Tag Archives: Guild Wars 2

Healing the Rift Between Player and Developer

Lately the gaming world is abuzz over the brouhaha involving Guild Wars 2 writers Jessica Price and Peter Fries. There are a lot of opinions flying around on who is in the wrong here — personally I’m in the camp that says absolutely no one came out of this smelling like roses — and I’m not interested in rehashing the same arguments that have been swirling around in circles across the Internet.

A Norn thief in Guild Wars 2

But it does present an excellent opportunity to discuss a topic that was already on my mind: the often toxic relationship between gamers and developers. Regardless of whose side (if any) you take in the ArenaNet/Price debacle, I think we can agree this is a symptom of the adversarial attitude that has developed between the people who make MMOs and the people who play them.

It’s a bad situation, and it’s only getting worse.

The Cult of Personality

I think one of the core contributors to this climate of toxicity is the habit of gamers to build a cult of personality around a specific developer and subsequently lay every complaint they have on the shoulders of that one individual.

For example, for years World of Warcraft players demonized and lambasted Greg “Ghostcrawler” Street, blaming him for pretty much anything that went wrong with the game. He was painted as an ogre who had single-handedly driven the game into the ground.

Nowadays Ghostcrawler’s moved on, but WoW players are now giving the same treatment to Ion “Watcher” Hazzikostas, and I’ve seen similar things happen in other MMO communities. Inevitably one or two developers become the scapegoat for everything wrong in a game, and gamers start harassing or calling for the firing of that person.

But here’s the thing: Game design is collaborative. Most MMOs have dozens if not hundreds of people working on them, and major design decisions are almost never the work of a single individual. Ghostcrawler was never the main developer on WoW; he was just the most visible.

This is something that’s very important to keep in mind when criticizing game development. Demonizing an individual isn’t just mean-spirited; it’s factually incorrect and utterly pointless. Even if the person you blame for all your complaints was to be fired, it probably wouldn’t change anything.

A screenshot from Champions Online

One should always keep in mind that MMOs are built by teams, not individuals. When you realize that, it’s much easier to not make things personal.

Good Ol’ Fashioned Intolerance

For developers who don’t have the luck to be born a straight, white man, things take on a whole new color of ugliness. As incidents like GamerGate have shown us, female developers especially tend to walk around with a target on their back.

For the record, I believe Jessica Price was wrong to lash out as she did, but I also think much of the response to her words is at least as much an overreaction as her initial comments were, and it’s hard not to see this as a reflection on her gender. To be blunt, there are a lot of guys in the gaming community who have a problem with women voicing opinions.

There’s not much I can say here, because this is a complex subject best handled by people older and wiser than I, but I will say this: Try to imagine walking a mile in someone else’s shoes. If someone overreacts to a small provocation, maybe instead of writing them off as a jerk try to imagine what stresses and obstacles they’ve had to deal with to make them this defensive in the first place. Try to understand the greater cultural context that informs people’s actions, and have some empathy.

Provocation

In case it wasn’t clear by now, I feel that the unhealthy relationship between players and developers can largely be blamed on players, but if I’m going to be fair, I must acknowledge that developers are not always saints, either.

I’m not aware of many examples developers of being nakedly toxic or cruel to players — at least as far as mainstream, big name companies go — but that doesn’t mean they’re above making mistakes. It is fairly common for them to carry a certain air of condescension, to talk down to players or ignore our concerns altogether.

A screenshot from Skyforge

I don’t believe this in any way justifies the levels of harassment that developers are often subjected to, but if we’re examining the roots of the toxicity in the MMO community, I must acknowledge it plays a role.

Ideas, not Individuals

For all of the problems that there are in the relationship between players and developers, I do think the solution is relatively simple.

It’s not that we shouldn’t be able to offer criticisms when we’re unhappy with the games we play. Criticism is what drives an art form forward. But there’s a line between constructive criticism and just being an asshat, and you cross that line when you stop criticizing ideas and start criticizing the people behind them.

It’s perfectly okay to think that a developer has made a boneheaded decision, and to say so. It’s taking things too far when you start to call the developer themselves a bonehead. Even the smartest and most well-intentioned people can and do make mistakes. It is not helpful, productive, or moral to vilify an individual because they made a bad decision.

Back in the day, I strongly disagreed with many decisions made by Ghostcrawler, and his logic behind them, but I never let that affect my opinion of Greg Street the man. Indeed, I have always held the belief that he is an intelligent and largely well-intentioned person, and I think I would greatly enjoy sitting down to discuss game design with him for an hour or two.

This is the way forward. Criticize, yes, but don’t make it personal, don’t call for people to be fired, and most definitely do not harass.


The Impossibility of Playing Every MMO

An unfortunate reality core MMORPG fans have to deal with is that most of us will never have the time to play all of the MMOs that we want as much as we want. There are simply too many games out there and not enough hours in the day, and the problem only gets worse if you consider the availability of free to play MMOs or want to play single-player games and pursue other hobbies. Sooner or later we must accept that it’s just impossible to play everything that we want to, and then focus in on what we enjoy the most.

A promotional image for the fantasy MMORPG Shaiya

Too Many Games

There are, to be blunt, an absolutely ridiculous number of MMORPGs out there right now. As someone who writes about them for work, I pride myself on having at least a basic knowledge of as many MMOs as possible, but even so I regularly face sobering reminders of my own MMO ignorance.

Recently I’ve befriended someone who is an avid player of a PvP-focused MMO called Shaiya. I’d never even heard of Shaiya before, but apparently it’s been running and thriving for years. I was stunned.

And that sort of thing happens a lot. Every time I think I know every game there is, someone comes along to prove me wrong.

Even if we limit ourselves to the more better known, big-budget titles, the selection’s still pretty huge. Even if we take into account that not everyone is going to enjoy every game, it’s still a lot to juggle.

Take me, for example. I regularly play Elder Scrolls Online, Star Wars: The Old Republic, World of Warcraft, and The Secret World (it still technically exists). Those aren’t the only games I want to play; they’re just the games I have time for.

Given unlimited time and money, I’d also be playing Star Trek: Online. It’s a flawed game, but it does let me live out my dream of exploring the universe in a D’deridex warbird. I’d also probably still be playing Neverwinter if I had the time — I never did try any of the tank classes — and the Defiance relaunch has me mightily intrigued.

Oh, and I do still have a soft spot for Aion. And sometimes I miss Guild Wars 2…

A gunslinger character in Aion

If you’re a longtime MMO fan — and if you’re reading this site, you probably are — you’ve probably had similar conversations with yourself.

Not Enough Time

The problem is exacerbated by the fact that MMOs are among the most time-consuming games out there.

Of course, playing an MMO is almost synonymous with grinding. In the old days, MMOs weren’t so much games as they were second jobs. That’s much less true now, but some players (and a few developers) still treat them that way. If you spend all your time grinding to put yourself into the top 1% of players, there will be little time leftover for other games.

Even if you’re not getting sucked down a rabbit hole of grinding, though, MMOs still tend to take up a fair bit of time. They’re huge games with a lot of content.

Even the biggest single-player games can’t compare. I’ve heard of people boasting about sinking five hundred hours into Skyrim, but us MMO players call that casual play. I’ve spent closer to a thousand hours in TSW, and I’m downright scared to check my /played time in WoW.

Other genres of online gaming also struggle to equal the time investment of MMOs. MOBAs and arena shooters don’t require the same level of grind to reach the top end — you generally just jump in and play — and are more conducive to bite-sized sessions. MMOs are best enjoyed in longer chunks of time.

It all adds up, and it makes it very difficult to find the time to play every MMORPG that interests you. It’s not nearly so hard to divide your attention when it comes to other genres of games, or even books or movies. Admittedly these days the media is so choked with options you’ll never have the time for everything that interests you regardless of genre, but for MMO fans, the proposition is especially tricky.

The island of Artaeum in Elder Scrolls Online's new Summerset expansion

Finding Priorities

For some people, one or two games is enough. I envy their clarity of focus. For the rest of us, we need to find ways to divide our attention.

The first step is to admit that you will never have the time to play every game that interests you to the extent that you might want. Instead, it’s better to prioritize. Pick the games that are most important to you and focus on them.

It can also help to make clear plans within each game. Ask yourself what your favorite parts of each title are, what in-game goals are most important to you, and what the most efficient ways to achieve them are.

I’ve found it’s much easier to juggle different games if you let go of your instinct to “keep up with the Joneses.” When you stop caring about being behind the curve or how you compare to other players, it’s much easier to focus on the game and do what makes you happy. The less time you spend on in-game chores that don’t really matter, the more time you have to spend on activities you do enjoy, and on other games.

Even so, though, you’ll probably never reach the point where you have the time for absolutely everything you want to do. Maybe I’ll never get around to piloting that D’deridex or leveling that oathbound paladin.

But if you plan well and make good decisions, you can enjoy most of the games you want to. It’s just a matter of priorities.


Five Ageless MMO Thrills

Some things just never get old. No matter how old we get, no matter how jaded we become, there are some things in life that will never fail to bring a smile to our faces.

As it is in life, so it is in MMORPGs. If you play such games long enough, it’s easy to become bored of their standard tropes and numb to things you once enjoyed… but there are some things whose appeal is ageless. Some things just never lose their thrill, no matter how many times you experience them.

This list might be a bit different for different people, but to me, the following are those moments in MMOs that I will never tire of.

In-game Cities

The updated city of Dalaran from World of Warcraft's Legion expansion

I’ve been playing MMOs for close to ten years now. In that time, I’ve become jaded to almost everything this genre has to offer. That’s not to say that I don’t have fun anymore, but it’s very hard to wow me these days.

But if there’s one thing that always makes me catch my breath in wonder — even now — it’s that moment when you first set foot into a capitol city within an MMORPG.

I’m not talking about mere towns or quest hubs. I’m talking about proper sprawling virtual cities. Your Stormwinds, your Elden Roots, your Pandemoniums. Places whose streets are choked by NPCs and players alike, where your chat window blows up and your screenshot key gets a workout.

Whenever I enter a new in-game city for the first time, I invariably wind up losing at least an hour or two as I walk down every street, investigate every nook and cranny, and talk to every NPC. A good virtual city is almost as full of color, flavor, and character as a real city, and I make it my mission to soak it all in.

Growing up in the world of DOS and pixel graphics, it never ceases to amaze me that video games can now produce environments as big and beautiful as MMO cities.

Creating a New Character

A newly created Sith warrior in Star Wars: The Old Republic

I am an unabashed and unapologetic altoholic. In The Secret World — a game that provided no good reason to ever play alts — I had five characters. In other games, my character select screen gets even more bloated. I just can’t seem to stop making new ones.

And I think at least part of the reason for this is that there’s something strangely addictive about creating a new character. Every time I start building a new avatar, my mind fills with the infinite possibilities of the adventures I might one day have with them. Each new character promises new experiences and new memories to be made.

For role-players, creating a new character is especially exciting, because it’s also an opportunity to forge a new backstory. Character creation almost becomes a form of story-telling unto itself, as you spin yourself the tale of this new avatar.

But even if you’re not into role-play, creating a new character can still be addictively alluring. Trying a new race, class, or faction lets you experience an old game in a new way. You can recapture the excitement you felt when you first started playing, if only for a time. It’s a way to keep things fresh almost indefinitely.

Live Events

The "Hatekeeper" event in The Secret World

If there’s one trump card the MMO genre will always have over single-player games, it’s in-game events.

Not just the generic, canned holiday events every MMO trots out. Those tend to be pretty lame. I’m talking about the big, epic events that only come around once. Events that change the game, or bring the community together in a unique way.

In the old days, in games like Ultima Online or Asheron’s Call, it was common for game-masters to take on the roles of NPCs and play out major story events with the community. Nowadays that’s much rarer, but live events have not entirely vanished. Guild Wars 2 has made in-game events a major selling feature of the game, with somewhat mixed results, and World of Warcraft has its pre-expansion events, as well as other occasional one-time story events.

There’s just something uniquely thrilling about major in-game events. They bring the community together, forging bonds and memories that will last a lifetime, and they transform simple games into evolving virtual worlds that almost feel like real places.

Live events make memories in a way that nothing else in the gaming world can. Even years later, we can find some joy in looking back and saying, “I was there.”

Expansion Announcements

A Romulan warbird in Star Trek: Online

These days I find the best way to recapture the feeling of excitement I felt on Christmas morning as a kid is to keep an eye on MMO expansion announcements.

Content patches aren’t the same. They might be exciting for avid players of a game, but expansions are a good way to attract the attention of the entire MMO community.

An expansion — a true expansion — isn’t just a content update. It alters and enhances the way a game is played forever. Expansions are literal game-changers. And that is exciting in a way little else in the gaming world can be.

A good expansion can bring in a total renaissance for an MMORPG. Legacy of Romulus got me to give Star Trek: Online a second chance after writing it off entirely. Knights of the Fallen Empire changed me from someone who didn’t care about SWTOR at all to someone with all eight class stories completed.

And so for this reason I continue to follow expansion announcements with anticipation, even for games I don’t play. Expansions can change everything, and that never stops being intriguing.

Helping Another Player

A cutscene in the action MMORPG Soulworker

MMOs are a social medium, and oftentimes the best experiences they offer are the bonds we form with other players. For me, there are few things as satisfying as simply doing something to put a smile on another player’s face.

Of course, lots of people may think of major accomplishments they helped their guild achieve, or assistance they’ve provided to long-time friends, and those are very good things, but I think there’s something very special about offering random help to strangers.

Back in TSW’s heyday, I used to use the cash shop currency stipend from my lifetime subscription to buy the event bags that granted loot to everyone around me. During one such bag-opening, someone on their free trial got the Revenant Polar Bear, a rare pet that was one of the most coveted rewards from that event. It honestly made me far happier than if I had gotten the pet myself, and I like to think it helped give that person a positive impression of the game.

It’s memories like that that stick with you. Good feelings like that are timeless.


5 Most Influential MMO Innovations

You will often hear people complain that the MMO industry is stagnating. It’s a criticism I myself have made more than once. A full-featured MMORPG is a massive investment of time and money, so developers are understandably risk-adverse, but as a player it can be frustrating to see things move so slowly.

An Imperial agent character in Star Wars: The Old Republic

But just because the genre doesn’t evolve as fast as we’d like doesn’t mean that it doesn’t evolve at all. Over the years, there have been some true innovations — new design concepts that changed how top MMO games were played for the better.

Much virtual ink has been spilled over the stagnation of MMOs, but today, let’s salute the leaps forward the genre has had by looking at some of the most influential innovations MMOs have had over the years.

Instancing

Instancing had more than a few detractors when it first began to appear in MMOs many years ago, and even today, it can still sometimes stir up a certain degree of controversy. People feel it damages the sense of place and the emergent gameplay that separate MMOs from their single-player equivalents.

I have some sympathy for this perspective. I do think that MMOs are often at their best when content takes place in a shared world, with large numbers of players interacting all at once. Most of my best MMO memories are of moments like that — be it battling world bosses during The Secret World’s holiday events or participating in Wyrmrest Accord’s Pride march in World of Warcraft.

Instancing does have a cost in terms of immersion, and too much of it can make a game feel less special than it otherwise would be.

However, it does bring a lot of positive things to the genre, too.

Instancing creates a more controlled environment, allowing for story-telling moments that would be difficult or impossible to replicate in an open world. It allows developers to fine tune encounters around a set number of players and prevent bosses from simply being zerged down by overwhelming numbers.

A shot from the import MMO Soulworker

And while large-scale events are often the source of the genre’s most memorable moments, sometimes more intimate gatherings are welcome, too. Instancing allows smaller groups to enjoy themselves without outside interference.

Ultimately, instancing is just another tool for developers to call upon. It can be misused, but at the end of the day, the more options developers have, the better.

Phasing

A more recent innovation, phasing performs a similar role to instancing, but it employs a subtler touch.

Different games handle phasing differently, but generally it allows multiple versions of the same environment to exist in the same space. This has a number of applications, but the biggest is to allow the gameworld to change to reflect a player’s actions.

We’re all familiar with how immersion-breaking it can be for the boss you just killed or the army you just defeated to still be hanging around, a reminder of the futility of your actions every time you return to an old zone. It’s something that hammers home the artificiality of the experience.

First introduced in World of Warcraft’s much-acclaimed Wrath of the Lich King expansion, phasing helps solve that by allowing your actions to have a lasting impact. The evil wizard you slew will stay dead. The army you drove off will not return. It allows MMOs to feel more like the evolving worlds they were meant to be. It means allows your accomplishments to truly matter.

Like instancing, phasing has its detractors. It can separate players and sometimes cause bugs or other unfortunate side-effects. However, with good design these issues can be mitigated, and like instancing, it’s another tool in the developer toolkit than can do good when used appropriately.

A quest using phasing technology in World of Warcraft

Honestly, I don’t think the full potential of phasing has yet been realized. There’s a lot more it could do. I’m sure this is another of those things that’s easier said than done, but I would like to see developers find ways to unite players across phases, perhaps by letting people sync phases with their friends. Without the risk of separating the population too much, developers would be much more free to let players shape the game world around them. Your choices and actions could begin to feel truly impactful.

Cross-server Tech

While instances and phasing can serve to separate players, cross-server technology does the opposite, helping to bring people together.

In the olden days, every MMO was spread across many different servers. The technology simply wasn’t there to let everyone inhabit the same virtual space, but this created a lot of problems. If you and your friend rolled characters on different servers and you wanted to play together, one person would have to either reroll and start from scratch or pay for a costly server transfer. Then there was the potential for server populations to crash, in some cases to the point where it became all but impossible to complete multiplayer content.

It was, in short, not a good system. It kept people apart, and it added a lot of inconvenience.

However, as technology has evolved, the stranglehold of traditional servers has weakened. EVE Online was one of the first games to adopt a single server for all of its players, but as the years have gone on, many more games have come on board with some sort of a “mega-server” system, including Guild Wars 2 and Elder Scrolls Online.

Even games that still use traditional servers are starting to find ways to blur them together. World of Warcraft now allows players to group and complete activities across servers in most cases, though there are some limitations on what cross server groups can do together.

The end result is that MMOs are now much closer to achieving their full potential as a massively social medium.

Open Tapping and Personal Loot

A screenshot from the Path of Fire expansion for Guild Wars 2

These two features are not one and the same — all open tapping uses personal loot, but not all personal loot involves open tapping — but they’re similar enough in function to lump together. They’re both ways to encourage players to work together, rather than against each other.

Open tapping prevents anyone from “stealing” a kill by rewarding anyone who assists in the kill of a mob. Personal loot, meanwhile, rewards items to each player automatically and impartially, rather than offering a fixed pool of rewards that players must then choose how to distribute.

Guild Wars 2 made systems like this major selling points, and while I’m not the biggest GW2 fan, I do give it major props for helping to propel these concepts into the limelight. These days more and more MMOs are adopting open tapping and personal loot in one form or another, and the old ways seem to be slipping away.

The sooner the better, as far I’m concerned. It never made any sense to have to compete for kills against your own allies, and any long-time MMO player is familiar with the horrors loot drama can unleash.

Level Scaling

For all that vertical progression lies at the heart of nearly all RPGs, it comes with some pretty serious downsides, and it has many vocal detractors among the MMO community, including most of the writing staff of this site.

For those of us who want our games to be more like worlds and less like ladders, level scaling is a godsend. By allowing a player’s effective level to match the world around them at all times, it prevents content from ever becoming irrelevant, and vastly expands the options available to us.

It also makes the world feel more real, more immersive, by preventing obviously ridiculous situations like being able to slay a dragon with a single love-tap, and it breaks down social barriers to allow high and low level players to work together without issue.

A rally of City of Heroes players

Back in the day, City of Heroes allowed people of differing levels to work together through the sidekicking system. Later, Guild Wars 2 helped to popularize the idea of global level scaling, and it has since been adopted by Elder Scrolls Online and Star Wars: The Old Republic to great effect. World of Warcraft has dabbled with a very limited implementation of level scaling, but as it’s still possible to out-level most of the game’s content, it ends up feeling like a waste of potential.

Level scaling probably has more detractors than any other feature on this list, as fans of vertical progression find it stifling, but I firmly believe that MMOs are much better with it than without it, and I long for the day when it is the rule and not the exception.

* * *

Those are our picks for the most influential MMO innovations. What do you feel the most positive changes to the genre have been over the years, and what innovations are still left to be made?


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.


Bless Online – #Hype or /Ignore

Bless Online is the next big MMORPG we’re getting our hands on. The May 2018 Early Access date is quickly approaching, resulting in the plethora of MMO souls clamoring for more information. Is Bless Online worthy of a hype hashtag or will this be another game to safely ignore? No doubt fanbois and detractors will be at odds from now until the game’s final server closure. For the average Joe though, this is what’s worth looking forward to and what’s worth worrying over.

bless online bloody screenshot

#Hype

B2P

This happy medium bridges the gap between F2P and subscription and has turned out financial successes for Elder Scrolls Online, Guild Wars 2, and Black Desert Online. Regardless of what’s best for players, I do think this is the best model for Bless Online’s continued success. More revenue for the publisher and developer should translate to more content for players. Theoretically, it also means less scummy or spammy revenue generation tactics. Ideally, B2P results in fewer bots too. That’s been rather insignificant in my experience though.

No Loot Boxes

In an interview with MMORPG.com, the developers of Bless explicitly stated there would be no loot boxes. There will be the standard fare selection of goodies such as cosmetics, advancement boosts, and mounts but nothing that’s currently on the commonly accepted MMO no-no list. Of course whether or not they stay more pure or descend into Black Desert’s P2W practices remains to be seen.

Fresh Combat System

bless online old combat

Truth be told, we don’t know exactly what Bless Online combat will look like when Early Access launches on Steam. The developers are really pushing a narrative of a full rework for the game so we can only guess what that will entail. Currently, it plays like something akin to the combination of Guild Wars 2, Revelation Online, and Black Desert Online. It’s action oriented but with tab targeting. It also feels clunky with limited build options, so I imagine that’s what they’re targeting to “fix” rather than radically alter core gameplay mechanics. For example, there’s a combo system in Bless Online but it feels about as interesting as a standard ability rotation in World of Warcraft. If active tab targeting is something you’re interested in right now, I’d recommend trying out Revelation Online to see if it’s worth getting hyped over. Revelation handles “classic” tab targeting combat exceptionally well.

Horizontal Endgame

At level cap, Bless alters progression from a strong vertical experience to horizontal advancement. Guild Wars 2 manages this fairly well, but I think there’s a lot of room for improvement. My hope is that Bless Online’s endgame will reward players who see the value in switching builds depending on the situation (a big deal for its PvP centric gameplay). This does mean the development team has to be on the ball with balance changes, and that’s not particularly easy even for seasoned veterans like Blizzard. I love this idea in theory, and greatly prefer horizontal progression to never-ending item level progression.

Unique Racial Storylines

Apparently each of the game’s seven races will tell their own unique story. This reminds me of Star Wars: The Old Republic’s approach to storytelling. Reports from players on the Russia and Korean servers tell of a diverse questing system with a passable story. Whether this will translate well depends on localization efforts, but Bless Online seems to be going the distance by implementing full voiceovers. Good stories can go a long way for MMORPGs so if Bless Online succeeds here, they will be one of the few.

Party Buffs

hyped for bless online group buffs

Tyler Bro and I tend place different values on solo player MMOs vs. group MMOs. While we see the merits of each side, there’s no denying the industry has catered more towards solo players lately. Bless Online seeks to change that with their party buffs. Depending on the makeup of a party, leaders can select one combat and one non-combat affect to apply to all party members. Whether these buffs will actually encourage group play in any meaningful way remains to be seen.

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Not F2P

The merits of B2P are clear, but there’s a serious problem with the model. With so many substitutes in the space, it can be challenging to convince friends to pay for and pick up yet another “MMO with potential”. My general preference now is something akin to Guild Wars 2 – a limited free experience and introduction to the game with enough gameplay to get players hooked.

Pay to Carebear

If you want to avoid PvP at max level, you are going to have to pony up regularly for a cash shop item. I doubt it will be too expensive, but it’s a noteworthy additional cost. Additionally, the game will clearly be designed with PvP in mind so PvE players may find content updates more lacking than something like the well-balanced Guild Wars 2.

Two Faction PvP

Bless Online is pushing a heavy PvP narrative, promising 100vs100 battles. That sounds great with the exception of no MMORPG has ever balanced a two faction system, which Bless will be using. Inevitably one side pulls ahead on a server and draws players who crave to winning. Games like Aion that have rewarded players on the “losing side” still haven’t succeeded in a truly balanced experience. I’d argue Dark Age of Camelot during its peak has offered the best massive scale PvP, and it did so primarily because with three factions, two of them can also gang up on one if the one pulls too far head.

Current State

The biggest concern is that we’re hinging a lot of hype on Bless Online’s ability to radically alter their combat system. As I mentioned above, combat right now is not a strength of the game. Fighting enemies feels rote and mundane. While quests offer diversity more than most F2P MMORPGs, they still lag behind immersive offerings such as Elder Scrolls Online and World of Warcraft. Bless Online did post about key changes last Tuesday, but the new dynamic combat system is suspiciously sparse. The The lack of concrete gameplay videos showing these massive overhauls with a month left to go should be concerning to anyone that’s followed an upcoming MMORPG before.

My recommendation is to avoid the hype trap but continue following the game. Bless Online could develop into a worthwhile experience, possibly even as soon as the Early Access launch. It’s just that MMORPGs are notorious for missing the mark, especially at launch.