This week’s edition of One Shots is brought to you by the National Hugs and Fistbumps Council, which recommends that everyone enjoy at least five full embraces every day, preferably without something creepy whispered in the ear. “I can feel your tummy gurgling against my tummy.” That sort of thing.
It’s also brought to you by Kawaii Five-O, who’s having some fun in Final Fantasy XIV. “I’m enjoying the Moonfire Faire festivities with a special someone,” she said. “While not an unplayable race, I do wish the Au Ra (females in particular) more closely resembled their early concept art that depicted them as being much more demonic and imposing looking and less of a cutesy human with horns and a spattering of scales.”
Another year of Final Fantasy XIV
is coming to a close as the game celebrates another anniversary on August 27th. But there’s still plenty more to come, and fans can tune in for the game’s next long-running anniversary stream starting on September 1st at 11:00 p.m. EDT, then running for 14 hours straight
. So you may not want to watch the whole thing in one go; it’ll have previews of the upcoming patch 4.1, discussion about the development history for Stormblood
, celebrity guests, and so forth.
Of course, this will likely coincide with another in-game event which we haven’t yet heard about; until we do, you can tide yourself over with another piece of fiction in the ongoing Tales from the Storm series highlighting tales surrounding the events of Stormblood. (As always, be fairly warned that there are spoilers.) Keep your eyes peeled for more information about the anniversary broadcast as August winds down.
I’m going to go out on a limb here and assume that everyone has at some point seen the xkcd called Isolation, but if not, there it is. No matter what the age and era, someone’s always preaching that people were more sociable in the long long ago. In this comic, however, Randall Munroe isn’t even contesting that. His point is basically no duh and so what. Yes, we become less sociable with random people in our immediate vicinity as we gain more and more access to ideas, entertainment, and people not in our immediate vicinity thanks to technology. Ultimately, replacing impromptu stranger interaction with the amusements of our choice appears to be what a lot of people wanted all along.
MMORPG players surely see where I’m going with this because we have the same eternal struggle when it comes to in-game socializing, grouping, community, and stickiness, the tug-of-war between the people who want to play alone together and the people who think that forced grouping is the only true path to enlightenment.
For this week’s Massively Overthinking, I’ve asked our staff to reflect on the alone together vs. forced grouping spectrum, to talk about where they stand on it, whether that position’s changed through the years, which games are addressing the divide the best, and how the two sides can move forward in a dynamic MMO genre.
It seems like the entire MMO blogosphere wanted to chip in thoughts on the Guild Wars 2: Path of Fire
announcement, whether or not each writer was playing the game. So what did they all think?
“Finally, something other than dragons to fight!” enthused Occasional Hero. “I love mounts. And I love leaping and jumping mounts,” wrote Aywren Sojourner. “BUT. We all know what else a mount system introduces — cash shop opportunities!”
GamingSF ran down the features, saying that he’s on the fence as to whether or not to come back: “The best way to know that, I suspect, is to play some of the game in the time between now and the 22nd of September.”
Not everyone is on board with the expansion. “The announcement did not in any way overcome my healthy skepticism of the ‘horizontal progression’ philosophy of the game,” chimed in Endgame Viable. And In An Age seems like he’d wants to play, but admits that the business model puts him in a “mental bind” regarding both expansions.
You think you’ve heard strange MMORPG soundtracks before, but Wurm Online is about to take you to the odd frontier. With two distinctive soundtracks that skew away from typical composition, Wurm baffles, amuses, and bewitches the Battle Bards in today’s show!
Battle Bards is a bi-weekly podcast that alternates between examining a single MMO’s soundtrack and exploring music tracks revolving around a theme. MOP’s Justin co-hosts with bloggers Steff and Syl. The cast is available on iTunes, Google Play, TuneIn, Pocket Casts, Stitcher, and Player.FM.
Listen to Episode 103: Wurm Online (or download it) now:
One of the fun things about this hobby is that certain tropes repeat themselves constantly. And they’re usually weirdly specific tropes, too. Poop quests, for example. So many MMOs have one quest or another that make you dealing with poop. Someone has a fixation that is probably not entirely healthy, and that someone keeps getting hired to design quests.
But sometimes you try to come up with a trope that’s so specific that it has to be unique. Or at least rare. “MMOs that feature a zone full of floating islands requiring flight to travel around.” At least one zone, and it is traveled around via flight. That cannot be common, that has to be…
Wait. How did I not only get a full list but actually have to decline some entries? How the heck did this happen? There are this many MMOs using this astonishingly specific trope? How did this happen and why?
On this week’s show, Justin and Bree break down the big Guild Wars 2 news, celebrate FFXIV’s momentous milestone, muse about Dual Universe, and more! We also have a special interview with H1Z1: Just Survive Creative Director Ben Jones about the massive overhaul to this survival sandbox.
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:
A few weeks back, we reported on the City of Heroes-themed panel coming to PAX West in Seattle at the beginning of September. With the release of the PAX schedule on Friday, we can confirm that it is indeed happening on Sunday, September 3rd, at 8 p.m. in the Cat theater, with reps from City of Titans and Ship of Heroes [update: and Valiance Online] in attendance.
“When the venerable MMORPG City of Heroes shut down in 2012, it gave rise to several projects often called spiritual successors. Each of these efforts took the same inspiration, yet have developed very different titles. Join Casey McGeever of Heroic Games, Chad Dulac of Silver Helm and Nathaniel Downes of Missing Worlds Media for a conversation a conversation about the challenges in making the game, the progress so far, and how these games will build on and stand apart from City of Heroes as something different and new while serving the great gameplay and positive gaming community that has been looking for a home.”
Last time around, we looked at the jobs everyone thinks is deep in the loser category in Final Fantasy XIV
. Some of them are really in a bad place, some of them just seem to be in a bad place due to perception, and some sort of have both going on at the same time. But now it’s high time for us to look at the other side of the coin, the jobs that everyone thinks are just doing great
The funny thing is that in this case, I feel there are fewer jobs where the reality is that the job isn’t that good but just gets perceived that way; it’s more a case where some of them are being seen as outright overpowered when they’re really in a pretty good spot. But enough of the hand-wringing; let’s move on to the jobs that everyone sees as being the absolute winners of the expansion thus far, and examine whether they’re really so great.
Gamasutra has an unusual piece from an Ubisoft developer this week arguing that co-op gameplay is the industry’s rising midcore trend, one that he believes will ultimately outstrip team competitive games. “It’s all about all the big data and stats that are finally available and can be mined,” author Andrii Goncharuk says, “and no surprise that it’s showing that players who played co-op mode have much more play hours, and players who played co-op with friends have even more play hours.”
He may be right, though first you’d have to believe co-op ever went anywhere to begin with (and console players would probably tell you nope!). But as I read the article, I couldn’t help but see MMOs in most of the arguments he’s making about what makes co-op games sticky, and yet MMOs are being edged out all the same. And while I don’t like to think of the MMO genre’s space in the industry as a zero-sum situation, the reality is that when people tire of MMORPG baggage but still want social play, co-op is exactly the sort of game they retreat to.
For this week’s Massively Overthinking, I asked our writers to reflect on the rise of co-op PvE games outside the MMO label. Do we play them? Do we prefer them, and when? How can we learn from them? Is the popularity of smaller-scale co-op hurting MMORPGs?
It took me a very long time to cap out everything in Final Fantasy XIV
was current. Until the moogle questline was introduced, my crafting jobs languished pretty badly. I could have gotten more materials and worked on them, but some of that required leather, and since my options were farming that myself or sending out retainers on ventures… well, that meant leveling Warrior, I didn’t want to bother, it didn’t happen. It took a long
By contrast, right now with Stormblood, I’m already halfway done with the leveling of combat jobs. My overall goal of leveling everything to 70 plus all of my alts should be done by mid-November. I know that later today, I’m going to be getting at least two more levels, maybe more, and I’m well on my way to my goals. And I’m not bored or putting in the time, I’m excited.
I’ve seen this sentiment going around from other people, too. There’s a general sense that leveling and just playing is much more fun with Stormblood. So what’s the difference? Why is it that now leveling up seems like less of a chore, when the usual methods of leveling quickly (FATE trains) have basically dried up to nothing?
Usually when it comes to discussing world hemispheres of MMO game design, comments and observations are made about what western studios can learn from their eastern counterparts. MMO Bro, however, flipped that discussion recently to share four things that eastern MMOs can (and perhaps should) learn from western games.
“The problem, though, is that in most eastern games I’ve played, the story still feels like kind of a background element,” he writes. “There isn’t a lot of effort put into developing it or helping the player experience it in a dynamic way. It’s usually bland quest text. In the west, we’ve seen MMO games make great strides toward better storytelling in recent years.”
As we continue with our visits to MMO blogs, we’ll hear musings on Guild Wars 2’s direction, Standing Stone Games’ missteps, speed-leveling in World of Warcraft, and more!
Looking forward to more ranked PvP in Final Fantasy XIV
or just the removal of the game’s automatic logout? Both of those features have been brought around with the game’s latest minor patch
, which also makes some balance tweaks to several jobs and adds in the latest incarnation of the Moonfire Faire to the game. (There’s even a development dispatch on what you can expect from the event
if you’re at work and can’t start it up yet.)
This patch coincides with the announcement that the game has reached 10 million players worldwide, with the caveat that it’s a cumulative number including free and trial accounts. It’s credited to the game’s frequent and robust content updates giving players all over the world reason to subscribe. Certainly it doesn’t hurt that the game’s staff resolves issues like the recent Russian/Brazilian Steam subscription increase by crediting all affected players with 30 days of play time and locking the lower prices for 60 additional days due to the lack of forewarning. So that’s a fine ending to that story, and a fine reason for the game’s growing player count.