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Bethesda’s E3 reveal of Fallout 76 had many gamers and franchise fans talking, no more so than out among MMO bloggers. After all, taking the series online for the first time is a pretty notable occasion, is it not?
“As I said before, I am all onboard with a Fallout survival game,” wrote In An Age. “Exploring the wasteland and looting all the things consists of about 80% of my gameplay in this series, and I am currently on an extreme survival game kick the likes of which I have not experienced since my high school JRPG days. All of that sounds fantastic to me.”
Leo’s Life isn’t as enthusiastic: “I was certainly interested last week. Now, not so much. It’s not the game that I wanted, but it’s probably the game that someone else did.” And Endgame Variable notes that, “The first thing they showed was your basic animalistic gankbox-style PvP. That’s got to be sending a message.”
In the comments of my piece on Raph Koster’s book last week, a commenter brought up the idea that mimicking the real world in MMOs was a “sad” sort of “obsession” – why would we want to work in a video game in our spare time, he was essentially asking, when we could do something fresh and creative with our video game spaces instead?
I took a stab at answering the question, supposing that just because we can theoretically do a job in real life doesn’t mean we are realistically or physically able to do it, and exploration of the unreachable can be fun. A post on the Psychology of Video Games blog answers it even better: Author Jamie Madigan writes that games like Farming Simulator 17 and Euro Truck Simulator do so well precisely because people like to explore those types of jobs in a low-stress, who-cares-if-I-run-my-semi-off-the-virtual-autobahn environment. “These games remove the worst of the uncertainty, helplessness, ambiguity, and consequences for failure that come with those real world jobs and turn them into game systems that are interesting and fun to interact with,” he argues. “They give players clear goals, unambiguous feedback, winnable challenges, and predictable rewards. All things that most jobs sadly don’t consistently provide.”
That certainly explains it: I really hate thinking about money in real life, but I love playing around in MMO economies where my market mistakes simply don’t matter.
How about you? Do you prefer simulation MMOs to more fantastic game worlds? Or something in between? And is there an activity that you love in MMOs but hate in the real world?
It feels really weird to think about just how few dungeons we’ve gotten in Final Fantasy XIV
for this expansion. Not that it’s the start of a new trend; Heavensward
already dropped the numbers compared to the base game, and thus Stormblood
continued in a similar trajectory. But when you think about the fact that the game used to have three new dungeons per patch and compare it to an average of one and a half… it’s still adding them on a regular basis, but it’s a much slower basis.
The slower pace of dungeons was something that was announced well before the expansion actually launched, of course. So I think it’s interesting to look at the slower pace, at the stated goals, and see how well the changes have actually achieved those goals. Or, perhaps, if the whole thing didn’t work out very well and we should hope for an uptick again in the next expansion.
GDC 2018 back in March was good to Defiance 2050, at least in terms of making people aware of the goals of the game. It doesn’t necessarily mean people like what they’ve seen or heard, but Social Influencer and Community Manager Scott “Mobi” Jasper and Community Specialist Coby West feel that particular reveal has done the best for the game.
At this year’s E3 followup, there wasn’t any huge new reveal, aside from the launch date itself – just more tweaks. There certainly seems to be a bit of a disconnect between the overall MMO sphere and the 2050 fandom the devs are used to, with the devs somewhat understandably being more connected to their fans. After all, those are people who are willing to pay to play, and especially for a free to play game, that’s what you need. I got my hands on the game for the second time this year, and while it’s a solid play experience, I worry that, created in a vacuum, its potential for growth beyond the original Defiance experience is limited.
So, you want to be a pirate, but Sea of Thieves isn’t your cup of tea? If the issue was PvP, well, you’re probably out of luck, as Ubisoft Producer Karl von der Luhe emphasized at E3 this year that one of Skull and Bones‘ chief strengths is that it lets you decide what kind of pirate you want to be: the kind who backstabs and murders his fellow buccaneer, or a wolf running with a pack. There’s no room for pacifists who just want to share Earl Grey and crumpets, alas.
While von der Luhe admits that Ubisoft admires what Rare’s done with SOT, it’s been clear for a long time that the two games are different enough to co-exist. They’re different takes on the pirate lifestyle. Even with the new hideout system for off-ship… um, town interaction, my demo of the open PvPvE area, the hunt grounds, further confirmed my feeling that Ubisoft’s game is more about the ship than it is about the pirate, something that surely has its own audience.
When I met Frostkeep Studios’ CEO Jeremy Wood and crew at GDC earlier this year, I walked away impressed. I finally felt like I understood why other MOP staff are so excited about this flying-under-the-radar title. And this year at E3, I not only saw a more finished build of Rend but got some hands-on time with the game. I can’t say the floor demo did the game any justice, but what I heard from Wood and co-founder Solomon Lee sounded like the kind of forward thinking that only comes from developers who know the history of the genre and their playerbase.
Although I think I could start a hype train, I’m going to try to try to reserve judgment for a little longer. Rend may not be an MMO (it’s a moddable survival game with factions), but it has the potential to feed that MMO hunger we know you’re craving.
You know with my being the one at this year’s E3 that this would happen. A console Pokemon game that also connects to Pokemon Go? The possibility for a way to include trading in Niantic’s game in an indirect manner, a wider connection to the main series, its online storage system that helps give the games some semblance of persistence – altogether, it seemed for a moment as if Nintendo was indirectly building another pillar in its overall Pokemon world.
Sadly, from what everything we’ve learned, we’re no closer to a true (official) Pokemon MMO. However, my hands-on experience did hint at some really cool immersion for Go players who want to pick up Pokemon Let’s Go for a new mix of the core series’ gameplay.
Ever since Trove launched its superhero-themed expansion Heroes, I’ve been hemming and hawing over buying the big mama upgrade package for the Vanguardian and the gobs upon gobs of currency that comes with it. You guys, I want it, but I have such guilt over spending that much dough on a single class and the costume fluff I’d probably buy with the rest of it. For the same stack of cash, I could buy five or ten whole games on Steam.
It’s silly. I’ve paid way more for dumber things; ask me how much I paid to move a bunch of toons across accounts in Star Wars Galaxies back in the day when that kind of cash was far dearer to me. So I should just get it while the fam is still into the game. And yet… I keep stalling.
How about you? What MMO have you splurged on lately, and what’s the biggest MMO splurge you’ve ever made?
If you have ever played more than one MMORPG, the thought has probably crossed your mind that you would love to see your favorite features from all of them put together. It hurts when one game has great housing and another has some of the best group content that you have experienced. Why can’t you just create the best of both worlds?
Zeriah spent some time wishing for exactly this as she drew up a list of features from both World of Warcraft and Final Fantasy XIV that she’d love to see merged together.
“If I could take a bit from each game and combine it into one, I think I’d be in heaven,” she said. “FFXIV has some of the most amazing outfits I have ever seen in a game and while it has transmog system but I feel it would be made truly amazing by the addition of the armor journal WoW has brought in.”
With all the online talk about Nintendo this year, it feels only fitting to give Nintendo’s Super Smash Bros Ultimate a little time. We’ve talked recently about the unbundling of MMOs and why the market seems primed for a big title yet goes unanswered. Readers and writers all noted that other genres help meet the demands for this, from MOBAs to even social media.
In fact, we even covered an online fighting game last year because it included customizable characters (both appearance and abilities), quests, loot, guilds, and even guild quests that involved more than two people. An MMO it was not, but it certainly had enough overlap that it turned a few heads. The last Smash Bros included several of these components but restricted them to mostly offline play. However, one interesting note was that the Mii-fighter, a highly customizable character in the Smash-verse restricted to “fun” and “casual” play off and online, is being prepared for online battles. Whether that means in a new form or its customizable form matters, as one might hint at Nintendo’s aim for this title: another try for sanitized online fighter, or embracing the full spectrum of Smash fans. I’m leaning towards the latter.
It’s not a new phenomenon, because I recall seeing it back in Final Fantasy XI, someone saying proudly that he was happy to be with the current linkshell… until World of Warcraft launched, then he would leave. That isn’t me recounting; that was exactly what he said at the time. He was playing the game, but he was literally as committed as it took for him to keep playing until something else launched.
This hasn’t gone anywhere, either. I see people loudly saying that they’re only playing a game until something else launches. “Oh, I’m in Elite Dangerous until Star Citizen is out.” “I’m just playing Guild Wars 2 until Crowfall launches.” You get the idea.
This has never made a whole lot of sense to me. Playing an endless game with a self-imposed end date just strikes me as weird. It clearly strikes a lot of other people as perfectly normal, though, and perhaps for a lot of people it is. So what about you, dear readers? Do you play MMOs with expiration dates? Do you already plan to leave but want to play an MMO until then just the same?
One of the reasons that I love and listen to MMO music so much — other than it rocks, obviously — is that it has this incredible power to trigger nostalgia and latent memories of time spent in-game.
It’s amazing: I might have been away from a game for years or haven’t even thought about it since it went offline ages ago, but the second I hear the main theme or an iconic track, it is like I never left. Occasionally I marinate in City of Heroes’ score or the vanilla World of Warcraft soundtrack just to be transported back to around 2004.
Which MMO soundtrack brings back all the feels for you? Is there a particular theme that makes you close your eyes and gives you goosebumps as you are transported back in time?
With the recent revelation that Bethesda’s Fallout 76 is going to be an online multiplayer survival game, players who have been hoping for a Fallout MMO finally have something to anticipate. Sure, it’s not a proper MMORPG, but it’s all we could ask for in this day and age, right?
Actually, Fallout 76 isn’t the first time that the Fallout series was heading for online shenanigans, nor is it the closest concept to a pure MMO. Years ago, an attempt was made by the original creators of the Fallout series to bring an online game to the community, but this effort was stymied by Bethesda and a mess of legal issues.
For those who look back at the Interplay era of Fallout with deep fondness, the thought of the canceled Fallout Online project is a sore wound that continues to cause pain whenever prodded. Which is, I guess, what I’ll be doing today as we look at what Fallout Online was going to be — and why it never came to be.