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Last week we were off to a great start as we listened to the first batch of player-voted favorite MMO themes. As I said then, the results of the voting, in which I asked players to nominate up to 10 of their favorite main themes from online games, were both predictable and surprising. Nostalgia and familiarity obviously play a strong role in many of these votes, but no one was asking for objectivity here!
Today we're going to continue our countdown to the top spot by looking at numbers 18 through 13 of your favorite MMO themes. I think there's a good mix here, perhaps with tunes that I would have placed a little higher, but overall it's gratifying to see each one of these make the list.
Enough jibber-jabber, let's get to it!
Writing about WildStar at this point feels weird.
Obviously, I just finished up playing the game for this feature for four weeks. It feels fresh in my mind. And in many ways, it really has changed quite a bit from launch to its credit. In many other ways, it hasn’t changed much at all. And the ways in which it has changed would make a much bigger difference if those changes affected things that initially drove me away from the game.
So in many ways, when I write about WildStar now, I’m still writing about the launch version of the game. It’s just that we’re now several years out from that launch, and its potential to really be something no longer has the time to turn into reality. It’s still just a hope for what it could be, and there’s not much more to the game beyond what we see right now. So it’s the same state of the game, but it’s gone from promising opportunities to unrealized potential.
Let me start this article by answering my own headline: It's partly because I'm an idiot and cannot let go of this IP.
Star Wars: The Old Republic has been a part of my life for over six years, and not having it there to fall back on would be difficult. But I could still play SWTOR without a subscription. Many of my friends still do! The truth of the matter is that I'm still having fun in the game, just not playing the game. I still have a guild of about 50 people who log in regularly to participate in activities. I have friends whom I've grown close to. And as much as I hate to say it, there is no other game that can give me my Star Wars fix.
I guess it's possible that I could still log into the game and not pay a dime for it, but hopefully, if I tell you what happens during my typical game day, you will understand why I still hold a subscription for the game, despite not playing a single bit of the content BioWare has given and sold me.
We all know how delightful that "new MMO smell" is, particularly when it's a particularly exciting title that you were anticipating for a long time. Finally getting into the live game, creating your first character, and celebrating with everyone else rushing into release is a heady experience.
After that comes the honeymoon period, in which you continually discover great features about the game and easily devote most of your gaming time to exploring. It's fresh, it's new, and it could be "The One" you were waiting for your whole life. But sooner or later, the honeymoon must end and either an ongoing relationship is formed or you find yourself disillusioned and wander away.
Looking back at all of the MMORPGs you've played, which one provided you with the longest honeymoon period? From release until whenever you stopped being enamored with that game, how much time did you have?
Roll for initiative! Bree and Justin are getting all kinds of nerdy with this week's show, in which they talk about Dragon-people, the return of a long-abandoned sci-fi game, a momentous anniversary, and the viability of sandbox MMOs.
It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.
Listen to the show right now:
One of the major concerns aired by the Guild Wars 2
playerbase regarding raid content is the risk of juicy raid-only story details being gated away from the bulk of players. In comments found on part one of my breakdown of Bastion of the Penitent
, the most recent raid wing, many of you again discussed this problem and brought up other issues with how ArenaNet presents raiding to players in the game. Although I had planned to run my second installment in the Bastion of the Penitent series to cover the lore found in the raid, after seeing the content of your comments, I thought that I should give space to some of these complaints to see if we can perhaps come up with some suggestions for improvement in future.
In this edition of Flameseeker Chronicles, I'll take a look at the most pressing gripes players have about how raiding has been implemented in GW2 while examining how this could be built upon to create larger appeal for the content that's being created without alienating diverse sects of the game's community.
Today is the official release of Mass Effect: Andromeda, which was preceded by the frankly baffling decision to allow people access to an early build of the game ahead of time. Or perhaps the final build without everything enabled? The point is that you could play a bit of it if you were willing to drop some money. That seems like a bad idea that we've been dealing with in online-game-land for a long time, but regardless, it gave people the opportunity to see some of this RPG ahead of time.
This, in turn, allowed the typical internet trolls to find any and all animation flubs and then happily declare that it was all the result of one woman working on the game and handling all of the animations. Which, you know, is a conclusion that would be helped significantly if the woman in question actually worked in that role on the game, which she did not.
Obviously, the game under discussion is not an MMO. But it is symptomatic of two all-too-common problems in gaming culture that are worth noting to people who do not have balls of spiders in place of a soul. So let's talk about those.
Zubon at Kill Ten Rats recently spied a lovely tidbit over on Dr Richard Bartle's blog. Bartle, I shouldn't need to type, is considered one of the founding fathers of the MMORPG genre, having inspired through his research the infamous Bartle test. So it should be no surprise at all that he sees online worlds in everything: As his piece explains, he examined a document intended for advising universities on how to improve their student retention rates -- and Bartle realized it read like an "MMO newbie-retention handbook."
"A place where people can hang out between teaching events and make friends? Check. Organised groups led by experienced students that you can join? Check. A communication channel for students just like you? Check. A method of finding other people who are interested in the same things you are? Check. Fun tasks for people with different skills working together ? Check. Easy challenges with small rewards to get you into the swing of things? Check."
It's worth a quick read, especially for the cake joke, but I want to focus your attention on retention and stickiness specifically for the purposes of today's Daily Grind. Do you agree that developers should be spending more time on retention? And what one thing should MMORPGs do to increase player retention?
In the comments of a Daily Grind last week, a few commenters tangented into debate about The Elder Scrolls Online: Morrowind pricing.
See, the original "ESO Plus" deal for ESO subscription holders granted them full access to all future downloadable content (DLC) forever and ever, as long as they were subscribed to the game. Morrowind, however, has been marketed not as DLC but as a "chapter," meaning it will not be subject to the Plus promises, and so everyone will have to pay for it. Grumbling ensued.
"Suppose I paid BMW a monthly fee to drive [BMW] cars," commenter Odin wrote. "I could drive whatever I want as long as I paid. They announce a great new car I want to drive. I cant wait, but they tell me, "This isnt a car; it's an automobile. You have to pay extra.'"
Well, folks, by all reasonable estimation we're going to have the final story patch of Heavensward
next week. Why? Because there's no more March for it to exist in after that. So it seems like a reasonable prediction, and it also gives me just
enough time to finish up with these Final Fantasy XIV
skill predictions before I want to move on to reviewing the expansion in hindsight anyhow. So everybody wins, if I double up today.
The first installment is all about tanks, while the second installment is all about melee DPS. As always, the usual disclaimer applies that this is all speculation, not absolute fact; I don't have a clearer picture than you do about how abilities are actually being arranged. If you think I'm wrong? I might very well be wrong! All I can do is justify what I say and make my case. Let's move on.
I'm closing in on "done" -- my own peculiar version of done, anyway -- on my ninth character in Guild Wars 2. I've rolled one of each class and put off actually leveling and learning my least favorite classes to the very end. As I've been playing my unloved Thief and Revenant upward, I can't help but think about characters and classes I prefer and wonder whether my time wouldn't be better spent on them... or maybe even on another version of the same class with a different race.
I seldom do this in MMORPGs, but in Guild Wars 2, leveling is easy and options are many, so why not? I'm apparently not alone in considering this; here's one thread from a few years ago where people are admitting to rolling dozens of characters -- some for different regions, some for cultural armor, some for different builds and armor setups, some for roleplaying, and some just because they love the leveling process. Plus: Buying a new character slot is the most efficient way to expand an account's storage.
Do you roll multiple MMO characters of the same class in the same game?
This week CCP Games
announced that some big changes are on the way for PLEX
in EVE Online
. The PLEX or "30-day Pilot's License EXtension" is a virtual item that represents 30 days of subscription time and can be bought for cash and then sold to other players for in-game ISK. This simple mechanic has proven to be one of the most important innovations in the subscription MMO business model over the years, allowing players with lots of in-game wealth to effectively play for free while permitting cash-rich players to buy in-game currency without funding dodgy farming operations that can disrupt the game world. Dozens of games now support some kind of player-mediated currency roughly like PLEX
The proposed changes are intended to simplify EVE's business model by merging PLEX with the microtransaction currency Aurum. Players will also be able to put their PLEX into invulnerable account-wide PLEX Vaults that are accessible at all times rather than having to move the valuable items manually by ship. There's been significant backlash from the EVE community over the newfound invulnerability of PLEX, plans to delete some microtransaction currency from the game without compensation, and the possibility that someone leaked the announcement to friends early in order to make a profit. So what's the deal with these PLEX changes, and why are some EVE players going nuts over them?
In this edition of EVE Evolved, I look at the upcoming changes to the safety of PLEX, the opportunities that more granular PLEX could have for EVE, and why players are up in arms over plans to delete Aurum from thousands of accounts.
On October 24th, World of Warcraft launched patch 7.1, which contained a lot of not-quite-ready-for-launch Legion features and a bit of content. Since then, the game hasn't really launched any content. Sure, patch 7.1.5 launched in early January, but that just added the Brawler's Guild back to the game for content (which, admittedly, has a lot of new boss fights). We're looking at a content gap that's starting to spread out a fair bit already, and patch 7.2 is coming out... well, eventually?
Of course, MOP's Bree and I are in pretty close agreement about when it's coming out: June. Because that's when a new Final Fantasy XIV expansion and The Elder Scrolls Online: Morrowind both launch, so they're going to want to try to kneecap both of those launches.
At least from this side of the fence, that's a pretty dumb plan. It's the same plan that was in place for patch 6.2 of Warlords of Draenor, which wound up with lots of complaints about the delays, and it doesn't seem to have really crippled the launch it wanted to "intercept" there, either. Still, it's the sort of plan that Blizzard has used in the patch, and with two big competing releases in the same month it seems almost absurd to think it wouldn't be tried. So what do you think, dear readers? What do you think the odds are of WoW holding its next patch until June? And how much grousing do you expect if people are waiting that long for more content?