Level scaling in an MMORPG is a wonderful thing. It makes the world more immersive, it effectively expands the available content, and it breaks down social barriers.
I am a firm believer that having level scaling is almost always better than not having it, but not all level scaling systems are created equal. The ideal level scaling system is easy to use, rewarding, and liberating, without entirely erasing a player’s sense of progression. Let’s take a look at some of the best systems in currently running MMOs.
EverQuest 2 doesn’t have global level scaling, but it does allow players to “mentor,” lowering their effective level for a time.
Many games are based on pre-existing imaginary worlds. Lord of the Rings Online (LOTRO) and Star Wars: the Old Republic (SWTOR) are two such MMO games that have become popular, not in the least due to their IP. But which of the two handles the IP better?
IP and Licensing
Intellectual property (IP) is an intangible ownership that is based on creations of the mind. While the word technically focuses on the possession of creations, fans often use it to refer to the collection of ideas themselves. This is how it will be used in this article.
For a fair comparison, let’s look at what intellectual property each MMO has access to. I’m going to assume you are
I’m not a fan of the favoritism some people have when it comes to Eastern versus Western MMORPGs. Historically, I’ve spent more time in Western games, but I’m not going to write off a whole hemisphere because of it.
Ultimately, I think both regions’ design philosophies have their pros and cons, and both could benefit by taking lessons from the other. This being an English language site, I’m guessing most people here have a pretty good idea of what Western games have to offer, so let’s start with a look at what the West can learn from Asian games.
Strong Character Creators
These days the gap between Western and Eastern character creators… Continue reading
Let’s face it: World of Warcraft is by now a very old game. Constant updates have helped it endure the ravages of time better than most video games, but by now it can’t help but show its age. At this point more recent MMOs have surpassed in many areas.
Many, but not quite all. There are still a few specific things that Blizzard’s juggernaut does better than any other game.
It always confuses me that I don’t see more discussion of the active mitigation tanking model. For me, it was a revolution.
In most MMOs, tanking is mainly about holding aggro. The tank fights a constant tug of war… Continue reading
Being in front of a computer all day at work can really suck when you like relaxing in front of a computer at home. There is one advantage of such an office job though (depending on your company’s restrictions). Computers connect to the internet via browsers which have games accessible from anywhere. So that means you don’t have to fear “all work and no play” turning you into a dull boy who kills people. Basically, playing games at work prevents murder so tell that to you’re boss if you get caught.
Also, by reading this article and/or playing games at work, you may not hold MMOBro liable for any jobs that you are fired from. While we may think games at work are great, more conventional (i.e. lame) bosses… Continue reading
These days it feels like you can’t swing an epic Sword of Valor in the MMO space without hitting three or four survival sandboxes. They’re the latest trend every developer is eager to jump on, following WoW clones and MOBAs.
But this is one fad that’s mostly passed me by. There are a few reasons for this, but one of the biggest is the focus on PvP that dominates the survival sandbox genre. I’m not a big fan of PvP, and I’m even less a fan of the free for all anarchy that is the preferred style of competition in survival games.
PvE-focused survival games are rare, and multiplayer versions thereof… Continue reading