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Massively Multiplayer Games For Dummies

The lexicon and gameplay in Massively Multiplayer games can be confusing and, for some people, counterintuitive. Just the same, the genre has grown by leaps and bounds over the last year. Everquest 2, City of Heroes/Villains, Guild Wars, and a little game called World of Warcraft have all grown the market beyond the wildest dreams of MMG commentators. As such, there are a lot of folks who are either playing these games for the first time, or want to play one of these games for the first time. Scott Jennings steps from the shadows of the internet past, filling the role of advisor to a whole generation of n00bs. His book, Massively Multiplayer Games for Dummies, is a straightforward text on what to and what not to do in any Massive game you're likely to play. Read on for my impressions of a massively multiplayer reference for the rest of us. Massively Multiplayer Games for Dummies author Scott Jennings pages 360 publisher Wiley rating 9/10 reviewer Zonk ISBN 0471752738 summary A new player's guide to the genre of Massive games. If the name Scott Jennings doesn't click with you, you've done yourself a disservice by not reading an intelligent and thoughtful denizen of the internet. Even if Jennings' name doesn't ring a bell, perhaps his old handle might. Known for many years as 'Lum the Mad', Mr. Jennings ran the most popular site about massively multiplayer titles to ever be rendered in html. Lum's talents with the written word and his understanding of gameplay eventually led to his being hired by Dark Age of Camelot developer Mythic Studios, an occupation he still fills today. The Lum the Mad site has spawned numerous descendant sites, where refugees from that locale gather to debate the games of today. Mr. Jennings himself writes regularly on his blog Broken Toys, which I recommend highly if you enjoy the occasional MMOG conversation.

Massively Multiplayer Games for Dummies draws on Lum's many years of first-hand experience playing and making titles in the genre. Acting as a guiding hand for someone unfamiliar with the standards and expectations of what is essentially an insular society, the book assumes nothing about your knowledge of these games. The book is laid out into seven sections, which (in order) get you set up with a game, talk you through the newbie experience, cover groups, guilds, the endgame, and introduce you to the world of MMOGs outside of the gameworld. The seventh section is a great closer, with experiential and first-hand knowledge from Jennings and others who have been there and done that.

Jennings' lack of assumptions turns what could have been a limited-use dictionary into a truly universal reference. He lays out what a new player should expect when picking a first game to play, and goes into some detail on the technical requirements a PC should meet in order to play most of these games. The various classic 'roles' in a Massively Multiplayer title (tank, nuke, healer) are discussed in depth, with examples from several different titles used to add specifics to his general information. Discussions of grouping and etiquette are especially well seen. The act of 'pulling' (starting a fight in a controlled manner) is given a good deal of consideration. What might seem like quirky expectations long-time players will have when it comes to behavior (rolling on loot, frequency of healing, etc.) are explained and given a context for a player who just might not know otherwise. That, really, is the best thing about this book. It lays out the stuff that folks who have been playing these games for years just 'know', and are unlikely to even think about when describing play to a new gamer.

While this tome is aimed squarely at new players, even folks who have been playing for a while may learn something from his discussions of topics such as guilds and raiding. There is an entire section on Guild drama, and ways to know when it is time to move on. I know folks who have stayed with dysfunctional Guilds long after they should have, and this text could provide some backbone to a player with an attachment problem. The section on Raiding features some excellent pointers that will allow a player to reach a place between the common sense 'do what you're told' and scathing cries of 'learn2play!!!". Emphasis on position and considered movement is given, ensuring a new raider who has referenced this text will be a joy for any guild leader to have along. The raiding section is also one of several sections where Jennings offers up a first-hand account of the theory he's espousing. An overview of a raid on the dragon Onyxia in World of Warcraft is a useful conceit, a way to highlight the suggestions he makes in the rest of the chapter with a real-life context.

This 'learn by example' style of writing is both engaging to read, and very effective. It also fairly accurately recreates the conditions under which most new MMOG players learn how to operate within a gameworld. This gives players who use the text as a kickoff point a common reference with their more experienced brethren, and further integrates the new players with the rest of online gaming society. It also leads into the chapter on the 'game outside of the game', which ends the coddling period for a new player and thrusts them fully into online player society. Whatever illusions a new player might have about their fellow party members will be swiftly dismissed after even a single visit to an official game forum. There's also some discussion of strategy sites (like Allakhazam and Thottbot). Jenning's pragmatic approach is much appreciated; Acknowledging that there are places to go for help when you're just plain lost is not something I've seen many online game strategies do.

If you pick this book up while browsing in a store, the chapter to read when you've only got a short time available is chapter VII. The 'Part of Tens', featured in every Dummies book, is an extremely entertaining jaunt through some simple information about massive games. 'Ten things I wish I knew' are bite-sized pieces of advice for new players, all reassuring and usually funny. 'Ten MMG-Related Web Sites' detail some of the most informative sites about massive titles on the internet. It also lists some of the most 'informative', with sites CorpNews and F13 sure to give any new player a crash course in massive player society. 'Ten Proudest Achievements' is a series of firsthand accounts from actual players, each from a different game. Not only do they give the new player a humorous look at real play situations, they allow for exposure to different playstyles and gameworlds in the words of people like those they might meet in-game.

The back of the book contains pure information: a lexicon and a software disc. The lexicon is a large glossary of terms and abbreviations that are commonly used in massive games. Seeing 'WTB' or 'LFG' in your chat window can be intimidating, and new players with this available will have far less to worry about. The glossary even includes some more esoteric terms likely to be seen in-game, like STFU, FTW, and Zerg. The software disc is actually a demo disc, containing installs for the Wolfpack Studios title Shadowbane and Mythic's own Dark Age of Camelot. While I personally wouldn't suggest either of those games to a player new to the genre, it's nice that they were able to bundle in some of the actual software. Someone who hasn't even purchased a game yet will at least have the option of trying out the lessons learned throughout the book.

Scott Jennings accomplishes a laudible goal in the writing of this book. While the Massive genre's growth would indicate that there is no longer a reason to worry about the 'death of the industry', quality over quantity is something that I've always felt fairly strongly about. MMGs for Dummies is, in many ways, a citizen's guide to online worlds. It gives you the lay of the land and teaches you some of the expectations your fellow citizens will have. By introducing knowledgeable new players to the genre, Lum is improving the lot of everyone who plays. After all, gameworlds can be as good or as bad as the people that inhabit them.

Gamers who are already members of the MMOG nation will probably not get a lot of mileage out of this book. A few tidbits might prove enlightening, many of the anecdotes are humorous, and the history that Jennings imparts to the book will be informative for pretty much everyone. This text is well and truly aimed at people new to the genre, though, and experienced players can give it a pass. If you've never played a MMOG, and want to, this book will be well worth the price. For the cost of about a month's subscription fee, you can avail yourself of the knowledge of an online gaming veteran that won't ever complain about your ninja looting, your camping, or your fascination with the /dance command.

13 of 161 comments (clear)

  1. name? by revery · · Score: 5, Funny

    Massively Multiplayer Game For Dummies

    Well, from my experiences interacting with people online, I'm pretty sure I've been playing it.

  2. A little bit softer now by physik23 · · Score: 3, Funny

    As long as it tells the dummies to stop running around shouting things like "50 Cent r00lz!" or "Who here likes to f**k?" it's well worth the money and I hope it sells to every n00b out there.

    1. Re:A little bit softer now by Golias · · Score: 3, Funny

      Page 1, paragraph 1:

      Everybody has already heard your favorite joke about Chuck Norris. More than once.

      --

      Information wants to be anthropomorphized.

  3. Well if it's for "dummies" ... by Claire-plus-plus · · Score: 3, Funny

    ...they should be able to sell it to virtually every MMG player in the world. Good marketing idea.

    --
    99 bottles of beer in 175 characte
    1. Re:Well if it's for "dummies" ... by broller · · Score: 3, Funny

      was a type.

      Oh man, I love irony.

  4. "Real Life" MMRPG w/ 6 billion denizens by davidwr · · Score: 4, Funny

    Welcome to Real Life.

    In this game you start life as a helpless child totally dependent on others for survival. As you gain experience and skills you will have access to more of the game's features, including day care, school, college, and finally a place called "the real world."

    You will also have responsibilities. If you so choose, you can become responsible for new game-players as they enter the game as infants. Be aware that this is committment that will entail responsibilities for as long as both of you are still in the game.

    The game never ends, but at some point you will be forced to exit the game due to circumstances or declining health. The game is engineered so it is very difficult to spend more than 115 years in the game without a severe decline in health.

    Strategies:
    Early in the game: Listen to others and realize that part of their responsibility is to protect you from harm. Learn from them.
    Mid-game: If you have responsibilities for others particularly new players take them seriously. Form lasting alliances.
    Late game: Give useful advice to those who are in earlier stages of the game. Spend time with newcomers.

    --
    Knowledge is how to play a game, intelligence is how to win, wisdom is knowing what game to play.
    1. Re:"Real Life" MMRPG w/ 6 billion denizens by Steel+Grey+Monk · · Score: 2, Funny

      I suggest in the next version release you consolidate the various monthly payments. Many gamers have trouble tracking all the payments on time.

  5. yup.. by Anonymous Coward · · Score: 5, Funny

    mmorpgs = treadmill that makes you fatter.

    i've really got to stop playing them ;(

  6. Uh, a book review perhaps? by Anonymous Coward · · Score: 1, Funny

    Remember book reports? When your classmates would stand up in front of the room and tell about a book they'd read, and you were sleeping at your desk. This is the same thing, only for grownups. Enjoy your nap.

  7. Scott Jennings? by ignorantus · · Score: 2, Funny

    Never heard of the guy. He must be referring to the real master - Leeroy Jenkins.

  8. Biased reviewer / shill. by Tackhead · · Score: 5, Funny
    > Welcome to Real Life.
    >
    > In this game you start life as a helpless child totally dependent on others for survival. As you gain experience and skills you will have access to more of the game's features, including day care, school, college, and finally a place called "the real world."
    >
    >You will also have responsibilities. If you so choose, you can become responsible for new game-players as they enter the game as infants. Be aware that this is committment that will entail responsibilities for as long as both of you are still in the game.
    >
    > The game never ends, but at some point you will be forced to exit the game due to circumstances or declining health. The game is engineered so it is very difficult to spend more than 115 years in the game without a severe decline in health.

    This guy's gotta be astroturfing or shilling. He's missed a whole bunch of problems with the gameplay.

    First off, it's slow. We're talking boring like the Sims, but even slower-paced, and the devs only concession to the slow gameplay is to have a speed-up item that can only be used once a day. Moreover, the speed-up item only works at night (when you should be trying to play) rather than during the day part of the cycle where the game is at its most boring.

    The list of defects goes on. No fucking server rollbacks. You read in the paper that your character's about to get hit by a nuke, so you spend a few days setting up a menage-a-trois with your boss' wife and just one lousy goat, and no nuke comes. Gameplay after that sucks so hard that you might as well pull out the old .45 and reroll.

    Anyways, this guy's review is teh suck. But "Real Life" is teh bigger suck. I wouldn't even warez it.

  9. Example of what not to do by Mr_Tricorder · · Score: 2, Funny

    LEEROY JENKINS!!!

  10. Game experiences by VGPowerlord · · Score: 2, Funny
    Since they have experiences from different games, I'll do something different: combine elements from several different MMOs together into a single experience.

    One day, I was out fightning kobolds in Antonica, when suddenly I was ambushed by the Horde. I managed to get away from them, but I then got stopped by an Imperial patrol, who discovered that I was a Rebel.

    They were much more powerful than I was, so I fled for my Mog House. Unfortunately, my distaff still hadn't finished, so I went back out to Antonica...

    Wash, rinse, repeat...

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011