Attempting to end the reactionary trend

Once upon a time I had a bazillion ideas all crammed into my noggin each about a different subject.  During the first couple of years that I blogged it was easy to snap out a new entry on a completely new subject every single day.  Once I ran out of my own unique and original ideas to write about, I began to fall into more of a reactionary style of blogging where I wait for something to happen before writing.  I hate it.   It also doesn’t help that right now there’s close to nothing going on in MMO’s from which to draw inspiration.

Occasionally I’ll have an epiphany and new ideas will come to mind.  I think I may have had one.  Sitting at my desk, sipping my Diet Coke, I came to the conclusion that I should revisit old subjects.  What?  I thought he said he wanted new ideas!  Yes, well, you’re right I do but hear me out.  Back in 2007 and 2008 our blog had maybe 1/10th the readership it now enjoys so it’s very possible that none of you even read what I had to say.  I was also writing without 3-4 years more experience behind me.  In fact, looking back at some of my older entries I find that my opinion has changed.  Why not revisit those ideas to see where I stand now?

What I’m going to do is go through some of my old stuff and write down topics.  I may or may not read what I wrote.  Regardless, I’m going to approach the subject with a completely fresh take and see where it goes.  Here are a few subjects to expect (and since I have the subjects already I can knock them out every day):

  • Respecs
  • Mentoring
  • Gear-centric gaming
  • UI Mods
  • The first 5 minutes
  • Death Penalties

That’s just a snapshot of some good topics to work through and dissect.  I’ll also take requests. In fact, I’d prefer to write about something you’re wanting to read about.  Want to know what I think on a subject (MMO or general gaming related)?  Throw it out there and I’ll write.

Tomorrow I’ll kick-0ff this idea with my fingers crossed that it leads to even more fresh ideas.

  • I’m going to suggest that you revisit the idea of community. Why did the old games build community? Maybe it is because I’m a long term gamer, but it seems to me that community was “better” in days of yore. Was it because the games were largely designed for grouping? Was it because the game makers had real events that required audience participation? Because you had to get people to help you corpse drag? Did the fear of a death penalty make you want to group to reduce the chance of dying? The games now look better, play better, but I’d suggest the community is worse.

  • It could be interesting to point at previous articles and note you disagree now and why so long as it isn’t all that is done.

    Coke Zero > Diet Coke

    Community has been done before. Games aren’t as requiring. No need to group anymore means less talking. Auction House trivializes player economic interactions. Dungeon finder trivializes the need to have friends. Everything adds up into the Generation X, I want it now mentality. etc.

  • I can appreciate a really cold Coke Zero, but a good Diet Coke is like ambrosia.

    Thanks for the ideas guys. I can formulate 3 or 4 entries just from your recommendations alone.

    Keep them coming!

  • Redefinition of topics is a worthwhile direction to take as much had changed over the last 2 decades (last decade in your direct realm of experience Keen!), especially with video games gaining mass appeal; for instance even 5 years ago I would have been skeptical if a time traveler from 2011 had told me in the dark future WoW (or any video game for that matter) would be marketing on prime time TV with Mr. T as a spokesman (he may be old news, but he still is a pop cultural icon).
    The change in target audience demographics and resultant modifications in game design philosophy between the AAA’s and indies would be an interesting discussion topic. Not so long ago it seemed realistic to discuss gameplay mechanic design primarily on the basis of desires from a less diversified core group of dedicated nerdy players; now mass appeal had lead to mass marketing focusing on accessibility to the casual player. I wouldn’t be surprised if the casual PC gamer of 15-20 years ago would be considered hardcore by today’s standards as it took more effort to build a good gaming rig and was faced with substantial stigma. I feel the visions of the original devoted player base have been marginalized by the AAA’s in favor of more simplistic as well as overt token economy based systems where everyone can be an in game superhero with minimal time investment.

  • I’d suggest focusing mostly on your old article, and breaking that down and updating it. If you go for a straight “this is what I think of respecs now” approach, you may just end up repeating what others have said about the subject more recently. I think far more interesting would be to see how YOUR opinion has changed on the subject, based on that old entry.

    Might do this on my own blog as well, good idea!

  • Thoughts on player housing?

    Also, this is related to gear-centric but what about player crafted gear vs non-crafted gear?