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: Whither went the classic PvE MMORPG?

Today’s Massively Overthinking question was sent via e-pigeon from Kickstarter donor Apollymi. No e-pigeons were hurt in the writing of this article.

“Have you heard of any MMOs that will not be PvP-oriented — by that I mean, have completely consensual PvP — that may be coming out in the near future?”

Let’s draw out Apollymi’s question a bit and talk about the PvE/PvP divide in our genre. What PvE/consensual-PvP/classic PvE games do we love, which future ones do we have our eyes on, and why is the industry so focused lately on PvP MMOs? The MOP writers are discussing all that and more in today’s entry.
Read more

Massively Overthinking: On the popularity of the MMORPG genre

This week’s Massively Overthinking comes from Kickstarter donor Syllable, who wonders,

“Why do you think MMOs are not as popular as they were few years back?”

Is it true? Under what definitions and caveats? If it’s true, then why? And if not, why do people believe it to be? I posed these questions to our writers — and now I pose them to you.

Read more

Massively Overthinking: The MMO innovation we long for (or do we?)

This week’s Massively Overthinking topic comes from Kickstarter donor BigMikeyOcho, who wants to talk innovation:

“Sometimes when I play MMOs, I get the feeling that I’m just performing the same tasks as other MMOs, just with a new covering. What innovations would you like to see to prevent that ‘same as all the others’ feeling?”

I posed BigMikeyOcho’s question to the Massively writers and our July guest!

Read more

Massively Overthinking: Random encounters in MMORPGs

This week’s Massively Overthinking question comes to us from Kickstarter donor TheChiHawk, and it’s coming from an unusually not-so-massive corner of gamesdom for us:

Are there any MMORPGs that employ a Left 4 Dead 2 type of “director feature”? It occurred to me that I still play L4D2 somewhat regularly because it continues to be fun due to the random element each time you play the same campaign. By contrast, the static layout of every single MMO I’ve played stands in stark contrast; you always know exactly what needs to be done. BORING! L4D2 would seem to be a perfect model for keeping things fun and uncertain with each new dungeon delve in an MMO. Why hasn’t anyone incorporated this into MMO games?

The director feature TheChiHawk is talking about is basically an AI governor for the whole game — with a twist. I’ll let the Left 4 Dead Wikia explain:

The Director, sometimes referred to as the AI Director, or simply as AID, is the artificial intelligence of Left 4 Dead that features a dynamic system for game dramatics, pacing, and difficulty. Instead of set spawn points for enemies, the Director places enemies in varying positions and numbers based upon each player’s current situation, status, skill, and location, creating a new experience for each play-through. The Director also creates mood and tension with emotional cues such as visual effects, dynamic music and character communication. Moreover, the Director is responsible for spawning additional health, ammo, weapons, and Special Infected, like the Witch or the Tank.

So let’s talk about MMO AI! I posed Chi’s question to the MOP team. Which MMOs have similar features? How do they work? Do they solve any major problems with MMO AI?

Read more

Massively Overthinking: The value of MMO voice chat

This week’s Massively Overthinking question was shot over to us from Kickstarter donor Celestial, and it’s all about voice chat in MMOs.

Do you use a voice chat program while gaming, and if so, which one do you primarily use? Mumble, TeamSpeak, Ventrilo, RaidCall, Razer Comms, Skype, or some game-integrated solution (WoW, DCUO, LotRO, etc.)?”

And furthermore, do you actually like voice chatting, or is it just something you do because you have to for certain gameplay situations? Let’s discuss the pros and cons of voice chat vs. other types of chat in general!

Read more

Massively Overthinking: The MMO annoyances that provoke ragequits

I’m going to do something I don’t do a lot in Massively Overthinking — or anywhere, really.

I’m going to ask you to whine.

MOP Kickstarter donor Kayletta sent in this question, which I posed to our writers and our special Patreon guest, Roger, this week:

What’s the most nitpicky detail in an MMO that has caused you to log out/walk away/quit game in annoyance?

Let’s do this!

Read more

Massively Overthinking: The language barriers of MMORPGs

This week’s Massively Overthinking topic comes from Kickstarter donor XanadoX, who wants us to talk about “playing MMOs in another language: Korean, Japanese, or even English if English is not your mother tongue.”

Have you done it? Do you do it? Is there anything to be learned from it? Are there any games where it’s totally worth it? Let’s talk about the upsides and downsides of playing foreign games and language barriers in MMOs in general.

Read more

Massively Overthinking: When IPs are wasted on mediocre MMOs

This week’s Massively Overthinking question comes to us from Kickstarter donor Aldranis, whose query neatly dovetails with the IP-related question we answered on the podcast earlier this week. Aldranis writes,

Do you think IP-based games lead to an oversaturation of mediocre MMOs on the market? It seems for every Marvel Heroes or Lord of the Rings Online, there are one or two Matrix Onlines. I feel these types of games can not only stunt design/developer creativity but also introduce games that no one would really play, wasting a great IP. Similarly, I’m really bummed that World of Darkness didn’t make it to the light of day (pun very intended). That was an IP-based MMO I was really looking forward to, and now seems to be lost, at least in the short-term.

I posed Aldranis’ question to the Massively OP writers, and man, they took the diss on The Matrix Online as fightin’ words!

Read more

Massively Overthinking: Nasty labels for players in MMOs

This week’s Massively Overthinking topic comes to us from an anonymous Kickstarter donor, who wanted to talk about excessive namecalling jargon as it pertains to groups of players in MMOs:

Regarding sneering terms for players (whales, carebears): Why is it considered inherently superior to prefer to play for free, and to think smashing other players’ heads in is fun?

Of course, it’s not just PvP players and F2P players generating rude epithets for their enemies; we have nasty terms like “freeloaders” and “sociopaths” clogging up discussion too. So what’s up with the namecalling and tribalism in gaming? And why are we so obsessed with how people pay for things and what type of thing they like to kill in video games? I posed these questions to the MOP writers this week.

Read more

Massively Overthinking: What would persuade you to play a classic MMO?

For this edition of Massively Overthinking, Kickstarter donor Sargon wants us think back to 1997, when Ultima Online launched and parted MMOs from graphical MUDs forever. Now think forward to 2015 again. UO’s still here! And Sargon wants to know why it’s not getting more play.

What would persuade you to return to Ultima Online? If you are a former player, what would it take for you to go back? If you never played before, could Broadsword do anything to inspire you to try it?

This question needn’t even be specific to UO. We all know that older games struggle with making inroads into modern markets. Let’s tackle the conundrum: I posed Sargon’s question to our own MMO die-hards.

Read more

Massively Overthinking: The return of ‘consequences’ to MMOs

This week’s Massively Overthinking topic comes to us from Kickstarter donor Antonia “Toni” Phillips aka ToniLyran, who’s hit on a sore point with our writers, it seems:

In indie game development, we are seeing a resurgence of games with “real consequences.” With the coming of Crowfall, do you think that we will start to see a trend back to MMO’s with real consequences once again?

What exactly constitute real consequences? Are games like Crowfall actually creating real consequences? Are we trending that way in general? And if we are, should we be? I pitched these questions to the team and got an earful.

Read more

1 7 8 9 10