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Minecraft and that New MMO Smell

Tonight, as I played on our freshly wiped FTB Minecraft server, I realized how similar a fresh start in Minecraft feels to a new MMO.  The first day is all about getting a feel for the terrain, figuring out where you want to begin your new life, and then getting to work.  I realized I was squirreling away items and hanging onto every advantage I could find.

Like playing a new MMO for the first time, everything feels dangerous.  Even though I’ve played Minecraft for hundreds and hundreds of hours, having nothing but a wooden pickaxe then coming face to face with a creeper still makes me scream like Blaine from Rat Race during the airport scene.  Soon that fear is replaced with apathy, and eventually I cease to appreciate all of the little things that I used to treasure.

Just like Minecraft, my favorite part of every MMO is the beginning. I crave it.  I wish it could be relived over, and over.  When World of Warcraft came out there were so many people starting to play that Blizzard kept creating servers months and months after release.  I made a new character on all of them, and on 3 of them I went from 1-60 and did server first raids.

Anyone else love the fresh start in a brand new MMO more than anything else? There’s just something magical about it.

Ideal MMO Group Size

What is the ideal MMO group size?  I’ve been giving raids a lot of thought lately, but the most enjoyment I get out of MMOs comes from a really good group.  I was talking to Graev tonight, and we both prefer groups in the 6-8 member range.

More Group Variety

Having 6-8 members of a group means that every spot isn’t met with the same scrutiny as a group having to truly choose how to fill only five slots.   Larger groups can take a support class, more DPS and less heals, or more heals and less DPS.  Group balance becomes an art, and customizable.

When groups are larger, classes can be more unique.  I’m a fan of specialization, and I really hate homogenization.  I want to see every position in a group filled by someone bringing entirely unique skills.  Fewer slots in a group means that classes have to begin filling more roles.

To go against what I just said, larger groups also allow hybrids to shine.  In LotRO I played a Captain, and a group of six had that extra spot to let me be that class who made all the other members of the group perform better.

How many MMOs these days recruit a class to be the puller, or the buffer, or the debuffer?

Dungeon and Content Challenges

Groups were subjected to rigorous challenges, and often impossible odds when group sizes were larger. This makes sense, though.  A group of 6-8 people is right between enough to increase the challenge, and few enough to prevent zerg mechanics.  Content can still be difficult with fewer people, but overcoming that challenge is extremely different when there are fewer players — this goes back to having less to go on because of group variety being narrow.

I remember the holy trinity used to be Tank, Heals, and Crowd-control.  I don’t know if this can be backed by anything other than my observation, but the smaller groups have been simplified to emphasize DPS over control.

I like off-healers and backup healers.  I like off-tanks and contingency plans.  I like room for error and having the ability to adapt.  The flexibility and options come more naturally to a larger group of players.

All Raids Should Be Flexible

wow flexible raids

Three days ago Blizzard announced a new raiding difficulty: Flexible Raids.  Flexible falls between Looking for Raid and Normal difficulty, and scales depending on the number of players you bring along. You can bring 11, 12, 13, etc., and the content will scale in difficulty.  I think flexible raiding is a wonderful idea, and I wish it would replace the entire themepark raiding system.

I know I’m probably alone where I stand on themepark MMOs and their end-game content. I think that if I can bring 12 people to a raid, and you can bring 20, that doesn’t entitle you to better loot.  Blizzard obviously agreed when they equalized all loot drops between 10 and 25 man modes.

I would love if every raid was equal difficulty: Challenging.  Why should anyone feel forced to take more people for better loot?  Why should anyone feel forced to only have 10 people they want to raid with?  No matter the size of your group of friends, I think the difficulty should scale and be flexible, but the loot should all be the same — after all, if the difficulty is equal regardless of numbers, the loot should equal the challenge and be equal for everyone.  I think the only exception is a looking for raid environment where you throw a bunch of people together who don’t know each other; this one I’m okay with being significantly easier with a lower grade of loot.  Let that be a learning tier or an ultra casual tier.

Hard modes can and should still exist.  Hard modes should provide better loot.  They are hard and should provide a challenge for groups to aspire toward.  These shouldn’t be 40-man raids, or designed to be inaccessible.  If one group can bring 14 people to a hard mode then that 14 people should be challenged just as hard as a group who with 25, and if a group of 100 wants to do a hard mode together then they should be challenged at the same level as the hard mode 10.  That is the beauty of flexible raiding.

MMO Trailblazers

MMO TrailblazersI mentioned in an earlier post about the “guys who knew the dungeons” and how I wanted to talk about it later. Well this is it. I wanted to call them MMO Rangers, but that would probably just confuse people and make them think of the class and not the type of guy I was going for. So anyways, let’s get into it.

Do you remember back in school that one kid who seemed to know EVERYTHING game related? Of course this was all pre-internet (Or maybe not, depending on your age) so the only info we got was spread around. If you needed to know how to get to a secret world in Mario or how to perform a fatality in Mortal Kombat then this was your guy. Or maybe it was the dude at the arcade who had this seemingly arcane knowledge of everything about the game and could give you mind-blowing tips. Regardless, these sages of early gaming wisdom guided us and imparted sacred knowledge unto us and had a huge impact on our gaming lives. In reality these were the kids with the right magazine subscriptions but still… I try not to look behind the curtain.

Back in the days of early and more difficult MMOs we had similar players. These guys were digital missionaries who spread their gospel of world geography, dungeon pathways, and so on. Keen has recounted his tale about his first experience in EQ and migrating from the frigid north to the scorching deserts of Freeport. The player who took him there was one such person, whom to my recollection appeared out of the mists with out-streched hand and whispered, “Lo, let me safely guide you unto the promised land of North Ro.” Or something like that at least. I was 10-year-old kid who gnawed on wooden countertops; maybe I don’t have the best memory. Continue reading “MMO Trailblazers” »