The idea for today’s post comes from one of our long-time readers, Bhagpuss. While discussing yesterday’s topic of older MMO combat being much slower, and as a result much deeper, Bhagpuss reminded me that this can also be due to a lack of information provided to the player.
“What does that mob con?”
I love how this phrase originated, at least for me. I first started using it in EQ, and I think that might be its origin. If you’re not familiar with the terminology, a mob “con” is usually referring to its color and aggression status. Back in EQ one simply targeted a mob and pressed the ‘C’ key. In the chat a description would appear in a certain color. The description might say the mob considers you an ally, warmly, kindly, amiably, indifferently, apprehensively, dubiously, threateningly, or ready to attack. Then the infamous color con system was incorporated to give players a general idea of where the level of the mob might be–We had to figure out what “dubiously” meant and whether or not the mob was our level.
Con’ing a mob was just one step. Sometimes that con meant very little. Certain mobs would wreck certain classes regardless of their level. Some mobs would be massive undercons meaning they could con blue but hit you like they were 10 levels above (Dorn in NRo anyone?).
As Bhagpuss bring up in his comment yesterday, a group pulling a red con might be in for a surprise. That red con might be among other reds that are just 2-3 levels above your group… but that red might be 10 levels above. There was really no way to know.
Figuring Out A Fight
Once you were satisfied that a monster might be safe to pull you still had to deal with what came next: What can this mob do to me? Pulling a new mob in EverQuest was always an adventure. Sometimes those mobs could nuke ridiculously hard compared to how hard they melee. Sometimes they charm your own party members, blind, etc. While this element of not knowing what a mob does can exist in every MMO while people are just starting out, it always felt like a constant in a game like EverQuest.
This sense of unknown created danger. Danger slowed people down; Danger brought people together.
I talked on this yesterday but it’s worth bringing up again that mob aggro wasn’t something people could really grasp because it didn’t appear to be exact. If a tank engages a mob and only stays on it for 5% of its health, and a healer casts a heal, that mob might decide the healer needs to die and nothing is going to stop it. Proximity to a mob affected how much it hated you. Healers should never heal standing near the mob.
Interpret and Predict
Players had to do a lot more interpreting and predicting to overcome the challenges presented by a lack of information. I like how Bhagpuss put it, “That fuzziness in itself made for much more thoughtful, tactical combat.” That can apply to everything about old school MMOs. Players weren’t given UI addons, mods, data, or instruction. They were thrown out into the world and told to adventure.
Sure, people charted the world and revealed the approximate level of every mob. Maps were made, guides were read. That still never seemed to remove the ‘fuzziness’ or the danger, and certainly never made anyone have to think less. Players learned to predict and learned to interpret, and as a result they became better players.
As you go about playing your MMOs today, or thinking about them at work, consider what a little less information and insight might do to make your experience a little more dynamic and enjoyable.