Most MMO dungeons are normal songs. You start out and you have a pretty clear picture of the beginning, middle, and end; they don’t really change up much. But the endless dungeon is like improvisational jazz. Sure, there’s a beginning and often a fairly reliable end, but the space in the middle can be filled with all sorts of things. You don’t even know what’s going to be there until you’re already in the thick of it. It could be filled with creme! (Probably not, but hey, life is weird sometimes.)
Our reader Arsin asked us a while back about MMOs with endless dungeon modes of some sort, and well, we do our best to find these things out. The goal here is to have an online-only game with randomly generated content between the start and end. Arguably some of these might not fit your personal criteria, but that’s all right; there’s plenty of variety here!
So I’ve been thinking. (A dangerous pastime, I know!) And I have actually been formulating an idea. And that is using a survival game like Conan Exiles to run a guided player campaign. You see, way back when as I was first playing D&D and other tabletop campaigns, I dreamed of the ability to play them in virtual reality. Can you imagine it? Instead of saying, “I cast a fireball,” you actually just do it! It is still a dream; a VR experience is not quite possible yet, but when I found MMORPGs I felt it was one step closer. I could see my actions play out in an adventure. However, for the most part it was an already scripted adventure according to the game devs. In some cases there were tools for players to make their own adventures (and boy, have I celebrated those!), but there were still more like story vignettes in a larger world out of the game master’s control. To really have a fully-crafted experience, you need greater control than what the MMORPGs afforded.
And then came survival games. Now there is a whole world you can take control of and run a story campaign. Granted, they aren’t perfect, but survival games offer more tools for creating a robust visual player campaign a la tabletops. And that’s exactly what I am planning in Conan Exiles.
The fun thing about ranking the beast tribes of Final Fantasy XIV
is that before I started in on this, I actually had no idea who would wind up where. I knew there were some tribes I liked more than others, but the actual final rankings surprised even me. Mostly toward the top; some entries, like the Lupine, were always going to be low on the list. But who would have thought that the top spot would go to…
Well, you’ll have to read for that. For now, let’s just make sure you’re caught up with the bottom ranks and the middle ranks. We’ve got five tribes left to go, and so by process of elimination you no doubt have a relatively clear picture of what tribes have to be here in some order, but let’s count them down. Starting with number five, just past the break. (The other four are further past the break.)
It will never cease to amaze me how artists for MMOs can come up with costumes that require no actual adherence to physical laws whatsoever with ornate overlapping armor plates and such, and then determined fans will figure out a way to make those costumes a reality. Walk down the hall at any convention and you’ll see people in perfect World of Warcraft armor, spot-on Final Fantasy XIV artifact sets, and sometimes even some shockingly realistic Minecraft outfits.
But that’s just focusing on the amazing fan creations that you see walking beside you; there’s amazing fan art for characters from Star Trek Online to Star Wars: The Old Republic, fanfic that covers personal adventures or just filling in narrative gaps in settings like City of Heroes, and so forth. So our question today is whether or not you’ve ever taken part. Have you ever been a creative fan for an MMO? Have you made art, told stories, even just compiled lore dictionaries and research on the basis for bits of lore for those who want it? Or are you content to admire fan works without producing any yourself?
Now that the next World of Warcraft expansion is almost upon us, it’s time to say farewell to Legion and all that that entails. MMO blog Leo’s Life took some time for a retrospective that examines the highs, lows, and patch rollout over the past two years.
“Aside from the penalties to alts, I think Legion delivered an amazing package,” he said. “The timing of content release was good, the content was relatively bug-free, the lore was solid, the flows inside each zone worked… it was all rather seamless.”
We’ve got plenty of additional MMO essays for you after the break, covering topics such as player housing, grouping, events, ageless MMO thrills, and more!
I don’t know if EverQuest holds the crown title for the MMO with the most expansions, but I’m sure it’s among the top three if not at the number one spot on that list. It’s astounding to count them up and realize that two dozen expansions have come out for that game between 2000 and 2017. That averages to a little more than one per year!
Today I want to pay tribute to the 24 expansions of EverQuest by going through them, one by one, and seeing how they grew and enriched the game over the past decade-and-a-half. I would also love to hear testimonies in the comments as to which EverQuest expansion you enjoyed the most!
It’s important in an MMO to feel like you own the bundle of stats and spells that you lovingly refer to as a character. Pantheon: Rise of the Fallen has taken a step toward improving that feeling with the first version of its character creator, just patched into the game’s test client. Hooray for making characters!
Meanwhile, Defiance 2050 has moved out of its test phase and into full-on relaunch territory. Hooray for launches!
There has been some other beta movement, too. Some of it is rather silly. Cases in point:
So, somewhat silly, but rather quiet. Not a bad week! We’ve got our usual list of games in development just below, and as always we appreciate anyone letting us know if something swapped phases without us noticing down in the comments. It’s very kind of you.
first came out, I had very low hopes for it. The game already was launching into a crowded field, and it was doing so while basically just taunting
Blizzard to invite comparisons to World of Warcraft
. Seriously, the game had that remarkably ill-advised “We’re not in Azeroth any more” ad campaign, that looked like a bad idea then
and looks even worse now. I didn’t play it before launch, but at a glance I had thought, “this looks like a good free-to-play title but it can’t go up against WoW
To put this in street fight terms, this is the 98-pound weakling kicking the head of a motorcycle gang in the shins, then asking him what he’s going to do about it.
Fortunately for everyone, that story did not end the way you might expect. Sure, RIFT did not in fact take the entire world by storm, but it has been running successfully for several years now, pumping out expansions and big updates and generally managing to keep its head above water. And it no longer looks, at a glance, like WoW with a lick of paint despite that being its initial design.
It’s a pity that World of Warcraft hasn’t really updated its character creation in a long time, because the game direly needs it. The fact that every single Night Elf has the same height and build is kind of shameful, and the only thing that makes it slightly better is the fact that it used to be even worse. But it’s still bad, especially when you consider that this is a wildly popular game with plenty of money to improve this.
Of course, it’s hardly alone in having a not-great character creator; Star Trek Online has long suffered from having only a couple of hairstyles that look good on any given race, while I’ve never been able to make a character I’m totally happy with in RIFT. So what do you think, dear readers? Which MMO would benefit from a character creator update the most? Is it an older game with a sadly out-of-date creation tool, or is it a newer game that could just offer more or better options?
OK, I’ll come right out and say it: I love the Rishi stronghold. The Star Wars: The Old Republic
developers have outdone themselves. I will unlock that whole stronghold as soon as it’s available on the live servers. It will be expensive, even for me. But I will do it, and I will not regret it.
Star Wars: The Old Republic, an MMORPG that has taken some hits for not doing things right for its community, might be turning some things around with its latest patch 5.9.2. Of course, this latest update puts a lot of focus on PvP, but for an MMO that places the story as a major pillar of its design, we know that PvP will never be its only focus on any patch.
Even though I admit that I love the new patch and stronghold, I am not blind to its flaws, so let’s take a tour of the new stronghold to examine the good and the bad.
Continuing from my previous column, I’m going to be running through the second decade of graphical MMORPG launches and picking the best title to debut in any given year. From doing the first decade, I know that this thought exercise isn’t always fair; some years have several great contenders, while others see one mediocre one rise due to a lack of competition.
Still, it’s kind of fun to look back at MMO history and to see which game was really the best of that year. And if you ever felt sore that a particular title got overlooked, well, consider this a retroactive awards ceremony of some sort.
Let’s dive right in where we left off with 2007!
Unless you’ve been living under a rock, you’ll have noticed that two Guild Wars 2
developers were cut loose last week after a heated Twitter exchange that was initiated by narrative lead Jessica Price. What started off as welcome insight into the problems with player-character narrative development in MMOs turned into a PR horror show
when the dev felt slighted by a comment received in response to her musing.
The internet is alight with opinions on the drama and ArenaNet’s response to the comments made by Price and her coworker, so in this edition of Flameseeker Chronicles, I just had to address it myself.
Heaven-on-High is not quite the same as the Palace of the Dead. That is not surprising; they’re different places with different lore and slightly different goals for their place in Final Fantasy XIV’s
overall breadth of content. But they’re both part of the same food group, so there’s also the basic expectation that Heaven-on-High will be, functionally, Palace of the Dead 2. Which is… not inaccurate.
This is, in summary, an iterative take on the idea already established rather than a whole new frontier of content. It has both good sides and bad ones, and by and large I think it’s an improvement over the first version of the Deep Dungeon content. That doesn’t, however, mean that this take is flawless. It doesn’t even mean that every addition even enhances the overall experience. So let’s start prying into the dungeon from my first several runs, picking out the good parts from the negative and seeing what works for the future.