Showing posts with label introduction. Show all posts
Showing posts with label introduction. Show all posts

Monday, July 28, 2008

No More "WoW Killer" MMORPGs, Please

We've heard the phrase "WoW Killer" in reference to up and coming MMORPGs ever since the release of the retardedly successful MMO that spread the world of escapism via persistent online worlds to the masses.

While being a "WoW Killer" is certainly a lucrative prospect (what development or publishing company wouldn't want 62% or more of the MMORPG market share?), what has this goal given the gaming public?

Mediocre all-in-one attempts at dethroning the online giant. Penny Arcade inadvertently summed up the MMORPG industry with their E3 Press Conference Comic. Now replace Microsoft in the first frame with MMO marketers, Nintendo in the second frame with investors and community relationship managers, and Sony in the third frame with developers and you'll see an uncanny resemblance.

Here are a few games I've tried that attempted to take a slice of the pie from the King of MMOs:

  • City of Villains
  • Dark and Light
  • Vanguard: Saga of Heroes
  • Lord of the Rings Online
  • Age of Conan
Thankfully, there were a few atrocities that I was able to avoid thanks to my fellow gamers warning us in advance of how wasted our dollars & time would be if we purchased or played these products (The Matrix Online, Hellgate: London, RF Online, Tabula Rasa, Pirates of the Burning Sea).

What do all of these games have in common? Well, besides mediocrity of course. They all tried to do too much. So much that they failed to deliver in any specific area. So seems to be the trend with MMORPGs these days. Oh, to be a fly on the wall in today's MMO development studios.

I'm a firm believer that every MMORPG that receives financial backing and development support starts off with a few great ideas. A series of innovations that lure investors into green-lighting multi-million dollar products that promise to deliver great results. Somewhere down the line, priorities change. The intended PvE only game (LotRO) is pressured into adding PvP content to capture additional market share. Or the hardcore grind-fest is pressured into being more casual-friendly (Vanguard). In Age of Conan's case, the Free For All hack-n-slash and massive Siege-O-Matic 6000 PvP game is pressured into being more PvE friendly, with PvE raiding content added into the mix. To achieve what? That's right, more market share.

The result of these all-in-wonders is a half-finished, bug-laden, polished turd.


What could have been a "unique and innovative combat system" (AoC) turns out to be a boring, uninspired twist on typical MMO mechanics, pressing up to 6 buttons to achieve what you got with one button press in prior games.


The "most amazing and interactive crafting system ever devised" (Vanguard) comes out as a half-assed puzzle game that inspires suicidal tendencies, not fun.


The "most in-depth character customization" and "exciting new PvP dynamics" (CoV) drowns in a sea of tedious grinding combined with consumable-laden frustration as you attempt to chase down Flash-wannabe #8793 and his mass-teleporting compatriots, hoping to gain a few brief seconds of fighting after a three hour long high-speed chase over the roof tops of what has become a very small gameworld once you started moving at 6000% of normal run speed.


All in all the result is more of the same crap we've seen before, just with a new skin on it.

Meet the New Boss

Same as the Old boss

The one developer who gets major kudos for sticking to their guns is CCCP. They found a solid niche audience, and they resisted the temptation of the masses. Sure, they only possess a 1.5% piece of that pie chart linked at the beginning of this post, but they clearly stand out amongst the other all-in-one clones and wannabes (WoW & Asian grind-fest MMORPGs excluded) as a victor. They found something they're good at, and found success with it.

What's the point? I hope more developers follow this mindset in the coming years so that we, the customers, can receive a product worth our money. The choice is in your hands, oh great and wise developers. Remember, the customer is the one who is going to make or break you, not your publisher. Don't listen to all of us. Listen to the ones who share your vision of the next great MMORPG, and you might stand a shot at creating it.

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Thursday, July 10, 2008

MMOs Are A Harsh Mistress: An Origin Story

I love the MMO in spite of its faults, recycling and trickery. I love to progress a character within a game, and to custom tailor it to my heart's content. I love to roam around with others'/friends' characters, and to wreak all manner of havoc and terror. It's also a blast to sit around with said buddies and do nothing but shoot the shit. I also love that little thing we call 'immersion'.

Now a little step back to my MMO origins: Motor City Online, may it rest in peace. There was, as far as I'm concerned, a one-of-a-kind game. A true racing MMO. Granted, it didn't last long. I'll attribute that to poor management and lack of exposure. Bottom line though, I love racing games. And with MCO I got to build my own cars, sell my creations, have my own little greaser guy in the car (yes, it was all muscle/classic cars and set in the 60s-70s), and race in every kind of mode you can think of. Although MCO was built on a Lobby setup, the player base was definitely Massive, and it was persistent. And I have to let it be known, the customization was phenomenal for its time.

This game really blew my mind. I had played plenty of games online. But nothing on this scale; just your usual lobbied games. Here I was indulging in one of my favorite genres, but I wasn't limited to racing the CPU/a friend/my brother like any racing game before. It was from there on that I was hooked on MMOs.

I think I'll leave my first leap at that, as my next MMO was Star Wars Galaxies. Don't get me wrong; I'm one of the people that had an absolute love affair with SWG (still would if not for the NGE), but that will have to be broken down into many posts.

I'll close with a thought I had while out jogging at 5 in the goddamn morning today (because any later is toooo hot): Repetitive gameplay and the $15 standard. I don't mind forking up 3 fivers every month for a great game... but some games (even when great) are repetitive. I could probably get a monthly handjob on the Harvard campus for less, and get more original 'content' out of it. Developers really need to step up the Dynamic in 'dynamic gameplay elements.'

Keep it here for my next installment in textual intercourse : Savagery and Broken Bliss in A Galaxy Far Far Away. ETA - whenever.

-R

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Tuesday, July 8, 2008

Now It's A Threesome?

I've also got some things on my mind about MMOs. These days I'm starting to spend less and less time playing MMOs, and I think it's mostly because the gameplay they offer is starting to bore the crap out of me, though I guarantee you I've played my fair share.

I think we've all noticed how eerily similar MMOs are becoming in terms of the fantasy genre. When I played Vanguard upon its release, I didn't eventually quit because of the problems it was having. It was because I felt like I'd already played the game for 3 years before I even bought it. I'm sick of this level grinding, archetype, linear fairy bullshit.

But not all of the fault rests upon the developers' shoulders. The consumer has to pony up the cash, and continue doing so in order to keep the game going. It all boils down to that bottom line, and they keep on making games based on formulas that have been known to bring in lots of cash. I can only hope that some game company will have the testicular fortitude to try and make something different.

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OLMMOD Is Open For Business

Hi. In this blog you will finds posts about MMOs from people who play a lot of them for a lot of hours. We will vomit up every horrible opinion and impression we have on everything from the minute details of UI to MMO economics, virtual world theory, fantasy overload, the abuse of intellectual property, combat systems, world design, AI, sandboxes, theme parks, character creations, races, classes, skills, time-based leveling, grinding, farmers. gold buying, combat mechanics, social interaction, time-sinks, transportation, city design, graphics, lighting, physics, music, art, sex, in-game communication, and shit we haven't even thought about yet.

I'll kick it off with a little meditation...SWG-style:

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