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.
PvE (Player vs. Environment) systems in MMORPGs are systematically all very similar. Obviously some games deliver more enjoyable challenges from artificial intelligence than others. Yet the core gameplay boils down to the same objective: kill bad guys and take their loot. On the other hand, PvP (Player vs. Player) in MMORPGs vary widely by objective, scope, and type. Which PvP system is the best for MMORPGs? To some extent, this depends on the game. Arena combat is a better fit for World of Warcraft than Eve Online. That doesn’t mean arena combat is better than Eve Online’s free-for-all PvP combat. People seeking a PvP MMO typically come to the table with a vision in mind. To me, the best PvP systems for MMORPGs coincide with the experiences people see… Continue reading
Stargrace from MMOQuests posted last week about the issue that multiple servers creates in MMOs. It’s something that really resonated with me because it’s indeed a very frustrating experience. If I know or meet somebody outside of a game who happens to play that same game, I do have a general expectation I that should be able to play with that person. However, the way most MMORPGs works is that players must choose a server when they create their character. That character is then tied to that server for remainder of their artificially born life. Since a big part of MMOs is spending time building up your character, taking hours/days/weeks, it’s unlikely that players will want to start a new character on a new server.
Over the past few days I’ve been sinking my teeth into the Das Tal alpha test. And it’s been fantastic – not because the game is anywhere near launch ready but because the groundwork is laid for an incredible and innovative MMORPG. This is a game that turns combat, player interaction, and leveling on its head. It resembles multiplayer survival games like Rust and ARK: Survival Evolved combined with a two dimensional combat mashup of League of Leagues and Guild Wars. Unfortunately, while Das Tal evokes a refreshing blend of many successful multiplayer games, it falls short of delivering a great multiplayer experience. But it’s just an alpha test, and after playing it I’m excited to see where this game ends up next year. Believe me, that’s not something I… Continue reading
MMORPGs have grown to such heights now that they warrant their own category for year end video game awards. However, MMOs evolve to a much greater extent than games from other genres. An MMORPG’s full potential might not be realized until years after launch. It is with this thought in mind, and the fact that hindsight is 20/20, that we’ll be taking a retroactive look at the best MMORPG by year for the past twenty years. We’ll start in 1996, the first time that multiple graphical MMORPGs would release in the same year.
MMOs differ in a multitude of ways from their single player cousins. One could easily argue that the most prominent difference between MMOs and non-MMOs is the potential lifespan. Single player games will typically last somewhere in 15-80 hour range. On on the flip side, some people have been playing MMORPGs like Ultima Online for over 15 years. The content that keeps players hooked in MMOs is typically referred to as the endgame. This is where characters engage in PvE raids, PvP battlegrounds, crafting high end gear, or doing some other activity where the ‘real game’ begins.
Typical MMO endgame raids take hours or days of playtime to reach