party member is in a shop screen. Also Player B opening a shop screen closes Player A’s shop screen, if open. Hilarity can ensue and the best plan is probably to make one player designated Team Shopper. As team Cleric, who wears metal armour, but who used Strength as a dump stat, I eschew material things (because I can’t carry anything else) and usually just loiter outside the shop scaring away pensioners instead.
The less said about quest dialog by committee, the better, but I now believe any kind of SWTOR group-based story-work is going to be a hysterical trainwreck. If we ever find ourselves in Neverwinter Nights, this will greatly improve, as the design of that meant that even playing alone, it ran as a server and client – much more robust for multiplayer.
Pickpocket Works On Players!
One of several reasons that it’s important not to wind up the Trap Specialist by following them into the room that looks A Bit Trappy when they go to look for Traps. Also shouting ‘That looks A Bit Trappy’ doesn’t go down to well either! Amusingly enough, reverse pickpocketing works for everyone, and the game does not announce that Player A has given Player B an item – it just silently goes to their bags. I amuse myself by loading everyone else down with trash loot when they aren’t looking. Also, it’s FFA PvP if you misclick with the pointer!
2nd Ed. D&D Takes No Prisoners!
Icewind Dale always was quite hardcore, even back then. The traps are almost universally fatal. Many trashmobs are armed with bows, (1d6hp/shot) which until you make it to character level three or so can one-hit wizards (1d4hp/level) and thieves with alarming ease and regularity. We didn’t make it out of Easthaven with a live Wizard on our first go! As team Cleric my heals start out at 1d6hp/level and take about 15 seconds to cast. I get four of those per ‘day’, making healing duty in IWD more a matter of patching people up afterwards, than the more usual MMO maintenance footing. Resting to recover spells, etc seems to have a 50% chance of just spawning a load more monsters, onto an injured group with no spells left, making things take on a surreal survival horror aspect that the game’s original designers probably didn’t intend! The first dungeon is full of zombies too! I’m not sure when I get Raise Dead, but until then there’s a lot of reloading, rising and repeating as we slog our way through.
The pace is so different to MMOs it beggars belief; our party fights four skeletons, then rests for 16 hours, then fights three more, then rests 16 hours. Good job I vetoed the ‘realtime Icewind Dale’ idea that was going around – some of the inital dungeons have taken days!
It’s finicky and quite frustrating, but also a surprising amount of fun. Simple enough dungeon-crawls as single player become genuinely heroic as a team of disparate players. We’re pushing through at a necessarily slower pace than solo, but the progress we’re making really does feel earned, some kind of absurd iron-gamer challenge. I’m not sure we’re even a tenth the way through yet, but it is definitely making for a refreshing alternative to a general MMO malaise that doesn’t seem to just be my own.
If/when we’re done with Icewind Dale there are literally dozens of intriguing titles of yesterday being played today in groups in the Game Ranger sessions list; more Black Isle maybe; Baldur’s Gate, Neverwinter Nights, etc, or something even more unexpected; Xwing Vs Tie Fighter, Diablo II, Descent, Civilisation… all those great classics of the past that were perhaps always meant to be played like this, but only now can it be done so easily and causally. Perhaps we don’t need the centralised over-server of the MMO that much afterall?
TLDR: I highly recommend Black Isle’s back catalogue co-op mode, via Game Ranger and Mumble, as a holiday for jaded MMO static groups!
* This is why I get so angry about bad DRM. When I buy a game, I expect to be playing it for at least twenty years, probably longer, so when half-arsed copy protection systems go wrong because I’ve changed my PC in that time, or when the super-swish server-side authentication gets mothballed five years down the line, there better damned well be a DRM removal patch made available too! It’s sad that I’ll typically care about a computer game long after the people who made it have stopped.
** Seriously, take a moment to pace that out. Carrying ten foot of curtain rail or doweling to the checkout in a DIY store is typically an Escheresque exercise in topology, let alone lugging one into mortal monster combat in a trap-laden tomb of antiquity, while also wearing armour and carrying all the other Standard Adventuring Equipment. But in my D&D dabblings, I never left home without this crude but essential form of Trap Insurance!
*** I’ve only just forgiven them for pulling that stupid ‘We’ve shut down!’ ‘Actually, fooled you! Just wanted more PR lolz!’ stunt a while back.
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