massively overthinking

Massively Overthinking is a weekly feature in which the Massively Overpowered writers take turns weighing in on a particular MMO-related topic before turning the discussion over to the readership. [Follow this feature’s RSS feed]

Massively Overthinking: Are MMOs designed for 'low-skill gamers'?

Ages ago on the MMORPG subreddit, a player made a bold statement: MMORPGs are designed for low-skill gamers.

"I remember being dazzled by EverQuest and Ultima as a child," he wrote, reminiscing about his memory of high difficulty old-school games. "I recently loaded up [Star Wars: The Old Republic] again, and I'm shocked. Piss easy. Everything. XP falling from the sky. Mobs dead in one GCD. Brainless. The same reason I quite every MMO. I never meet people, I never feel challenged. I just feel bored. 'Wait till endgame' isn't gonna cut it anymore. I'm over it. I'm done. I feel like I'm just hitting the 'Reward' button again and again and again, solitary and alone, like a stupid little rat in the cage." He then basically blames the perceived shift of the genre on people who don't want games to be "like a job": "The genre just seems to be fueled by mediocre, anti-social "consumers."

I wanted to pull this back out to see whether our staff and writers agree with the claims -- and whether we all have some advice for this fan, who concludes his rant by asking people to change his mind. Howsabout it, Overthinking fans?

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Massively Overthinking: Unholy MMORPG hybrids

Massively OP reader and frequent tipster Gibbins wants us to play match-maker.

"I love the wonderful world that Bethesda created with the Fallout franchise, not too bleak but very post apocalypse with a very kitsch '50s feel from the time of duck and cover educational films, but I wish it were multiplayer. The huge volume of mods for Fallout is also is a massive bonus, giving the game great variety and replayability. On the other hand, I also love the satirical in your face style of GTA Online and its no-holds-barred multiplayer experience, but I wish there were more to the story and more support for mods. Both games offer so much, and I would love to see how each studio would add to the other's game. Which two development teams would you like to see married... and which game would be their love child?"

Let's complicate Gibbins' request and say that the love child game must be an MMO! I've posed his question to the team for this week's Massively Overthinking.

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Massively Overthinking: Breaking your immersions in MMORPGs

Veteran MOP reader and tipster Nordavind is going to break your immersions. Just kidding. He does have a question for us all on that topic, however:

"After the discussion about the recent Worlds Adrift article, I started to think about what my limit is when it comes to plausibility in games. I do not need a game to be realistic; I can easily accept no fall damage 'because strong,' shooting flames from your fingertips 'because magic,' and faster-than-light travel 'because sci-fi,' but things like those serial turbines in the article's image [shown above] just utterly shatters the little immersion I bring to games. Don't mess with the physics! Where do you guys draw the line? What odd things do you accept 'because' and what pet peeves can break your immersion in even the most fantasy world of them all? (And the answer "other players" does not count!)"

We're gonna hold you all to that! We posed Norda's question to the MOP staff for this week's Massively Overthinking.

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Massively Overthinking: Death and dying in MMORPGs

In March of last year, MOP's Justin wrote a detailed guide to the most common death penalties in MMORPGs. Last September, Gamasutra pulled seven game developers together to discuss the most effective gaming "fail states," several of which involve death. Both articles came rushing back to me this week when Crowfall revisited the subject of its own death penalty, which involves a brief ghost period and a fast-track trip to the temple for resurrection.

This week, I've asked the MOP writers to consider MMOs and non-MMOs and propose their own favorite death penalty. Is it an old one, a new one, or one no one's done at all? What's the best way to implement death in a modern MMORPG?

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Massively Overthinking: The future of a global MMORPG industry

Massively OP Patron Duane's done the math on what is becoming, more and more, a truly global MMORPG industry. His question for Overthinking this week is a simple one:

"Devs in over 27 countries have released MMOs as of 2017. What country which is NOT your own would most excite you with a future MMO release?"

Now this is an unusual one! I posed his query to the team, and when we're done, we'd love to hear from the rest of you.

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Massively Overthinking: Tab-target vs. action combat in MMORPGs

Massively OP patron Duane is kicking the new year off right: with a brawl over combat types in MMOs.

"Tab-target, action, or hybrid combat, for many MMO gamers the combat system, regardless of whether it is a well-made, is a deal maker or breaker," he writes -- I like to imagine he wrote it with a mischievous glint in his eye. "What is the superior combat system, and why is it superior (please give examples)? Let the battle-lines be drawn!"

I posed his question to the MOP writers for this week's Overthinking. Here we go!

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Massively Overthinking: Hopes and wishes for MMORPGs in the new year

One of the frustrating bits about our end-of-the-year content rollouts is that sometimes predictions and story roundups can come across as negative. It's way too easy to assume that if someone is predicting game X will flop, she wants it to happen and is gleefully steepling her fingers and cackling madly over its future demise. Which is just not so! I never steeple my fingers.

But all the same, for tonight's Massively Overthinking, we'd like to take a moment to set aside our fears and expectations and just talk about our hopes and wishes for 2017 in an MMORPG context. That was what we think will happen. This is a summary of our most optimistic daydreams.

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Massively Overthinking: Our favorite MMORPG stories of the year

Earlier this week, we posted our award for the biggest MMORPG story of the year -- the one we thought had the biggest impact on our genre. But in tonight's Massively Overthinking, we're going to put aside the bigger picture and talk about just the stories we liked, the stories we're proud of, the stories that define us, the stories we wish we could write all day long. I asked our writers to pick one story they wrote and one story somebody else on MOP wrote and talk about why they matter. We'd love to hear what you folks think about our best work too -- it helps us decide what you want to hear about in the future.

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Massively Overthinking: The best MMORPG developer quotes of 2016

One of the fun things we implemented on the site this year is a database of quotes from developers (among other entries) that are relevant to the MMORPG industry. In the spirit of the end-of-the-year posts that we've begun rolling out, today's Massively Overthinking is a simple but fun one: I asked our writers to submit a favorite or memorable MMO developer quote from 2016 and explain why it matters. When we're done, we invite you to do the same in the comments! (And yes, the best ones will be chucked into that widget for posterity!)

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Massively Overthinking: FOMO and time-limited events in MMORPGs

Earlier this week, Daybreak told players it wanted to get back to time-limited events in DC Universe Online. "Events make logging in every day that much more special," the announcement quotes Jack "Jackster" Emmert, now ensconced as the Austin studio's CEO. "I know that I've got to complete that event before it ends!"

While the specific event Daybreak is cooking up actually sounds fairly fleshed out and nice -- a new zone, new quests, and a raid -- I start to fidget at the idea that the content will be time-limited or temporary. Sure, I understand why studios would want to funnel players to a central but dynamic content stream and get us all to pony up. But exploiting players' "fear of missing out" -- FOMO -- seems like a crappy way to design game content for the long-term, and it bugs me. Am I alone?

That's the topic I've posed to our writers for this week's Massively Overthinking. How do you feel about time-limited events in MMORPGs? Are they a waste of resources or a necessary evil? Who does them right, and who does them wrong?

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Massively Overthinking: Gratitude for the people of the MMORPG genre

It's Thanksgiving here in the US, and we wish you all a happy one, whether you're celebrating locally or not. For this week's Massively Overthinking and in honor of the season, I asked our team about the people within the MMORPG industry they're thankful for. Mentors, guildies, artists, designers, visionaries? QA testers, community managers, commenters, donors, those wacky folks who Kickstart our dreams? Let's talk about our favorite people and why we're glad they're making the genre a better place to play.

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