player-consequences

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  • Player Consequences: Movie Magic and MMOs

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    12.17.2008

    Video games have quickly grown into one of the most popular forms of entertainment in this day in age. Almost everyone under eighteen plays them and developers are getting better at making games that appeal to older generations. Still, there are other forms of media that enjoy more mainstream awareness. Movies in particular control a large portion of the entertainment industry and produce billions of dollars in revenue every year. Part of this profitability can be attributed to Hollywood's savvy at marketing products related to movies. A summer blockbuster probably makes almost as much from licensing and merchandising as from ticket sales. The funny thing is that within the last ten years a large part of that licensing revenue has started to come from video games.Let's dig into how that applies to MMOs. There has been discussion of a World of Warcraft movie for some time ... what about the rest of them? Read on to explore the connection between Hollywood and Norrath.

  • Player Consequences: Closing Time

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    12.05.2008

    If you look into the history of modern MMOs, you will notice that most games in the genre are still up and running. In over ten years only a handful have failed and been taken offline by their publishers. That's not to say every MMO has had outstanding success. It's just that the minimum cost to keep these game worlds running is actually quite small. As long as current subscriptions can maintain the servers and minimal support staff, there is no real reason to take a MMO offline. In fact, most game publishers realize that shuttering a MMO is a little bit of a public relations nightmare. It's much better to keep a game running as long as there are any players willing to pay for it.This doesn't seem to apply in cases where a publisher is worried about a MMO negatively affecting the reputation of another product or license. One particular example of this was The Sims Online, which had been slowly losing subscribers since its launch in 2002. How EA managed to make an under-performing MMO out of one of the bestselling video game franchises in history, I will never know. EA eventually attempted to revive the game by renaming it to EA-land earlier this year. However, it seemed that the renaming was just an attempt to dissociate the MMO from the Sims brand name since they canceled it a few weeks later.

  • Player Consequences: Slow and Steady

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    11.24.2008

    Everyone seems to be talking about Wrath of the Lich King at the moment. It's busting sales records at the stores and seems to have attracted attention away from the other MMOs released this year. However, I'm sure most of Blizzard's competitors aren't that worried. After all World of Warcraft may be a monster, but it's one that only comes out to eat once every two years. Mythic was just unlucky enough that the schedule for Warhammer's release coincided with the monster coming up for dinner. Still even if Warhammer released further away from Wrath of the Lich King I have to wonder if the results would be any different. World of Warcraft seems to have the unusual ability to maintain a high subscription based even with a slow development cycle for its expansions. The subscription numbers do dip in between releases, but the game never really seems to lose its momentum. I expect this can be partially explained by Blizzard's habit of holding back content from its expansions and then releasing it in later patches. This helps stretch out the expansion content over a wider time period and gives the development team a chance to work on brand new content. However, even this trick can't account for why World of Warcraft keeps its numbers in the face of multiple new MMO releases.

  • Player Consequences: WAR games

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    10.21.2008

    The season of war has come upon us and we have not one, but two great fantasy war games out in the stores. I have to stress the term "fantasy" though since neither game is truly designed around anything remotely resembling real warfare. That kind of action can really only be found in the less structured gameplay of MMOs like EVE Online. Of course, in those games the side with the most money and the best equipment tend to always win. This makes it a little too similar to real life for most people and it can be a bit boring. Not many people want to worry about managing a supply chain when they can be clashing swords. This is why games like Warhammer and World of Warcraft with their resetting objectives and instances are much more popular. The rules for these games might not be realistic, but it's entertaining. Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • Player Consequences: WAR games, part 2

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    10.21.2008

    It's not just the reward systems either, both games also have very different opinions on how to achieve class balance. World of Warcraft has increasingly been balancing its classes towards small-scale combat. Almost every class has methods of crowd control and ways of incapacitating other players. Warfare in the game has become more about timing your special abilities correctly to counter crowd control spells then about actually dealing damage. This may make arena combat more exciting, but it has the price of making larger scale encounters less balanced. Simply having that one extra person with a stun, fear, or root gives enough of an advantage to completely shut down the opposing side. In Warhammer, combat seems more about large-scale combat and sticking with the basics: healing and dealing damage. The only crowd control abilities I have seen so far have been root spells which seem to be given only to cloth wearing casters. There are some interesting knock-back abilities, but these don't stun or incapacitate the target. If want to defeat an opponent then you are going to have to deal enough damage to kill them while they fight back. This would seem to be the better combat system, but it actually encourages running away in small-scale encounters. In particular, any sort of PvP system where the objective is simply to stay alive would last forever. This is probably why we won't be seeing arenas in Warhammer any time soon.

  • Player Consequences: Getting back to Grouping

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    09.04.2008

    It's no secret that modern MMO design has changed drastically in the years following World of Warcraft. The secret of the game's success has been the topic of discussion for every gaming blog and review site for the past four years. Yet while everyone tends to focus on what World of Warcraft did right, there are a few areas where the game underperforms. In particular, the grouping and guild systems seem to encourage quid pro quo relationships between players as they are leveling or gearing up their characters. That's not to say that Blizzard was trying to discourage strong bonds between players, but more that they were concentrating on making one of the first solo friendly games in the genre. They eventually reached this goal by developing the questing system we now see emulated in almost every modern game. Unfortunately, this focus on solo questing has had some major unintended consequences for those who like leveling in groups. As long as World of Warcraft remains the top performing MMO on the market most game developers are going to assume that only the minority of players actually prefer grouping. I've seen people compare the subscription numbers of World of Warcraft to games like EverQuest 2 to support this argument. It's obvious that most players would rather keep the solo friendly format then be forced back into the days of required grouping. However, the situation doesn't require that MMOs have to be designed to cater to just one style of gameplay. Some minor changes could be implemented in modern questing and leveling design, which would greatly encourage cooperative grouping. Most MMOs that are oriented on solo questing only discourage grouping by accident and not on purpose. Still some of these "accidents" tend to be very annoying to anyone trying to level with a group of friends.

  • Player Consequences: Why We Subscribe

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    08.20.2008

    There are many different choices when it comes to picking out a MMO nowadays. The genre is no longer limited to only a handful of games based on old Dungeons and Dragons manuals. Players have the options to pilot spaceships, become a superhero, command a pirate fleet, or even fight aliens as a super soldier. While the classic swords and sorcery setting still defines the MMO genre, it is no longer a requirement for being successful in the market. Yet despite having, dozens of different worlds to choose from players still seem to be limited to only one payment method. It's not that gamers are overly fond of the subscription model. Indeed a lot of console and FPS gamers specifically avoid MMOs because of monthly fees. This hasn't stopped game developers from continually using the subscription model though. Despite all the different payment models being explored by industry, the subscription model continues to be the most popular for AAA titles. There seems to be an underlying notion in the west that subscribing to a MMO is still the most beneficial payment method for the consumer. If you look at the history of early MMOs it's not hard to see how this notion was formed.

  • Player Consequences: Item Decay, No Way

    by 
    Gabriel Runfeldt
    Gabriel Runfeldt
    07.10.2008

    With the recent announcement of Diablo 3 I felt it might be a good idea to actually look into the series. I don't know how I missed one of the most popular LAN games of all time, but it somehow happened. Since I like starting at the beginning, I tried out the first Diablo last week and imagine my surprise when I started to get flashes of déjà vu. I had heard about how much Blizzard borrowed from the Diablo series to make World of Warcraft, but I didn't know the extent of it. The item durability system in the two games is almost exactly the same. Just like in World of Warcraft I quickly figured out that only the blacksmith in town could repair my broken items. Thinking I had the basics figured out I headed off into the dungeon and start my personal re-enactment of Army of Darkness sans chainsaw. As I took damage, it was nice to see the familiar yellow armor icon pop up on my main screen telling me I still had durability left.