a-tale-in-the-desert

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  • The Daily Grind: Cutting the combat

    by 
    Tateru Nino
    Tateru Nino
    09.24.2008

    Combat in MMORPGs, along with loot, stats, levels, experience points and powers are all what used to be counted as 'wargame mechanics' in the early days of RPGs (though, paradoxically, these days the industry refers to the same elements as RPG mechanics). Driven by numbers -- the one thing a computer does really well -- numbers are easy to automate and adjudicate, requiring no understanding or judgment. An ideal task for a computer. But strip away the combat from many modern MMOGs and there's still potentially a lot left. Despite the barriers, there are still role-players. There's socializing and crafting mechanics, games with musical performances and mini-games. Some say EVE Online could be handled without combat -- and some of us talk fondly about the idea of a Rock Band MMOG or a Singstar MMOG. Star Trek has been put forward as a setting where combat could be marginalized or nearly eliminated as a character activity, and of course there's the successful Egyptian MMOG, A Tale in the Desert -- now in its third incarnation, and entirely focused on non-combat activities. Would you consider an MMOG without combat? Can you even imagine one being popular -- or is combat the core mechanic around which all big-time MMOGs must inevitably revolve?

  • Player vs. Everything: Game-hopping like a madman

    by 
    Cameron Sorden
    Cameron Sorden
    05.16.2008

    Chances are good that if you read Massively, you either currently play or have played multiple MMOGs in your life. Whatever your reasons are, you're one of those players for whom "MMO" is a genre instead of a game. Not all players are like this. A lot of players get their start somewhere and then stick to that game for years, denouncing all other games as being incapable of being better than their chosen virtual playground. I used to be like that with EverQuest (can you tell?). For four years I played it pretty much exclusively, not even trying other games. But eventually, I got bored. Thus started my lengthy and storied history of game-hopping. Traveling from world to world like some sort of virtual nomad, fueled by my love of the online massively multiplayer game, I sampled much of what the genre had to offer. While I eventually found a new home and anchor in World of Warcraft, it only served as a nice place to return to every few months. I still ventured out into each new and exciting world that various companies served up to me. They all had things I liked and didn't like about them, and I honestly have yet to play a game that I couldn't find something good to say about. Every online game has its own cool quirks that are pretty neat from a design standpoint. This is why it's tough to identify an objectively "best" game -- they're all so different! I thought today I'd talk a little bit about what I've played over the years and how I ended up with the many and varied opinions on the MMOG genre that I have.