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  • MMO Mechanics: Three old mechanics I want back

    by 
    Tina Lauro
    Tina Lauro
    02.12.2014

    My column has typically heralded modern MMOs as superior advancements of the genre we all adore, but in this week's MMO Mechanics I want to share a small list of some old mechanics I still mourn today. Many older MMOs featured gameplay that could simultaneously exasperate and impress players, especially when the mechanics in question supported a real sense of immersion or realism in otherwise virtual worlds. Recent titles have aimed to open up the in-game world by making it more accessible and much less infuriating, but this has put some of my favourite mechanics and little touches on the development chopping block. I'm particularly fond of game mechanics that make real-world sense. Real life would not reward you for falling off cliffs, running headlong into a crowded room of enemies, or stumbling off the well-beaten track into the untamed wilderness. Consequences in real life can feel rather scary, so I really enjoyed the fear factor of some older MMOs because this allowed for a much more thrilling -- and ultimately rewarding -- gaming experience. I am going to talk about just three older mechanics I particularly enjoy that have fallen out of fashion, but feel free to lengthen my list by adding your favourites in the comments below.

  • 15 Minutes of Fame: Classic raiders keep a different pace

    by 
    Lisa Poisso
    Lisa Poisso
    06.01.2010

    15 Minutes of Fame is WoW.com's look at World of Warcraft personalities of all shapes and sizes -- from the renowned to the relatively anonymous, from the remarkable to the player next door. Tip us off to players you'd like to hear more about. The old days are long gone, Gramps; take off the rose-colored glasses and play Wrath, where raiding is better than ever. So goes conventional wisdom in the comments whenever anyone espouses a little nostalgia for the old days of vanilla WoW. Raiding was a far different animal back then. Players who raided were still considered hardcore -- "casual raiding" wasn't on the radar yet -- and devoted week after week of angling for a 40-man raid slot in hopes of earning the chance at a purple drop. Even though strategy sites for WoW raids blossomed sooner rather than later, videos and the trustworthy guides remained relatively sparse, and many early guilds developed their own tactics and jealously guarded alternative strategies. Standing at the mailbox in Ironforge with a massive, raid-sized weapon on your back meant wielding a badge of achievement that attracted a small crowd; bearers would be flooded with awed whispers asking where it was from. A thoughtful look back at WoW's 40-man past yields both positives and negatives. It wasn't simply the size of the raids that made them feel so different than today's raids ; it was the interplay of raid size, the inexperience of the raiding player base, the scarcity and difficulty of rewards, the lack of universally accepted tactics and strategies ... A whole host of influences that simply can't be replicated today. But while the era may long cold and dead, the content is still very much alive. Beyond the bored, pre-expansion players who are fending off burnout by sightseeing in vanilla WoW and The Burning Crusade instances lies another layer of players who are attacking old content with level-appropriate characters. These classic raiders aren't fruitlessly attempting to recreate the past; rather, they're enjoying an entirely different pacing for the game.

  • The Daily Grind: Are death penalties overkill?

    by 
    Krystalle Voecks
    Krystalle Voecks
    11.19.2007

    This is one topic that never fails to wind up as a huge discussion any time we get together with gamer friends. Some of us who have been around since the early days of MMOs remember the harsh death penalties that many of these games included. If you died in EverQuest, you would lose experience -- lose too much, and you could lose levels. You also had to run back to your corpse either without any gear on unless you could find a friendly player to rez you. Ahh, the memories. Nowadays, death is disposable in games like World of Warcraft. You get killed by another player in front of Karazhan? No big deal. Just rez and head back. In games like WoW, death is less of an impact than it is an annoyance. It represents a whole 30 seconds you're going to have to spend running back from the conveniently-placed graveyard. Of course, you also resurrect with all your gear on you. And then there are they hybrids like City of Heroes; you don't ever lose enhancements or inspirations, but you do lose some experience when you die. Some people feel like this is a good solid trade-off. It teaches you to be less of a loose-cannon since death does have some impact on your character. On the other hand, it's fairly easy to work off debt in CoX, and you never have to chase down your corpse to either resurrect, or to retrieve your items; you just start in the hospital or your SuperGroup's base. So what do you think? Are the newer no-guilt, no-penalty deaths best, or were the older ones the best? Do you think death penalties teach players to think over strategy before rushing in, or do you think they'd do that anyway? What do you think of the hybrid systems that cause you to lose experience, but not gear? Which game has the best system in your opinion?