working as intended

Working As Intended is Massively Overpowered Editor-in-Chief Bree Royce’s favorite place to muse about game design, the MMO industry, and worlds gone by. [Follow this column’s RSS feed]

Working As Intended: Sex, love, and MMOs

In the ongoing, neverending sandbox-vs.-themepark MMO debate, the folks on the side of sandboxes want one thing: more. Actually they want a lot more. They want more to do, more to see, more to experience. They aren’t content with linear, level-based, content-poor design tracks scrambling to be the next floundering WoW-killer. They definitely want more than just another online murder simulator. They want to cook and dance and explore and smelt and fish and argue and build and teach and fly and age and discover.

But there’s one thing almost no sandbox junkie asks for.

Almost no one asks for sex.

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Working As Intended: Ten lessons I learned from classic Guild Wars

Guild Wars — the first Guild Wars — celebrates its 10th birthday this week alongside several of my characters who are equally old. I originally picked up Guild Wars as a diversion from World of Warcraft, and at the time, I liked everything about it but actually playing it. Pre-Searing felt like home; it was pastoral and lovely with a haunting score. But back in 2005, the game past the Searing was difficult to traverse in a small party, let alone solo, and the deeper into the game I got, the less I liked it. In fact, I didn’t Ascend in 2005. I gave up on the grueling PUGs right around the time I got to the Crystal Desert.

But I went back, and went back again, and eventually I fell in love. That’s just the first of Guild Wars’ many lessons. Here are 10 things I learned from Guild Wars — in honor of its 10 years of fun.

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Working As Intended: Six things I expect from serious MMO PvP

With PvP-encrusted MMORPGs like Camelot Unchained, Crowfall, and even Revival on the genre’s horizon, I have a glimmer of hope that the future of MMO PvP might not be a dreadful dichotomy of sterile MOBAs and psychopathic gankboxes after all. PvP might just have a chance at restoration to a place of honor in MMORPGs rather than be jammed into themeparks as an afterthought or unleashed into empty open worlds as the lazy dev’s idea of “hardcore content.” MMO PvP has been great before — wouldn’t it be fun if it were great again?

This is how I’d like to see it go down: Here are six things I expect from serious MMO PvP.

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Working As Intended: ‘Multiplex monotony’ and the death of the mid-budget MMORPG

Back in December, film editor and author Jason Bailey wrote a piece on Flavorwire called How the Death of Mid-Budget Cinema Left a Generation of Iconic Filmmakers MIA. He spins a tale of the booming movie industry of the ’80s and ’90s, when mid-budget films were commercially feasible and commonplace. By the turn of the century, however, the movie industry had bisected itself; studios stopped committing resources to mid-budget films, “betting big on would-be blockbusters” instead and generating a hard-scrabble indie scene in their wake. As Bailey’s title suggests, that dramatic shift uprooted a generation of brilliant filmmakers and cheapened the art of films and filmmaking for everyone.

It’s no stretch to say we’re witnessing the same phenomenon in the world of MMORPGs.

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