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.
MMO housing systems are one of those topics we used to all sit around the table and talk about. Back in the good old days, when there were half a dozen major MMOs in development and everyone was talking about mechanics and features, etc., there would inevitably be a conversation about housing. Will the game have housing?! I remember the forum posts (remember forums?) with long discourses on the pros and cons, how it could be implemented, etc.
Devs would hype their game having houses when it comes out and there would end up being no housing at all. Open-world housing would be promised and it would end up being instanced neighborhoods or “islands” off in the middle of no where. For whatever reason, it kind of became a big joke to me.
I love housing in games. I love decorating them, building them up, collecting things to store in them, and visiting other people’s houses. But I love those things when the games are built around them. Does that makes sense?
Today Blizzard announced some big changes to the Azerite armor system. The Azerite system has many flaws, but chief among them is the RNG surrounding obtaining them. There are multiple pieces per slot, and only some of them you want. Obtaining them is an absolute chore right now.
Much of that is going to change.
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?
If there's one thing the entire WoW community can agree on it's that the Azerite Armor system has been a complete and utter failure.
What was supposed to be a system that allowed players to farm the gear they wanted turned into a RNG hell. What was supposed to be a system that made gear more available made gear more inaccessible than ever. What was supposed to be a system that made off-specs more friendly turned into a system that was just as unfriendly to off-specs as anything else, to the point where it's faster to make a new character than to gear up an off-spec.
I just got back from a business trip to Chicago. This was my second time in the Windy City. Thankfully, it wasn’t so windy. The four days I was there were fairly mild — mostly 60’s and 70’s with 10-15mph wind. As a Southern California shorts-wearing flip-flop-card-carrying member, I did get chilly in the evenings when I would adventure out looking for food. Since I’m not really into the whole food scene or the city scene — especially at night in Chicago — I spent a lot of my time inside.
Back in the day I used to bring a laptop and play games. Even the older MMOs could run on my janky laptop. I would have loved to have WoW running on my iPad Pro or Surface Pro, but was left watching Netflix and playing old school games from GoG.
I had some time to read forums and browse around. I found a topic talking about whether or not you like playing multiple MMOs at once, or if you prefer to stay loyal to just one.
Should quests exist in today's MMORPG landscape? If so, then how many are too many? This is the question I saw on the Pantheon Twitter today. These questions always strike up a good discussion, so let's jump in.
The question itself simply cannot be answered with a number. We're looking more toward what type of role quests play in the overall design of the game -- what are they a vehicle for, and do they dominate or support gameplay?
Here's my take on the subject.
Quests are often the vehicle for story. In today's modern MMOs we rarely, if ever, see dialogue or story outside of them. If you google "what is a quest" you'll see a very simple definition from Google: "a long or arduous search for something." Quests used to be long adventures where the player would have to truly seek out and, unless they used a guide, figure out riddles, locations, or go on an adventure and see the world to accomplish them.
I remember the days when character stats were simple. You had strength, dex, int, and those usual stats. You might have even had a few percentages represented as ratios based on those major stats. When you found a piece of gear, like a sword or a new pair of boots, it was obviously an upgrade or a better items -- or it wasn't. For quite some time, this transparent and easily observed way of understanding your character's stats hasn't been present in WoW. Things have seriously evolved... or mutated.
To best understand your gear and what's an upgrade, or to even make heads or tails of it at all, you must do what the cool kids call "sim yo self". To simulate yourself you download an addon gives you a bunch of gibberish representing every facet of your character. You then plug that into a website like Raidbots where it parses all of your data and determines, based on various criteria, how your character performs.
Finding a place for crafted gear in a mmorpg where loot can drop from monsters has always been a really rough spot in mmo design. Over on the Pantheon Crafters community they asked a question about whether or not they can co-exist without one eclipsing the other. Let’s check it out.
For this week’s Crafter’s Roundtable, we want to hear from everyone about how you think loot and crafted items can coexist in the game and both be viable without one eclipsing the other. Let us know what you think works to achieve a good balance, and what doesn’t, and why!
I’ve always preferred a system where players taking on the role of full-time crafters create the gear for the adventurers. The most successful design I’ve seen on this is where the adventurers bring back specific items to augment and enhance what the crafters make.
Since we’re talking about the two systems co-existing without one eclipsing the other, obviously both must come together make the best items. Perhaps a crafter can make an item and an adventurer can find an item, but when the two combine together they make something better. This relied on both sides. Still not a perfect scenario.
My favorite is expendable loot. Nothing that drops or is made should last forever. Master crafters could prolong the life of an item, but ultimately that item will break. I also like the idea of augmenting gear with either dropped augments or crafted augments, but those augments would cause the item to degrade even faster. I think I like this system so much because it affords players multiple opportunities and avenues for finding, improving, and retaining gear.