All in all, 2017 has been a fabulous year for the Elder Scrolls Online
, and although I have been light on talking about the game recently, I have jumped in regularly to explore Vvardenfell and Clockwork City. This year ESO
saw its first expansion and dare I say its greatest addition to the game: Morrowind
. But that shouldn’t diminish the other great stories in the Horns of the Reach and Clockwork City DLCs. Also, ESO
introduced one of the best player housing systems I’ve ever seen with Homestead earlier this year. I really don’t know how ESO
is going to top 2017.
Let’s pull apart the accomplishments of ESO this year into my standard for grading MMORPGs: The Bartle Taxonomy. MMORPGs are wonderful because of the breadth of different activities that players can participate in. They draw together many different kinds of players, and Bartle’s Taxonomy breaks these players into four different categories: Socializers, Achievers, Killers, and Explorers.
Most people will be a blend of two or more of these categories. I’m going to measure the merits of the game based each category individually using a scale you’ll often find in American schools: A, B, C, D, and F.
It has become a long-standing tradition as Massively OP and our former site that we like to end the year by creating a list of titles that we anticipate for the coming one. It has always been a devilish list to create, full of loose dates and fast guesswork about which titles will and won’t be releasing during a 12-month window (just read last year’s list to see how spot-on I was).
This year we’re changing things up a bit by tossing out the qualifying factor of “will see a hard launch in 2018.” Instead, I drafted up a list of 20 MMOs that have the potential to do or be really interesting next year, whether that be a launch, a long-anticipated beta test, or some other significant development. Plus, hey, you get 20 for the price of 10, so no complaining now!
As an aside, this list isn’t going to cover some other exciting-looking multiplayer games that are arriving in 2018, like Sea of Thieves, The Crew 2, Monster Hunter World, DayZ, Red Dead Redemption 2, Stardew Valley, Conan Exiles, and State of Decay 2. And you old school fans won’t want to forget that Ultima Online has a new free-to-play option coming this spring.
I promised you at the end of last week’s rundown of Guild Wars 2
‘s fourth Living World season’s launch episode that I’d return this week with a first look at the new raid Hall of Chains and I never want to disappoint! While I haven’t stood toe to toe with each of the raid bosses yet, I’ve been glued to boss kill videos and have been gaining a feel for the fights I’m due to face
. I’m delighted to explain my take on the new endgame content and I’m hoping that some of you are joining me in trying it out!
In this week’s Flameseeker Chronicles, I’ll discuss each of the new raid bosses briefly and will outline the premise of the encounter mechanics. I won’t spend long outlining very detailed tips and tactics at this stage since I haven’t been hands-on with everything myself yet, though I will furnish you with some tactics guides as I get more experience post-holidays if there’s demand for them. Note that there will be spoilers for those who haven’t tried the content themselves yet, so bear that in mind before reading on. I’ll avoid totally spoilerific images and will hide big lore points behind tags.
It’s hard to say whether 2017 was a good year for Final Fantasy XIV
Sure, on one level it seems obvious. The game launched its second expansion, it continues to drive sales, every financial report shows it doing well, players are happy, content is delivered on a swift and regular schedule, everything seems to be going fine. Yes, the game had a good 2017, it has a pretty good year on each outing. What more needs to be said?
Well, a few things. Because this year also brought out some pretty nasty bits of underlying issues that the game has long had bubbling under the surface, problems that we’ve all known were there but sort of ignored for a long time for various reasons. We’ve got another patch coming around, but the year has shown that as solid and impressive as the title may be (and it is), there’s still room to improve.
When Andie “CCP Seagull” Nordgren
walked onto the stage at EVE Fanfest 2013 and delivered her long-term vision for the future of EVE Online
, the excitement in the room was palpable. EVE
was riding its highest peak concurrent player numbers in the game’s history following the overhauls of the Crucible
, and Retribution
expansions, and players were ready for a new blockbuster feature to fire their imaginations. CCP delivered its ambitious five year vision to hand the reins of EVE
‘s living universe over to its players, with player-built stargates and deep space exploration in completely uncharted star systems.
We’re now about four months away from the five-year mark on that vision, and many parts of it have now been completed, but no battle plan ever survives contact with the enemy. We’ve seen some big feature drops such as the release of citadels, the industry overhaul, and the recent moon mining overhaul, but that deep space colonisation gameplay still seems far off. Some players feel as if EVE is currently in a holding pattern, with everyone waiting for the next big feature or overhauls to their favourite part of the game before deciding what to do next. So what does come next?
In this edition of EVE Evolved, I break down the progress toward Nordgren’s 5 year vision so far and talk about the possible next steps I think CCP could take to make it a reality.
One of the quirks — and frustrations — of MMORPGs is that there never seems to be one game that truly has it all. Even some of my favorites are missing what I consider key features or design elements that are present elsewhere, and it’s maddening to think about how much better the game could be with those features transplanted.
For Lord of the Rings Online, I have to say that my biggest frustration with the game design is that dungeons might as well be non-existent. Oh, they’re in the game (and raids and skirmishes too), but LOTRO has never cultivated a dungeon-running community of the sort that you see in contemporary MMOs.
In other games, I enjoy changing up the routine by grouping up with others for a run through detailed setpieces as we battle our way to the final boss. I enjoy the rewards that those runs bring and learn a lot more about how to play my character. This has almost never been the case for me and LOTRO, and it’s not for a lack of trying. This MMO has a grouping problem that undercuts participation and interest in the dungeon scene, making such runs an anomaly instead of part of the mainstream. I have some observations from my point of view and some thoughts about how it could be fixed.
As we do every year, today we’re going to peer back into the depths of last year’s staff predictions for the genre and the games within it to determine just how we fared. After all, what would be the fun of making predictions if we couldn’t have a laugh at how wrong we were a year later? So let’s dig in and find out whether we nailed it or failed it!
There’s a lot of information coming out about patch 7.3.5 at this point. Not everything, of course, and a lot of it is based more on datamining than actual stuff that has been announced. But it seems fair to say that World of Warcraft’s immediate future for the next lengthy expansion gap is on the test servers right now, and some of it is obvious while some pieces are… less so. And, if I might be so bold, it even gives us a pretty clear picture of the next few months right out of the gate.
Right now the live game is, obviously, focused on Antorus. That’s the focus for the actual gameplay, and the slow trickle of wings into the group finder are the big thing to do and look forward to until the whole of the content is available by January. For that matter, I think that part of the goal of the next month or so is to give people all the reason in the world to run and explore Antorus and see the story for themselves if they’re interested in having a personal stake in what happens next.
Remember that big quality-of-life update
that Secret World Legends
launched mid-November? Chances are your quality of SWL
life did indeed improve with a number of those changes. Mine did. Some you may have been enjoying are the new summoned vendor that visits you in the field, or the teleports that allow you to pop instantly back to the three hubs to do your business. Perhaps you’ve gotten one of the new weapon-specific belt talismans (one of the 10 actually works for all weapons) that are mob loot drops. You might even have been having some fun in the Seoul Fight Club with its equal-footing PvP matches. Surely you’ve appreciated the new loot added to dungeons, scenarios, or lairs.
While I certainly benefit from all these other improvements, two of the biggest changes for me have been the anima allocation system and the XP transfer on empowerment. The two are actually tied together, along with the reduced cost to recover glyphs and signets. I wanted to give it some time working with the new system before talking about it. And I’ve concluded that more than just quality of life improvements, these tread a bit into the game-changer category.
Those players who were looking for consequence in their Star Wars: The Old Republic
, I’m glad to say, look to Knights of the Eternal Throne
to get it. Although the Vaylin side of the story will remain virtually unchanged regardless of the player’s choices, it’s possible to lose multiple companions, and there is even one choice where you have to choose one companion over the other. However, the quality of the story really hinges on how much you like or dislike Valkorion’s family. They are a bunch of rich brats doing bratty things, so on a personal level, I couldn’t care less about them.
You know what I do care about, though? The Empire and the Republic. You know what most fans of Star Wars care about? The Empire and the Republic, or possibly the Jedi and the Sith. Whether it’s a story buried in the conflict of those two armies colliding or it’s a gangster taking advantage of being in the middle of those two opposing parties, the Empire and the Republic have been central to all the engaging Star Wars stories.
For this specific reason, it’s time for BioWare to tear down the Eternal Empire.
I’m back with an earlier-than-anticipated special edition of Flameseeker Chronicles
to share my impressions of the opening episode of Guild Wars 2
‘s fourth Living World season. I am blown away by ArenaNet
‘s commitment to the content cadence we’ve come to expect and am thoroughly impressed that the new season is upon us so swiftly after Path of Fire‘s
launch, and the direction in which the season seems to be travelling is very promising indeed. The content feels more dynamic than previous offerings, relying heavily on panoramic details, mechanically rich scenarios, and strong dialogue to give us a narrative that feels more alive than ever before.
In this edition of Flameseeker Chronicles, I’ll share with you the main story points of the episode and will discuss my highs and lows throughout. Please note that, although major spoilers will be hidden by tags where possible, this article is best enjoyed after you’ve played the content for yourself due to significant spoilers throughout.
As Counting Crows told us, it’s been a long December, although the fact that it has also only just started being December speaks to something unpleasant in the makeup of this particular month. But it also means that this is a good time to check in on the overall health of various MMORPGs and see which ones look to be in the healthiest state at the end of the year.
This is, I hasten to point out, not a scientific process; last year I pointed to Marvel Heroes as a not-quite-MMORPG title that was still in a very healthy and robust place, and it later turned out that this was entirely not true and had been built upon a foundation of lies. But we’ll cross that bridge if and when we come to it in 2018. What are the healthiest games running right now?
It’s kind of a sad commentary on 2017 that Kritika Online is one of the most significant MMORPGs to launch during the calendar year. No real disrespect to Kritika meant, just saying that in past years we might not have even noticed such a release. It’s been a meagre year for new launches, is what I meant.
Still, this odd but plucky import got the backing of En Masse (TERA) and managed to carve out a small niche to operate in the west. Instead of presenting itself as a generic or cutesy MMO, Kritika Online decided to embrace a hair metal aesthetic to match its over-the-top combat style. It’s loud, brash, and frantic — and its music complements that direction.
While there are a couple of Kritika tracks that I did enjoy a lot during my review of the soundtrack, there weren’t as many standout pieces as I had hoped. I would imagine that listening to what amounts to nonstop boss battle music would get a little old after a while, but perhaps this game is meant for small but intense play sessions. Let’s give it a listen today!