Features Out of Sync with the Rest of the Game
Have you ever noticed a particular feature in a MMO that simply feels out of sync with the rest of the game? “Why does this exist?†-or- “Why did they…
Have you ever noticed a particular feature in a MMO that simply feels out of sync with the rest of the game? “Why does this exist?†-or- “Why did they…
The most dangerous question you can ever ask yourself when playing a game is..."Why am I doing this?"I've lost track of how many games I've dropped simply because I came…
Yesterday, Graev and I were once again having a text conversation that eventually led us down the "I wish there were really new and interesting games being made these days..."…
In my last post I pointed out that "LFG" is still very much a thing in modern MMOS -- even the most "accessible" ones. The interfaces have been updated, but…
I had a friend ask me what I thought about the MMO industry going back to the old school style of games. Then I saw this question from the Pantheon twitter account. What do you think about the industry’s recent shift back to older school games and vanilla re-launches/servers?
MMO industry going back to old school style of games?
Industry shifting back to old school games and re-launches?
I’m not living in the same world, I guess.
The MMO industry has not shifted anywhere. In fact, the MMO “industry” is quickly losing its “industry” status altogether. The MMO genre has been dead for several years now, with a handful of strong titles still living on to keep that flame from going out.
I have always loved the act of going out to gather resources. There’s something so meaningful about the accumulation of raw resources, whether it be to take those resources and create something yourself, have someone else use them to make something for you, or to simply sell. Harvesting resources can be so much more than that, though, and should be if a MMO ever hopes to create a harvesting system that’s meaningful.
My days of meaningful crafting in MMOs were few, relatively speaking. My big claim to crafting fame was in SWG where I made millions and millions of credits as a Chef back in the early days when I could make various foods and drinks to radically improve people’s stats. I took those millions and invested them into a vast network of resource gathering harvesters (by purchasing other people’s slots to use them since you could only have one character). I took them resources and either used them, flipped them raw, or converted them into items that I then resold. At one point I even opened up a tailor shop and a weapons and armor shop where other crafters sold their goods on consignment — goods they made with my resources.
I’m a believer in harvesting resources being more than smacking a random node that then disappears. That’s lame, and I don’t find it ‘fun’ at all.
I haven’t felt the urge to play so many characters in a MMORPG for over a decade. I think the last time I felt this torn between characters was in Vanguard. In WoW I’m currently playing my Paladin main, a Warrior alt (who has almost caught up to my Paladin in gear), and now a Monk who is a fresh 120. I like them all.
Trying to level up alts and then subsequently gear them isn’t always the easiest activity in WoW. Taking WoW at face value and keeping all things relative to WoW, it’s not alt friendly. Since most of the end-game activities I want to participate in are gated by gear grinds, I find myself stuck in a feeling like I’m running in place. I want to go do higher M+ keys, but my luck on drops sucks. I can’t get the traits I want, or I can’t get the iLvl upgrades I want, etc.
The experience of making a new character and thriving has significant barriers to entry.
Should MMORPGs be more alt friend? If so, how?