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  • The Daily Grind: Is endgame merely the beginning?

    by 
    Akela Talamasca
    Akela Talamasca
    04.17.2008

    People who love MMOs tend to cite the fun of social, shared play as the reason. It's more fun to play together than alone. However, at the higher levels, when it becomes necessary to group just to stand a chance of completing a raid or instance, it becomes difficult to find a group of players of the same level as you -- unless you're already at the highest level you can attain. One thing to be said about reaching the ceiling is that you can stop worrying about leveling and concentrate on some good, solid 'endgame' content with a bunch of like-minded players.This begs the question: is all game content merely there to help you get to the endgame, at which time the fun truly begins? When you're bored with your top-level character, and you roll a new one, do you grit your teeth and sigh expressively through the lower-level content until you're back up on top? Once you've reached the heights, is the rest of the game still fun?

  • The Daily Grind: Should beta testers be allowed to keep their characters?

    by 
    Akela Talamasca
    Akela Talamasca
    04.16.2008

    This is a pretty loaded issue, as it turns out. Obviously, the benefits to keeping your characters are manifold -- you start the live version of the game at a higher level than the rest; you likely have vastly better gear; you've already been through most of the lower-level quests, so can concentrate on the more lucrative epic lines, or just work on your PvP skills. But aside from the fact that you might find that this diminishes your enjoyment of the game, having already seen so much of it, is it fair to the new players?It's somewhat demoralizing to log in for the first time and immediately see high-level players goofing around, talking trash, and trading or selling the epic loot they have in abundance. It destroys the feeling that you're entering a strange, exciting new world, and reminds you that you're just playing a game, and people have already well-trod the ground you've never even seen. MMOs shouldn't be about racing to get to higher levels, but in a beta, it's easy to exploit early class imbalances to advance. In this case, the goal and the journey have become muddled, and for many, the traveling is just as important as the arrival.Some games do wipe their player bases when they're ready to release. Is this frustrating, or is it a good practice?

  • The Daily Grind: Should reputation matter?

    by 
    Akela Talamasca
    Akela Talamasca
    04.15.2008

    If you have the money, you should be able to buy anything that's for sale, right? Yet sometimes vendors will refuse to sell you that one sweet halberd or armor set that you've been dying to have, simply because you haven't built up enough reputation with their faction/guild/association. Has any such item been worth grinding rep for? What exactly does this reputation system prove, other than that your service can be purchased by the promise of leet loot?This system only really seems to matter for games in which there is a definitive ending, where moral choices do, in fact, have consequences. In an MMO, even such a moral system can be made obsolete; because the game can continue indefinitely, a player can go from total evil to complete good and back again, given enough game hours. Perhaps we're missing a critical element, but do we really need the reputation element in MMOs?

  • The Daily Grind: Are MMOs the future of gaming?

    by 
    Akela Talamasca
    Akela Talamasca
    04.13.2008

    Raph Koster certainly thinks so. He feels that single-player gaming is a phase we all went through, and that online, interconnected gaming is simply the next evolutionary step -- or, possibly, a return to form. 'People always play games together. All of you learned to play games with each other,' he said, citing a reason for shared gaming's return to prominence. The problem is, however, that MMOs don't exactly scratch the same itch that single-player games do, and ironically, that's an itch engendered by the mere existence of single-player games, a kind of weird self-fulfilling prophecy. We learned to like single-player games because we were offered single-player games. So how does this affect the MMO experience? With a sophisticated enough platform, there's no reason to think that a fully-immersive single-player experience couldn't exist cheek-by-jowl with an MMO experience. People talk about soloing, but that's just a concession, a way around the issue. What if, for example, while playing Bioshock, you arrived at endgame and left Rapture, only to discover a world filled with other players who've gone through the same experience? Is the future of gaming synthesis, rather than exchanging one form of gameplay for another?

  • The Daily Grind: Do MMOs underrepresent ethnicity?

    by 
    Akela Talamasca
    Akela Talamasca
    04.12.2008

    Part of the fun of fantasy and science fiction MMOs is playing a race substantially different than your own, whether it be orcs or aliens. But when you feel like playing close to your own type, and aren't Caucasian, do you feel underrepresented?Games like Age of Conan and APB offer some pretty sophisticated character creation tools that allow more accurate rendering of facial morphologies -- epicanthal folds vs. no folds; lip thickness; cheekbone sharpness and angle, etc. Most of the rest simply allow you to change skin color, yet leave the actual skull structure of your characters alone. This is not a deal-breaker by any means, but does it ever bother you?

  • The Daily Grind: What's the best way to curtail RMT activity?

    by 
    Akela Talamasca
    Akela Talamasca
    04.11.2008

    As noted in our recent Guild Wars post, there's more than one way to skin an RMT cat, if you'll forgive a labored metaphor. Quite aside from simply hunting the farmers down and feeding them to the Sarlacc beast, banning and possible litigation are merely the most commonplace ways to deal with these issues. Clearly, this problem isn't going to just fix itself or go away, and many have lost accounts thanks to these activities.Have we seen the best solutions to the RMT crisis? What hasn't been tried yet?

  • The Daily Grind: Who's got the best UI?

    by 
    Akela Talamasca
    Akela Talamasca
    04.10.2008

    There's something to be said for a good user interface. Look at the ugly UI of Second Life, for example. Compare that to World of Warcraft, or what would have been (and might still be) Star Trek Online. Looks are important; at the very least, the interface should match the aesthetic of the world in which you're playing. But beyond that, there are other considerations.Obviously, you want to be able to quickly find the commands you're looking for, and perhaps even customize the UI to match how you think. Assignable keyboard commands are a time- and sometimes life-saver. And although its growing increasingly rare these days, sometimes monitor size and screen resolution are important too. So, when they're all stacked up against each other, who's got the best UI?

  • The Daily Grind: Would you read an MMO novelization?

    by 
    Akela Talamasca
    Akela Talamasca
    04.09.2008

    The funny thing about translating a game to a novel is that it's a tightrope walk between sticking to canon, and inventing something new that feels canonical. Balancing between just writing up the events of the game, and trying to expose action lying just outside of view. Stray too far, and you'll alienate the fanbase; hew too closely, no one will feel the need to read it.A game like World of Warcraft, though, has a fairly extensive lore, with lots of unexplored nooks and crannies just begging for attention. We can see a great deal of promise in books based on the Hellgate: London title, and can imagine the complexity of EVE Online fiction. What's a good way to turn a game into a novel, and which worlds deserve the treatment?

  • The Daily Grind: Are classes played out?

    by 
    Akela Talamasca
    Akela Talamasca
    04.08.2008

    Our recent post about Fallen Earth makes mention of the fact that in the game, there will be no traditional class structures -- players can allocate points wherever they like. They're not locked into a setup where they only have access to a particular pool. And that got us thinking: is it time for the class system to move on?Think about it. Even the real life military, with all its roles, functions, and chains of command, appreciates a soldier with a diverse skillset. And really, does it make sense that just because you're, say, a Hunter, that it's impossible for you to carry a shield? Having an open system means that one could truly customize their character, and not feel like just one more in the herd. But maybe having definable classes is the best way to determine a player's function during a raid? What are the good reasons to keep offering the class structure?

  • The Daily Grind: What was your gateway MMO?

    by 
    Akela Talamasca
    Akela Talamasca
    04.07.2008

    Some people just don't get MMOs. 'What's the point? You just keep leveling up, but there's no end to it. Where's the story? Why would you pay a monthly fee for the chance to keep getting killed by the same griefer over and over?' Of course, what they don't understand is the feeling of community, the excitement of content updates, and the chance to partake in an ongoing history that's being partly written by the players themselves.But at some point, the heretofore non-MMO gamer decides to take the plunge, whether out of curiosity, or the constant browbeating of his more evolved peers. He might give World of Warcraft a spin, considering how popular it's grown. Or he'll jump into City of Heroes out of love of the comic book medium. Or, being a Tolkien fan, he'll download the Lord of the Rings Online trial. Suddenly, the scales fall from his eyes, he renounces all worldly goods, and becomes one of the converted. Oh, he might still play the occasional single-player game, but he'll never give up his guildies.Which MMO made you see the light?

  • The Daily Grind: Is there a place for diplomacy in an MMO?

    by 
    Akela Talamasca
    Akela Talamasca
    04.06.2008

    'Violence is the first refuge of the incompetent', wrote Isaac Asimov, and to a certain extent, that's true. But in an industry that caters to these primal impulses -- and thriving off of them, as well -- is there room for the non-violent path? Certainly, the violent response is more fun than talking it out, at least in an urge overkill kind of way, but surely that's just a matter of implementation.If we truly want to simulate any sort of real-life experience in our games, the full range of social interactions ought to have a place, including politics. And it's one thing to try to reason with an AI, but if you can create a lasting peace with another human player, you have something to be proud of. But is it necessary, or would diplomacy in a combat-oriented game merely detract from the experience?

  • The Daily Grind: Will griefers ever evolve?

    by 
    Akela Talamasca
    Akela Talamasca
    04.05.2008

    The MMO industry as we know it today hasn't been around very long, really. Still, we can see definite generational shifts, particularly between the current crop of foul-mouthed, immature children (of all ages) we might label 'griefers', and the older, more stable cadre of players who just want to enjoy their hobby in peace. The generation of kids being raised on MMOs have the dubious honor of receiving input from both of these spheres. What will they become? Respect can be taught, but kids are mimetic; they'll copy behavior they find amusing. Is there a chance that griefers can grow out of their abusive tendencies and learn to behave? What will it take for that behavior to evolve?

  • The Daily Grind: Is player housing overdue in WoW

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.30.2008

    It seems that while Blizzard is doing a good job of making sure that there's more than enough raiding content out there to satisfy the folks who have gotten to endgame. But what about those folks who are just enjoying the ride, and very slowly and casually getting there, or who have just joined? As our sister site, WoW Insider pointed out, unless you have The Burning Crusade installed, there's really very little for you in the new content patch at all. Enter the easy way for Blizzard to fix this: guild or player housing. Blizzard has mentioned adding it before, but it has yet to materialize. What do you think? Is player or guild housing overdue in World of Warcraft? Do you think adding another layer like that might help to retain members, giving them something else to do, as well as giving the game a bit more of a gold-sink?

  • The Daily Grind: Is the WAR delay good or bad?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.28.2008

    Now that the gnashing of teeth has somewhat abated, there's been some talk about whether or not delaying Warhammer Online to the "fall" was a wise idea or not. A lot of people we've heard from think this is going to prove to be a really big problem for EA Mythic, as delaying that long will put them in the range of releasing sometime near Blizzard's upcoming WoW expansion, Wrath of the Lich King. Others have said that this may cause people who are jonesing for some good fantasy PvP right now even more reason to check out Age of Conan when they may have originally intended to just hold out for WAR -- which could lose them subscriptions. Then there are the folks who say that the delay is wise, well needed, and forward-thinking for them. They say that it gives them time to make WAR the absolutely most amazing game ever. (We can only assume someone at EA is having a head-explody moment at how long this is taking, though.) But this morning we thought we'd ask you -- do you think the delay is good or bad for WAR?

  • The Daily Grind: Which PvP do you want more: AoC or WAR?

    by 
    Kyle Horner
    Kyle Horner
    03.27.2008

    Both Warhammer Online and Age of Conan have a pretty big focus on the player vs player gameplay -- with their own unique twists. So we thought it would be interesting to see which of the two titles you -- our readers -- would want more strictly in terms of PvP content. Do you want the controlled chaos that is WAR's RvR system, coupled with its instanced scenarios and open world PvP combat? If not, then maybe the player-controlled Border Kingdoms system where victory means your very own city to rule over in AoC is what you're after. Both games will certainly have PvP servers, where death is hiding behind every rock, tree and level 9 bear -- but which is the one for you? %Poll-11858%

  • The Daily Grind: Should free/trial accounts get less support?

    by 
    Tateru Nino
    Tateru Nino
    03.26.2008

    Some games offer two tiers of membership, free and premium. Some are free-to-play with microtransactions. Some are subscription-based, but have free-trial periods. Customer service and technical support costs the same whether someone's paying or not, though. Should the free-trials and free users get the same amount of customer care and technical support as the paying players? Should it not matter? If free/free-trial users get less or no support does that encourage them or discourage them from upgrading to paying for the game? Shower us with your collective wisdom!

  • The Daily Grind: Devs behaving badly

    by 
    Brenda Holloway
    Brenda Holloway
    03.23.2008

    Last week, EQ2Flames admin "LFG" told us about the SOE Community Influencer program and how he came to be released from it. It was a story of broken promises, SOE developer involvement in player guilds, a disenfranchised player community and heated emotions...Feeling he had nothing to lose, "LFG" mined the developer's private messages, and found some more juicy tidbits. The developer, Aeralik, had taken a bug report that told of an exploit that trivialized the killing of one of end-game raid dungeon Veeshan's Peak gateway dragons, and passed that to his player guild leader. He added that he would "look away" while his guild exploited the encounter so that they could finish their epic weapon quests.How much influence should game developers have in the guilds in which they play? When does a developer cross the line in feeding a guild strategies? If an encounter is too tough to complete, is it acceptable to exploit if a dev gives permission? Discuss!

  • The Daily Grind: In-game cash for subscriptions?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.20.2008

    I know what some of you are thinking: gold for game time? That's just nuts. I'd probably have thought so myself, save that EVE Online does something like this with players buying time codes to trade for in-game ISK. That way the player who has extra in-game cash laying around can get some "free" gametime, and those who would normally buy game currency are able to do so in a fashion that appears to be more socially acceptable. The potential ramifications for the unethical/unapproved RMT dealers could be huge. Why buy gold from them when you can buy it from another player with the game company's blessing, and know for absolute sure that you'll actually get the in-game cash.With all that said, what do you think? Do you think that a game like World of Warcraft could benefit from the in-game cash for time-codes system that CCP has in place for EVE? If you could get playtime for cashing out game currency, would you do it? If companies offered the chance for players get in-game currency for a time-code they purchase to trade to another player, do you think it might stop those who normally would just buy from a gold farmer?

  • The Daily Grind: MMO TV?

    by 
    William Dobson
    William Dobson
    03.19.2008

    Have a read of this article, which features comments from the host of the short-lived videogame TV series Thumb Bandits, Iain Lee. He said that the format of his program did not work, and that the people running it didn't understand games enough to show them in a way that interests the target audience. On the other hand, he mentions the alternate way of covering games -- which is to view them as a sport and show off the elite end of competitive play in tournaments and the like -- as being skewed too much to the fanatics to garner much mainstream attention.Looking at it from an MMO perspective, what sort of TV program would you be more inclined to watch, one that goes over industry-wide news, or one that shows the hardcore doing what they do best? This could be player-versus-player competition, or even the odd high-end raid encounter. Importantly, would it need to be game-specific for you to want to watch it, or if the show switched it up between a number of games which might be unfamiliar to you, would that still be good viewing? Or, is TV just not the format for this at all, with all the quality internet programming out there?

  • The Daily Grind: Concentration buffs

    by 
    William Dobson
    William Dobson
    03.18.2008

    Over at Kill Ten Rats, Zubon brought up the topic of concentration buffs. For those that don't know, a concentration buff is one that only needs to be cast once and will remain until canceled, and takes up a certain portion of the caster's "concentration" (as a way of limiting the number of perma-buffs that are enabled). Both Dark Age of Camelot and EverQuest II use this system, and there are certain Lord of the Rings Online buffs that only need to be used once -- but why aren't more MMOs making use of this?Not every buff should use the concentration system (especially some of the more powerful ones), but there are some with a longer duration that may as well just be permanent while grouped. It doesn't add to the fun, or take any skill, to recast a buff every 30 minutes or so. It's also easy enough to keep it under control, through having to be close enough to the caster to receive the buff, and needing to remain in the party.So are there any good reasons that this shouldn't be a more common feature in MMOs? Is it something that you'd like to see more of in upcoming games? Tell us what you think.