Year in MMORPGs Reviewed
Grimwell.com has an excellent piece on the past year in the MMORPG scene. It highlights the best, worst, and in-between as regards Massively Multiplayer Online Games. From the article: "I have never played so many different MMORPGs in one year before. This is one of the defining features of 2004: an abundance of choice in the MMORPG market like never before. While a few games, like Earth and Beyond and minor independent ones, closed their servers, most games from previous years are still available."
...are bad for you.
I played Earth and Beyond, it was my first MMORPG (Galaxies was my second), and I really liked the inside-space ship vs character walking around in a spaceport modes. Eve I saw you did not have the freedom to get out of your ship, you were just a picture inside of your interface. I know SWG has ships now that I no longer play it but are there any other games where you have a ship for most of the game and can walk around outside of it for the other times?
I enjoyed City of Heroes for a while, because I liked the genre, but it still ended up being "Everquest in tights." One oddity of CoH was that, like most MMORPGs, it gave no experience or rewards for defeating low-level opponents with a high-level character, so you ended up having hundreds of "heroes" in mighty-looking capes casually jogging by as old ladies getting mugged were screaming for help.
I now play World of Warcraft for the simple reason that most of my friends who play such games are playing WoW, and I would rather game with them than a bunch of strangers. There seem to be a lot of nice evolutionary touches, but it's still really just a new skin on the same old Nethack.
I'm still waiting to see what the "next big thing" in MMORPGs will be. I don't see much evidence that the answer is coming in 2005.
Then again, I'm one of those jerks who sits down at just about every single mouse-controled FPS deathmatch game, frags a few people, and says "meh... I played this game already, back when it was called Quake."
Information wants to be anthropomorphized.
The year might be considered 'diverse' next to previous years, but the truth is, only a few companies offered up anything new on the formula. You basically can cut MMORPGs between the Everquest arch type, the space arch type, and small time odd ball like puzzle pirates. Unfortunately, the only companies that have truly tried to innovate and change the generic MMORPG formula have been smaller companies that lack the resources to really go all out.
The major MMORPGs are defined by the leveling treadmill and dice roll based combat, pure and simple. WoW might have refined the treadmill, and AO might have thrown it in a new setting, but the core game play is the same. I don't know about anyone else, but I am burnt out and annoyed.
Gamers are thought of as kids under the age of 18. How you make a game for someone under the age of 18, and how you make a game for someone with a job and a wife are two very different thing. The thing that is being discovered is that the only reason why we have the misconception that games are for kids is because the first generation of video games was embraced by younger folks. Those people have grown up now, but they have certainly not out grown games. On the contrary, they are the best market out there. Not only do they love games, but they have a big fat wad of cash and consider 50 dollars spent on a video game to be nothing. They don't care if they shell out 20 a month for a subscription based game that they like. For some reason though, MMORPGs seem determined not to appeal to these people.
When I was young, I could afford to spend 8 hours a day on the computer. A game like Everquest was perfect. I had the time and the patience to blow large hunks of my day at some leveling treadmill when I can load of CS or Unreal and start kicking ass instantly. I am older and richer now. I can't afford to waste that much of my time, but I am willing to pay significantly more to be entertained.
I like MMORPGs. I like the social aspect of such games. I like the massive persistent worlds. I like that there are things to do besides killing. I just fucking hate having to 'level up', 'pay my do', 'work', or whatever the fuck you want to call it. My time is more valuable then the time of some 14 year old boy who can spend 18 hours a day on the damn computer every day, yet I have pay the same amount of time to get the same things that he gets. Rationalize the reasons why you should have to waste that much time on an MMORPG all you want, but me and people like me hate it. Period.
What I want is an MMORPG with all the basic ingredients of an MMORG, I just want the damned experience/leveling/skill/treadmill systems and the combat systems stripped. Gut the damn MMORPG and fill its innards with a Half Life 2/FarCry/Thief style engine. Imagine if your thief character really had to sneak around like you were Garret from Thief. Imagine if swordplay was fast paced like Jedi Knight. Imagine if your archer snuck around firing and running like in FarCry. Then imagine after a hard day of fighting you could go kick it back in a bar or craft Puzzle Pirates style. Maybe for the economically inclined there could be an economic game like Rail Road Tycoon (or whatever) underneath. Perhaps there is also a A Tail in the Desert style player senate and politics. Maybe there is even a little Command and Conquer style tactical commanding.
Whatever the case, there is a lot more out there then whack the mole RPGs. It is too bad no MMORPG makers have grown some balls to do something more creative then a leveling treadmill (WoW, Everquest, SWG) or tribes with a larger battlefield (PlanetSide). I suppose in the end it isn't all bad. With some many MMORPGs out there that I don't want, that leaves more money to go to games like Half Life 2.
While it doesn't have the best graphics in the world, I find eve (www.eve-online.com) to be a very deep, but fun game to play. I tried a few others, but I'm sticking with this one for now.
With the vast selection of MMORPG games out (or on their way out), and the mentioned increase in total subscriptions, what is the public reaction going to be?
With violent video games, it seemed to be that a certain threshold needed to be crossed before the public outroar shifted from minor grumblings to a larger, more cohesive assault. I think this became most prevalent around the time of GTA3, and its general national popularity (and subsequent publicity). Is there a similar threshold for MMORPGs whereby if they become popular or prevalent enough, a contrary public outcry will appear?
I have already heard many of the minor grumblings about their (MMORPG's) supposed ability to reduce people's connections with reality, erode people's social skills, etc. etc. Can we expect to see the same kind of polarization that we're currently seeing with 'violent' video games? Are games like WoW and EQ2 going to start showing up on '10 games to avoid' type lists among parent groups?
On a side note, I have to wonder how much of the increase in overall subscription numbers is associated with actual unique users, as opposed to people deciding to play more than one game.
I played FFXI from Oct of 2003 to Feb of 2004. While I enjoyed the game, it is not casual gamer friendly since getting anything done requires time slots of atleast an hour. I then played Star Wars Galaxies from July 2004 to Sept 2004. That game lacked content and bug fixes more than anything else. As soon as the Star Wars part wore off of me, the dullness of the game sunk in.
In comes World of Warcraft. Wow, what a relief. This game is ideal for people like me. You can actually play for 30 minutes and get a lot done. WoW also has in game documentation that gets rid of all the guessing. Another biggie for casual gamers, we don't have the time to try 100 things just to get item we want. In short, casual gamers now have an excellent choice for MMORPGs that fit to our gaming style. Before, I'm not sure there was, so either way, the casual gamer gains a new game type in 2004 (even though it existed for several years before). Besides, I don't think too many veteran MMORPGers will mind seeing SOE losing profits after the type of customer satisfaction they have gotten in the last year.
I couldn't think of anything witty to say, so...you're stuck with this.
I played Earth and Beyond, it was my first MMORPG (Galaxies was my second), and I really liked the inside-space ship vs character walking around in a spaceport modes. Eve I saw you did not have the freedom to get out of your ship, you were just a picture inside of your interface. I know SWG has ships now that I no longer play it but are there any other games where you have a ship for most of the game and can walk around outside of it for the other times?
(I posted this once already, was modded Troll 2x, but I am really curious.)
I'm not a big MMORPG player, in fact I have stopped playing them for about six months. I have not tried the newest batch of games that have been released and so I will not comment there. I spend my online time playing the RTS style games (not that it really matters)
I am however cautiosly optimistic about The Matrix Online. If it plays as well as some of the recent games that are so highly praised it could be a real winner. The setting would be interesting and unique and the storyline is one that I have very much enjoyed for a long time.
I have read previews that the developers are focusing on ensuring that the 'casual gamer' (read: a guy with a job and wife) can get as much out of it as a kiddie who 'jacks in' for 12 hours a day. The focus will be on teams working together, which is really the best part of online games. That's my 2 cents.
I have been playing CoH since it came out and was eager to try WoW because I dig the fantasy genre more than generic comics and I want to be a badass sword wielding warrior type. I have to say that the combat feel of WoW is very boring and not very epic when compared to playing my Katana-wielding, Combat Jumping regen scrapper in CoH. CoH has a much better arcade feel. I also like the fact that I can take on packs of even-leveled badguys (actually, up to +4) and a boss - it just feels more epic. Going to warcraft from this just felt boring. Warcraft also has the graphic look and feel of a kiddie game. Beyond combat, CoH is lacking a lot of things, but these things will come eventually, as the devs have proven that they are willing to kick in well tested, free updates. I sure wish I wouldn't have paid for a 6month WoW subscription...
Just pick your favorite MMORPG and BUY a maxed-out account that has been leveled up by some 14 year old who plays for 18 hours a day.
Just canncelled eve.
Nothing to do but get more money and stronger ships. Fightning is boring, Flying does Autopilot. Everthing else is just waiting for my cargo bay to get full of ore.
Why did i play this game ? Cannot think of a reason...
Planetside, a MMOFPS, and to begin with, it kicked rear big time. I've been playing it for all of 2004 but I can see the end in sight, both of my subscription, and the game.
The idea was simple. Take an FPS, make it multiplayer over a persistant world. New vehicles came along after launch (a bomber and an AA vehicle) and the future looked rosy. But the game has suffered - it's had 3 different managers over the past year, an unpopular expansion, and promised features "just head" which never appear . They've added giant robots that looked cool, but alienated a large part of the player base (which prompted cancelled their subs and left). They've ignored problems in order to put "cool" stuff in (the commander system is still the same as it was on launch, and the high level commanders have just given up on trying to control the zerg).
I still like the game, but it's bleeding players at an alarming rate. It's going to take someone else to have a go at an MMOFPS to get it right. SOE just doesn't get it and that's just a tradgic waste of potential.
This game will probably never happen, but I wrote up a MMOFPS based on the cartoon Transformers. It has heavier RPG aspects than PlanetSide, so your character can take longer to level, and more personalized team work. I've always found that I can have a maxxed out character within a few short hours on PlanetSide. I kicked some tail on PlanetSide, but it had no long term character development to hold my interest. Design Document
God spoke to me.
I'm relatively new on the MMO block - I sat with most of the people who didn't justify the spending. I played City of Heroes, and it was great - it lacked everything I thought really dragged down a game like Everquest (which I never played).
... yes, okay, now it's down to the rolling of the die. I have lots of neat die rolling tools as I stabinate the guy, though.
It was very visercal and direct, great fun. I stopped when I realized the lead developer or whoever is making the decisions has crazy priorities - I can only imagine (s/?)he wants everyone to play like (s/?) does, making loads of alternate characters. I made it to the top and there's nothing to do. NOTHING. But if you haven'tr tried it, it's probably something up your alley - you get your defining abilities within (give or take) 12 hours of play. A level 50 martial arts/super reflexes scrapper is still using crane kick (or storm kick) which they got at 2 or 4. You don't have to get together a group of a gabillion to do a raid for the PHAT LEWT that someone might be camping eccet eccet. You're competitive as long as you don't slot rest (heavily).
But on World of Warcraft, my current addiction of choice... I haven't played Thief, but I picked a rogue because I was tired of how irritatingly other games try to "balance" the strength of the caster types, I had learned DPS is king, and thought a warrior was a little too vanilla for me. WOW.
Let me say that again, in non-acronymed form. WOW. I do crazy stuff that other players do not - because I am a rogue. I turn on stealth, I walk past some guards - maybe throw a distraction - find two buddies guarding the treasure (well, "treasure" - the quest objective).. and come out of the shadows! knocking one out for a minute while I get to
And then a day later I'm asked if I want to join a team for crawling through it, because they need X number of hitters to handle the aggro and adds (unexpected guests to one's combat suaree).. and I did it alone.. because I was able to play a vastly different game than them as a rogue.
It's hardly instant, though. You're given tools as you level, so there's the treadmill. Sorry, boss. Can't help you out of that. But it ain't bad, especially running quests (especially reading the quest boxes).
Seems that most things that are hot this year (instancing etc) have been in AO from day 1. Mind you that day 1 was pretty ugly for AO, but it's very good these days, and you can play it for free for a full year or possibly more!
give it a shot if you were scared by the really bad launch.
Im.
in other words, it's worth all the $0 you pay for it. I played AO in beta and liked it, but not enough to buy it. I got myself a free account last week and played some, but honestly, I don't really see much of a difference between AO now and the beat I played years ago. In fact, the game world seems worse - it feels like they abandoned the older content with all their paying customers focusing on expansion content. I like the way the instanced missions work (a concept later adopted by other MMORPGs) but the content of the missions is pretty lame. I haven't been on one yet that didn't either tell me to kill this person or pick up this object. Duuuoooaahh! Mission Completed!