Opinion pieces are by definition neither neutral nor subjective. Massively Overpowered’s writers’ editorials reflect their own opinions, not necessarily the opinions of the site or company.
So, yes, I did actually play some Ultima Online. Or I tried to play some Ultima Online, at least. I’m not sure that most of what I did was actually something that I would call “playing,” although it involved me being in the game and ostensibly interacting with it. And it’s times like this that I particularly dislike my job, because this puts me in something less than a comfortable position.
I don’t know how many of you reading this right now are fans of UO, and as I established in my first column, I don’t really feel as if I’m equipped to critique the game as a whole because this is where everything started. This is the original of the species. It’s like that gag in Dr. McNinja wherein Ben Franklin is mentioning that inventing things during his original lifespan was easy because all you had to do was pay the slightest bit of attention.
Earlier this month, Pantheon’s community team tweeted out a question that keeps coming back to me: “What motivates you to play an MMORPG for long periods of time, as in months, sometimes, years?” My first reaction was a pretty common one I bed and was true for me for a long time: friends and guildies! I certainly played some games far longer than I would have otherwise because I wanted to hang out with friends (EverQuest in particular is coming to mind).
But in recent years, when I already “see” my friends and guildies every day in external chats, I’d found games need some other draw too. Housing is probably the biggest one. I don’t usually get sucked in for dailies or anything like that, but give me a house that I love and want to keep up – that I’ll not only log in for but pay for, as my continuing Ultima Online fees prove.
What keeps you logging into MMORPGs over a long period of time?
Massively OP reader Steve wants us to revisit the Daily Grind on making death more meaningful without making it more annoying. His letter was long, so let me paraphrase a bit:
“It feels to me like underlying point was, ‘MMOs are too easy, so how do we make them harder?’ The question of video game difficulty is something that is seldom ever tackled head-on, as it tends to draw out a somewhat vocal minority. There are so many worthy topics about how people define difficulty, twitch skills vs. depth, easy vs. hard, difficulty vs. accessibility, easy vs. engaging, shallowness vs. depth, and so on. These are things I’d love to really see discussed more online, and very few sites will actually touch it. But I think that MOP’s community is overall mature enough to actually have some discussions about this without it devolving into a fist fight.”
I’m sure you’ll prove him right! Right, guys? Guys? So let’s talk about MMO difficulty in this week’s Massively Overthinking. What do we really mean when we talk about “difficulty” in MMORPGs? Are games easier than they used to be, and if so, is there something studios should do to change that?
If Allied Races show us anything, it’s that World of Warcraft is really in no danger of running out of new races to throw at us. This particular system is adding nearly twice as many new races in one expansion as we’ve had added during the entirety of the game’s lifespan thus far, there’s another one that looks to be set up for this as well (hello there, Vulpera), and there’s a deep roster of other options that people have asked to have for ages. Yes, it would take some work to retrofit Vrykul and Ogres, but considering the work going into new male orc poses, Zandalari Trolls, and Kul Tiran Humans, it is definitely not insurmountable work.
Of course, as I alluded to a while back, we sort of have a disconnect right now where we’ve got far more race options than class options. And while we’re awash in races, we seem to be in danger of running out of classes that can’t be pretty cleanly modeled by what’s already in the game. That doesn’t mean we can’t get any new classes, of course, but it’s hard to justify the inclusion of a Pirate class when we already have a Rogue spec doing everything such a class would theoretically offer. The inclusion of mechanical Hunter pets alone basically short-circuited talk about “Engineer” as a class.
Not that this means we’re out of options, of course; in fact, there’s still plenty of things left in the bank of known or reasoned class options that we can’t play just yet. So let’s talk about some of those options, and along the way I’m sure we can fit in some fun discussions about the difference between classes and hero classes.
MMOs are games of repeated content. You log in and do some things today, then in all likelihood log in to do several of the same things tomorrow. That’s a part of the genre, whether it’s a matter of “killing this boss in World of Warcraft until he drops the sword I want” or “rebuilding my kit in Darkfall after someone killed me and took my stuff.” Fundamentally, it’s repeated content.
Many games have sensibly made a lot of this regular content have reasonably fixed limitations. You can only earn so many tomestones a week in Final Fantasy XIV, for example. There’s a set limit on reputation gains per week in Star Wars: The Old Republic. There’s the nature of daily quests in, well, every game under the sun with daily quests. You get the general idea.
So here’s the question: How much time do your regular MMO tasks take up during a given day? Do you just hop in, get login rewards, and depart? Do you regularly spend an hour just doing your daily tasks? Or, for that matter, do you tend to lose interest in a game once you’re on to doing regular maintenance tasks?
We’ve all been there. We’re playing our favorite MMORPG and then self-appointed professors of game history start arguing in world chat about firsts — usually, which MMO was considered to be the “first.”
As much as we all like to feel and be right about something, the truth is that history is messy and often ill-defined, even history as recent as that of video games. If you go looking for clear-cut facts and definitions, you might end up with an assortment of maybes, possiblys, and who knowses.
So when it comes to “firsts” in MMOs, there’s a lot of debate over, well, pretty much everything. One thing that I have noticed while covering The Game Archaeologist for many years now is that studios do love claiming to be first in various aspects. Whether or not these firsts are legitimate or can be challenged is debatable, but I thought it would be interesting to compile these claims into a list for your enjoyment and future world chat arguments.
I have vague memories of ArenaNet talking about Guild Wars 2 taverns prior to its launch and how these spaces would be more than window dressing. Maybe that was a dream or something, but I’ve always respected the effort to make one of the most iconic of RPG locations — the tavern meeting place — more useful and engaging. Warhammer Online, too, was touting tavern brawls that would take place as public events.
We’re so conditioned to run in and out of such places that unless we are roleplaying for some reason, chances are we never stay for more than a few seconds. And that’s kind of a shame, because I like the idea of players spending some time in bars unwinding. I heard a myth of a dead MMO that used to put such an emphasis on this, but it was probably all bunk.
What could MMO taverns do to get you to stick around? Would you hang out for minigames, gambling, special events, or special buffs?
Season 4 of Guild Wars 2
Living World was off to a roaring start with Daybreak so I was expecting a solid follow-up in A Bug in the System, and I can now say I wasn’t left disappointed. ArenaNet
‘s focus on interesting story delivery hasn’t waned with time and the narrative is greatly improving as a result: Moreover, the teaser trailer for this episode was stronger than any of the Daybreak or even Path of Fire
marketing content in my humble but honest opinion. I’ve rambled on about this before, but the trailer had a smooth delivery and polish that simultaneously captivated current players and contained enough information to entice newbies. The episode is gritty, dangerous, and humorous, and I’m delighted to share its twists and turns with you.
In this edition of Flameseeker Chronicles, I’ll discuss the main plot points for this episode and will share my highlights with you. This article is best read after completion of the episode if you’re worried about spoilers, though tags will be used where needed to avoid the biggest spoilers.
Back in February, PC Gamer put out a piece on the absolute dumbest character armor in gaming history. There’s more than one MMORPG in the list, including World of Warcraft (Arthas’ Lich King armor) and Lineage 2 (Dark Elf string armor). Bizarrely, City of Heroes made the roster too for that one dude from The Lost faction with a TV helmet. The best part is the commentary from an actual real-life armorer (they’re basically all the equivalent of “you’ll shoot your eye out, kid”).
I thought it would be fun to dig further into MMOs for even more dumb armor. Me, I’ll vote for anything where the shoulders would poke me in the eye, anything I would legit wear clubbing, and anything that proves definitively that the designer has no idea how actual boobs work.
Which MMO has the dumbest armor? Post pics if you have them!
I’d like to think that I’m kind of a healthy gamer. While MMOs take a lot of time, the nice thing is that their downtime can lead to forming bonds, or give you time to exercise. Augmented reality games can give you both at once, especially Pokemon Go, since it’s the best-known ARG we have (and the mountains of merchandise make it easier to stand out as a fellow player).
However, it’s not all sunshine and rainbows, and I’m not just talking about game mechanics that have plagued Niantic games since at Ingress. I remember playing that title and thinking, “Man, this game is dangerous! There’s no way they’ll just clone this for POGO, right?” And yet, here we are. But I can’t put all the blame on Niantic, especially after my time with ARG competitor Maguss. Some things just seem inherent to the genre.
Yes, the latest live letter happened, the fan translations happened, and as one could expect the Final Fantasy XIV
fandom has already taken half-translated facts and suspected tidbits as gospel right off the bat. Who could have seen this coming, and so forth. let’s see if we get actually translated and accurate information any faster than usual, although I suspect it’ll be at around the same pace as always.
If I sound annoyed, that’s because I am.
Regardless of the inefficiency of the presentation, we did find out a fair bit about the next patch and associated features for patch 4.3, so we can start discussing some of the things we need to know about the update. Of course, no small amount of what we know is coming is stuff that we could also have expected to see just because of the game’s fundamental structure, but there’s also a lot of genuinely surprising bits. So let’s start in with the stuff that isn’t a new dungeon, a new Alliance Raid, or points related, yes?
Over the weekend in the Guild Wars 2 spyware article comments, a commenter remarked that Blizzard’s Warden spyware was “the biggest scandal in MMOs” over the last 10 years. I was pretty surprised to see that claim; I was aware of Warden, but it probably wouldn’t even make my top 10 list of scandals across the industry. The first one that pops to mind is Blizzard’s RealID, probably followed by Monoclegate, the Funcom insider trading case, the EVE jumpgate scandal, the Sigil Games parking lot firing fiasco, and the NCsoft/Bluehole lawsuit.
I’m positive I’m forgetting some juicy ones. What’s the biggest scandal – scandal, mind you, not just drama – the MMORPG genre has ever seen? Lay ’em on me!
With Project Gorgon now out on Steam early access, many first-time visitors to this strange game are feeling out the world and its systems. So what are they discovering?
Tales of the Aggronaut said that he was “hooked” when he put in a good weekend: “Part of the charm of this game is that it plops you into the game with no real warning or advisement about what you should be doing.”
“There’s never any doubting the sheer personality evident in every aspect of the game,” recommended Inventory Full. “The enthusiasm and good nature of the tiny development team sweeps all cynicism away.”
Project Gorgon not your cup of tea? Join us after the break for blog essays on Second Life, RIFT Prime, Shroud of the Avatar, and even Dungeons & Dragons!