GameDaily has an interview with Rend’s Jeremy Wood this week that covers a bunch of meta topics of interest to MMO players and watchers of this oddball hybrid title. While Rend has no plans to suddenly become a battle royale title, Frostkeep is very much watching what the MMO subgenres and companies are up to in order to “fill the same psychological needs that are being filled by those games in [Rend].” Specifically, Wood says his team learned a lot from Blizzard and the MMO genre.
“Our biggest takeaway from our Blizzard experience is you can make a fantastically unique product without really inventing anything new,” Wood explained. “Blizzard got where they are by taking inspiration from all sorts of different great pieces of games in different genres.”
It would be easy to dismiss Saga of Lucimia’s pervasive “group-based or go home” ideas as mere rhetoric, but the reality is, there exists a small segment of the veteran MMORPG population that genuinely believes an MMO is not an MMO if it doesn’t focus exclusively or near-exclusively on grouping, and there are going to be games that cater to those folks.
I wanted to bring up that recent tweet because it seems like an extremist, maybe even revisionist position to take for a game in our market, and I don’t just mean in 2018 when plenty of non-MMOs have called themselves MMOs and even more MMOs have shunned the term. I mean in terms of the historical games being used as a touchstone for these ideas. Yes, some early MMORPGs like EverQuest emphasized group content; while you could level up on some classes and in some cases alone, for the most part, you needed to group up to get things done, whether you were taking down a dragon or just trying to squeeze out a few more bubbles of level in the midgame.
You know what gets me excited about upcoming MMOs? It’s certainly not the list of expected systems and features that have since become standard for most games in this genre. Good-looking fantasy online RPG? Neato, that’s terrific, but what else are you selling?
No, what truly grabs my attention is when a dev team uses its imagination and comes up with a creative feature that makes me sit back and say, “Wow, I wish they all had this!”
It’s a shame that we have seen plenty of these systems over the years that were tried maybe once or twice but never adapted into the greater sphere. Today we’re going to come up with 10 examples of such features that truly did try something revolutionary (or at least pretty cool) but haven’t seen follow-ups in games since.
What do you do when you don’t play World of Warcraft but everyone else all around you does and won’t stop talking about it because there’s a new expansion coming out? You try to find like-minded souls and start up a club, that’s what!
“If you do not play WoW or at least have some sort of history with it, you can find yourself in some kind of quasi MMO community minority group. It’s an ‘odd’ phenomenon,” said Contains Moderate Peril.
“I really don’t even know what the story other than Alliance vs. Horde,” admitted I’m Not Squishy. “Sometimes it can feel like I’m there’s a big gap in my gaming vocabulary.”
Believe it or not, this whole column isn’t just about World of Warcraft today, so dive in to read some gamer essays on Wizard101, Dark Age of Camelot, Elder Scrolls Online, and more!
Looking over the past two decades or so, MMORPGs have grown by leaps and bounds with regular releases, events, and (of course) expansion packs. Hundreds of expansions have now flooded the scene, with some of the longest-running titles seeing upwards of two dozen or more.
That got me thinking: Which expansion was the best? Not overall, I mean, but the best for each game that it serviced? Every MMO player harbors strong feelings about which was the best expansion for the titles they enjoy, and I have read many articles in which expansions were ranked, reviewed, and debated.
For this week’s Perfect Ten, we’ll be trying to put a finger on the best expansion for 10 specific MMOs. I’ve taken the additional step of polling the Massively OP staff to give me input on MMOs that they have played extensively over the years. So what’s the best? Let’s find out!
When a game has been running as long as Dark Age of Camelot has, it stands to reason that the players remaining are going to be deeply invested in the game and quite familiar with its mechanics. So if you approach DAOC’s most recent grab bag, understand that you will be entering a zone in which deep and granular questions are asked and answered.
Among the community queries this past week include the issue of whether or not Kertom still drops black weapon enamel (he does, whew), the stacking proc effect of a Howling Predator Vest (why would you want your vest to howl?), and the order in which defensive actions resolve in the game.
By far, the longest answer revolved around players’ Base AF and how that affects damage reduction. “Armor quality affects both the chance that your armor will absorb the blow at all and if that roll is successful, how much damage will be mitigated,” the devs said. “Armor condition also affects how much damage is mitigated.”
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!
By now, many of you probably know that I’m the curator of the MMO Timeline on my personal blog. On this page, I’ve attempted to catalog the launches, expansions, business model shifts, reboots, platform transitions, and sunsets of MMOs by year. It certainly helps me to get a high-level overview of certain eras of online gaming history as well as to trace the development of certain titles.
For fun, because that’s a lot of what Perfect Ten is about, I wanted to start with the year that MMORPGs really took off and select one title per year over the next two decades that I felt had the best debut and was the most exciting title to launch that year. Some years it’s going to be really easy to pick, while others… man, I am setting myself up for some hate mail, aren’t I?
Let’s turn our time machine back to 1997 and get this show on the road!
While we reported in December 2017 that Broadsword was aiming for a free-to-play option for Dark Age of Camelot, we haven’t seen a lot of movement on that front — until now. A recent producer’s letter informed the community that the Endless Crusade update with its business model shift has been delayed to the first part of 2019.
“Once patch 1.125 has released, we’ll be shifting our development resources towards the Endless Conquest update,” the team said. “As mentioned in some previous grab bags this option will now be made available to returning and new accounts rather than just newly created ones. This change does increase the scope of the Endless Conquest update considerably but we strongly believe it’s the right way forward for Dark Age of Camelot!”
In addition to working on the F2P version, Broadsword is busy focusing on this summer’s Patch 1.125 (which includes RvR currency, RvR reward streamlining, and two new class/race combos per realm), a new fall harvest event, and a new website.
When Radical Heights launched, I was inspired to put together a whole Perfect Ten about why trend-chasing doesn’t work for online games. Obviously, my chief focus was on games that wind up being developed at a rushed pace to cash in on trends and then run face-first into problems with chasing momentary trends, which… you know, you can just read the article; it’s linked right there. But it also prompted a follow-up question by longtime reader Sally Bowls asking why, with all of these issues, why the same rules don’t apply to MMOs.
The answer? Well, there isn’t one answer. There are three answers, all of which are part of the same set of considerations. For one thing, there’s the difference of development time and depth. For another, there’s the time before grinding. And last but not least, well… they do apply, really. But let’s take this piece by piece to talk about why trend-chasing for MMOs doesn’t quite provoke the same immediate reactions as it does for, say, MOBAs.
The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line!
Maybe you’ll discover a new game in this space — or be reminded of an old favorite! This week we have stories and videos from Rend, Armored Warfare, Wakfu, Elsword, H1Z1, Conan Exiles, Dauntless, Sea of Thieves, Fractured Lands, Magic: The Gathering Arena, EVE Online, Orbus VR, RuneScape, Foxhole, Shot Online, Dark Age of Camelot, PixARK, TERA, and Final Fantasy XI, all waiting for you after the break!
Making a list of the “biggest” MMOs currently running is always an exercise in frustration. It’s easy to put a few things on the list – no one’s going to argue with placing World of Warcraft on such a list, for example – but then everything else always gets mired in opinions and controversy, and endless cycles of “why isn’t this game I love on there while another game I don’t like is there?!” I speak from experience.
Still, on our list of the healthiest MMOs at the moment, we’ve got only three licensed games: Neverwinter, Star Trek Online, and Star Wars: The Old Republic. Those are by no means the only entries on the licensed game list, of course, but there does seem to be something of a dearth of those. And perhaps that’s more understandable than it seems. For all that we talk about how one setting or another would be perfect for an MMO, there are some unique troubles you inevitably run into when you get into the licensed MMO shuffle.
When it comes to notable years in the MMORPG genre’s history, 2008 stands out as one of the most significant. World of Warcraft’s debut onto the scene in 2004 caused an upheaval in ways far too numerous to go into detail here. Suffice to say that its overwhelming popularity drew the attention of game designers who looked at the staggering numbers of players and found themselves envious of the potential to grab a slice of that money pie.
Many projects went into high gear following WoW’s launch, with plenty of them trying to copy the formula and structure that Blizzard established in the hopes of making it at least partially as big as that game. So-called WoW clones began to pepper the market and there was a sense that gamers were ready to move on from World of Warcraft to the next generation of MMOs. In many players’ minds, this would be either 2008’s Age of Conan or Warhammer Online, two big-budget MMOs with strong IPs that carried a lot of the weight of expectation.
Little did anyone realize that 2008 represented a bubble that was about to burst on the industry and the WoW clones that followed — including Warhammer Online. Today, we’re going to take a look at “bears, bears, bears,” the high hopes of Mythic Entertainment, and how WAR became a casaulty on its own battlefield.