Remember that article I wrote about how MMO quests get it all wrong? There was a lot of consternation about the fact that no one was actually making a game that fit the model I described. As it turns out, that’s not quite as factual as we thought it was at the time.
I was lucky enough to have the opportunity to pose the Crowfall team some questions focusing on social systems and player interdependence; their answers give us an interesting look at one of the core features of the upcoming sandbox PvP MMORPG.
I’ve recently come to realize that my self-identification as a PvP focused player might not be entirely accurate. I certainly enjoy PvP a lot – the more of it, the better, really -, but when I think about my favorite MMO of all time, Star Wars Galaxies, it’s hard to reconcile how little PvP I did…
Possibly the best defense of pay-to-win games I’ve come across, if you can even call it that, is simply that the player in question “doesn’t care”. No elaborate sophistry about the existential nature of a win state in an MMO, no invention of obfuscating terminology like “pay-for-convenience”, just the simple statement that they don’t care.…
Not this again! I know, I know – there’s nothing the MMO blogosphere likes to talk about more than MMO monetization, and while a lot has been said on the topic, I think there’s still value in adding to the cacophony of public opinion. MMO Monetization used to be so simple. At first we had subscription…
This article touches on probably the biggest and most important thing I don’t fully understand. What will groups of players come together to accomplish in Star Citizen? Not on the small-scale – I understand exploration, mining, etc… but what will guilds have as long-term goals? How will they leave their mark on the face of the ‘verse? In today’s article, I wanted to explore that idea.
Everquest: Next is dead, and with it, so goes the genre – at least according to some people. Are they right? Perhaps, but not necessarily in the grandiose nature their title implies.
Looks like the Albion Online team is considering big changes for the way Guild vs Guild and territorial control work. I’ve got mixed emotions on how well they’ll work out, but I do enjoy the spirit of what they’re trying to move towards. Read on for the full analysis.
My original intention for this article was for it to be a simple blog post following up on my previous article exploring why MMO quests aren’t that great in any game besides RuneScape. As I delved into it though, I began to realize this topic was fully deserving of being its own piece. Read on for my thoughts on the evolving place of RPG features in the MMO genre.
My personal feelings on the state of PvE leveling in MMORPG may best be summed up by an article I found while in the middle of writing the one I’m about to link. In his article titled PvE Leveling is a Waste of Time, The MMO Bro bemoans the quest grind as an unnecessary time-sink spent of low-quality content placed in front the players before they can access ‘the real game’, an opinion that’s grown increasingly popular over the years.
My article isn’t about how miserable the standard quest grind is, but rather the reason it’s bad to begin with. With all of the resources recent MMOs have devoted towards improving the questing experience, you’d think they would have gotten better by now, right? Not when there’s a fundamental part of the way modern MMOs are designed holding them back.