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The Daily Grind: What's the ideal guild size in an MMO?
Last week, a Massively commenter mentioned that he was in a 700-person guild in The Elder Scrolls Online. Yep, you read that number right! He inspired an impromptu discussion about the problems inherent in a guild of that size, such as the difficulties of managing it, the potential for dozens of smaller cliques, and the frequently negative impact a big mob of people can have on a server community and a game's development. Personally, I found that a 50-person guild was a real challenge to lead well; I prefer a much smaller group, 20 members or so, just enough that I feel I know everyone well and there aren't competing cliques of people creating drama. Conveniently, that's the kind of guild I'm in, too. How about you? What's the ideal guild size in an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.29.2015The Daily Grind: Are there any MMO dailies that don't make you cringe?
You know what I don't think MMOs need more of? Dailies. I think most core MMO gamers are tired of a mechanic that exists, transparently and unashamedly, to keep us completing repetitive tasks on a daily basis and keep us logging in, and in some cases, paying our subs. Even a well-constructed daily achievement system and totally benign daily login rewards can be irritating. But out on the fringes of the MMO space, gamers are just discovering the allure of the daily. VG247 pubbed an editorial last week arguing that GTA Online ought to copy -- wait for it -- Destiny's "intrinsic" dailies and rewards; without them, the writer opined, players are "reminded that the grind is most certainly real." Call me jaded, but I say themepark dailies are usually just as grindy as whatever formless grind they're meant to replace, and I suspect the players who need something to do at the "end" of online co-op shooters would probably be happier with a sandboxier MMORPG to begin with. But surely there's some sort of dailies that we do like. Are there any MMO dailies that don't make you cringe? Which game can boast the best? (And can we tell GTA Online to copy those, please?) Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.27.2015The Daily Grind: Will you play Elder Scrolls Online once it's B2P?
Yesterday's news that The Elder Scrolls Online is going buy-to-play in time for its console launch surprised... well, not many of Massively's readers. You pretty much saw it coming. Some folks around here said this move was a certainty even before launch and consequently refused to buy it, deciding that patience would pay off. (And it did!) But what about now? I admit I'm much more tempted by a game that isn't charging an unwarranted fee and isn't abusing a cash shop. B2P is a great model for gamers, especially when they avoid lockbox crap (yay!). How about you? If you didn't play ESO when it launched last April, will you give it a try in March when it's down to just a box fee, a mild cash shop, and more traditional DLC? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.22.2015The Daily Grind: What constitutes a 'niche' MMO feature?
In the wake of WildStar's rocky first half year, some players have defended the game's self-destructive gameplay decisions by declaring traditional gameplay tropes "niche." It's meant to be a niche game for that tiny niche of hardcore raiders, defenders argue, and therefore criticism is unwarranted. And in the sense that apparently a very small proportion of MMORPG fans actually participate in raiding (unless forced?), they're right. But that hasn't stopped most themepark MMOs since EverQuest from brandishing raids as a mostly inadequate talisman to ward off playerbase churn. Even if we outright refuse to raid, most of the MMOs we play are designed around raiders and raiding. It's easy to not raid, but raiding is hard to ignore because it's not being treated as niche by so many of the biggest titles and studios. The disconnect between development plans and playerbase desires is reflected in this same disconnect between what we think of as a niche MMO feature and what actually is niche by the numbers. How would you sort it out? If raids, one of the core and defining features of so many themeparks, are niche, then what isn't niche? What exactly constitutes a niche MMO feature? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.20.2015The Daily Grind: How should hunger work in MMORPGs?
This week's Crowfall character creation screenshot was pretty and all, but it was the unassuming "hunger resistance" stat down in the statistics panel that caught my eye. A huge fan of cooking and food mechanics in games, I was simultaneously excited and concerned over the inclusion. I have seen hunger (and other needs/survival mechanics) done so well in MMOs (Star Wars Galaxies, EverQuest II) and in mods for other games that they're genuinely fun to play; they add much-needed flavor and immersion as well as flesh out the economy and give meaning to crafting. But I've also seen MMOs, RPGs, and player-made mods that make eating, resting, and traveling so arduous and chore-like and downright annoying that they actually distract from the core game, even when those activities weren't originally the point as they would be in an overt "survival" sandbox or roguelike (I'm not talking about those!). How do you think Crowfall will handle it? How should hunger and similar mechanics work in MMORPGs? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.16.2015The Daily Grind: Do you Kickstart MMOs for the donation or the reward?
I hope it goes without saying in 2015 that Kickstarter really, really isn't an investment; it's a donation. There are no safeties, assurances, or returns on the sums you hand over to indie developers on crowdfunding platforms, even if they promise (without using that word) you a game or a t-shirt at some point. Even with Steam early access games, there's no guarantee you'll ever get the finished product. Some developers take your money, shrug, and move on to the next project, ignoring the comment fury from "backers." That doesn't stop most of us from gambling that the $20 we plunk down now will morph into a $50 game at some point down the road, though, does it? That's how I think of it, anyway, though I've seen some of you folks, particularly the big-spending backers, really become personally and financially invested in a game's development, such that you give way more than you need to to cover the cost of your copy. You're clearly in it for the dream, not the t-shirt or the art book. Let's do a headcount: Do you Kickstart MMOs for the sense of having contributed to an original work of art or for the shiny, tangible reward at the end of your pledge? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.13.2015The Daily Grind: What's an underrated MMO feature that needs love?
Lost now to the ages (at least until player teams finish rebuilding the game) is the crafting system of Glitch, a wee and sunsetted indie MMORPG dismissed out of hand by those who cluelessly believe browser-MMOs without ultrarealistic gore are for grandmas. But Glitch's crafting system was way ahead of its time, with hyperlinking inside every crafting panel so that you never, ever needed to fumble and backtrack or switch tools or count mats to make anything. Hardcore crafters might not have been entirely impressed with the economy, but the crafting process itself was damn smooth. I can think of lots of underrated features in some other MMOs. City of Heroes' sidekicking has trickled into a handful of games, for example, but its group-and-instance difficulty scaling feature has seldom been seen since. Yet it ensured that groups of all sizes and class-makeups and skill-levels could always tackle content. It was a brilliant way to capture a varied playerbase ranging from casuals to powergamers, and yet no one else is even bothering to try it. What other underrated MMO features really deserve some love and copypastaing in the genre? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.09.2015The Daily Grind: Does your MMO guild use social networking tools?
The apparent popularity of ZergID, the most recent social network and online gathering spot for MMO players and guilds, made me wonder just how many gamers actively use these types of tools. I can remember them at least as far back as the early 2000s, when ezBoard was king (remember ezBoard?!). More modern versions, like Enjin, expanded on the message board format to include profiles and calendars and even DKP. But my guild has shied away from most such tools. We've always had a custom-built website with our own tools, some purchased software and some handcrafted just for us. I wouldn't want to risk losing data on another network, and truthfully, most of my guild's communication is done through other outlets anyway, like Steam, voice chat, and text-based chat channels. What about you folks? Do you use ZergID, Enjin, or other sites to organize or track your friends and guildmates online? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.06.2015The Daily Grind: Where are all the mobile MMOs?
So here we are in 2015, several years after the mobile rush that was going to lay waste to all genres everywhere. Everyone's going to mobile! they all said. Desktops are doomed! Angry Birds is the future! Flee your traditional gaming studios; all the money is on phones and tablets! Some of us bemoaned a future in which our favorite MMORPG platform might be supplanted by tiny screens that fit into our jeans' butt pockets. Others embraced the idea of being able to escape to an MMORPG paradise while stuck on grimy public transport. And then... Well, nothing. Pocket Legends and its spinoffs were a thing, true. There was Vendetta Online and Chaos Heroes and Order and Chaos Online, the last of which even had a subscription for a while. A lot of MMORPGs promised mobile integration, at the very least, though most of them haven't yet delivered. But most of the MMORPGs that actually work on mobile are small in either population or scope. They're not really what MMORPG fans would call a core or AAA MMORPG. We're mostly offered online ARPG, TCG, MOBA, ARG, and RTS titles. All of this led our former mobile columnist to declare a year ago that mobile MMOs were at a standstill in the West. So what happened? Is it technically impossible or financial infeasible to run a "real" MMORPG on mobile? Is PC elitism partly to blame? Is the revolution yet to come? Where are all the mobile MMOs? Because I kinda want one. Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce01.01.2015The Daily Grind: Have you ever been hacked in an MMO?
The Massively tip line frequently receives notes from MMO gamers who are upset about being hacked in one MMO or another. Sometimes it's the result of a serious security flaw in the game, but sometimes it's just a lapse in a player's personal security. One way or another, it sucks. I've never had an MMO account of mine hacked, but a guildie or two of mine has in the past, which has resulted in our guild vault being cleaned out. Fortunately, the studio (Blizzard, in this case) restored the accounts and every scrap of loot and gold that was taken. But I know not all studios respond that way when it's not their fault but ours, and some folks find they've lost their accounts and characters forever. Have you ever had an MMO account hacked? How did the studio handle it? And what did you do to safeguard yourself afterward? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.30.2014The Daily Grind: What's the ideal crafting style for an MMO?
There's a lot of hate for "clicky" crafting in MMOs -- you know, the old "click a button, crafted item pops into your bag" trope. I'd call it the World of Warcraft style, but MMOs all the way back to Ultima Online did crafting that way. And this might sound crazy, but even as a hardcore crafter, I don't actually mind it. Everything in a video game comes down to clicking or mousing or typing. What matters to me is whether the crafting itself matters in the game. Even though the final combine in Star Wars Galaxies amounted to clicking a button and having something pop into my bag, there was a whole chain of resource collecting and experimentation and component creation and luck along the way, and since the economy was player-driven, most of what I was making had relevance to other players. Personally, I'll take that plus simple clicking over a time-wasting, irritating minigame-style of crafting any day, but I'd love to see innovation in how we craft too. What do you think -- what's the ideal crafting style for an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.26.2014The Daily Grind: Which MMO has the most content?
A Massively commenter weeks ago wrote that World of Warcraft has the most content out of any MMO, full-stop, and everyone around him seemed to take that at face value, which astonished me. Look, I'm subbing to WoW even as I type this, and I think WoW has gobs more systems than some people give it credit for, but the most content of any MMO? Not a chance! Even if we discount wide-open, pure sandboxes -- which, depending on whom you ask, have either no content or infinite content -- we'd still have to factor in sandparks and classic MMOs that have 20 expansions, more updates than WoW per year, multiple expansions per year, and so many systems and zones that it's just flat out overwhelming. There are a dozen MMOs that intimidate people with how much stuff they pack in. You'd never finish them. By comparison, WoW is a mere snack -- an awesome, polished snack, but a snack all the same. I don't know which MMO has the "most" content, but I'm pretty sure WoW wouldn't make even the inevitable top 10 list. What about you other folks who've been around the MMO block a time or two? Which MMO has the most content? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.23.2014The Daily Grind: What MMO do you wish you hadn't waited to try?
Marvel Heroes is one of those MMOs (OK, pseudo-MMOs) that I reaaaaallly should have given a try a long time ago. Diablo-clone? Check! Superheroes? Check! Picking cars up and slamming them into the pavement? Check! Loot falling outta the sky? Check! When I finally gave it a spin earlier this month, I felt silly for having waited so long, but I kept telling myself it wasn't different enough from the OARPGs I already had to make it worth the download. Plus, lookit how pretty this part of the UI is. I mean, that is color wheel gamer nirvana right there. I can't even explain how much I want to hug this tab. Happy Christmas to me; now I have a new game with a ton of content stocked up and just waiting for me. What about you, Massively readers? What MMO are you kicking yourself for not having tried sooner? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.19.2014The Daily Grind: What's the best MMO for solo play?
One of the comment tropes we see repeated over and over below our articles is this idea that if you're soloing in an MMORPG, you're in violation of the rules of the genre. I despise that idea so much that I even wrote a whole rant about it. The fact that a game is massively multiplayer does not mean that you need to be playing directly with other people at all let alone all the time, and it definitely doesn't mean you need to be grouped up performing completely arbitrary combat activities, which is usually how the argument goes. MMORPGs without groups and without combat debunk that construct handily. The genre is way bigger than that limited definition; the options are what make it great, not the requirements. A lot of MMO gamers solo for so very many reasons: don't like other games, don't want to hold anyone back, don't want to be held back, might need to AFK, feel too shy, don't speak the language, or just prefer solo challenges and want to be measured for them against that massively multiplayer backdrop. That leads me to today's question: Which MMORPG is the absolute best for a gamer who likes to solo but wants to do it "alone together" alongside lots of other people? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.16.2014The Daily Grind: Are DPS meters bad for MMOs?
In the comments of Eliot's Soapboxes about MMO raiding, one Massively reader declared his own most-hated element of the raiding scene: DPS meters. In MMOs that allow mods, players invariably find a way to slice and dice the combat logs with a plugin that parses who did what and how much of it, spitting those data out into a tidy list that shows who's king of DPS and who's just being "carried." I don't think most MMO players want to see math and numbers driven from the genre in favor of rock-paper-scissors simplicity -- I sure don't, anyway; I like my crafting spreadsheets. But the vast majority of MMO combat really truly doesn't require the rotational precision of the top raiding guilds in the world, so why do we see DPS meters being trotted out for every basic dungeon? Repeatedly seeing people as numbers isn't exactly generating warmer MMO communities, and sometimes I wonder whether our obsession with judging everyone around us "by the numbers" is a crutch to help us avoid unpleasant conversations. Did we really need a DPS meter to clue us into the fact that Bob is half AFK tapping his 1 key over and over instead of paying attention to the fight? I think we knew that without the mod. What do you guys think? Are DPS meters bad for MMOs? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.12.2014The Daily Grind: Would you have played a Diablo MMO?
A few weeks ago, Blizzard content designer Kevin Martens admitted that the studio once considered turning the Diablo IP loose on an MMORPG. It's off the table now, but it still got me wistful. I've been strangely attached to the Diablo franchise and its clones for a very long time. Seriously, it's not even possible to pry the Torchlight series or Titan Quest off my harddrive. But Diablo itself just has a compelling, gritty gloom to the world that would make an MMO version a welcome in a genre that's obsessed with bright and happy fantasy worlds. Massively's Brendan Drain once opined that Path of Exile is the sequel that Diablo II deserved, but is it MMO enough to count here? Would you have played a Diablo MMORPG, and what would you want it to look like? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.09.2014The Daily Grind: What's the worst character name you've ever seen in an MMO?
In writing his article about Final Fantasy XIV's character rename service, Massively's Eliot rattled off a few silly names he's seen in-game that could really use a rename token. What you didn't see was the list of awful names he passed along to the writers behind the scenes: Combyo Beard, Carfullof Whiteboys, Sharing Needles, Stupid Name, Popular Character, Avengers Assemble. And here I was thinking Ffxiv Blows and Mycat Isanimro were pretty wretched, but I should have known better. There's always something more wretched to reset the wretchedness scale. How about you, Massively peeps? What's the worst character name you've ever seen in an MMO? Bonus points if it makes me laugh. Bonus-bonus points to the first person to call me out for the joke name I used for my Second Wind Torchlight II character. Names are serious business. Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.05.2014The Daily Grind: Do you prefer 'action-combat' in MMORPGs?
"Action-combat" has been one of those stock gameplay tropes that MMO developers have been shoving into their games since at least Age of Conan. But is it actually wanted by the core MMO audience? Massively reader theodorus321 commented last week that he prefers the old-school TAB-targeting combat systems of older MMOs. "I don't want a challenge to my leet gaming skillz," he wrote. "I want to explore an interesting and immersive world while building up my character in the conventional way and finding some cool stuff." He got 16 likes, so clearly, he's not alone. I agree with him too! I'm happier with slower, more tactical RPG combat or hybrid systems than I am with purely twitchy stuff. What do you think? Would you rather have "action-combat" or old-school tab targeting or something else entirely in your MMOs? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce12.02.2014The Daily Grind: Are superhero MMOs doomed to be niche?
When Valiance Online launched its Kickstarter a few weeks ago, Massively's commenters posed an interesting debate over the viability of the superhero MMO market in general, not just the workability of a genre with three competing City of Heroes spin-offs. Some readers are convinced that the superhero genre is too risky and niche for MMORPGs, noting that the existing superhero MMOs have been more or less solid but small, nowhere near World of Warcraft huge. Fantasy, and to a lesser extent sci-fi, just dominates this scene. (Although we had a moment of hope when Blizzard first revealed Overwatch, it turned out to not really be much of an MMO.) And yet superheroes are killing it in movie theaters; the comic genre has transcended geek culture to become thoroughly mainstream. There should be a huge audience for such games, and superhero MMOs just plain make sense: They're an ideal setting for fun skills and powers, beating up bad guys, and dressing up in costumes. So what's the deal? Why haven't we seen a staggeringly huge superhero MMO? Are they in fact too niche after all? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce11.28.2014The Daily Grind: What's the ideal subscription rate for an MMO?
Massively reader BlackArmsAkimbo recently opined that WildStar wasn't worth a $15 monthly sub but he'd seriously consider paying $5. On the surface, it might seem silly -- why quibble over $10? You can barely buy a burger and fries for that in a big city. But maybe we don't think of subs in terms of money at all -- subs are being compared not to the value of fast food but to the value of other MMOs that charge the same price. The traditional MMO sub sat at $10 for several years before jumping up to $15, a number that World of Warcraft adopted and cemented as The Standard for the industry, which means that nearly every sub MMO that's launched in the last 10 years also charges $15. Every MMO is ultimately compared to WoW in terms of value for that sub. And every game that does charge less is assumed to be lesser, which is hardly fair -- consider how much content RuneScape's £4.95 a month gets a sandbox gamer. I know I'd be more likely to keep up a bunch of subs if they were cheaper, but that's because I've mentally moved on to comparing an MMO's value to Guild Wars 2's, not WoW's, and I get a lot for my box fee from GW2. What about you? What do you think is the ideal subscription rate for an MMO? [Edit: In a complete but ironic coincidence as this post was written last week, RuneScape just announced a subscription hike today.] Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
Bree Royce11.25.2014