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  • The Daily Grind: Would we be better off without WoW?

    by 
    Bree Royce
    Bree Royce
    01.31.2014

    Back in 2012, Massively's Justin Olivetti speculated that if World of Warcraft had never existed, SOE might have continued to dominate the MMO space, many aborted MMOs might have released as planned, subscription prices would have gone up, and MMOs might have stayed out of the mainstream and in their happy niche of sandboxes and sandpark games from the early aughts. Even though another game would likely have come along to fulfill WoW's role in gaming history thanks to the rise of easy-access internet and the mass-popularity of PC gaming in general, we might have been seeing copycats of beloved sandboxes all this time rather than more and more iterations on themeparks, a trend that is only just now finally beginning to reverse course. But would we be better off? Would you want to pay $30 subs, play EverQuest VI: The Sandboxening, or consider 200,000 players a spectacular launch? Would you want to play MMOs without ideas and conveniences like the group-finders and UI mods and auction halls and quests that WoW popularized? Would you prefer a genre taken even less seriously by mainstreamers and studios and investors than it is right now? Would we, in fact, be better off without WoW? 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!

  • The Daily Grind: Are single-server MMOs uncomfortably big?

    by 
    Bree Royce
    Bree Royce
    01.24.2014

    If I had my way and technology were easy, every MMO would be a single-server experience akin to EVE Online's or Champions Online's. You might never come in contact with the majority of players or ever encounter a scenario when hundreds of players gathered together, but the unified economy would be a trader's paradise, and it'd be a boon for developers, too, being easier to balance and avoiding the late-game server-merge nightmares that most MMOs eventually suffer. Best of all, you'd never have to find out your new co-worker plays your favorite game too... on another server. But there is a considerable contingent of MMO players who still balk at the idea of an MMO melting pot and tools intended to bridge servers like LFG systems or World of Warcraft's connected realms and battlegroups. Sharded server structures create tight communities, the argument goes. People don't want to deal with folks from around the world who don't speak their language, and they don't want to fade into the background of a massive server with what they perceive as no personality and no community ties or loyalty. Do you agree with that sentiment -- are single-server MMOs just uncomfortably big? Do you prefer a classic, sharded experience? 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!

  • The Daily Grind: Do you heed or even read Steam MMO reviews?

    by 
    Bree Royce
    Bree Royce
    01.17.2014

    As more and more MMOs come to Steam, where user reviews were implemented just a few short months ago, the subject of reviewing MMOs seems relevant once again. 2012's RaiderZ, for example, just launched this week on Steam, and before the first day was even done, the action-MMO had collected 80 reviews, most negative, to go along with its 64/100 metascore. We've talked before about the specific difficulties of reviewing and assigning numerical scores to MMOs, but that doesn't seem to stop gamers from posting (and presumably, reading and heeding) these abbreviated and often nonspecific opinions. Or does it? Do you read Steam reviews, and if so, do you find they influence your buying and trying decisions, especially when it comes to 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!

  • The Daily Grind: What constitutes a 'core gamer'?

    by 
    Bree Royce
    Bree Royce
    01.10.2014

    In the last week, analysts have told us that the PS4 is winning with "core gamers," and a League of Legends rep (perhaps, ahem, a bit overzealously) called his game "​pretty much the first successful free online game in the west that core gamers actually really like and play." But both did so without agreeing on what, precisely, constitutes a core gamer. Wikipedia defines the archetype in that broad, nebulous zone between casuals and hardcores, two groups that themselves seem hard to pin down: "a player with a wider range of interests than a casual gamer [who] is more likely to enthusiastically play different types of games, but without the amount of time spent and sense of competition of a hardcore gamer," someone who "enjoys games but may not finish every game [he or she buys], doesn't have time for long MMO quests, and is a target consumer." But the term always bugs me because it provokes gamers to fall for the false-consensus effect: We assume we're normal and define ourselves within the safe zone of "core" and then assume that the games we like are therefore also "core." What do you think -- what constitutes a core gamer and a core MMO gamer? And do you likewise think the term is too broad and malleable to be useful? 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!

  • The Daily Grind: Are MMO gamers aging out of the genre?

    by 
    Bree Royce
    Bree Royce
    01.03.2014

    In a recent report, Resident Evil developer Capcom claimed that its playerbase's average age is inching upward and its core users are in their late 30s and 40s, making for the "increasing possibility that some percentage of the existing users will outgrow games altogether." The Resident Evil games aren't MMOs, of course, but journalists and commenters have been suggesting the same pattern for the MMORPG genre for years as a way to explain everything from the rise of "accessible" MMOs to the reduction of grindy time-consuming gameplay to themes seemingly catering to those darn kids on our lawn. Perhaps armchair demographers are wrong and the future holds the promise of retirement homes filled with gaming rigs and World of Warcraft IV. What do you think -- are classic MMO gamers slowly aging out of the genre? Is MMO gaming something we "outgrow," or is it something we're ultimately pushed away from? 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!

  • The Daily Grind: Are MMO beta NDAs counterproductive?

    by 
    Bree Royce
    Bree Royce
    12.27.2013

    In the last month, Massively staffers (and no doubt some of you readers!) have taken part in several high-profile beta tests, and they all seem to fall into one of two categories: those that guard their games behind NDAs thick enough to protect all the gold in Fort Knox, and those that just don't seem to care. And I've gotta say, when my screenshots come out with watermarks plastered all over them, obscuring what I'm looking at and preventing NDA-breakers from ripping videos, nowadays my gut reaction is not wow, what a well-organized beta but dude, what are they trying to hide? Diablo III's upcoming expansion, by contrast, slipped into closed beta with a wink and a shrug and nary an NDA in sight. Talk about us, Blizzard seemed to say. Screencap us. We're gorgeous. We're ready. But upcoming major MMORPGs give off a terrified vibe, even when they have nothing to be worried about. NDA violators will break their agreements anyway, and the studio relinquishes the control it seeks to retain to exactly the malicious testers it hoped to squelch. What do you think -- are MMO beta NDAs counterproductive? 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!

  • The Daily Grind: What's your MMO of the year?

    by 
    Bree Royce
    Bree Royce
    12.20.2013

    Yesterday, we published Massively's 2013 awards, including our pick for MMO of the year, Final Fantasy XIV: A Realm Reborn, which carried off that top award in something of a landslide, even if it was tempered by the recent housing patch debacle. Wizardry Online, Defiance, Darkfall Unholy Wars, Age of Wushu, Neverwinter, DUST 514, Marvel Heroes, MechWarrior Online, and a slew of other smaller games were all in the running for MMO of the year, being the short list of MMOs that formally launched in 2013. Did we nail it, or would you have voted for another title? What's your MMO of the year? 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!

  • The Daily Grind: What MMO slang are you sick of hearing?

    by 
    Bree Royce
    Bree Royce
    12.13.2013

    Wrath babies. I hate the term. I hate everything it stands for. I hate the way it's used by old-school World of Warcraft players to dismiss the opinions of those who started playing later. It doesn't even make sense -- in pretty much every genre, there's always someone more old-school than you. You started in Vanilla? Someone else started in beta. And someone else started in alpha. And someone else before that. And a whole bunch of people started in games long before WoW showed up; all WoW players are "babies" by comparison. It's a pointless pissing contest that shuts down real debate about the quality of a game's content in any era. I'd rather never hear the terms "fail," "pay-to-win," "TORtanic," "frothies," and "dumbing down" again, either, and "such-and-such-game's NGE" can jump off a nice tall cliff. They're overused to the point that they are meaningless. But those are just my pet peeves. What MMO slang would you love to see nuked from orbit? 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!

  • The Daily Grind: What do you expect from an MMO expansion?

    by 
    Bree Royce
    Bree Royce
    12.06.2013

    When World of Warcraft's Warlords of Draenor expansion was revealed last month, I was stoked to see what will be included but disappointed to see what will not -- namely, a new class or race. Admittedly, not every WoW expansion has seen these two additions, but each one has seen one or the other. It's not a rule, spoken or otherwise; it's just become something that folks expect. Thinking it over, I also found that I expect several additions in any expansion for any games: some sort of new landmass to explore, new gear to wear, and usually some new mechanic or skill for character development. In WoW, I'd certainly expect a level cap bump too, though I'd grumble about powercreep in most others (don't go getting any ideas, Guild Wars 2)! Let's put aside quibbles over the line between expansions and patches today and just focus on expansions. What, specifically, do you expect out of a content release that a studio labels an "expansion"? 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!

  • The Daily Grind: Are you buying new or playing old games on Black Friday?

    by 
    Bree Royce
    Bree Royce
    11.29.2013

    Ah, the day after Thanksgiving. The day we say, screw gratitude; let's go blow a ton of money buying cheap and tawdry crap! MMO studios and the benevolent Steam gods would like to assist you in this selfish but highly entertaining endeavor, and you needn't even shove your way into a Wally World at 5 a.m. -- you can do this from within your PJs without budging from a comfy chair molded perfectly to fit your butt. Marvel Heroes is having a giant week-long sale, Lord of the Rings Online is offering discounts on store cash bundles and expansions, SOE has cheap Station Cash on offer, Aion is celebrating Black Cloud Friday, League of Legends is getting into the lock box game, Defiance and EVE Online cost less than a latte on Steam, Final Fantasy XI is $15, and Blizzard's games have seen their prices slashed for folks living under rocks for the last decade. And that's just a handful to add to the list I know you're going to create in the comments. Do you plan to avail yourself of game sales this Black Friday, or will you be content just playing what you've already got? 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!

  • The Daily Grind: Is the mystique of MMO questing lost for good?

    by 
    Bree Royce
    Bree Royce
    11.22.2013

    World of Warcraft is often credited with inserting questing into MMORPGs, but veterans know that classic MMOs like Ultima Online, EverQuest, and Asheron's Call all featured quests, be they simple escort quests for gold or elaborate multi-week quests for epic weapons that required a few dozen of your mates to lend a hand. Those ancient quests weren't designed as "content," exactly; they were a means to an end, and the reward was the point. Quests were just a unique way to gather money or special loot when you weren't hunting or camping in dungeons working on skills and levels. What WoW did was popularize the idea that quests should be the primary method of leveling up through an MMO. WoW's quests provide experience above all else; few WoW quests award gear worth using at endgame, and most rewards are vendor trash. Now, as quests have slowly become core content across many themepark and sandbox MMOs, we even hear gamers refer to "quest grind," when the reality is that quest-driven leveling was intended to replace something far more boring: mob grind. By turning something special into something mundane, have MMO developers shattered the mystique of The Quest as a roleplay and storytelling element? Are you sick to death of quests (and dynamic-events-that-are-really-just-quests) as a character development prop? Can designers make questing feel epic once again, or is it simply too late? 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!

  • The Daily Grind: Do you miss the MMO midgame?

    by 
    Bree Royce
    Bree Royce
    11.15.2013

    Some people play MMOs to play the early game and roll alts. They may never get past level 12, but they have that one class in every race and almost every hairstyle too just because. Some people race to the endgame. They can't imagine stopping to smell the roses; they just want to get to the "real" game at the end of the leveling treadmill, whether it's raiding or high-end crafting or PvP. What's often forgotten in themepark MMOs is the mid-game. In sandboxes, the mid-game is the game, but in themeparks, you don't find a lot of people milling around the middle levels intentionally outside of twink PvP. Or do you? Are you one of those gamers who prefers to lock your level to PvP like it's 2005, who roleplays in that tavern from two expansions ago, who longs for the days when people ran UBRS and Unrest and Fornost without irony, and who wishes devs would heap love on the midgame instead of letting it decay with time until it's nigh-on skippable? 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!

  • The Daily Grind: What's the niftiest MMO character title you've ever earned?

    by 
    Bree Royce
    Bree Royce
    11.08.2013

    I don't usually bother with the achievement metagame in MMOs or anywhere else. Checking off a bragging-rights checklist generated by a studio whose entire goal is to waste as much of my time as possible is just not my idea of fun. But I make exceptions, chief among them being character titles. If a game is going to give me an awesome title for doing something bizarre like eating 36 Eggs and Onions, Delicious Crispy Bacon, Hobbiton Omelets, and Complete Hobbit Breakfasts, then by golly, I'm going to do it just for the giggles and wear that silly title with pride. Besides, it sounds delicious. What about you readerly types? Do you also collect titles rather than minipets and scouting badges? And more importantly, what's the niftiest title you've ever earned? 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!

  • The Daily Grind: Should MMOs put an end to veteran rewards?

    by 
    Bree Royce
    Bree Royce
    11.01.2013

    In previous Daily Grinds, we've asked you whether you sub for veteran rewards, whether they should be recycled, and whether they should be more awesome, but we've never asked you whether they should exist in the first place. Massively reader The_Grand_Nagus wrote to us pointing out that while old-school gamers, accustomed to playing a single game for years, take for granted veteran rewards and expect them from studios as something they "deserve" as compensation for their loyalty, other players consider that attitude to be selfish and entitled, believing that what vets got for their loyalty and money was the game they paid for and that they deserve nothing more, certainly not rewards that future players or new players can't realistically earn. The Ultima Online community, for just one example, spent the summer storming over whether new players should even be allowed to use veteran rewards purchased from actual veterans. Some players genuinely believe that all new players should wait another 16 years to erect a garden shed in their yards. Garden sheds are serious business. It all starts to seem a little silly in the context of our modern, free-to-play, game-hopping MMO culture, where veteran rewards teeter on becoming an outright waste of developer resources since few people stick around long enough to become vets (and games seldom stick around long enough to accrue such devotion). What's your take? Are veteran rewards a product of a bygone era of subscriptions and loyal communities? Should studios do away with them? Or should modern MMOs use veteran rewards to encourage loyalty in a market that seems to provide fewer and fewer reasons to stay faithful? 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!

  • The Daily Grind: Should government regulate crowdfunding?

    by 
    Bree Royce
    Bree Royce
    10.25.2013

    Earlier this week, the US Securities and Exchange Commission proposed rules for regulating public equity crowdfunding that could hit as early as February of next year. If adopted, these rules could affect kickstarters and similar ventures dramatically, according to Forbes. Notably, the regulations would cap crowdfunding investment revenue at $1 million dollars per year, limit individual contributions according to income, eliminate most advertising, and require management through a registered brokerage. The rules are intended to allow crowdfunding ventures to legally sell shares and accept investors, not just rely on donations as we see in the typical MMO kickstarter. But as Forbes argues, the rules won't necessarily have the intended effect as typical project creators can't actually afford to meet the regulations since that's why they were using crowdfunding in the first place. We wonder whether Congress and the SEC will target donation-driven crowdfunding next. It seems to me that at least in MMOland, a lot of studios would struggle, whether they're Star Citizen with 24 million bucks raised to date or Baby's First MMO Startup with two part-time employees and a cat running PR. Then again, kickstarter frauds aren't unheard of, and a lot of people have seen their donations-that-sure-sound-like-investments go down the toilet. What's your take? Should the SEC be regulating crowdfunding ventures the way it would any other investment or fundraising method? [Our original question assumed that Kickstarter donations would be affected. Updates to the SEC proposal have made it clear this is not the case, so we have updated the premise here accordingly, though the question still stands.] 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!

  • The Daily Grind: Is crowd control in MMOs dead?

    by 
    Bree Royce
    Bree Royce
    10.18.2013

    Crowd control used to be a major feature of MMO gameplay, so much that CC, not DPS, was considered the third element of the MMO holy trinity until World of Warcraft swept into the market in 2004 without a dedicated crowd-control class. Before that, crowd-control characters enjoyed an almost godlike status in MMORPGs. An EverQuest Enchanter was one class you never partied without, Dark Age of Camelot's RvR was infamous for its unbalanced zerg mezes, and City of Heroes embraced crowd control so closely that it named an entire archetype for it: the Controller. Not only did WoW begin the trend of deleting pure crowd controllers from game rosters everywhere, it also downplayed the importance of crowd control in general, so much that many of WoW's modern dungeons have little to no trash that'd require control in the first place. It's dramatically different gameplay from the style of the aforementioned City of Heroes, which literally threw huge crowds of villains at you to control and subdue in order to make you feel heroic. Are other modern games continuing the trend? Is crowd control, or at least crowd-control characters as we once knew them, dead? And are they a welcome casualty of the slow elimination of group-or-die MMO gameplay? 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!

  • The Daily Grind: Does your MMO character reflect you or the other way around?

    by 
    Bree Royce
    Bree Royce
    10.11.2013

    Last summer, we reported on research that suggested people's behavior changes because of the proportions of the characters they were assigned to play. This week, we saw related results from a Stanford/OSU team that posed a similar question in relation to sexualized avatars in online settings like MMOs. The researchers tested the "Proteus effect," finding that subjects who were assigned hyper-sexualized avatars in a virtual setting "internalized" their avatars' appearance, focusing more on body image and expressing more "rape myth acceptance" than the control group. Setting aside the obvious implication that playing a sexed-up toon in an MMO might temporarily darken our mental health, I have to wonder what other bad habits we might be learning from our characters. How much control do we really have when we roll up a new avatar in an MMO? Did I choose to roleplay a snarky pirate in that last game because it would be fun or because I have a problem with authority and a rude attitude I needed a way to express? Worse, did her negative traits and wardrobe rub off on or change me? Do you think your MMO character reflects you, or do you think you subconsciously reflect your MMO character? Have you ever found yourself picking up or dwelling on the attributes of your characters? 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!

  • The Daily Grind: Have you ever scored an MMO world first?

    by 
    Bree Royce
    Bree Royce
    09.20.2013

    Back in the days before achievement systems reassured us that we were indeed having fun and badges were considered content, I had a dream: a dream to be the first Master Image Designer on my Star Wars Galaxies server. With the help of my guildies, I put together the staggering amount of money to train my skill and made at least a thousand people "look like Neo" for tips, becoming so well-known that newcomers to the profession traveled the galaxy (literally!) to seek me out for training like some NPC. (I promptly used my newfound fortune to round out my template as a Smuggler because nothing says "upstanding hairstylist" like drug-dealing and hacking.) Back then, games didn't reward you with a pretty badge or fancy title for being "first," but modern MMOs do. Players and guilds will go to ridiculous lengths to ensure their place in history as "first guild to down such and such boss with 13.5 players" or "first tailor to sew hot pink level 500 epic boots." How about you guys? Have you ever landed a world or server first, recorded or otherwise, and what was it? 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!

  • The Daily Grind: Should governments meddle in MMO business models?

    by 
    Bree Royce
    Bree Royce
    09.13.2013

    Last year, we wrote about a Japanese government crackdown on free-to-play games that used a gambling-centered crafting mechanic. This past summer, the German high court effectively barred advertising for virtual items sold within free-to-play MMOs (because won't someone think of the children). Like it or not, governments are becoming more and more interested in how games, especially "free-to-play" games, conduct their business. And that makes it our business. Some of us like subs, some prefer buy-to-plays, and some genuinely prefer a la carte free-to-play games. But I'm pretty sure none of us likes exploitative cash shops, even if we'd disagree precisely on which ones those are. And that brings us to today's question: Do you think governments should be deciding what constitutes an exploitative F2P mechanic or microtransaction practice and outlawing its implementation accordingly? 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!

  • The Daily Grind: Do you play MMOs without spending money?

    by 
    Bree Royce
    Bree Royce
    09.06.2013

    Yesterday, Massively's Beau Hindman pointed me to a Touch Arcade article that explains to readers how to spend as little real money in The Simpsons: Tapped Out as possible. I know, I know; it's not an MMO. But that urge to beat the system by playing a free-to-play game without paying a dime is one that MMO players feel more and more in an era characterized by free-to-play and hybrid MMOs. Some folks call it frugality; others call it leeching. But today, we want to know whether this is how you play free-to-play MMOs. Do you try to spend as little as possible, even turning your ability to save money into its own sort of game, or do you chip in money as thanks to developers for a game well done? Are your attempts to penny-pinch thwarted by clever but annoying monetization design? Have you ever successfully hit endgame in a free-to-play MMO without spending any real-life cash, and why? 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!