The honeymoon is over. I came, I saw, I floundered, and after a few blissful months reimmersed in my old Azerothian stomping grounds, I’ve found myself completely sapped of the will to carry on.
Turns out I’m hardly alone in this. The forums and social media communities have been aflutter with a consternation regarding the current state of the game. There’s been weeping, gnashing of teeth – you know, all the usual stuff. So where’s it all coming from?
One of World of Warcraft: Legion’s signature features was the introduction of artifact weapons: powerful, lore-steeped items that would grow with players over the course of the expansion, gaining in power and abilities rather than simply being replaced with new drops over the course of the years-long campaign against the Burning Legion. With a weapon system introducing that level of permanence, the need for extensive customization follows, so each artifact weapon comes with a variety of unlockable skins in varying hues. Some feature straightforward unlock requirements: the completion of a quest or the fulfilling an achievement. But others are less straightforward, with even their very existence going undisclosed except to those with the data mining skills to find them.
There’s a popular conception among the MMO cognoscenti that irrespective of circumstance, monetization involving cosmetics is never a problem. There isn’t a fundamental issue with that line of thinking – I would expect everyone could agree on a general tiering of monetization egregiousness with competitive pay-to-win as a capstone and a variety of other methodologies cascading into generally the same order with only a minor degree of variance – but the idea that this lesser evil can never be problematic isn’t one I can fully agree with.
It seems like anywhere you turn these days, you’ll find the creators of some up and coming MMO extolling the virtues of player interdependence in MMOs and how it’s making a comeback in their game. Titles like Crowfall, Saga of Lucimia, and Pantheon: Rise of the Fallen are touting the concept as something of a core design principle, promising that with it as a development objective, their game will usher in a return to the golden age of MMORPG communities.
I recently encountered a Reddit thread in /r/Games (which is like /r/Gaming, but not terrible) that really made me wax nostalgic. The titular question was this: Have you ever had a personal rivalry in an MMO or otherwise? What was it like? Hopefully you’ll pardon me if I share a bit before getting to the point.
Today I want to bring you a bit of a rant spurred on by some spurious popular wisdom – that more options are always better. I frequently see this used in forum posts or articles, always with no justification or support provided. It’s as if people believe this bit of logic to stand as axiom, and with how…