Category Archives: MMO Rant

Subscriptions Are Still the Worst Business Model

With all the controversy swirling around lockboxes and other monetization strategies, I see an increasing number of people pining for the day when subscriptions were the standard business model for online games.

World of Warcraft, one of the few games still maintaining a subscription business model

I think it might be time for a reminder of how we ended up here. There’s a reason that free to play and buy to play are now the norm, and it’s not that developers are conducting an evil international conspiracy to make us lockbox addicts.

It’s that subscriptions failed as a model, and they failed because people realized there are better options. For all the flaws of other business models — and oh boy, they do have them — none are quite so bad a deal for the player as a monthly subscription fee. I firmly believe it is the worst business model for an MMORPG.

Let’s look at all the ways subs ill-serve players, and please note that for the purposes of this article, “subscription” refers only to games that require a regular fee in order to play. Optional subscriptions as part of a hybrid model are an entirely different beast, and something I’m entirely okay with.

They Enforce Grinding

One of the biggest fallacies I’ve ever seen put forth in the MMO community is that only free to play business models affect gameplay.

That’s nonsense.

These days, the only subscription game I play is World of Warcraft. It is also by far and away the grindiest game I play. This is not a coincidence.

Honestly, are people truly naive enough to believe that things like attunements, lengthy reputation grinds, and low drop rates were implemented because they were fun? No, they were designed to extend the life of content, allowing developers to earn more subscription dollars from each player.

One of the new allied races coming in World of Warcraft's Battle for Azeroth expansion

This is why while most other games make the main story something you can just jump into and enjoy, WoW locks it behind weeks of reputation grinding. This is why Blizzard is now staggering its patch releases, with a trickle of new content unlocked each week, rather than patching it in all at once. Have you ever noticed how it always takes more than thirty days for anything to fully release?

One of the eternal criticisms of free to play games is that they force you pay cash, or grind endlessly. Don’t get me wrong, “pay or grind” is not a great deal for the player, but it’s still better than a subscription game, where you pay to grind.

A good example is WoW’s upcoming allied races feature. Whereas if a free to play game added a new playable race, you might have to pay to unlock it, WoW will require you to both pay for the new expansion and spend weeks — potentially months — grinding various reputations to unlock the new races.

Free to play games ask for your money or your time, but subscription games demand both, because for a subscription game they’re one and the same.

As the Goblins say, “Time is money, friend.”

They Spit in the Face of Customer Loyalty

Subscriptions are essentially “Yeah, but What Have You Done for Me Lately: The Business Model.” It doesn’t matter how many hours or how much money you pour into a game. If you haven’t coughed up $15 in the last thirty days, you’re completely locked out.

Let’s say you lose your job or otherwise hit a financial rough patch, and can no longer afford your subscription fee. Well, kiss goodbye to the characters you’ve spent potentially years developing. Say farewell to all the friends in your guild. Sucks to be you.

Final Fantasy XIV, one the last remaining subscription games on the market

That’s a terrible way to treat a loyal customer.

Games based around micro-transactions may have their flaws, but when you buy something, it’s yours. If you don’t have the funds to keep spending as you have, you can still keep playing, and enjoying all the perks you’ve bought in the past.

But to a subscription game, you’re only as good as your last payment. Never have I felt less like a person and more like a walking dollar sign than while playing a subscription game.

They Discourage Variety

In the past, there weren’t many MMOs around, and it made sense to just fully commit to one. But these days the field is overflowing with choices, and most people want to be able to enjoy more than one game.

Subscriptions make that a lot more difficult. If you’re paying a subscription to one game, playing anything else is going to feel like you’re wasting money because, well, you are. And if the other games you want to play are also subscription based, the cost is going to get prohibitive pretty fast.

Subscription games want you to play them and nothing else, and that sucks the fun out of the whole hobby. You don’t get to enjoy other games as much, and you burn out on your main game more quickly.

Their One Strength Is a Lie

The one advantage a mandatory subscription is supposed to hold over other business models — the chief argument I see put forth in its favour — is that it creates a level playing field. You pay a single fee and get access to the whole game. You don’t have your wallet eaten away by numerous extra charges, and everyone is put on the same level.

Argus in the subscription MMORPG World of Warcraft

Which is great except for the fact that isn’t true at all.

Let’s again use World of Warcraft as an example. To start playing it at all, you first have to buy the base game, which is $25 here in Canada (I believe it’s about $20 for Americans).

These days, Blizzard rolls all legacy expansions into the base game, so that will get you a lot of content, but if you want to play WoW to any significant degree, you’ll have to buy the most recent expansion, too. Blizzard not only abandons legacy content but will often go out of their way to make it unrewarding, and the community never lingers in old expansions, which cuts off the group-centric experiences WoW is built around.

So you need to buy the current expansion, currently priced at $63 up here, and that’s assuming you don’t spring for the deluxe edition, which contains a number of exclusive cosmetics. If you want to keep playing for any length of time, you’ll need to keep buying expansions as they release.

Then there’s the cash shop to consider. While WoW’s might not be quite as fully stocked as some free MMOs, it’s still pretty extensive, and also priced higher than most other games. The companion pets alone would run you around $200 if you wanted all of them. Often the mounts and pets in the cash shop are far more elaborate and detailed than anything in-game, as well.

“But those are just cosmetics,” I hear you say. And I really have no problem with games selling such things in principle. I just bought myself a new hairstyle in ESO a few days ago.

But it’s not just cosmetics. The cash shops also feature things like race changes, name changes, and server transfers, and while most of those are minor conveniences, choice of server can have a huge impact on your experience of an MMO, and it’s inevitable some people will need to transfer. Maybe you picked a dead server without realizing it, or maybe your once-thriving community has fallen apart.

A desert city in the subscription MMORPG Final Fantasy XIV

It gets worse if you play multiple characters, as most people do these days. At $32 per character (again, Canadian numbers), transferring more than one or two characters will cost more than a new triple AAA game.

It keeps going. Nowadays you can also buy character boosts that instantly level you to just below the current cap, and there’s the WoW Token to consider. With it, you can buy gold that can then be spent on BoE epics, allowing you to gear up your character entirely through the cash shop.

All this from a business model that’s supposed to give everyone everything for one monthly fee.

This isn’t unique to WoW, either. Final Fantasy XIV engages in similar practices, and while things may have gotten more pronounced in recent years, MMOs have always charged extra on top of their subscriptions, even if just for expansion packs.

The ideal of a subscription putting everyone on equal ground is a noble one, and if it were actually true, I’d probably feel a lot better about subscription games. It still wouldn’t be my favourite model because of the other problems listed above, but at least it would have a strong argument in its favour.

But it’s just not true. It was never true, and it’s getting less true all the time. Subscriptions don’t make games fair, they don’t prevent the best rewards from having price tags, and they don’t stop people from buying power.

* * *

MMO monetization is a messy business. Developers want to make as much money as possible, and players want everything for free. No solution will ever fully satisfy both sides. But while every model has flaws, none are worse for the player than a subscription fee for access. It’s a failed model, and it doesn’t deserve resurrection.


How Playing MMOs Changed Me as a Gamer

The end of the year lends itself to introspection, to looking back. This year I’ve been looking back on my MMO career and reflecting on how things have changed over the years.

My oldest MMO character, my rogue, shows off her guild tabard in World of Warcraft

I’ve been playing (and writing about) MMOs for a while now. Almost ten years. Now, I know that compared to some of you, that still makes me a relative newcomer, but it’s nothing to sneeze at.

And in that time, my attitude towards games has changed a lot. My experiences in MMOs have shaped who I am as a gamer, and it’s changed how I look at the entire hobby. It’s helped me to enjoy video games more.

Indulge me, if you will, as I engage in some holiday reflection and take stock of just how my time with MMORPGs has changed me as a gamer.

It Ruined Vertical Progression for Me

I think on some level I was always a little less interested in high levels and “phat lewt” than the average gamer. I play games to escape reality — to explore imaginary worlds and immerse myself in rich stories. Making my character more powerful is more a means to that end than something that I found compelling for its own sake.

Still, in the past, I had plenty of excitement for shiny new gear drops or big level dings. That was before I spent years playing MMOs, though.

When you really think about it, vertical progression like this is sort of a lie. You feel like you’re constantly getting better, that you’re evolving into something awesome, but you’re not, really. Content evolves along with you, keeping your relative power level more or less consistent no matter how hard you grind. There’s always a new challenge ahead. Improving your character’s stats isn’t a climb to the top; it’s just a treadmill. You’re always moving, but you’re never getting anywhere.

A hunter ranger character in Neverwinter takes a break from the grind

And nowhere is this more clear than in the realm of MMORPGs.

The persistent nature of MMOs makes vertical progression meaningless. You’re never finished; the integrity of the genre depends on it. The level caps keep getting raised. Today’s best in slot is tomorrow’s vendor trash. None of it means anything.

But it’s an easy way to extend the life of content, so developers just keep pushing us onto the treadmill. For me, this has just led to my becoming incredibly jaded about the whole concept. I have gotten so much sweet loot and heard so many level dings that I’ve lost my taste for the whole concept. I don’t care anymore.

Instead, it’s other rewards I seek. I still like getting new gear appearances, as building outfits helps me establish my characters’ identities. I also enjoy unlocking new abilities for the same reason. Horizontal progression, in other words. Give me more options, give me new ways to express myself in-game, not just another +3% to DPS that will be invalidated next patch.

I still have some taste for vertical progression in single-player games. It works better there because eventually you reach the point where you’re done. It’s less of a treadmill. And with less concerns about balance, single-player games can also be more dramatic in their rewards, as opposed to, again, just +3% DPS.

Still, even there, loot and levels entice me far less than they used to, and increasingly I’m finding it refreshing when games don’t have any vertical progression at all.

Most of the ways MMOs have affected my gaming are positive, but this one’s a bit more of a mixed blessing.

A department store by night in the MMO shooter The Division

On the one hand, it’s been very freeing. I no longer feel pressured to keep on par with other players, or to be the best. I don’t have to spend months grinding for the best gear. I’m happy with gear that’s merely good enough. For me, games have become much less like work and much more like, well, games.

On the other hand, I do find it frustrating to see how much developers and players still fixate on vertical progression now that I realize how pointless it is. This medium could be capable of so much more.

It Helped Me Focus on What I Like

I’ve said it before, and I’ll say it again: MMOs are really big.

That is, of course, sort of the whole point. And for the most part it’s a good thing. We flock to MMORPGs because they offer us a breadth and depth that no other form of entertainment can.

But it can also get overwhelming. If you try to do everything there is to do in a single MMORPG, you’ll probably end up running yourself ragged and burning out. If you play multiple MMOs, doing everything is going to be pretty much impossible, at least until scientists invent a pill that replaces sleep.

It is therefore best to focus. Find the gameplay you enjoy most, figure out what your goals are, and focus on that. Don’t worry about what other people are doing. Don’t worry if you’re behind or ahead of the curve. Don’t try to keep up with the virtual Joneses. Just find what gives you joy and immerse yourself in that.

Early on in my MMO career, I felt very compelled to experience everything a game has to offer, and to play it the “right” way, but nowadays I’ve let go of a lot of that. I’m still mastering the art of saying no, but for the most part I’m much better able to focus only on playing in whatever way I enjoy the most.

My agent explores the planet Alderaan in Star Wars: The Old Republic

For example, in Star Wars: The Old Republic, I pretty much only play solo story content. I’ve tried group content and PvP in that game, but I don’t think Bioware is very good at designing either of those things, and I don’t generally enjoy them, so I stopped. I focus only on the part of the game that actually entertains me.

And the same attitude guides me throughout my gaming. I have sunk hundreds of hours into World of Warcraft, but I’ve never done a single pet battle. I played The Secret World heavily for five years and never once did any of its raids.

When it comes to single-player games, I can still be a bit of a completionist — it’s easier with a clear finish line in sight — but instead I’ve learned to better focus what games I buy. I’ve become much better at ignoring hype and trends. I’ve learned to focus on the games I know (or can safely bet) that I will enjoy.

I Learned Not to Sweat the Small Stuff

Let me tell you a story.

A few years back, World of Warcraft launched a new pet in its cash shop, the Guardian Cub. They’d been selling vanity pets for a while at this point, but the Cub was special. It could be traded, meaning players could sell it to each other for gold. This made it a form of legalized gold-selling, a sort of precursor to today’s WoW Token.

Reaction to the decision was swift and negative. Before, Blizzard had only sold vanity items, but this allowed people to directly purchase an in-game advantage.

And I was right there on the front lines, posting my angry comments on the official forums. I joined the chorus screaming, “Pay to win!”

But the feedback went ignored, and the Guardian Cub launched. And you know what happened?

Pretty much nothing.

No need to take it all so seriously

I was angry for a few weeks, but nothing whatsoever changed in my experience of the game, so eventually I forgot all about the Cub.

And this encapsulates almost every experience I’ve ever had with MMO monetization. I have a knee-jerk negative reaction, but then it fails to significantly impact me, and I move on with my life.

And after so many years of this, I’m finally starting to realize how little all of this matters. I’m no longer concerning myself with lockboxes or “pay to win.” And I’m enjoying games so much more as a result.

It’s not just about monetization schemes, either. MMOs have a great way of putting everything in perspective. Spend a few days wrestling with an uncooperative MMO server, and suddenly a few animation hiccups in Mass Effect: Andromeda don’t seem like such a big deal.

That’s not to say that you can’t criticize things. I’m a firm believer in the value of constructive criticism, and I can still be quite vocal when I have a problem with something in a game.

But it’s important to keep it all in perspective. Ask yourself how much something is really affecting you, and don’t let small things ruin your fun. There’s so much negativity in the community, and it’s so easy to get lost to cynicism, but really, there’s never been a better time to be a gamer than right now. We have so much to be grateful for. Don’t let the little things rob you of the joy of what’s out there.

* * *

What about you? How has playing MMOs changed your attitude toward gaming as a hobby?


MMO Blogging Dead? No, But…

“blogging about them [MMORPGs] doesn’t appear to be a thing any more.”

Tobold, MMORPG blogger turned general gaming blogger, created waves with this statement. It’s a testament to his legacy in the community though that he is able to create such ripples for a community he doesn’t really place himself within any longer. It sparked defense from several bloggers and a handful of readers. Many clamored that MMO blogging is far from dead, citing a wealth of posts composed every week.

The quantity of posts originating from self professed MMO blogs doesn’t necessarily point to the trade’s life or death. After all, everyone shifts their attention away from MMOs here and there. Tobold points to single player game articles on MMORPG.com as evidence of a decline in this niche field. Here at MMOBro, we too touch on single player games. Does that make this less of an MMO site? I don’t think so. Rock, Paper, Shotgun has had board game articles, but they’re still squarely a PC gaming site. The focus of topics here is still on MMO(RPG)s.

That said, it is true that there are less (if any) pure MMORPG sites out there. The answer as to why is as clear as it is subtle. The proliferation of MMO and MMO-lite games has blurred the distinction between MMOs and MMORPGs to the point where that line has all but faded away. Distant cousins of the genre like MOBAs have embraced growth and achievement mechanisms that made the genre popular in the first place. Now that players don’t have to inhabit a persistent world, nor necessarily grind for growth, MMO populations have fallen.

The reality is that it only seems that way to MMORPG purists and veterans. To everyone else in the world, Destiny occupies the same genre as World of Warcraft. And that means the genre is as healthy as ever. It’s just not restricted to PC anymore nor does it require a hundred players to occupy the same space. MMOs have always been about achievement/progression, online play, and persistent characters. Maybe that wasn’t the intent of developers – but that’s what kept people playing and led to the genre’s massive growth. Without progression, people quit and move onto something else. All of this is why our MMO games list includes a myriad of online options. MMO means different things to different people.

mmo blogging shadow of war

It may not be an MMO, but Shadow of War really feels like one.

All of this trickles down to single player gaming as well. MMOs continue to lay the ground work for addictive feedback loops. Only playing players pay, so developers focus on creating content that keeps players busy without drifting into boredom. You can see these loops implemented into AAA single player titles like Shadow of Mordor and Shadow of War. The developers for those games spent so much time copying those loops that they even added loot boxes, but that’s another discussion entirely.

This trickling effect isn’t a one way street though. Features from single player games regularly make their way into MMOs. Perhaps the most compelling of such features is rich, linear stories. Final Fantasy XIV arguably boasts the best storytelling in series history. Most of the game’s story can be experienced without any other players. Despite this solo focus, we don’t look at Final Fantasy XIV as less of an MMO. To many, it’s the best of its kind on the market.

This is why we can’t assess MMOs in a vacuum anymore. Gaming genre definitions have and will continue to blur. What makes an MMO an MMO, an RPG an RPG, and so forth no longer applies in any strict sense. Genre names are only starting points for us to find a product that will fulfill that which we’re seeking. Many video games can provide the same sensations as MMOs and vice versa. Because of that, I think it’s critical that MMO bloggers in fact do not wholly focus on MMO content. The only way bloggers, journalists, and writers can fully explore the genre is by stepping outside of it.

MMO blogging isn’t dead. It’s just evolved.


Lowered Health Pools – More Fun?

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 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 bigger numbers, leaving little room for anything else.

The benefit of large health pools is that it’s easier for developers to balance. Boiling everything down to a few numbers rather than fine tuning systems takes a lot less effort and allows for more fractional balance changes. That’s noteworthy – so I’m not saying smaller health pools is easy to implement.

I’m simply suggesting that there’s a lot to be gained by taking the path less traveled. D&D has balanced around small health pools for decades. Some of the positive side effects of such a system can be found in games like (not surprisingly) Dungeons & Dragons Online.

5 Reasons to Lower Health Pools

1) Easier to understand and mentally calculate the effects of abilities, talents, items.

2) More room on the screen for things that aren’t ten digit numbers.

3) Forces developers to move into damage mitigation, which opens up more diverse play styles.

4) Ramps up intensity and sensation of danger (whether artificially or not) when every hit point actually means something.

5) Higher hit points tend to result in longer, repetitive fights. MMORPG battles stay interesting until you “solve” them. On average, I would expect lowered MMORPG hit points to lead to faster battles and fewer slogs.

If It Was Easy, Everyone Would Do it

The main reason high health pools are “in” is because it’s simply less time consuming for developers. This frees up man hours to create more content, which is the current big selling point for maintaining active players. Personally, I’d rather see more time devoted towards a better base system. The content gap can be filled by procedural generation and emergent narrative structures.

Expansions and DLC are usually the primary culprits for numerical inflation. It’s easy to grasp that higher damage, healing, health, etc. is better. Sticking to a low health pool system necessitates developing less obvious character progressions. Horizontal progression is one option (pick the right tools for the fight), but damage mitigation is absolutely paramount regardless of the progression type. Unfortunately, most damage mitigation systems devolve into an obtuse Diablo style resistance system.

Again, tabletop RPGs like D&D offer a neat outline for engineering these solutions. Tabletop games are forced to work with smaller numbers, and there are some pretty cool lesser known RPGs out there like Iron Kingdoms. I know if I had millions of dollars to develop a new MMORPG, I’d spend a few hundred of that on tabletop player handbooks for market research.

At the end of the day, it’s about creating a product that maximizes fun. When choosing between high health pools and low health pools, the latter exhibits so much more potential.

 


Emergent Storytelling Reigns Supreme

This is a collaborative post debating merits of emergent storytelling vs. static storytelling between yours truly and Roger from Contains Moderate Peril. After reading this, make sure to check out his side of the debate!

When it comes to MMOs, emergent storytelling is king.

Don’t get me wrong. I love a good static story. The choice driven narrative in The Witcher series is as compelling as the linear experience of The Last of Us. For a single player game, it’s still the way to go. Emergent storytelling is improving for single player games like future XCOM-like releases, but they still pale compared to a hand-crafted story. The reason for this is single player games lack the human component. We’re still not close to AI that can mimic humans. But if there’s one thing that existing MMOs don’t lack it’s people. It makes the genre what it is.

Think about the most memorable stories in MMORPG history. Lord British’s assassination in Ultima Online. Felling the Sleeper in EverQuest. World of Warcraft’s Corrupted Blood plague. Eve Online’s heist (and basically everything else in that game). For MMO-lites, Rust has long been a source of entertaining stories. These events are so special that they transcend the worlds from which they originate. The common denominator between them is players using (perhaps abusing) the game system in unforeseen ways.  You literally can’t make this stuff up. That’s the potential of emergent storytelling.

emergent story eve heist

It’s true that to fully experience emergent stories, you need to be there when the event occurs. For the regular person, that’s not feasible. Gamers also work or go to school and can’t be available for something cool that’s happening in a video game. Fear of missing out affects a lot of people, given how many choices we have for entertainment. Playing a game where that’s a constant threat can be stressful. The flip side is that every login, it’s possible you will experience something memorable and unique. Maybe you’ll even be the one to initiate it. There’s no end to the storytelling in an open-ended system. Contrast that with a static story that will eventually end, and I think it makes the risk of “missing out” completely worth it.

Most of the events also tend to revolve around loss of some kind. Eve Online makes news based on espionage or massive wars, leading to the loss of property for players. Even the family friendly World of Warcraft’s most newsworthy happenings revolved around a nasty plague and disrupting a funeral. These are the things that make headlines – but I think that’s because MMORPGs have largely relied on PvP for emergent gameplay thus far. Non-MMO multiplayer games, like Minecraft, have demonstrated that players can impress us with cooperation as much as with conflict. Unfortunately, MMORPGs in that realm (like Landmark) haven’t made it very far. And in terms of PvE gameplay, public quests in games like Guild Wars 2 and Rift have been too predictable.

Ultimately, there is a lot to be gained by emergent gameplay. The point of the above is to show that thus far developers haven’t gone far enough with it. World of Warcraft blew everything up with its focus on solo play and quests. MMORPGs are expensive to produce so that’s been the blueprint for a decade. Thanks to the beauty of crowdfunding though, developers can now take risks to differentiate. MMORPGs like Star Citizen, Crowfall, and Chronicles of Elyria will (hopefully) deliver some exciting emergent options.

star citizen emergent gameplay

The core element is focusing on freedom of choice. I realize that’s easier said than done. The balancing element that also narrows the scope is consequence. Everything is possible, but everything has a price. It’s from this choice and consequence that people create these memorable narratives. Whether MMORPG developers like it or not, people play pivotal roles in storytelling both by their absence and their presence.

1) Absence – AI is predictable. Predictability does not lead to good stories. Good static stories circumvent this through scripted events to weave their tale. The problem is that these events work in isolation. When players are running around the world, that changes the experience in unseen ways. The absence of real players is usually critical for the storyteller to deliver their goods as intended. But MMORPGs are not solo affairs. Why focus on stories best experienced alone when the medium itself is built around multiplayer?

2) Presence – Humans are anything but predictable, especially when relatively minor consequences and internet anonymity gets thrown into the mix. MMORPGs should use this to their advantage. I’d argue that playing Eve Online is boring at best, but experiencing Eve Online’s multiple PvP systems is thrilling. Give players the tools, and they’ll create history. Again, just look at the massive success that is Minecraft and all of its copycats. Whether it’s building and destroying or cooperating and conflicting, it’s the people that make the MMO genre what it is.

Even language itself changes in unintended ways thanks to the players. MMO first timers might be overwhelmed by all of the genre’s jargon. It can feel practically like a foreign language. What’s cool is how this language naturally evolves to create terms or abbreviations that didn’t exist prior. Language may not be flashy, but altering the way we communicate fascinates me. And we have MMO players to thank for that.

I’ll close saying that games like Lord of the Rings and Star Wars: The Old Republic offer good stories, but I’ve never seen them talked up besides from those who have experienced them. By contrast, I do see single player stories talked up. That’s all because it’s a strength of that focused medium. I say leave static storytelling to those single player games and push MMOs to invest in systems that allow players to tell their own stories and build their own legends. MMOs were built for emergent storytelling.

Like any good debate though, there’s always another side to the story. Check out Roger’s discussion in favor of static storytelling at Contains Moderate Peril.


The Greater Evil: Gold Sellers or Toxic Players?

As MMORPGs have carved out their sizable hole in the video game industry, they’ve attracted all sorts of scrupulous folks. One of those is the third party gold seller. Black markets for real money transactions have been around since Ultima Online. Back then people used eBay to sell gold for real money. This eventually evolved into China (and others) creating jobs out of farming in-game currency to resell it. These real world monetary ties have been only further enforced through items like lockboxes. Now every MMORPG (especially the free to play MMOs) are filled with bots spamming chats with gold selling services or occupying grind spots to make more gold to sell you.

Along with the prevalence of RMT, the sheer size of MMORPG communities have created another type of nuisance: toxic players. Reputation just doesn’t matter as much as it used to when MMORPG communities were tighter knit and games necessitated player interaction to accomplish anything. The risk accompanying trolling or harassing players affected behavior when it meant real penalties. EverQuest players would blackball trolls from groups and Ultima Online players could straight up kill you and loot your belongings. Now that MMO anonymity reigns supreme, with things like pugs comprising most of the grouping content in MMOs and an increase in dispensable characters through fast leveling, the average player is more likely to make a mom joke than help you learn the ropes. Nobody wants to be cursed out or harassed during their wind down time, but toxic players just don’t care who they hurt.

Gold sellers and toxic players. Both thorns in the side of the silent majority MMORPG player, but who is worse?

The Case Against Gold Sellers

Chat Spam

“Go to w w w . hax0rz-gold-place . i o to get 1,000 gp for $1 SPECIALS 24 HOURS ONLY BUY NOW!!!! Whipser me!!”

Surely you’ve seen something similar to the above. Surely you’ve seen it paint an entire chat log. When $1 buys you an hour’s worth of work in gathering gold, it’s no wonder people turn to gold sellers. While I don’t blame buyers for eliminating grinding from their MMO diet, the unfortunate consequence is that gold sellers need to plaster their services everywhere to get noticed by those buyers. Even people I know who buy gold block the spam from their chats, but new names and accounts pop up everyday. It’s not like it’s hard to do when they’re all…

Bots, Bots, Bots

There used to be a time when men were men. Now men are bots, at least those farming for gold. Nothing makes a world feel more hollow than watching a train of supposed players slaying monsters with robotic rhythm. It also cheapens the entire experience seeing that your job could be finished by a handful of scripts.

Pay to Win

MMORPGs with a heavy PvP slant can see competitive balance completely upturned by gold sellers. Let’s be real, actual player skill level is a fraction of one’s prowess. The bread and butter of strength for the vast majority of MMORPGs lies in spending time just playing the game. Paying gold sellers in certain ecosystems can result in power spikes that would be impossible otherwise. Of course, some companies don’t even need gold sellers to ruin competitive balance. Developers can usually find a way to keep massive monetary infusions from ruining their game (like bind on pickup items in World of Warcraft).

The Case Against Toxic Players

Insults

If something goes wrong, there’s a good chance somebody is going to blow a fuse. There’s an even higher chance that the target of their ire isn’t going to be themselves but someone else in the group. That’s when bitter insults get flung across the virtual chat logs at whoever the insulter is placing the blame on. But that’s besides the point. Nobody messes up on purpose (well, not true, but we’ll get to that). Insults ruin the experience for everyone – either the group needs to boot out the offender and wait for a replacement or suffer angry banter for the next hour.

Trolling

Then there are the people who get their jollies from purposefully playing poorly or antagonizing with the express purpose to agitate. This may be a reaction from another group member dropping the ball or a perceived slight against them for whatever reason. Trolls can sometimes provide a fun counter to the bitter insulter types, but that’s rarely the case. Instead they usually put all of their effort not just into degradation but to actively cause failures. No chat filter in the world can save you from that.

Social Contract

An old philosophical theory, the social contract represents an implicit agreement among members for a society to cooperate for social benefits. In the context of MMORPGs, this means more levels and more loot. While some developers are diving into anti-social multiplayer games, MMORPGs still remain largely about inclusion. In my opinion, this social contract is one of the top reasons why the genre is so strong. When somebody refuses to cooperate, their sending a message that society is so broken we should just play the game by ourselves.

Who Loses?

I’m certainly not going to argue gold sellers or toxic players are good for MMORPG communities. We’ve even posted some practical solutions for lowering toxicity. There’s only so much that can be done though. Policing toxic players past a certain point is going to get innocents into the mix and result in even less communicative games. At that point, I’m done with the genre. I don’t play MMORPGs to measure by item level rankings against other players. Meanwhile, gold sellers can be restricted by gaming systems that ensure the player meet some requirements themselves before being able to fully make use of the gold.

So with that, I have to conclude that toxic players are far worse for MMORPGs than gold sellers.