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Why are MMOs trying to make everybody THE hero?

MMO heroesI was thinking about this earlier, and I find it kind of odd. It seems lately quests in MMOs are trying to portray you as some important person or somebody who interacts with important people. What I mean to say is that according to the story in the game you seem to be quite the mover and shaker around these parts. This really perplexes me because I don’t see how thousands of people all existing within the same game world can all at once be the hero of the story without cheapening it.  If you really want a unique story that casts you in the role of the savior of whateversville then why aren’t you playing a single-player game? They tend to do the job a whole lot better.

I’m not saying that quests where you play an important role are bad. However, it seems that so many games nowadays are designed around questing. Also, every MMO is trying to infuse a story as well because, hell, that’s important right? No… No it isn’t. It REALLY isn’t. And this is coming from somebody who loves to hear a good story and loves even more to write them. Stories in games can be FANTASTIC but MMOs really don’t need them. You can have an overall theme or direction that shapes the lore of the world over time but when you try to tell important, epic stories through quests it is just bad. It’s so because you are making each player the main character of the game and that’s really not the point. Like, at all. It really isn’t, trust me. People that are looking for this experience, again, should seek better offerings. No, really, there are some great games out there where you don’t even have to interact with other people.

Deep down I know I have no right to dictate that players should play something else, but I still really want to. I mean, I liked it when MMOs were a certain way and catered to a specific demographic. However now it seems like there exists a large population of players that want, basically, a single player experience with the option to play with others if they so feel like it. What the hell is up with that? I just don’t understand this at all… The point of MMOs, or at least what I thought, is to exist in a world with MANY additional people and communities of which you needed to rely on and be apart. You are just a cog in the machine as it were. This culture of self-centered players and games that essentially put you at the center of attention primarily, and oddly enough, to your own self… it just… there are no words, man.

Go play a freakin’ single-player game.

End-game Continuity

Let’s talk about end-game a little bit.  While streaming the other day, I had a quick talk with @AshenTemper about end-game.  I was playing The Secret World wondering what it will be like to hit the max level and have the game change from being about discovery and story into a game about raiding; At least that’s what I fear it will become.  The same thing happened with Star Wars: The Old Republic.  Leveling up was all about your personal story, then the end-game transitioned immediately into raiding.  There was no gameplay continuity between the leveling part of the game and the end-game.  For all intents and purposes, SWTOR was two games, and that was a huge design flaw.

Guild Wars 2, and many others before it, purport that they have no real end-game because the whole game is technically the end-game.  That is to say, players will be doing the same things at the max level that they have been able to do since level one.  GW2 has no traditional raids or gear treadmills.  I’m giddy just thinking about it.

While I’m in love with the idea that there will be no PvE end-game in GW2, I wonder how it will work out.  Sure, there will be giant bosses and events to participate in, and with zones like Orr there will surely be content.  Will players get bored, though?  Would you be bored if you were expected to continue doing the same thing?

I’m trying to decide how important an end-game is for me in a themepark, and how I think it can be done best.  I hate treadmills and raids, so that’s out — although I completely acknowledge that plenty of people love them.  Perhaps the problem is time spent in the progression stage, and time spent in the end-game being so unequal.  In the EQ days it would take a year to level a character, but now you’re considered slow if you can’t do it in under two days /played.

For me it will all come down to PvP in GW2 for sustainable end-game — emphasis on the sustainable part, because I’m sure for a while whatever they’ve made will be enjoyable.  I’m not ready to believe that I won’t get bored in a game like GW2 (a themepark) if I’m doing the same kind of PvE stuff forever.  It’s the same idea with raiding for me.  It just gets dull.  Given unlimited resources and complete control of scope, it’s absolutely possible to create content that is fun, engaging, and immersive despite being the same type of stuff players do throughout the game.  But can ArenaNet pull it off? Can they keep me entertained?

What are your thoughts on the whole end-game continuity issue?  Are you totally fine with the leveling part of the game playing entirely different from the end-game, or do you want them to be the same?

Content: GW2 vs. TSW

I’ve decided to write a comparison piece to highlight the similarities and differences between Guild Wars 2 and The Secret World‘s content — specifically the leveling/questing content.  Why?  I’ve played both games and realized that they share core similarities on the macro level, but when you look closer the two are entirely different.

Both TSW and GW2 are also very different from the all-too-common WoW-clone content model.  These two games have done a great job creating something unique.   If you’re interested in finding out more about the content in these two games, specifically my take on them, read on.

Similarities

Both GW2 and TSW are linear themeparks.  The goal is to move from this zone, to that zone, then eventually the zone over there.  A clear start and end point are visible.  Yet within that linear design, both games take a very open approach to how the questing and content within each zone are structured.  Players are free to roam from around the zone and explore.  “Quests” are sprinkled around with the hope that players will come across them and think, “Oh wow a quest in an area I just explored! How unexpected and fortuitous!”

GW2 quests are located at the hearts on the map where a NPC is likely there waiting to give you a reward for doing something “natural” in the area.  Why they chose hearts, I do not know.   TSW’s proper quests are found from NPC’s located in areas you would expect to find people hiding out: A general store, a haunted school, a kindergarten…you get the idea.   While both games let you go to whatever area you want, there is still a natural and intended path of progression from an easier side of the zone to an area with monsters you’re going to struggle against.

Continue reading “Content: GW2 vs. TSW” »

Adventure Log: The Secret World’s Amazing Quests

This week’s Adventure Log is all about The Secret World.  We’ve put in over 30 hours and finally finished Kingsmouth and its surrounding area. This week we’re each going to recount for you our favorite moments from the game so far.  Warning: There will be spoilers for side missions from Kingsmouth area.

Funcom has created real websites for you to interact with while trying to figure out clues for quests. Funcom expects you to use the internet and act as you would in real life to figure things out.

Keen

Two moments are particularly memorable for me.  The first is during the Men in Black Vans quest.  You have to figure out the password to log into the MiB’ish guy’s computer.  The hint is “my wife.”  We found one of the bodies on the ground and noticed it had an email address: @orochi-group.com.  Greav came up with the idea to see if that was a real website, and if so to look up the employee database.  Sure enough, Funcom went through the trouble to actually make real websites.  The name of this guy’s spouse was in there and we progressed.

The second, and perhaps my favorite moment so far, was during the Dead Air quest.  You have to once again access that orochi-group.com site but this time pay attention to the fact that this satellite is made by a subsidiary company.  Go to their website, find the satellite, and look in the details about what is used to repair it; Find those items, repair it, and then decipher a code.  This code you hear is actually Morse code.  Neither of us know Morse Code, so we looked it up on wikipedia (via the in-game browser) and sat there listening to the code, analyzing the sound waves visually as well, and finally came up with the solution.  It was amazing when we followed the clue and realized we had deciphered it properly.

Graev

In general solving the quests together is fun.  Having to think about the clues in a context outside of playing a game, and pretend it’s real life and go about solving the clues as I would if I were actually wanting to find the information is cool.  Funcom actually expects you to use the internet to solve riddles. There’s one quest in particular where you have to investigate a jail cell and the prisoner who killed himself in it said you’d have to talk to his ghost.  That required us to die and come back there in anima form.  We then had to follow ghost ravens and listen to their words and interact with them in an order that matched the riddle in the jail cell.

I really like the spooky setting of Solomon Island, especially the Jack O’Lantern.