Monthly Archives: August 2018

Comparing MMORPG Group Content

MMOs are, at their heart, about playing with other people. Even as a mainly solo player, I acknowledge this. To this end, developers have come up with many forms of content designed specifically to be tackled by groups, but they’re not all created equal. Each form of group content has its pros and cons.

A group flashpoint in Star Wars: The Old Republic

Dungeons

Dungeons are the archetypical RPG experience: a party of adventures venturing into forgotten ruins in search of wealth and glory. In MMORPGs, dungeons are usually for groups of about four to six players, which makes them a happy balance between being social but not too crowded.

Dungeons tend to represent a stepping stone between the easy outdoor content and the more challenging raids. This is both one of their chief virtues, and their downfall.

The problem with dungeons is that they are, almost invariably, viewed only as that stepping stone. They are rarely granted the privilege of being an endgame unto themselves, instead being treated as little more than a funnel into raids. This makes it hard to achieve satisfying progression as a dungeon fan. You end up living as a second class citizen to the “real” players, who raid.

Raids

For better or for worse, raids have long been held up as the pinnacle of MMO group content. They feature the largest group sizes, the highest difficulty, and the best rewards.

For those who enjoy them, raids are as good as it gets. The MMO community is full of stories of fond memories, lifelong friendships, and even marriages that grew out of raid groups.

The downside is that while the raiding community is incredibly vocal and passionate, it’s also incredibly small. Due to the high time and skill requirements of raiding, most players simply can’t be bothered. Hard numbers for such things are always difficult to come by, but from the evidence I’ve seen it seems that raiders usually make up about 1-5% of a MMORPG’s playerbase, at best.

Fighting the Sha of Pride raid boss in World of Warcraft

The problem arises from the fact that raids are also very resource intensive, and by their nature as the intended pinnacle of endgame, they tend to offer the most desirable rewards and the highest production values. Thus, huge amounts of development resources are being devoted to a tiny minority of players.

It’s not impossible for raiders and non-raiders to coexist, but it’s a difficult tightrope for a developer to walk. You need to reward the raiders for their hard work without kneecapping everyone else. Raids are inherently disruptive to the balance of a game.

Small Group Content

By “small group content,” I mean content that is designed for groups, but groups of a size less than the traditional dungeon group — two to three people.

The fact there’s no commonly accepted term for content scaled to this size — the way there is for dungeons and raids — should tell you how common it is. World of Warcraft experimented with scenarios in its Mists of Pandaria expansion, which were catered to three player groups, and the upcoming Battle for Azeroth will add a similar feature in the form of Island Expeditions. Secret World Legends also has a feature called scenarios that can done by duos, but beyond those I struggle to think of many examples of dedicated small group content in MMOs (feel free to mention others in the comments).

People who prefer to play in twos or threes are therefore usually relegated to playing quest content that was designed for soloists, forcing them to endure phasing issues or difficulty that wasn’t tuned for more than one person.

And I really don’t understand why. Again, not being a developer or researcher, I don’t have hard numbers, but anecdotally as a longtime MMO player, I’ve found that groups of two or three (often couples or close friend groups) are by far and away the most common form of social group in MMOs. The fact that most group content is built solely for larger groups baffles me.

PvP

The chaotic PvP combat of WildStar

PvP doesn’t immediately come to mind for me when discussing group content, but duels and the occasional gank notwithstanding, player versus player gameplay is almost always group-based.

The trouble with PvP from a social perspective is that it necessitates losers as well as winners. For this reason, it has a higher potential for toxicity (not that PvE doesn’t have its fair share, as well).

As a result, I think it’s better to enter PvP with a group of people you already know and trust, rather than trying to form connections mid-match. The exception may be for slower paced, larger scale PvP such as Guild Wars 2’s WvW or Cyrodiil in Elder Scrolls Online. The persistent nature of those contests gives time for meaningful social connections to flourish.

Public Events

A world boss spawns, and the call goes out in general chat. In a matter of minutes, dozens or even hundreds of players descend upon the unsuspecting mob, full of fire, fury, and the lust for loot.

First introduced by the dearly departed Warhammer Online and made a major selling feature of both Rift and Guild Wars 2, public events are MMOs at their wildest and most chaotic. Whether this is a positive or a negative depends on personal perspective, but for my money, I feel public events are the purest expression of what MMORPGs should be, organic and epic in equal measure.

That said, there are other perspectives. Many argue — with more than a little justification — that public events are naught by mindless zergs. Even as a huge fan of the concept, I struggle to defend them from this criticism.

Others say that the lack of organization makes it difficult if not impossible to form meaningful social connections. If it’s just a mindless swarm of people spamming abilities, where’s the opportunity for friendships to form?

It’s a worthy concern, but I must say that the one and only meaningful friendship I ever made via MMOs was with someone I met at a world boss fight in The Secret World…


Five MMOs with the Most Dedicated Communities

MMORPG players are, by nature, an unusually devoted bunch. You have to be to sink hundreds or thousands of hours into a single game. But one thing I’ve noticed over the years is that some games’ communities are a bit more dedicated than most. They’re communities that will stick with a game through content gaps or major design blunders, or communities that grow so close they feel more like families.

Lord of the Rings Online

The Inn of the Prancing Pony in Lord of the Rings Online

When people talk about MMOs with good communities — especially good role-play communities — one of the first names that always comes up is Lord of the Rings Online. I haven’t spent much time in LotRO myself, but I’ve seen the praises of its community being sung high and low.

While the online world is awash in tales of toxicity and harassment, LotRO players are mostly known for being polite, mature, and helpful.

This is most evident in the famed player-run events held in LotRO, which allow players to show off both their commitment to the game and their community spirit. Most famous of these is “Weatherstock,” an actual in-game music festival where player bands perform for crowds of fans.

A good community doesn’t just happen. It’s something that has to be built and maintained, and that’s something that LotRO players seem to understand well. They care about their game and its community enough to go that extra mile.

EVE Online

eve online good mmorpg to play with friends image

EVE Online is one of the most notoriously difficult to pick up MMOs on the market. Most people who try it don’t last more than an hour or two. A lot of people (myself included) never even make it out of the tutorial.

Those who survive the initial learning curve do so because they have an intense passion for the game, its deep mechanics, and its cutthroat politics. EVE players are dedicated because their game simply won’t accept any less.

It’s that passion, combined with the game’s anarchic emergent gameplay, that allows the EVE community to generate more headlines than perhaps any other MMO’s players. It seems like almost every other month we get a new story of a major heist, or a brutal gank with a cost equivalent to thousands of real world dollars, or an hours-long battle involving thousands of players. One need look no further than the infamous World War Bee to see what the EVE community is capable of.

The EVE community is not always the friendliest bunch, nor the most trustworthy, but their passion and their dedication cannot be denied.

Star Wars Galaxies

A group of players in Star Wars Galaxies

How do you know if someone was a Star Wars Galaxies player? Don’t worry; they’ll tell you.

I kid, but it is a fact that to this day you can find no shortage of SWG players happy to sing the praises of what is often considered one of the greatest sandbox MMOs of all time. Galaxies players survived two of the biggest controversies in MMO history — the “Combat Upgrade” and “New Game Enhancements” — and continue to keep the memory of the game alive even years after its closure with countless think pieces and nostalgic blog posts, and a thriving emulator community.

If that’s not true dedication, I don’t know what is.

City of Heroes

A rally of City of Heroes players

Another dead game whose memory endures thanks to an incredibly passionate fanbase.

With a strong role-play community and little competition from other superhero MMOs, City of Heroes boasted one of the most tightly knit playerbases in the MMO world when it was alive, and even now that it’s dead, that community endures, albeit in a diminished fashion.

For proof of this, one need look no further than the bevy of crowdfunded “spiritual successors” to City of Heroes that are in development: City of Titans, Ship of Heroes, Valiance Online…

For those who need their City of Heroes fix in a more immediate form, there’s also Paragon Chat. While not a full emulator, it does allow former CoH players to reconnect via a minimalist recreation of the game that includes some of the environments and the ability to chat with other players, though not actual gameplay.

Secret World Legends

The Whispering Tide community-driven event in The Secret World

The original Secret World was a game renowned for having one of the most warm and mature online communities around. Having been an avid TSW player myself, I always felt that such stories were a tad exaggerated — we still had our share of trolls and elitists — but certainly TSW’s community was a cut above the average.

And I certainly can’t deny that they were also among the most fanatically devoted. I shudder to imagine how many hours of sleep I’ve lost delving into novel-length theory threads on the old lore forums.

Most communities would not have survived the upheaval Funcom handed down when it rebooted the game as Secret World Legends, and indeed, much harm was done to the playerbase. Many refused to give up years of progress by jumping over to the new game — myself included.

But many did make the change, and those that did surely deserve to be viewed as some of the most devoted players in all of online gaming. No one else would have the patience to endure being made to start over from scratch.

I don’t know if the TSW/SWL community is necessarily the most friendly nor the most dedicated, of all time, but it is the one that felt most like home to me, and thus it will always hold a special place in my heart.