I have some strong feelings about (most) MMORPG health pools. And like any good opinion, it can be summed up with a meme:
MMORPG health pools have grown to absurd propositions. DPS meters clear a million easy. More precisely, World of Warcraft’s top damage dealer serves out 1.5 million damage per second. World of Warcraft’s DPS currency resembles a country suffering from hyper inflation, and like a such a country, it’s hard to take seriously. High health enemies require monotonous ability usage to down. High health characters negate any semblance of combat intensity. Simple calculations give way to mandatory use of online tools to decipher true net effects. Gameplay starts revolving around bigger and… Continue reading
I’ve been thinking about endings lately. About how and if MMOs can end. I’m not talking about when games shut down — or at least not entirely — but about the stories within MMOs, and whether they can ever be given satisfying conclusions.
This is a complex topic, so let me explain.
The Rock and the Hard Place
Although MMORPGs are not often thought of as a particularly narrative-driven genre, story is nonetheless a fairly essential part of the MMO experience — or at least the themepark MMO experience, anyway. It’s what steers the direction of the game and gives what we do a sense of purpose.
If you’ve spent any time at all in the MMO community, you’re probably familiar with the Bartle taxonomy of players types, designed by influential developer Richard Bartle. Created in the days of multi-user dungeons (MUDs), it divides players into four broad categories and is viewed by many as the gold standard for understanding player motivation in online gaming.
However, at least as it applies to MMORPGs, I think the Bartle types are a flawed model, ultimately too simplistic to accurately define the complex motivations of human beings. This isn’t meant to be a criticism of Bartle himself, but of the way his model is used (and abused) by many players and journalists within the… Continue reading
There are many perennial debates that rage eternal within the MMORPG community. Lockboxes. The trinity. And the question, “Are MMOs too easy?”
That’s a question I’ve long struggled with myself, as I do often find myself frustrated by the relative difficulty of most of the MMOs I’ve played.
The more I try to answer that question, though, the more I realize it’s so much more complicated than it seems at first glance.
First we need to discuss what true difficulty actually is. This feels like it should be obvious, but there’s a lot of misunderstanding of it in the gaming community, especially where MMORPGs are concerned… Continue reading
Honesty time: I have had enough of gear. The concept of continually acquiring new and better equipment lies at the heart of virtually all MMORPGs, but I’m just sick of it. It’s an easy way for developers to provide a carrot for players to chase, but I don’t think it’s healthy for the genre in the long run, and I for one am simply bored with the whole concept.
Gear as a vertical progression system works well in single-player games because eventually you’ll have the best gear and be done with it. In an MMO, that can never happen. Regular gear resets are a necessity, so gearing becomes… Continue reading
Let’s not mince words. MMO communities are in a bad way. Trolling, toxicity, extreme vulgarity, and cyber-bullying ran rampant, and there doesn’t seem to be any serious effort being made to curtail any of this.
I doubt it would ever be possible to entirely eliminate toxicity in online gaming. Human nature is what it is, and the anonymity of the Internet often emboldens people to let loose the worst aspects of themselves.
But far too many people, developers included, have let this fact instill a defeatist attitude toward toxicity. If you can never eliminate it, why bother fighting it at all? But while you may never get rid of toxicity altogether, I… Continue reading