ArchiveCategory Archives for "MMORPG"
MMO Blog posts
MMO Blog posts
Something about Battle for Azeroth was announced today. Maybe a release date or prepurchase or something? I don’t know, but the news has people talking about WoW again in our community and the main topic hasn’t been contemporary.
I’m probably not telling you anything you don’t already know and agree with completely. Wrath of the Lich King was so far beyond and away the best WoW expansion there has been and likely — given its direction — ever will be.
What made it so good?
This is an interesting story coming off the heels of Rift announcing its “Prime” aka “Legacy” server. Ultima Online producer Bonnie “Mesanna” Armstrong states quite clearly in today’s UO newsletter that there are no plans for UO to get a legacy server.
She cites the following “challenges“, all of which I think are a little weak.
I received several emails and DM's on Discord asking me what I think about Rift's upcoming 'Prime' server. The "Rift Prime" server will be a subscription only server where content from the past seven years is released periodically to the players. It's essentially the EQ progression server model.
My thoughts? Obviously I'm a huge proponent of the subscription model. There's no doubt in my mind that it is the superior model in every way. Subscriptions make for better games.
As you may recall, we're in a bit of a MMORPG drought. In my 2018 will be the year of... post I was hoping for the MMORPG drought to end with the late-year release of Camelot Unchained, but all hopes of that have been completely illiminated by today's (good?) news for CU.
Camelot Unchained has received $7.5M in a financing round that will accelerate development of the upcoming MMORPG. When they say "accelerate" development, it's also meant to say "catch up" because the game is years behind schedule.
Yesterday’s discussion about level/world scaling and a comment from one of our readers really got me thinking more and more about levels in MMORPGs. Do we really need them? Are they still a core tenet of MMORPG design?
More and more the answer is becoming, “No.”
World of Warcraft has long been without need for levels. Today the patch basically took 120 levels and condensed them into 7. For years online games, MMO, MMORPG, or otherwise, have tried to implement ways in which players of disparate levels can come together. ESO scaled their entire world. EQ2 has had mentoring (and scaling?) for years. The list goes on.
Many of these games are about simply playing and having fun doing something when you log in instead of playing in the one or two zones prescribed. There are positives and negatives with that statement.
In general, progression can still be had without the official institution of levels. We can use skill points, achievements, and alternate advancement in their place. Games can be made where the world isn’t broken up by level requirements, rather progression requirements. This post won’t specify the best route, rather propose there are other routes which may work well, even for people who enjoy the “ding.”