soapbox

Latest

  • The Soapbox: It's a game, but not just that

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.06.2011

    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. There are things about the MMO community that bother me. If you consider the number of Soapbox columns I've written over the last year or so, this will probably shock absolutely no one. But there's one thing that draws more ire from me than any other, one statement alone that implies an attitude that really gets my goat. It comes from MMO players, from non-players, from all sorts of different sources, and it bothers me every single time. "It's just a game." The statement that, say, Guild Wars is a game doesn't bother me at all, just like it doesn't bother me when someone says that Australia is a continent. But that addition, the sentiment that it's just a game bothers me immensely. It's insulting to a lot of people, and it's something that I try to avoid ever mentioning in my own writing because MMOs aren't just games, even though they are games, and the idea of "just a game" alone is missing the point something fierce.

  • The Soapbox: The absurdity of the NDA

    by 
    Jef Reahard
    Jef Reahard
    11.29.2011

    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. So Star Wars: The Old Republic's NDA dropped. Now the entire world (officially) knows the skinny on BioWare's new themepark, and I'm hard-pressed to think of a more anti-climactic NDA death. Even if you weren't following the game over the past few months, you knew exactly what to expect -- provided you weren't a Star Wars or a BioWare virgin. This complete lack of surprise is one reason why the whole MMORPG NDA thing is a joke, and TOR is just the latest in a long series of punchlines.

  • The Soapbox: The best complaint is an empty seat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2011

    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. This is a public service announcement for you. Yes, you, with the post open for the message board and your finger hovering over the "post" button. I can't see what you've got written there, but I'm willing to bet some form of "turning the game into World of Warcraft" is there if you're posting about another game. Or possibly FarmVille. Hopefully I'm getting warm. Look, the point is that I now you're about to post this hateful diatribe about threatening to leave. But I've got a better suggestion for you. How about you delete that post, unsubscribe, and then head outside for a walk with some friends. Play a different game, maybe an offline one, for a couple of days. Don't whine and just leave.

  • The Soapbox: Defining the WoW-killer

    by 
    Jef Reahard
    Jef Reahard
    11.15.2011

    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 haven't written much about World of Warcraft. There are many reasons for this. For one, Massively rarely pays WoW more than the bare minimum lip service (due to the game's being fairly exclusive to our WoW Insider sister site). For another, I don't look at Blizzard's behemoth all that fondly, and the sum total of my time in Azeroth amounts to about 20 hours spread over six weeks. As it does for everyone else who makes a living off of MMORPGs, though, WoW looms over my shoulder like a billowing dust cloud after a titanic explosion, reaching relentlessly for the heavens and effectively blotting out the sun. There's really no way to measure how influential this one game has been on not just MMORPGs but gaming in general. There are the population numbers, of course, and even though WoW has been shedding subs in bushels of late, it could continue to do so for the better part of a year and still dwarf the second largest subscription title by a considerable margin. That kind of success cannot be planned, nor do I believe that it will be replicated. WoW was a happy accident for Blizzard, a perfect storm of polish and timing the likes of which the MMO industry will not see again.

  • The Soapbox: Diagnosing and understanding Girlfriend Syndrome

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.08.2011

    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. You see them more often than you probably want to admit. They're remarkably easy to spot, most often lower-level characters dressed in the best possible equipment, limply following behind higher-level characters like some sort of ersatz satellite. When you talk to them, they give short answers before the higher-level characters answer everything. You see them trudging along, going through the motions, but not showing any signs of interest. You've witnesses someone suffering from Girlfriend Syndrome. Girlfriend Syndrome is a disease that affects any number of people worldwide, and it is thankfully wholly curable. But in order to cure this debilitating ailment, you have to understand why people suffer from it, what can be done for them, and whether or not in-game euthanasia is really the best option. Girlfriend Syndrome, you see, is not airborne; it's transmitted, willingly, by someone who already has the gaming bug.

  • The Soapbox: Applying Neal Stephenson's Innovation Starvation to MMOs

    by 
    Jef Reahard
    Jef Reahard
    10.25.2011

    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. You've probably heard of Neal Stephenson. The celebrated sci-fi author recently released his 13th novel, Reamde, and while it treads a little closer to traditional thriller territory than some of his more cerebral efforts, it still packs a futurist punch (and even led the author to comment on MMOs, virtual worlds, and World of Warcraft in a recent interview). In addition to speculative fiction, Stephenson is also prone to the occasional essay, the latest of which found its way onto the intarwebs a few weeks ago. While not directly related to the gaming or massively multiplayer industries, the piece does feature some interesting observations about the stagnant creative culture to be found in contemporary corporate America, and Stephenson also offers plenty of food for thought that can be applied to the current state of the MMO space.

  • The Soapbox: Bad beta

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.18.2011

    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. So the beta for Star Wars: The Old Republic is currently taking place. And while you may be under an NDA and not allowed to say anything, I can freely say that I am not under an NDA without fear of reprisal. I can tell you that despite the fact that almost every other writer on staff seems to be in the beta -- I'm not in it. And truth be told, I'm not sure if I would be logging in even if I were part of the beta. Not because I don't want to play the game -- no, I preordered as soon as the option was available; I've been watching the news and looking forward to release for quite some time now. I've liked what I've played, and I know I'm going to buy it. But the fact of the matter is that betas are just plain terrible, for several reasons.

  • The Soapbox: Watch out BioWare, it's a (WoW) trap!

    by 
    Justin Olivetti
    Justin Olivetti
    10.11.2011

    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 want to be up front about one thing first: World of Warcraft was, to me, a truly great game. It was. No matter how easy and trendy it is to take swings at the popular kid, I'd be lying if I didn't say that I had a few really terrific years in Azeroth. So as I go on to criticize aspects of the World of Warcraft phenomenon, I don't want to give you the impression that I'm filled with nothing but loathing for my time spent there. There are many factors -- including plain old burnout -- that drove me away from WoW, but the one thing I never liked from my earliest days in the game until now was the attitude and approach that Blizzard gave. These were relatively minor flaws that became magnified with the game's staggering popularity and size, and they stand as proof that even great game designers can be blind to their own shortcomings. Why do I bring up WoW today? Because with the unprecedented build-up to Star Wars: The Old Republic, I see BioWare teetering on the edge of these same traps that ensnared Blizzard and tainted that company's product. BioWare and EA may be betting on WoW 2.0, but if the people behind the scenes are smart about it, they'll take a lesson from history instead of discovering that they're just as prone to fumbling the ball as anyone else.

  • The Soapbox: On armchair development

    by 
    Jef Reahard
    Jef Reahard
    09.27.2011

    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. A couple of weeks ago I penned a Soapbox that, to put it mildly, elicited passionate responses. While a few people sided with me in my belief that MMO combat is silly and sucky, the cries of the masses drowned us out with variations on "you know nothing, Jon Snow" and "go back to consoles, you inexperienced newb!" Some of the responses got me to thinking about game design in general and about game designers and their cult celebrity status in particular. When you cut through the anonymous insults and keyboard courage, most of my would-be critics were actually right about one thing: I'm not a game "developer." You know what's funny, though? That doesn't make a lick of difference when it comes to the ability to talk intelligently about games and game design.

  • The Soapbox: How raiding turns you into a horrible person

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.20.2011

    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 remember raiding at the start of Wrath of the Lich King very well. My Shaman was one of the first people in my guild geared up to run Naxxramas, and the oft-mentioned Ms. Lady was herself one of the first tanks to be ready to last through the boss fights. We were a casual guild, sure, but even in a casual grouping you have stars, and we were stars. We were experts on the content, we destroyed the fights, we marched around dripping in epics. I was the highest DPS in the guild, she was the tank there for nearly every session, and we were known and respected. It was absolutely awful. Of course, it didn't start like that. But there was a very good reason we finally decided that this was not only unfun but actively harmful to our relationship. We left and didn't look back, and we never moved back into raiding in a real way -- nor did we want to. Our time at the top made it very clear how raiding changes you and how you move from not caring about a stupid pretend sword to being absolutely livid when someone else wins a roll for that pretend sword. It's not a case of taking the game too seriously or not having a grip on reality -- it's the way that endgame raiding is structured that drives you, inexorably, to that point.

  • The Soapbox: Why MMO combat sucks, and how BioWare could've made it suck less

    by 
    Jef Reahard
    Jef Reahard
    09.13.2011

    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 hate MMORPG combat. It's not because I'm a carebear. It's not because I'm bad at it. It's not because I dislike parsing, being a min/maxer, or solving equations and comparing spreadsheets when I'm supposed to be having fun. OK, maybe it is because of those last four things. Mainly, though, it's because MMORPG combat completely and unequivocally sucks. MMORPG combat is not combat. It's high school math. And it's the same in every damn MMORPG. Twenty years into the genre here, guys, aren't we ready to grow up even a little bit?

  • The Soapbox: Groupthink

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.06.2011

    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 can pinpoint exactly the moment that the luster of World of Warcraft's big old-game-changing expansion wore off for me. And it didn't take very long, just long enough for me to pick up a quest named It's Raid Night Every Night for my Dwarf. It was an unremarkable quest in every way, with the only really clever-ish bit being the title that slyly winks at players about one of the game's criticisms. Except that it's not exactly an unfair criticism. If you were at the level cap and wanted to keep playing the game with anything approaching forward motion, it was raid night every night. The joke left a bad taste in my mouth. Of course, this isn't an article about WoW except in passing and by association. It's about the temptation and tendency to have group content as the panacea, as the overwhelming focus of any new content. It's about why we get so much content that focuses on large group efforts, and why that isn't necessarily such a good thing -- for the players or even the developers.

  • The Soapbox: Subs and cash shops - Two great tastes that taste awful together

    by 
    Jef Reahard
    Jef Reahard
    08.30.2011

    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. Hoo boy, The Secret World. On the one hand, I was really looking forward to it. On the other hand, it's now joined the likes of EVE Online, pretty much every Sony Online Entertainment title ever made, Star Trek Online, Champions Online, and Funcom's own Age of Conan in my personal double-dipping doghouse. Yeah, The Secret World is going to have a subscription model (hooray) and a cash shop (boo, hiss, and zomgwtf). This should surprise no one, really, since game industry devs have been going all Gordon Gekko on us for a while now, but it was nonetheless a disappointing reveal on several levels. Equally disappointing are the folks who defend the subscription-plus-cash-shop model and erroneously refer to it as an example of consumer-friendly choice.

  • The Soapbox: The Republic must stand, the Republic must fall

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.23.2011

    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. So there's a game coming out called Star Wars: The Old Republic. Maybe you've heard about it once or twice. It's no secret that a lot of people are excited to see what BioWare's long-anticipated title will do once it's finally released. The title has had a huge amount of time and money poured into its production, extensive voice acting, countless demos and revelations and debates... all without having yet amassed a substantial playerbase. What happens when it gets released will have a huge impact on MMOs as a whole for years to come, and even if the developers aren't calling it a World of Warcraft-killer, a lot of players are expecting just that. And for the good of MMOs as a whole, it needs to be just that -- but at the same time, for the good of MMOs as a whole, it needs to fail.

  • The Soapbox: MMO slot machines

    by 
    Jeremy Stratton
    Jeremy Stratton
    08.16.2011

    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. We are beginning to drown in a sea of MMOs that are shedding variety to mimic simplified slot machines. The danger in this is that MMO gameplay is becoming akin to gambling. Enjoyment of minute-to-minute gameplay is being replaced by hours of frustration unless we manage to match three-of-a-kind to get our loot drops. The success of the games isn't resting on the shoulders of enjoyable content but on the prizes to be won by schlepping through that content. We're letting developers know this not just by playing these games but by literally asking for more of the same. The result is that money flies into developers' hands while they skirt the boundaries of ethics by supplying "gameplay" soaked in habitual greed, delivering to players only the barest skeleton of an MMO.

  • The Soapbox: Be here now

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.09.2011

    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. Games die. It's an unpleasant reality but a reality just the same, with the highest-profile death on the horizon being Star Wars Galaxies. Business decisions get made, and unfortunately, sometimes those decisions boil down to "this game is no longer worth the money to keep it running." If you're lucky, the announcement comes with a great deal of time for you to wrap up what you've always wanted to do in the game; if you're unlucky, you might have a couple of weeks before the servers go dark. So what do you do as a player? How do you cope with the fact that the game is shutting down? There are a lot of approaches, but I think it's unfortunate that most of the reactions seem to center around some last-ditch effort to save the game from oblivion. It's entirely missing the point to try and pull the game back from the brink of death, and it does a disservice to both the game and the players when you spend your last days desperately fighting a foregone conclusion.

  • The Soapbox: Rooting for the fail

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2011

    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 going to start this with a strange admission: I love MMOs. I love them as a lumpy, imperfect collective; I love specific ones immensely, and I love being a fan of the genre. I feel that I have to clarify my stance when I sometimes -- often -- see people who apparently follow MMOs quite closely become a neverending fount of bile and venom toward these games. Apparently, not all MMO fans love MMOs, and that perplexes me. Odd as that may be, whatever, I can accept that we live in a topsy-turvy world. What I really don't get are the folks who hate specific games so greatly that their entire bodies and minds have been honed into a dedicated game-loathing entity. Mention that title anywhere on a forum, a blog, or in a post, and these people come out to scream through clenched teeth how this MMO sucks beyond the telling of it and that we are all fools, fools for getting anywhere near it. They aren't just content to say their piece and be done with it, oh no; their vitriol literally knows no end. They will rant, they will attack, they will laugh with derision, and above all else, they will root for the fail. Their greatest desire in life is for this specific game to die so that they can rend their clothes and let out a blood-curdling victory howl. And I don't get it. I feel like an alien in their presence, perplexed at their rage and fixation. Why do people root for MMOs to fail with such intensity? What motivates them and what do they hope to achieve?

  • The Soapbox: Level the playing field

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.26.2011

    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. Levels exist in every single MMORPG on the market today. There are games that eschew the class-level format popularized from EverQuest onward, but even those games still feature levels of one variety or another -- your character in EVE Online might not be a Level Seven Warship Pilot, but she still has certain skill levels at the right levels to make her effective. Levels are a great way of marking character progress, of showing a character growing in power and competence over time. They're also a great way to cause all sorts of problems, from PvP to PvE, from disparities in high-end play to the infinite frustration of having to gain twenty levels just so you can play with your friends. And unfortunately, the obvious solution of just removing the blasted numbers doesn't actually fix things. Levels are a great advantage to MMOs, even as they're also a big hindrance.

  • The Road to Mordor: Double dragons

    by 
    Justin Olivetti
    Justin Olivetti
    07.22.2011

    Last week Turbine released the concept art for one of its major bosses from the upcoming Rise of Isengard expansion: Draigoch. With it came a number of appropriate "oohs" and "ahhs," and no doubt raiders began thinking up uses for a giant dragon skull in their homes. But there was also a crowd that popped out to cry foul about lore molestation -- that this was a blatant example of Turbine pandering to MMO players by including the expected dragons even when the lore shouldn't support it. A couple examples of quotes, first. "Yet whatever way you cut this idea, how can you integrate another dragon into the story? Smaug was the last one of his kind," Contains Moderate Peril complains. A commenter on our article sniped, "So Turbine's decided to entirely drop the pretense of sticking to the lore, then?" Ouch. As much as I am totally not attached to MMO lore in general, I feel like this might be a good time to both address this particular argument and also the larger one of Turbine's approach to Tolkien's world. Are giant dragons lore-breaking? Does Turbine simply not care about remaining faithful to source material? Do you have my decaf light mocha with cinnamon sprinkles?

  • The Soapbox: Decent challenge

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2011

    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. The ancestors of modern humans had a lot to contend with, but I'm willing to bet that the seeds of MMO gamers existed even in those days. There had to have been at least one person who looked at a wooly mammoth, a titantic mass of tree-trunk limbs and tusks and fur, and announced "I bet you get great loot for killing that thing!" And as it turned out, he was right, assuming "great loot" means "meat for food and fur for clothing." I'm exaggerating, naturally; everyone knows that ancient humanity spoke Norwegian, not English, and it's a well-known fact that the term "loot" was first coined in the Canterbury Tales along with "spawn camper." But that need for a challenge is still there, the central idea that in order to get something really awesome you have to overcome a big obstacle. Which is why challenge is such a thorny issue for MMOs and always has been, because one person's challenge is another person's irritation.