Author Archives: Tyler Bro

Six Ways MMOs Can Make Leveling More Appealing

There has always been a vocal contingent of the MMO community that views leveling as nothing but a chore. And to be fair, in a lot of games, it is. But what to do?

A party of characters in World of Warcraft

One possibility is to abolish leveling entirely, but given how intrinsic leveling is to the RPG experience, it may be more realistic to look for ways to make leveling more interesting, to make it a compelling attraction in its own right.

Let’s take a look at some of the things developers can do to make leveling appealing.

Put Your Best Foot Forward

MMOs are rather infamous for making players wait to get to the good stuff. “The real game begins at endgame” is a refrain we’ve all heard. All the development resources go into high level content like raids, leaving leveling players to pick up the scraps of bland kill and collect quests.

Thankfully, MMO developers are waking up to how off-putting this can be, so it’s not as common a problem as it once was, but it’s still worth saying: In 2018, players will lose patience with games that don’t put their best foot forward.

We now expect leveling content to have all the bells and whistles and production values of endgame. There are far too many good MMOs out there to waste time on games that can’t be bothered to make good first impression.

Equally Viable Options

Similarly, leveling should reflect endgame by offering as many options for how to play as max level content, and those options should all be viable paths to the cap.

A paladin character in the Dungeons and Dragons MMORPG Neverwinter

Often, MMOs tune quests as the optimal leveling path, and other options are left by the wayside. Even as an avid quester myself, this doesn’t sit right with me. If someone has joined your MMO hoping to get into competitive PvP at endgame, they should be able to compete against their fellow players as a method of leveling, too, and not have to worry about missing out on XP or gear upgrades.

This has the advantage of offering variety, too. As I said, I enjoy questing, but sometimes I need a break. Sometimes it’s nice to earn a few levels through dungeons or PvP. As long as games don’t spread themselves too thin, variety can be a good thing.

Emotional Investment

This entry was originally going to be “a good story,” but that draws to mind some kind of linear, overarching story, and while that is a model I enjoy, I’m not sure it’s something you really need.

What you need is something for the player to get invested in beyond stats and levels. Whether that be an epic story, a good cast of characters, or a fascinating world, it just needs to be something people can care about.

If people are only playing for the mechanics, it’s easy for them to be distracted by other games, but if they become emotionally invested, they’ll keep coming back for more. They’ll find themselves doing “just one more quest” to see what happens next.

More Content Than Is Needed

Leveling isn’t just for new players. These days almost everyone plays alts, whether for fun or because their guild needs a new tank/healer/whatever. That means leveling isn’t something you experience just once, and therefore there needs to be some way to keep it fresh.

An Imperial agent character in Star Wars: The Old Republic

A very easy way to achieve this is to simply offer more content than is needed to get a single character to level cap. This could take the form of quests that are unique to specific classes or races, as seen in Star Wars: The Old Republic or the upcoming Bless Online, but it could also just mean extra zones or leveling paths.

A good level-scaling system can also help, allowing players to choose their path through content rather than having it be entirely dictated by their current level.

A Steady Leveling Curve

Long-time MMO players are familiar with the concept of “hell levels,” wherein higher levels require a brutal amount of time to earn.

True hell levels are largely a thing of the past these days, but the general concept of level-ups becoming far slower as one approaches endgame remains, and I have to wonder why. While it does have a basic sort of logic to it, upon closer examination I have a hard time seeing any good justification for it. It’s just discouraging.

One thing that I greatly admire Guild Wars 2 for is its nearly flat leveling curve, where higher levels do not take significantly more effort to earn than lower ones. The rate at which your character dings remains more or less consistent throughout the game, and it feels much more balanced and rewarding.

Challenge

Often when people talk about making leveling more challenging, they mean they want to bring back the days when it took a week or more of solid grinding to get a single level. But tedium is not true difficulty, and that’s not what I mean when I say that leveling could use more challenge.

Combat in the original version of The Secret World, a famously challenging MMO

Too often, enemies in MMORPG leveling content are little more than speed bumps. They don’t have intelligent AI, meaningful mechanics to counter, or even the raw stats to be a serious threat to any basically competent player. This can make leveling content feel like a chore, rather than the exciting adventure a good RPG should be.

Of course, there is also the risk of making leveling too challenging. It is, after all, a new player’s first introduction to the game, and things should be a bit forgiving at first while they learn the ropes. If leveling becomes too unforgiving, it risks driving people away.

But there must be a happy medium. Just because leveling can’t be too brutal doesn’t mean it should be all mindless, all the time, either. As players progress further into a game, they can and should be expected to handle greater challenges.


Six Design Choices MMOs Should Retire

Often, tradition can be a good thing, but not always. Sometimes traditions can be onerous or destructive, surviving only through a resigned belief that this is how things have always been, so this is how things always will be.

Executing an enemy in Star Wars: The Old Republic

As it is in the real world, so it is in the world of MMORPGs. There are some ingrained or traditional elements of MMO design that have long outlived their usefulness, if indeed they ever had any to begin with. These concepts simply need to be retired, ideally sooner rather than later.

Lockboxes

This entry might surprise some people who are familiar with my work, as I have developed something of a reputation of being a lockbox apologist.

And to be clear: My position has not changed. I think the furor over lockboxes is quite overblown, that people take the issue far too seriously, and that the whole situation has become somewhat toxic.

That being said, I have also always been clear that I don’t particularly like lockboxes. I don’t think they’re immoral or the death of the genre, but I also don’t think they’re a good thing to have around, either. It’s obvious that making people gamble for what they want rather than buying or earning it directly is not a good deal for the player.

I reject the idea that lockboxes are any more than an annoyance, but they are still an annoyance. If they vanished from the world tomorrow, I wouldn’t shed a tear.

If nothing else, I wouldn’t have to listen to people endlessly complaining about them anymore.

Factions in PvE Games

I’ve never liked the idea of factions in MMORPGs. I’m not very competitive; I’m the sort of person who would rather cooperate with other players than fight against them.

However, I do grant that there are some games where they make sense. If your MMO is based

Horde and Alliance armor in World of Warcraft's upcoming Battle for Azeroth expansion

on PvP, separating players into discrete factions is a good way to foster team spirit and create the potential for large scale conflict.

Outside of those niche cases, though?

Factions need to go.

MMOs are, obviously, a social medium, so creating artificial divides between players is one of the most counter-productive things you can do. You’re giving people smaller pools of potential group members, less opportunity to make new friends, and more limited options altogether.

Not to mention the potential for toxicity it brings forth. I’m forever amazed that anyone takes seriously the conflict between imaginary video game factions, but in reality the rivalries between factions can spill over into the real world in some very ugly ways. If I had a nickel for every time I heard a World of Warcraft player make the earnest argument that Horde/Alliance players are all children/crybabies/bullies/perverts/genetically inferior, I could fund my own MMO (it would basically be a hybrid of The Secret World and SWTOR, but high fantasy).

Now that the WoW clone craze is winding down and companies are no longer trying to ape Blizzard’s giant as much as possible, the idea of factional conflict in PvE MMOs is fading, but honestly, I don’t think things have gone far enough. I’d like to see those games that still have factions begin to phase them out, at least to some degree. Most games have the conceit that players are freelance adventurers, so they should have the option to work with whomever they choose.

Elder Scrolls Online has a good model to follow. Factions still exist, but are irrelevant outside of the Alliance War PvP system. Anyone can group with anyone, and no content is gated by faction.

And when it comes to new releases, let’s just not bother with factions at all, shall we?

A shot from the MMO shooter The Division

Mandatory Subscriptions

I’ve already ranted about MMO subscription fees in the past. They incentivize bad game design, they discourage variety, and they don’t really offer any of the benefits they claim to. I firmly believe that of all current monetization options for online games, a mandatory subscription fee is the worst deal from the player’s perspective (except maybe crowdfunding and early access, but that’s kind of a whole other issue).

The good news is that these days subscriptions are a dying breed. There’s really only two major games still clinging to them — World of Warcraft and Final Fantasy XIV — and I’m fairly confident they’ll come around eventually. Maybe not today, maybe not tomorrow, but some day.

I just hope it’s some day soon.

Loot Competition

The fight for treasure lies at the heart of most MMORPGs. But ideally that fight should be against bosses and monsters, or at most enemy players, not your own teammates.

Yet for many long years, this was the standard mode of operation for most MMOs. At the end of a fight, there was a finite pool of loot drops to share, and players had to decide how to distribute it between them. In a perfect world, a civil discourse would follow, and items would be given out in a fair and orderly fashion.

But we don’t live in a perfect world. Thus, loot drama became a thing. Guilds came up with all sorts of convoluted systems to try to determine who most deserved what item, but in the end there was always plenty of potential for conflict and resentment. And that’s in organized groups. In PUGs, things could get truly ugly.

It needs to be said again: MMOs are a social medium. Any design that fosters anti-social behavior should be eliminated with extreme prejudice.

A shot from the MMO shooter Defiance

Thankfully, personalized loot drops, with no competition and no drama, are becoming ever more common, and the days of living in fear of loot ninjas seem to be fading. Even so, there are still plenty of games clinging to the old ways, despite the obvious disadvantages.

Death Penalties

Coming from a background in single-player games, death penalties in MMOs are something that’s always baffled me. I don’t understand why they ever existed in the first place, let alone why they’re still around.

In the rest of gaming, if you die, you go back to your last save or checkpoint and start over. The fact you have to repeat whatever killed you (and anything else after your last save) is the punishment for failure, and really that’s all there needs to be.

MMOs have the same thing. By the time you get back to where you died, the boss you were fighting will have reset, or the mobs respawned. You have to start over. And again, that’s really all you need to make death feel meaningful.

But for some reason MMOs feel the need to tack additional punishment on top of that. In the old days we had all kinds of draconian things like corpse runs and XP loss. Nowadays most games have lighter penalties, like gear repairs, but the idea of punishment for death is still there.

And I still don’t know why. It’s being punitive for the sake of being punitive. It doesn’t add to gameplay in any way. It’s only frustrating. At best it can serve as a gold sink, but there has to be more inventive ways to achieve that goal.

Mobs… Mobs Everywhere

Wild monsters in Black Desert Online

One of my biggest pet peeves of MMO design is when developers feel the need to fill every corner of the game world with legions of hostile mobs, making it impossible to go anywhere or enjoy the sights without constantly being jumped by some randomly hostile wildlife.

Now, I do somewhat understand the reasoning for this. You want a game world to present a certain sense of danger, and nothing’s worse than running out of mobs while on a kill quest. But just jamming every corner of every zone full of baddies isn’t a great solution to either problem.

Mob competition is better solved by adjustable respawn times that replenish enemies more quickly when players are killing them in large numbers. Meanwhile, I think excessive numbers of mobs ultimately do more to harm the sense of peril in a game world than they do to help it.

See, if your game is designed such that you’re coming under attack at every turn, each individual enemy can’t really be that dangerous. Otherwise it would become an unplayable slog. This turns mobs into mere speedbumps, rather than something to genuinely be wary of.

What I would like to see is more intelligent mob placement. If there’s a large NPC camp that is involved in important quests, sure, fill it with legions of bad guys. But in the open wilderness, don’t add enemies unless there’s a good cause, and it’s probably better for them to be fewer and more powerful. This creates a certain sense of peril and adventure without making every journey an endless slog of trivial battles.

And developers really need to learn that it’s okay for some areas to be free of danger. Let a pretty glade just be a pretty glade.


Six Features no MMO Should Launch Without

Lately I’ve been having a lot of fun with the new outfit system in Elder Scrolls Online. It’s a good system with a lot of options, and it’s helped me enjoy the game a lot more.

My sorcerer showing off her new outfit in Elder Scrolls Online

But there’s a part of me that’s still a bit resentful it took them this long to add an outfit system in the first place. In this day and age, that’s something I expect everyone of today’s top MMO games to have as a launch feature.

That got me to thinking what else should be considered mandatory for any MMO launching in 2018. Not every MMO can offer everything, especially at first, but there are some minimal thresholds that need to be reached. These are corners that developers may be tempted to cut, but definitely shouldn’t.

An Outfit System

Since it was the inspiration for this post, it makes sense to start with outfit systems. The ability to customize the appearance of your character’s gear is one of those things that seems frivolous until you’ve had it, but once you’re used to it, it’s incredibly hard to accept life without it.

Obviously, role-players benefit the most from this ability. Indeed, the ability to freely customize your character’s outfit is all but mandatory for role-play.

But even if you’re not actively role-playing, you can still find plenty to like about outfit systems. It just isn’t that exciting to be waddling around in some ridiculous clown-suit cobbled together from whatever gear happened to drop. Much better to be able to put your personality and creativity on display with a custom outfit you designed yourself.

Personally, I also love checking out other people’s outfits. Sometimes I’ll just sit around a social hub and study what other people are wearing. It’s amazing how creative and stylish some can be.

Outfit systems add color and culture to MMOs, and it just doesn’t feel the same without them.

Robust Matchmaking

A group doing the Scarlet Monastary dungeon in World of Warcraft

Not everyone is a social butterfly, and not everyone can commit to a set play schedule. But that doesn’t mean those people should have to miss out on group content.

To this end, any modern MMORPG must have robust matchmaking features to make finding groups easier for anyone at any time. A LFG chat channel or sign-up board isn’t good enough. You need a proper matchmaking system wherein the game creates groups automatically.

These systems have many advantages. You can continue to quest or farm while queued, instead of standing around a city spamming general chat. You don’t have to worry about elitist players serving as the gatekeeper to all content. It opens up group content for all.

Despite these obvious strengths, though, matchmaking tools are still viewed as an optional frill at best by far too much of the MMO community. The Secret World took years to add one, and by then the game was already in decline. Destiny 2 still doesn’t offer proper matchmaking for raids. ESO launched with a dungeon finder, but it was in such a poor state as to be virtually nonfunctional for a very long time.

Voice Acting

Voice acting is expensive and time-consuming. I understand that. But it also makes games vastly more immersive and adds crucial emotional weight to stories. There’s a reason silent films went out of fashion.

I don’t necessarily expect every line in every MMO to be fully voiced, but at the very least major story moments should be. In a world where games like Elder Scrolls Online, Star Wars: The Old Republic, and Secret World Legends exist, any game without robust voice-overs will stick out like a sore thumb.

Equally Viable Progression Paths

The plent Nexus in WildStar

I’m not a fan of MMOs trying to be all things to all people, but it is nonetheless common for MMOs to offer several different forms of content, and that’s fine if it doesn’t go too far. If that’s to be the case, though, the developers must work to ensure all playstyles have a viable and rewarding progression path ahead of them.

If your game has questing, raiding, and PvP, those should all be viable paths for players at endgame. Questers shouldn’t suddenly find themselves locked out of progression if they don’t raid, and raiders shouldn’t have to PvP for the best gear.

It can be okay to reward some groups a little more than others — it’s not unreasonable for hardcore raiders to have better gear than people who only solo for twenty minutes a day — but it should never reach a point where fans of one playstyle find themselves hitting a brick wall, with no further way to progress short of playing content they don’t enjoy.

My personal preference is for currency based systems, where harder content rewards more of the currency needed to upgrade your character. This rewards the top tier of players without completely shutting down casuals. Everyone wins.

It’s so simple, and yet even the titans of the genre often struggle to give everyone a fair shake. Even the mighty World of Warcraft has had at best a spotty record of giving all playstyles equal opportunity to advance.

This isn’t even a matter of limited resources or tricky design problems. It’s just bad decision-making.

Text Chat

A cutscene in Destiny 2

Those of us who’ve been around for a while are likely to have a hard time even imagining an MMO without chat. I know I do.

But with the growing popularity of MMORPGs on consoles, this is something that is actually coming to pass. I’m sorry to pick on ESO once again, but its console version lacked text chat for some time before it was finally patched in. Destiny 2, meanwhile, still has not chat at all on console, and no public chat channel on PC… though given what I’ve seen of public chat in MMOs, I can at least sympathize with their reasoning there.

MMOs are a social medium, so the ability to communicate with other players is part of the bedrock of the genre. Yes, there’s voice chat, but not everyone has the hardware for it, nor is everyone comfortable using voice chat with strangers. Text chat is an option no game should be without.

A Free Trial

In my view, the best business model for an MMORPG is buy to play with an optional subscription and/or micro-transactions, but it does have one flaw that I find frustrating: Free trials seem to be going the way of the dodo.

Buying a new big budget MMO is a fairly big investment if you’re not sure whether you’re going to enjoy it. I’m rarely willing to take a chance on a game if I haven’t had a chance to try it first. I don’t expect everything for free, but a chance to try a small sampling of the game before I buy doesn’t seem like too much to ask.

Instead, developers seem to be expecting fence-sitters to wait for Steam sales, or at best the occasional free weekend, but those just aren’t as convenient as an on-demand free trial. I’m willing to pay top dollar for a new game, but not sight unseen, and developers are losing money from me by not offering better trials.

To be fair, this isn’t just an MMO issue. I’m also very frustrated by the how often single-player games no longer offer free demos.

A Plan for Toxicity

A Play of the Game screen from Overwatch

Of all the things on this list, a plan to deal with player toxicity is one that I can’t think of any MMO having at launch — or at least not a very clear one. And I find that baffling.

It’s far too late in the game for developers to pretend to be surprised when their players behave badly. Anyone who has spent any amount of time in online gaming is familiar with how prevalent toxic behavior is.

And it’s something that can seriously damage a game. It eats away at communities. It drives away veterans, and it makes new players hesitant to invest.

Yet the preferred strategy among MMO developers still seems to be to pretend the problem doesn’t exist and make only a token effort toward moderation. When Overwatch launched on console, it didn’t have a reporting feature, which is so incomprehensibly naive I can’t even begin to know what to say about it.

I’ve said before that I’m not a behavioral expert, and I don’t know what the magic bullet to solve toxicity is, but I desperately want to see developers start to take it more seriously. I want to hear them trumpet their plans for a safe community as loudly as they do their innovative game design and top of the line graphics.

* * *

What say you, dear reader? What are the features you don’t want to see any MMO go live without in this day and age? What’s on your list of essentials?


Examining Class-based Versus Skill-based Progression

Normally one of the first things you do in any MMO — or any RPG period — is choose a class. It will determine the strengths and weaknesses of your character for the rest of the game, and is probably the most important decision you can make.

A character in the skill-based MMORPG Secret World Legends

But some games don’t nail you down like that. These are games based on skill-based progression, where any character can pick and choose whatever abilities they like with little or no limitations. With time you might even be able to unlock every skill on a single character, depending on the game. One example might be Secret World Legends, and while it does technically have classes, I would also cite Elder Scrolls Online as a largely skill-based game. Class systems are so common I hardly need give examples.

But which system is superior? The dominance of traditional classes would seem to argue strongly in their favor, but there are advantages to skill-based progression as well.

Let’s look at the arguments for each.

The Case for Classes

By far the best argument in favor of traditional classes is approachability. With clearly defined class options, you can quickly and easily find something that fits your preferred playstyle and jump into the game. If you’re an experienced gamer, you’ll already have a pretty good idea of what classes you like, simplifying the process even further.

For instance, I usually like playing as rogues, or similar classes. If a game has a rogue class (and most do), I can just pick it and start stabbing away, without the need to agonize over the other options.

Classes make things easier to parse for other players, as well. To continue the above example, if I’m a rogue, then other players will immediately have a good idea of what I can bring to a group. In most cases, that’s going to be damage and a bit of crowd control. There’s no need for me to waste time explaining my build and what I can offer.

Even as you progress through the game, it continues to makes things easier. Rather than flailing wildly at different skill set-ups until I find one I like, I will have a smaller selection of builds and much less risk of crippling my character through sheer ignorance. I’ll know right away that as a rogue I want medium armor and daggers or swords as weapons. I’ll know that agility or dexterity is probably going to be my best stat.

A group of rogues in the class-based MMORPG World of Warcraft

All that without any need for outside help.

Another advantage to classes is that they help give a clear identity to each character. In skill-based systems where everyone can do anything, characters start to feel interchangeable, and it’s much harder to impart a sense of identity to your avatar. Classes provide obvious starting points for role-play and impart a certain degree of personality to each character, be they proud paladin or sinister warlock.

By that same token, you can argue classes are more realistic. Most people in the real world tend to specialize in a particular skill set. There’s a limit to how much a single person can learn. Mastering every ability under the sun can strain credibility a little.

The Case for Skill-based

By comparison, skill-based systems are all about freedom. The freedom to be whoever you want, to play however you want, with little or no restrictions.

Classes are good at giving characters identity, but what if you already have an identity in mind, and it doesn’t exactly fit any available classes? What if you want to be an archer who uses a little magic? What if you want to be a paladin with light armor and more agility?

In class-based games, you’d be out of luck. In a skill-based game, it’s just a matter of unlocking the right skills.

There can be a real satisfaction in creating your own build from scratch, too. Giving players unlimited options unquestionably makes for a steeper learning curve, but it also brings with it a certain joy of experimentation, and a true sense of accomplishment when you finally settle on the build that clicks for you.

An argument for realism can also be made in favor of skill-based games, as well. The restrictions placed on most traditional classes are fairly arbitrary, after all. There’s no particularly good reason why a warrior couldn’t learn to pick locks, or a priest couldn’t be trained in archery. It lets your character be a person, not just an archetype.

A character using the Wu deck outfit in the skilled-based MMORPG The Secret World

And if you make a mistake, or if you have a change of heart, you can adapt. One of the most frustrating things that can happen in an RPG is to pick a class you think you’ll like and invest a lot of time into the character, only to find the mechanics don’t quite click for you, or for the developers to redesign it into something you no longer enjoy.

In a traditional class system, you’d have no choice but to suffer through it, or start over with a new character. In a skill-based system, you can just find a new build, and keep the character you’ve already invested in.

When I first started playing The Secret World, I played with a fist weapon/blood magic build. But after the first few zones, I wasn’t feeling it anymore. I was too squishy, and I didn’t have enough AoE damage. In most games, this would have been a real problem. But because TSW didn’t lock you into anything, it took me only about a day of normal play to earn enough ability points to swap from fist weapons to swords. Suddenly I was tougher, able to take on crowds with ease, and having much more fun.

I never looked back.

That’s the kind of freedom no class system will ever equal.

Which Wins Out?

This is one case where there are definite pros and cons to both sides, and I’m not sure either option can truly be said to be objectively superior. There’s a strong element of personal preference.

For my money, though?

Skill-based all the way.

RPGs — MMO or otherwise — about creating a character, playing a role. When you pick a class designed by other people, you’re playing someone else’s role. You’re forced into a narrow box, with little or no opportunity to set yourself apart from the pack.

A shot from the MMORPG Elder Scrolls Online

With a skill-based system, your character is truly yours. You can be whoever, whatever you want to be. You won’t be sharing the game with ten thousand identical clones of your character. You can be an individual.

It does have downsides. Skill-based systems have much steeper learning curves. They can be overwhelming in their complexity. They create balance issues, and they can limit a game’s mass market appeal.

And I do enjoy class systems, as well. I still love my rogues. Sometimes it’s nice to have a clear path to follow, without the need for experimentation or trial and error.

But the sheer freedom offered by skill-based games simply can’t be beat, and I wouldn’t trade that for anything.


MMOs with the Best Class Options

Sometimes I hear people in the MMO community ask questions like, “How many classes is too many in an MMO?” And every time I hear it, it baffles me. How can there be too many options on how to play?

No, the more the merrier, I say. I crave games that offer many and varied class choices. The more and the weirder the better. There are few things quite so exciting as encountering an MMO class that’s not like anything you’ve played before.

Much as we recently saluted the MMORPGs with the most interesting racial choices, let’s now take a look at the games which gift us the most compelling class choices.

World of Warcraft

A demon hunter character in World of Warcraft

WoW’s most unique class is probably the recently added demon hunter, which combines agile melee combat with chaotic demon magic. Oh, and they can turn into demons themselves.

But the rest of the roster is pretty diverse, as well. There might not be a lot of wildly original options, but it’s a healthier selection than many games offer these days, with almost every playstyle you can imagine included somehow or another.

WoW is helped by the fact it’s always had very strong class design, with each option having a very distinct playstyle due to unique resource mechanics and other class-specific quirks. WoW’s system of specializations also adds a lot of variety within classes. A priest, for example, can be a standard healer… or a maddened cultist wielding twisted shadow magic to vanquish their foes.

Guild Wars 2

A mesmer character in Guild Wars 2

A lot of Guild Wars 2’s classes conform pretty closely to the standard fantasy archetypes, but they do deserve credit for having a few options that are bit more off the beaten path. The engineer, for instance, is a fairly uncommon archetype and a very refreshing change of pace.

More interesting still are the mesmer and the revenant. The former is an illusionist class that warps reality and the minds of their foes alike with a flurry of phantasms, tricks, and arcane magic. If you’ve never played it, you should at least try it, as there’s nothing else quite like it.

The revenant, meanwhile, bears some resemblance to “dark knight” style classes, but with a twist. Rather than more conventional death magic, the revenant channels the identities and powers of famous historical figures from Guild Wars lore, making for a truly unique class.

Rift

A tempest character in Rift

Rift has a fairly unusual take on character builds. The actual number of classes, or “callings” as the game dubs them, is quite small — just five, even with the addition of the primalist post-launch — but each calling includes many “souls” which are almost complete classes unto themselves. These souls provide incredible variety, and the ability to mix and match them grants more freedom still.

Each calling has at least a few interesting souls, but for my money the most unique are found under the rogue calling. These include the ephemeral riftstalker, which warps between realities to tank damage, the saboteur, who wields explosives to devastating effect, and the tactician, which uses advanced magitech weaponry to support allies.

MapleStory

A promotional image for the import MMORPG MapleStory

With more than thirty classes, MapleStory offers a dizzying variety of choices ranging from the standard to the outright bizarre. Want to dual wield magic blowguns and ride a unicorn? MapleStory has a class for you!

Or maybe you’d rather have an arm-mounted soul cannon, or pilot a mech, or be a jaguar-riding archer… MapleStory’s class selection lacks for nothing, least of all originality. When the rest of the world asks why, MapleStory asks, “Why not?”

The EverQuests

A promotional image for EverQuest II

Both EverQuest games jointly took the top prize in our list of MMOs with the most interesting races, and they also rank very highly when it comes to class selection.

The original EverQuest boasts an impressive sixteen classes covering almost any archetype you could want. Its sequel, though, goes even further, with a whopping twenty-five classes.

Within that list you’ll find common concepts like paladins and rangers, but there are also plenty of more exotic choices. EQ2 offers not one but two bard classes, including a darker take on the archetype called a dirge. Consider also the coercer, a caster class focused on mental domination of its enemies. And while I am not the biggest EverQuest fan myself, I will always admire EQ2 for offering a true swashbuckler class.

I do love a little swash in my buckle.

Between the wealth of class choices and the staggering racial variety, the EverQuest games offer some of the most creative options and most diverse potential for role-play in the MMORPG field.

Tree of Savior

The City of Orsha in Tree of Savior

Tree of Savior is a game that has made its wealth of classes a major selling point, with over eighty to choose from. Players begin by choosing one of four basic classes — swordsman, wizard, archer, or cleric — and then at regular intervals over the leveling process have the choice to upgrade to more advanced classes or continue developing their current one.

With over eighty to choose from, pretty much every archetype you can imagine is represented, plus several you probably can’t. Looking over the list, my eye was caught by the “schwarzer reiter,” a pistol wielding class that rides what appears to be a beaver-lizard-chicken.

I don’t think any game is likely to top that level of variety any time soon.


MMOs with the Best Race Options

With World of Warcraft releasing early access to some of its new allied races, the concept of playable races in MMORPGs has been on my mind as of late. All too often these days, MMOs don’t offer a choice of races, or the choices are severely underwhelming, with little to differentiate the various options beyond height or maybe skin tone.

But there are still a few games out there putting a bit more creativity into their racial options. This seems an opportune moment to salute those MMOs with the best races that let us play as creatures beautiful, bizarre, or both.

Elder Scrolls Online

A Khajiit character in Elder Scrolls Online

With ten playable races (one of which is exclusive to the deluxe edition), Elder Scrolls Online seems like the sort of game that might rank very highly on this list, but it does lose some points for how similar many of those races are.

Four out of the ten are simply different nationalities of human, and not truly separate races. Another three are various varieties of Elf, and while they are physically and culturally distinct, it’s still not the greatest example of variety out there.

ESO does deserve some respect for its remaining races, though. Orcs are still fairly standard, but the catlike Khajiit and reptilian Argonians are much more unusual and provide welcome respite from more standard fantasy archetypes. Furthermore, unlike many non-human races in gaming, the Khajiit and Argonians have been given quite robust customization options and gear that usually fits of them without clipping or graphical bugs.

Allods Online

An Elf character in Allods Online

Allods Online brings a fairly standard compliment of racial options — Elves, humans, Orcs — supplemented by several more interesting options. There’s the unliving Arisen, the bestial Priden, and the otherworldly Aeds.

But no discussion of races in Allods can be complete without mentioning the infamous Gibberlings. A small, rodent-like race, the most bizarre feature of the Gibberling is that each Gibberling avatar is actually three characters that the player controls simultaneously. It doesn’t actually affect how you play that much, but it’s still a wonderfully bizarre concept.

Star Trek Online

An Andorian captain in Star Trek Online

The Star Trek universe has always had a colorful variety of alien races, and this is reflected in its MMO incarnation, as Star Trek Online features a great variety of well known and more obscure species from the Trek shows and movies. It’s also the only game that isn’t a fantasy MMO on this list.

More impressively, players also have the option to create their own species by mixing and matching a variety of physical features and racial abilities. That’s a level of freedom very few games offer.

Guild Wars 2

A Charr engineer in Guild Wars 2

At a mere five playable races, Guild Wars 2 has fewer options than any other games on this list, but there’s an impressive amount of variety packed into those five choices.

Aside from the standard humans, there’s also the Norn, who appear mostly human but are given a more creative flair with their shapeshifting abilities, and then it just gets more interesting from there.

Perhaps most striking are the Charr, who are mostly feline in appearance but also have demonic traits, with massive fangs and brutal horns. There are also the exotic plant people known as the Sylvari, and finally the gremlin-like Asura.

GW2 is also another game that deserves credit for offering relatively robust character customization even for its most non-human races.

World of Warcraft

A Tauren death knight in World of Warcraft

As the inspiration for this post, you had to know World of Warcraft would appear somewhere on the list. WoW has always had one of the most impressive racial line-ups in the MMO space, and it’s only gotten more diverse with time.

Aside from a strong stable of traditional options — humans, Dwarves, Gnomes, and so forth — WoW also launched with the bovine Tauren and a race of undead called the Forsaken. Later these were joined by the alien Draenei, the anthropomorphic pandas called the Pandaren, and the Werewolf-like Worgen, among others.

Even some of Warcraft’s more traditional options feel fresh through unusual portrayals. Far from being mindless beasts, WoW’s Orcs are noble souls with a rich and intricate culture. The Elves, too, are unusual: the Night Elves possess a feral edge, while the Blood Elves are desperate renegades ostracized by the world at large.

Now the addition of allied races brings even more variety to WoW’s character creation screen. Some are admittedly only slight variations of existing races — the Highmountain are barely distinguishable from standard Tauren save for having different horns — but others, such as the Nightborne Elves and the upcoming Zandalari Trolls, feel like proper new races in their own right.

The EverQuests

Race selection in EverQuest II

Sharing both a setting and a penchant for wild racial choices, it makes sense to discuss both EverQuest and EverQuest II as a single unit.

The original EverQuest boasts an impressive selection of races, covering all the standard fantasy archetypes as well as embracing stranger choices including the catlike Vah Shir, lizard people called Iksar, human variants including the Erudite and Drakkin, and even a race of anthropomorphic frogs.

Even more impressively, its sequel offers even greater variety: the dragon-blooded Aerakyn, good and evil faerie races, rodent people called Ratonga, two different lizard races, playable vampires, and more. If you can’t find a race you like in EQ2, there’s simply no pleasing you.

The racial variety of the EverQuest games is vast, bordering on the baffling. Not every race will appeal to everyone — for my part I can’t imagine the appeal in playing as a frog paladin — but there are so many options you’re bound to find at least a few you like, and it’s that wealth of options that earns the EverQuests top honors on our list of MMOs with the best race options.