entitlement

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  • Global Chat: Through a monitor, darkly

    by 
    Justin Olivetti
    Justin Olivetti
    09.30.2014

    No matter who you are, and even if you are independently rich and can game all day, it's impossible to get around to playing all of the MMOs out there -- even all of the major ones. This is why I love MMO blogs, since they allow me to vicariously visit many of the games that I lack time to play. Even if they're silly observations or dutiful reporting on last night's activities, these posts are my window into a universe of virtual worlds. In today's edition of Global Chat, we'll hear from a gamer visiting an older MMO for the first time, a rant about Guild Wars 2's new player experience, a tribute to the late Rusty Hearts, and why "entitlement" is overused as an attack in our community.

  • Stick and Rudder: On crowdfunding and 'dev abuse'

    by 
    Jef Reahard
    Jef Reahard
    04.20.2014

    The DFM PAX reveal came and went, and it was exactly what I expected: full of bugs befitting an alpha state and still absolutely stunning in terms of its potential. And that's all that really needs to be said about that, at least until we get our hands on it in the comfort of our own homes! I'm more interested in riffing off some of the trollish behavior from the pre-PAX backer-only gala. If you watched the full presentation, you probably know what I'm talking about. If you didn't, well, it was basically drunks being drunk, but it leads into something I've wanted to talk about for a while, which is mass appeal, niches, and the gaming industry viewed through the prism of Star Citizen.

  • The Art of Wushu: The war for server time [Updated]

    by 
    Patrick Mackey
    Patrick Mackey
    04.24.2013

    Scheduled events are a huge part of Age of Wushu. While each player has the option of enjoying the game at his own pace, scheduled events mark the major ways people can have an impact on the world at large. Because these events have to occur at a specific time, their placement will always be convenient for some and inconvenient for others. Recently -- and without warning -- Snail changed the server time in response to complaints about various events being inconvenient. This time change was influenced by a vote thread on the official forums, but was otherwise invisible; there were no warnings in the game's launcher or via in-game announcements until days afterward. The lack of communication about the time change was bad enough, but unfortunately, listening to the vocal minority had much larger, far-reaching problems for players. [Please see the end of this article for Snail's appended response to these arguments.] I was going to talk about meridians this time, but addressing this topic was something you requested. You came to the Massively tip jar. You emailed me directly. You messaged me in game. You even came to my house and said, "Hey man, you should write about how messed up the time change is." You asked, and this is my reply.

  • The Soapbox: 'L2P' and the antisocial MMO

    by 
    Jeremy Stratton
    Jeremy Stratton
    07.31.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I'm amazed how often I still hear the phrase "learn to play." It's become a nasty term that makes me suspect those saying it just don't want other gamers around at all. And I can hardly blame them when the MMO market is pushing a markedly single-player agenda. MMOs tout our ability to play with friends and interact with others, but in the end, they are selfish games that breed and attract selfish gamers. In modern MMOs, interaction barely rises above single-player co-op. Guild Wars 2 exemplifies this by dropping you in a world with the potential for thousands of players to be all around you, but its alienating mechanics often make you feel like a lonely ghost who wants nothing more than to hug someone. L2P and other stock insults are rooted in something ugly: the literally antisocial nature of many MMOs.

  • The Soapbox: Games-as-a-service sucks for the consumer

    by 
    Jef Reahard
    Jef Reahard
    05.29.2012

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. If you pay close attention to game industry marketing-speak, you've probably heard of something called games-as-a-service. It's an initiative that's been gaining momentum in recent years, as publishers and development houses look to increase revenue, strangle used game sales, and clamp down on both PC and console piracy. It's also championed by a few of our more clueless game "journalists," more often than not due to their (desire for a) cozy relationship with the aforementioned industry players. Put simply, games-as-a-service seeks to change both the definition and the public perception of the phrase "video game" from a product that you buy to a service that you rent, thereby granting developers and publishers complete control over the end-user's experience. If that sounds somewhat nefarious, that's because it is. It's also something that MMORPGs have been doing for two decades.

  • Wings Over Atreia: When egos attack!

    by 
    MJ Guthrie
    MJ Guthrie
    03.12.2012

    The battle was fierce, both sides unleashing everything they had. Around the arena they danced, attacking, dodging, and slaying the occasional beast that interrupted the duel. Though caught by surprise that first time and making one critical mistake, the Cleric withstood the other attacks the Assassin was throwing at her. Fast and furious the blades would fly, but the Cleric held them off, counterattacking in-between heals. She even scored a kill on the Sin in the final round, but her opponent was still in the lead by a hair. The Sin jumped in and tried to shock the Cleric; she activated the shield to prevent a death blow from the poisoned blades. Then, in the last moments, a relic appears. Running to it, the Cleric grabs it moments before the battle ends, putting her score 50 points ahead -- a win right at the buzzer. "WTF?!?! Yer such a cheater...!!" The preceding vignette is a true story and sadly not the only one of its kind in Aion. I kindly left off the rest of the response received from the loser (this is a reputable site, after all, and we have standards), but I am pretty sure you all can fill in the blanks from your own experiences. It's the all-too-common phenomenon of OMG-I-can't-have-lost-unless-you-somehow-cheated! Prepare your rant-protection gear because I am about to let loose! This week, Wings Over Atreia explores the show that seems to be gaining popularity in Aion: When Egos Attack!

  • A Mild-Mannered Reporter: You owe me for this

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.22.2012

    In a subscription game, the developers have a certain degree of built-in obligation to the playerbase. You pay $15 a month, and while some of that goes toward the simple logistics of running the game, some of that also goes toward keeping the game in development. When you're putting down money, there's a tacit understanding that you are owed something in return. Strictly speaking, we know the only thing we're owed is access to the game, but even that is something. City of Heroes has entered the realm of free-to-play, though, and that means the expectations of what players are owed has become all kinds of skewed. There's a huge pile of content available to players who haven't paid a cent. What do free players actually deserve in this environment? What do paying players deserve? Where do you draw the line between what should be free for everyone, what should be free for subscribers, and what should just plain cost money?

  • Breakfast Topic: Are players becoming too entitled?

    by 
    Dan O'Halloran
    Dan O'Halloran
    11.17.2011

    This Breakfast Topic has been brought to you by Seed, the AOL guest writer program that brings your words to WoW Insider's pages. WoW has been around for quite a while. We've seen years of advancements and improvements to the game, from abilities and talent overhauls and quest and encounter design improvements, to vast quality-of-life improvements like the Dungeon Finder, Real ID chat and the Mobile Guild Chat and Mobile Auction House. With all these added features, more and more players seem to take them for granted. With ongoing requests for the removal of the raid group restriction for low-level raids, suggestions of various ways and means of using the Dungeon Finder to access outleveled dungeons, and even the complaints about "easy mode" versions of raids in the upcoming Raid Finder not providing achievements and legendary weapon quest items, more and more players seem to want more from Blizzard while expending less effort on their end. Perhaps the playerbase has undergone a major shift, just as Azeroth has in Cataclysm. Maybe I've just never fully adjusted to the new paradigm since I began to play during vanilla WoW -- or maybe you darn kids should get off of mah lawn! Has it gone too far? Is Azeroth as a whole nothing but a staging area from which we should expect to be instantly transported to wherever we wish to go, or are we still willing to enjoy the journey to our destinations? Is a modicum of human interaction too heady a task to enjoy raid content, no matter its level? It's hard to say. What are your thoughts?

  • Officers' Quarters: Silent revenge

    by 
    Scott Andrews
    Scott Andrews
    07.04.2011

    Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook, available now from No Starch Press. Guild drama comes in many forms, and it can thrive even after people quit the guild -- with some unpleasant consequences. This week, one officer describes how an angry former member took revenge on the guild with a particularly spiteful act. Hi Scott, I've been reading your column on and off for a few months now and I don't know if you've covered this, but my guild is having issues with a former officer (we'll call him X Member) who /gquit of his own accord . . . X Member still has ties to many of the guild members and to some extent he is expecting us to treat him like he is still a guild member (i.e. not hold him to the same expectations that we hold all PUGs when raiding and automatically take him along on both progression raids and fun runs.) When we treat him the same as other PUGs, he takes it out on our guild in vengeful ways.

  • The Daily Grind: Does SOE owe you in-game compensation?

    by 
    Jef Reahard
    Jef Reahard
    05.16.2011

    The recent announcement by Sony Online Entertainment of a compensation program for users affected by the downtime of its MMORPGs presents lots of opportunities for discussion. In some quarters, players have praised SOE for lining up double XP benefits, events, and one-of-a-kind items. In other cases, displaced vets are complaining about the sheer unfairness of it all, as well as the perceived inadequacy of the reward items offered as an olive branch. Underlying all of this is the question of whether SOE owes anything to consumers aside from honest billing practices and identity theft protection services for those actually affected by the breach. If nothing else, the fiasco serves as an interesting case study not only for PR disaster prevention and MMO IT practices, but also feelings of player entitlement. How about it, Massively folk? Do you think SOE owes you in-game compensation for your lost leisure time, or are you content with freely available identity theft protection programs? 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!

  • You're not special

    by 
    Eli Shayotovich
    Eli Shayotovich
    01.02.2008

    Hardcore Casual has a very interesting article up discussing how current MMOs trick players into thinking they're special when they're really not. And after reading the rather convincing argument - I have to agree. Sort of. However, I'm not convinced that it's the fault of the MMO developers. Rather, they are but a part of the overall picture.Gaming is mainstream and the "hardcore" gamers, while still out there and still as boisterous as ever (see any online gaming forum), are the minority. What, you don't really think the majority of the nine million WoW players are hardcore gamers do you? Gaming is major league big business now. It's not like it used to be back in the day (late 80's and early 90's) when a few folks could get together and bang out a game that became a cult hit. It just doesn't work like that anymore. Thus, games must cater to the lowest common denominator, to the largest group of people willing to pay the monthly fees. And that means casual gamers who don't, or more likely can't, spend hours upon hours in game. Thus, the game mechanics (i.e., instances) have to change or the game simply won't survive. It's a matter of economics. ESPECIALLY in the jam packed MMO arena where everyone is fighting in a very limited revenue pool. Even the hardest of hardcore gamers can't play more than a few at any one time.Plus, the whole "carebear" mentality goes hand in hand with how our society has developed. In our country especially, most everyone (that does not mean ALL people) now expects things to to be given to them. A life, a job, a car, an "epic sword".. whatever. They want it all, want it now, and don't want to work to get it. Sadly, that's a fact and not just the ramblings of a mad man. Why this "entitlement" mentality has evolved is a topic for another time and another place however.So give the Hardcore Casual artcile "You are not special" a read and let us know your thoughts!