Tag Archives: Star Wars: The Old Republic

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.

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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?

Niche MMOs Are the Future

In theory, it would seem like a good thing for an MMORPG to try to have as broad appeal as possible. And certainly it’s not a bad thing. But as is so often the case in life, good intentions can have negative consequences. Trying to make an MMO that appeals to everyone equally can do more harm than good.

Exploring Saturn's moon of Titan in the MMOFPS Destiny 2

We MMO players are a diverse bunch, you see. Some of us are in it for the competition. Some for the story. Some for the friendships. Some of us like to quest. Others only want to raid. Others want to PvP. And so on.

But developers don’t have infinite resources. Budgets only have so much money, and employees only have so many hours in the day. If you try to please all of these disparate factions equally, you’ll spread yourself thin. MMOs that try to please everyone are more likely to end up pleasing no one.

We have seen this time and again. When every MMO tries to appeal to every group of gamers, you end up with a sea of bland games with no personality.

It’s time to move on from that paradigm. All-arounder MMOs are the past. Niche MMOs are the future.

How We Got Here

In the early days of the genre, MMO developers tended to dabble in a bit of everything. The desire at the time was to create fully fleshed out virtual worlds, and I think there was also an element of throwing stuff at the wall to see what sticks. It was a new genre. Everything was new and exciting, and experimentation was the order of the day.

I know a lot of people look back very fondly on those days, but I don’t think it’s a situation that could have continued forever. The Wild West got civilized eventually, after all.

Plus, for my money the caliber of a virtual world is determined by the quality of how it’s crafted more so than how many systems you can pile into a single game. And that’s really what this whole discussion is about: quality versus quantity.

The Battlefield Barrens event in World of Warcraft

But I’m getting ahead of myself.

The end result is MMOs were initially established as games that tried to do everything, or at least as much possible.

Into this environment entered World of Warcraft, the biggest hit the MMO genre has ever seen.

World of Warcraft is the ultimate all-arounder MMO. It has pretty much every kind of content an MMO can offer: raiding, dungeons, quests, PvP, crafting, mini-games, and so forth. And its broad appeal has helped it achieve unprecedented levels of success.

But here’s the lesson the MMO community failed to learn: WoW is special. Its success was a perfect storm of timing, good design, a popular IP, and Blizzard’s massive resources. Its success reached such a scale it became self-perpetuating. These days World of Warcraft is popular and successful precisely because it’s popular and successful.

In other words, lightning doesn’t strike twice. There can’t and won’t be another WoW.

But that didn’t stop players and developers alike from chasing the fabled “WoW killer.” WoW was seen not as a lucky, unique case, but as the model for how MMORPGs should be designed going forward.

Thus began the era of the WoW clone, an endless procession of barely distinguishable games that all tried to be as broadly appealing as WoW, but never quite succeeded. They all tried to have something unique to set themselves apart from the pack — such as Rift’s dynamic events or the more robust story-telling of Star Wars: The Old Republic — but they spread themselves thin trying to do everything and so failed to achieve any real identity as games.

Most of the big name WoW clones are still chugging along, but none of them came close to dethroning WoW, and after years of at best mediocre success with such games, publishers and players alike became jaded and wary.

Ancient Sith lords in Star Wars: The Old Republic

We’ve now reached a point where the future of the MMO genre is somewhat uncertain. A lot of people seem to be worried about the survival of MMOs, but I think it’s not so much the case that MMOs are falling out of favour so much as the name is. This is seen in the case of the Destiny franchise, which is very much an MMO and also quite popular, but whose developers are hesitant to call it an MMO due to the negative connotations that term has earned.

So I don’t think MMOs are dying, but they are struggling to find their voice. To move forward, they need to get better at embracing niches.

Niche the Right Way

What do I mean when I talk about niche MMOs? Mostly I just mean games with some focus. Games that know what they want to be, and aren’t trying to be all things to all people.

When I think of a good niche MMORPG, my mind of course goes to the late, lamented Secret World. This was a game that had a very clear vision, focused on story and ambiance. Yes, it also had dungeons, and PvP, and even raids, but none of those things were allowed to distract from what the game did best: telling great stories.

Of course, TSW didn’t do so well economically, leading to its desperation reboot. But that’s due to more factors than its niche nature. It was very poorly marketed, and suffered from significant mismanagement around its launch. You don’t have your offices raided by the police if the boss is doing a good job.

What can’t be denied is that TSW’s focus made for one of the best experiences in the MMORPG world — for those whom the game appealed to, at least. Focus equals quality. Niche equals quality. And as a player I’m always going to be more concerned about quality than what brings in the most profits.

While I wouldn’t describe it as a niche game per se, another good example of an MMORPG with a clear vision is Elder Scrolls Online. It’s an adaptation of a single-player franchise, and it carries that legacy forward with a deep world, compelling quests, and rewarding exploration. It also has dungeons, raids, and PvP, but it never neglects that which it does best: its world and story. You never have to wait long for a new zone or new quests to be added.

A story cutscene in The Secret World

On the other hand, Star Wars: The Old Republic is a game that has struggled to stick to a vision. It made story its selling point, but it also tried to be a raiding game in the WoW mould. It was an over-ambitious game, and it never achieved enough success to continue its myriad class stories or provide enough endgame content to satisfy the hardcore crowd.

SWTOR spent years trying to find the balance between a story-driven RPG and a WoW-style raid grinder. It never managed to fully succeed at either.

Then, they decided to double down on what they do best: story. The Knights of the Fallen Empire and Eternal Throne expansions focused on lavish story-telling, while adding only minimal group content, and it seemed to be a true reinvention of the game.

However, the endgame crowd was displeased by the shift in focus. As a result, SWTOR has once again returned to spreading itself thin, and the game has suffered as a result. Story progress has slowed to the barest trickle, whereas PvP remains a neglected mini-game, and raiders still have nowhere near enough content to satisfy them.

Unfortunately, there aren’t a lot of public numbers on SWTOR’s population or income, so it’s hard to say how much these zigzagging changes in direction have affected the game, but anecdotally, the Knights expansion seemed to generate a real splash, despite some controversy, whereas the patches since then seem an excellent example of trying to please everyone but ultimately pleasing no one.

At the other end of the spectrum, it can also be possible to be too niche. I think a lot of upcoming crowdfunded MMOs are going to struggle due to focusing on too narrow an audience. It’s a bit of a tightrope to walk; you need to find a niche, but it needs to be a niche big enough to support a full MMORPG.

But I don’t think there’s any real future in games that are jacks of all trades, but masters of none. We’re never going to legitimize MMOs to the mainstream if all we can show are bland, soulless games that no one can tell apart. That way lies a slow death for the genre.

The new Copero flashpoint in Star Wars: The Old Republic

In a world where subscription fees are largely a thing of the past, it makes more sense for each game to carve out its own identity, rather than trying to appeal to everyone. Instead of playing one game with mediocre raiding and mediocre PvP, you can play a game with a great raiding, and a different game with great PvP. One game need not be your everything.

We must let go of the idea of an MMO that can be all things to all people. Niche games are more risky, but it’s the only way to create games that are truly memorable, truly unique. That’s where the future of MMORPG genre must lie.

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.

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

Christmas Without “Christmas” in MMORPGs

christmas in mmorpg lotro

Read the following list carefully. What catches your eye?

Selection of popular MMOs featuring an event around Christmas
ArcheAgeWinter Maiden Festival
AionSolorius Festival
EverQuest (EQ) & EverQuest 2 (EQ2)Frostfell
The Elder Scrolls Online (ESO)New Life
Final Fantasy XIV (FFXIV)Starlight Celebration
Guild Wars 2 (GW2)Wintersday
Lord of the Rings Online (LOTRO)Yuletide Festival
NeverwinterWinter Festival of Simril
RiftFae Yule
Star Trek Online (STO)Q’s Winter Wonderland
Star Wars: the Old Republic (SWTOR)Life Day event
WildstarProtostar Gala Winterfest Extravaganza
World of Warcraft (WoW)Feast of Winter Veil

Did you notice something odd? Well, I did.

The amount of times the word “Christmas” is used is a whopping 0.

Granted, this is an incomplete overview of MMOs. But even when you dig through Massively OP’s extensive guide of last year, “Christmas” does not seem to be a popular choice of words. Out of a grand total of 51 MMOs (the definition is stretched a bit by including MOBA’s and mobile games), only APB Reloaded and Echo of Soul speak of a “Christmas event” – the first is a Grand Theft Auto-style shooter game and the second I frankly had never heard of before.

Apparently, there’s a huge demand for Christmas events – every big title has one, after all – but MMOs avoid the word “Christmas” like the plague. We’ve arrived at the main scope of this article:

How do game developers implement Christmas in MMOs? Why are Christmas inspired in-game events never referred to as “Christmas”? Which traditional elements are incorporated and which are left out?

Christmas elements in MMOs

The obvious element missing from in-game events is “Christ”. Indeed, when you look at the content of MMO “Christmas” events, all elements of Christianity have been removed. There are no angels, no Christmas carols, no stars, no crosses, no nativity scenes. While you might regularly encounter these symbols in the real, offline world (even if you are not religious yourself), the online game world is completely devoid of them.

My guess is that not using any religious elements is a conscious decision to keep events inclusive for everyone. Nobody wants to take the risk of upsetting someone by adding controversial elements.

Elk mount in the Elder Scrolls Online (ESO) (Source: ESO promotional image)

Elk mount in the Elder Scrolls Online (ESO) (Source: ESO promotional image)

But how do we then set the holiday spirit in MMOs?

A quick look through the MMO scape provides the answer: by implementing a selection of non-religious Christmas elements into the game.

Top 5 Christmas elements in MMOs

1. Throwing snowballs

2. Festive warm winter clothing

3. Presents (sometimes combined with Santa like NPCs)

4. Candy canes, gingerbread and toys

5. Elk mounts

(Note that this top 5 is based on a broad guess after studying the use of Christmas in roughly ten MMOs. I did not track down all elements for all MMOs because that would be a huge undertaking. These elements, however, clearly occurred the most overall.)

The result is a unique blend of elements within each MMORPG. Which elements that are, depends a lot on the MMO’s setting and tone. You can make out three general categories.

1) Sci-fi MMOs

MMOs in a sci-fi setting have the hardest job translating Christmas to something that fits within their lore. Futuristic space simply doesn’t vibrate “homely” and “winter” without some help. Star Wars: the Old Republic (SWTOR) celebrates Life Day, a wookiee event that was introduced to the fandom with the Star Wars Holiday Special. Revolving around family and the renewal of life, Life Day has a lot in common with Christmas. During the event, sparkling holotrees on the Fleet set the right mood. In a way, they represent a futuristic version of the wookiee Tree of Life.

Life Day decorations in Star Wars: the Old Republic (SWTOR)

I chuckled when I found out Star Trek Online (STO)’s creative solution to the problem: Q’s Winter Wonderland. Q, the well known omnipotent and unpredictable character that first appeared in The Next Generation, is truly the only person that would get away with something so silly in the otherwise serious Star Trek lore.

2) Cartoony, light-hearted MMOs

Lighthearted MMOs that allow for more out of character content, tend to go all out with American Christmas related elements: Christmas trees, presents, Santa hats, reindeer antlers… even glowing noses that you can stuck on your character (EverQuest). Whether you love or hate it, these Christmas events often distinguish themselves by an abundance of pop culture references. World of Warcraft (WoW) players, for instance, can get a Red Rider Air Rifle: a variation of the famous gun featured in the 1983 comedy A Christmas Story. Pop culture references are typical of WoW, and their Christmas event is no exception.

These MMOs also often feature a Santa like figure with a twist. EverQuest 2’s Santa Glug (a goblin in a Santa outfit), EverQuest’s Santug Claugg (an ogre dressed in red) and SWTOR’s Master of ceremonies (a bearded old guy dressed in red) are examples of this. WoW players can get a “Santa’s Helper” miniature gnome.

More subtle are satirical views of the commercial side of Christmas, such as present in Wildstar in EverQuest 2. In the latter, a quest called Saving Frostfell invites you to save the spirit of holiday by destroying a factory. These meta references are, however, rare.

Winter Veil in World of Warcraft (Source: promotional material)

Winter Veil in World of Warcraft (Source: promotional material)

3) High Fantasy MMOs

Fantasy MMOs that heavily rely on realism and immersion generally avoid the more modern aspects of Christmas. An electrically lighted Santa flying through the air on his sleigh would be terribly out of place in, say, the Elder Scrolls Online (ESO), after all. More subtle references like cosmetic warm winter clothing and elk mounts prevail.

High Fantasy MMOs often try to give the event a pagan, pre-Christian touch. Many Christmas symbols, such as the Christmas tree, have their origin in pagan festivals that celebrate the renewal of life (Yule). This is apparent in the naming choice: Lord of the Rings Online (LOTRO) has a Yuletide Festival, Rift celebrates Fae Yule and ESO New Life.

Another tactic is the implementation of more intangible concepts such as the Christmas spirit. LOTRO has a Dickens inspired theme going on in its Winterhome town. Players are invited to side with either the poor or the mayor who exploits them. Siding with the mayor yields better rewards, but can you live with being ruthless? Helping the poor or assisting orphans are recurring motives in several MMOs.


Looking at all these Christmas inspired events, the shared characteristic is that they try to invoke a nostalgic or cheerful atmosphere that provides a break from normal in-game activities. Game developers carefully select elements that fit within the in-game world lore-wise. Without exception, they play it safe: no references to religion are made, apart from pagan name elements that are used to give a exotic favour. Since many Western MMOs are being developed in the US, inspiration is mostly drawn from the American Christmas tradition (incidentally, as someone living in the Netherlands, references are often lost to me). The overall intent is to make us enjoy and there’s no denying that that fits perfectly within the Christmas spirit.

The Best MMOs for Solo Players

To some, “solo MMO player” might sound like an oxymoron, but in reality, soloists make up one of the largest player groups in MMORPGs, and even people who do enjoy group play will usually end up playing solo some of the time.

Soloing MMOs used to be a hard road, but these days most games offer a wealth of solo content. Still, some are more welcoming of solo players than others. To be truly solo-friendly, an MMORPG must not only offer solo content, but also ensure that content is well-crafted and fulfilling, not just generic kill ten rats quests, and there must be meaningful rewards for solo play.

The different types of solo-friendly MMOs can be divided into a few broad tiers, so let’s take a look at what they are.

Somewhat Solo-friendly

These are games that offer a wealth of solo content, but may still reserve the very best content and rewards for group play.

World of Warcraft

A solo player in World of Warcraft

World of Warcraft is a game that definitely requires group play to get the most out of it — all the best rewards and most important story moments are found in dungeons and raids — but quick and effective group finders make them easily accessible to someone without a guild or a group of in-game friends.

The current Legion expansion has also added a great deal of fun and rewarding solo content in the form of class campaigns and world quests.

Overall, WoW’s a good choice for a “soft” soloist who prefers to play alone but isn’t totally opposed to grouping. Pure soloists may want to look elsewhere.

Lord of the Rings Online

A cutscene from Lord of the Rings Online

LotRO has no shortage of solo content, and the “epic story” of the game is quite solo-friendly. However, the quality of its side quests — which are necessary to level — tends to be fairly weak, and it does shift focus to a more raid-centric endgame once you’ve progressed far enough.

Play Lord of the Rings Online here.


A solo player in the MMOFPS Defiance

Trion’s MMO shooter has a strong focus on open world events and story-driven missions, both of which are quite approachable for the MMO soloist.

The strikes against Defiance from a solo player’s perspective would be that some of the best rewards are still locked behind group content, and that it can eventually become exceptionally grindy, which can tax the limited free time many solo players have.

Very Solo-friendly

These games have made solo players a priority and offer solid quantity and quality of solitary options.

Guild Wars 2

A thief character in Guild Wars 2

In the past, I would have considered Guild Wars 2 one of the best solo MMORPGs, but these days it’s not quite as welcoming to the soloist as it once was. Open world content has become more difficult and unforgiving, encouraging (though not requiring) the assistance of fellow players, and the endgame has shifted more toward high end raids and dungeons.

The majority of GW2 is still soloable, and you’ll still have a lot of fun content and satisfying rewards available to you, but it’s just not quite as flawlessly solo-friendly as it used to be.

Play Guild Wars 2 here.


A promotional image for the MMOFPS Warframe

Recently I’ve been considering giving Warframe a try, and reading up on it, the consensus seems to be that you can do most anything in the game solo, but some things may be difficult, and you may require a specific build to do it. So it seems like a good choice for a solo player, but perhaps not quite an ideal choice.

Play Warframe here.

Cryptic MMOs

A story quest in Star Trek Online

I’m going to lump Neverwinter, Star Trek Online, and Champions Online together because they all follow more or less the same formula. There’s an emphasis on solo story content, usually heavily instanced, and while the quests aren’t the best in the genre, they definitely are above average.

Endgame in Cryptic MMOs tends to be split between traditional dungeon content or PvP and more solo-friendly daily quest grinds. It’s not the most thrilling solo content in the world, but it’s there.

Of them all, I’d rate STO as the most solo-friendly. It has the most story-driven and overall best quest content of Cryptic’s library.

Play Neverwinter, Star Trek Online, or Champions Online here.

Exceptionally Solo-friendly

These are the crème de la crème of solo MMORPGs, where solo content is at least as fun and rewarding as any other option, if not more so.

Secret World Legends

The character creator in Secret World Legends

The Secret World was pretty much the pinnacle of the solo MMO experience, with impeccable mission design, purely optional group content, and an egalitarian endgame that allowed most anyone to get the best gear eventually.

I haven’t delved as deeply into Legends, but the general philosophy of the reboot seems to have been to move away from MMO mechanics, so if anything it should be even more welcoming to solo players (if that’s even possible).

Star Wars: The Old Republic

A story mission in Star Wars: The Old Republic's Knights of the Fallen Empire expansion

SWTOR does lose some points for having an endgame that still puts raids and dungeons at the top, but most would agree that the real attraction of the game is its story, and all of that is entirely soloable. Even if you only play the class stories, you’re still essentially getting eight high quality single-player RPGs for free… ish.

The endgame doesn’t entirely shut out the solo player, either. Most anything can grant you experience toward Galactic Command ranks, including soloable heroic missions and the like.

Play Star Wars: The Old Republic here.

Elder Scrolls Online

A nightblade character in Elder Scrolls Online

Like the other top tier solo MMOs, Elder Scrolls Online has a strong emphasis on story content, which can all be completed solo, and while the mechanics are not quite so unique as in Legends and the story not quite so powerful as in SWTOR, ESO’s questing is nonetheless a cut above what most other MMOs offer, and the sheer volume of it is staggering.

There are dungeons and raids, but they’re not at all essential to understanding the story, nor are they the only path to advancement at endgame. Crafting provides an effective, if somewhat grindy, path for solo players to achieve high-end gear, and any content will give you the XP needed for Champion Points.

The Best MMO Settings (That Aren’t Fantasy)

As we’ve discussed before, fantasy MMOs heavily dominate the genre. Even if you’re a fantasy fan, it can start to feel a bit stale after a while. Maybe you want to try something else for a change.

Though they are a minority, there are some solid non-fantasy MMORPGs out there. These are a few of your better options for an MMO with a different sort of setting.

Star Wars: The Old Republic

The Dyson Sphere Iokath in Star Wars: The Old Republic

I almost didn’t include SWTOR on the grounds that it is still pretty much fantasy. Little if any of the technology in the Star Wars universe has any connection to real science, and the Force is simply magic by another name.

But it is at least a slightly different flavor of fantasy, even if it’s just a different skin on the same tropes. Sometimes that’s all it takes to change people’s feelings; I’ve known sci-fi fans who love Star Wars while decrying the fantasy genre. So while it may not make rational sense, SWTOR may still feel refreshing to those bored of traditional high fantasy.


A space scene in WildStar

WildStar is another game that incorporates a lot of fantasy elements into its sci-fi, alongside a certain Western feel and a strong dose of humor. The end result is an eclectic setting that exists somewhere between World of Warcraft, Firefly, and Bugs Bunny.

If you really want to leave the world of magic and mystery behind, it might not be enough to satisfy you, but it’s definitely not your standard high fantasy, at least, and you can’t deny it has a very unique character. One thing WildStar has never lacked for is personality.

Star Trek Online

A Romulan starship crew in Star Trek Online

Another MMORPG based on a popular science fiction IP, but this one hews much closer to traditional science fiction than does Star Wars. Obviously, if you’re a Star Trek fan, STO is worth a look, but even if you’re not familiar with the source material, it may be worth a try as a welcome departure from the tired fantasy formula used by so many other MMOs.

STO is particularly appealing in this regard because the difference in setting is also reflected in the game mechanics. Whereas SWTOR plays like any other fantasy MMO, Star Trek Online has space combat that feels quite different from anything else in the MMO genre and captures the feel of the shows and movies very well.

Fallen Earth

A promotional screenshot from the post-apocalyptic MMORPG Fallen Earth

But maybe space ships aren’t your thing, either. Perhaps the gritty texture of a post-apocalyptic setting is more your speed. There aren’t as many options on this front as there should be, but one possibility you can consider is the sandbox Fallen Earth.

It’s an older game with a small following, but it can definitely provide a breath of fresh (if radioactive) air for those seeking relief from the endless parade of sword and sorcery.

Destiny/Destiny 2

A promotional image for the MMO shooter Destiny 2

Another strong contender on the sci-fi front are Bungie’s Destiny games, depicting a far future where humanity clings to existence amidst the ruins of Earth’s solar system. It’s got a larger than life feel similar to Star Wars, but hews a bit closer to traditional sci-fi.

They’re also another option for breaking away from traditional MMO gameplay as well as traditional settings. Both versions of Destiny take the form of first person shooters (with some RPG elements) rather than the standard action bar set-up of most MMORPGs.

DC Universe Online

A villain broods over Gotham City in DC Universe Online

It always amazes me that superhero games don’t make up a larger share of the MMO market. Given the power fantasy nature of the genre and the popularity of superheroes in general, it seems like a perfect fit.

Nonetheless, superhero MMORPGs are for some reason a rarity, despite providing arguably the best fit for an MMO of any non-fantasy genre. One of your few good options on this front is DC Universe Online. It captures the comic book feel pretty well, it boasts fantastic combat, and it has maintained a steady level of popularity for many years now, with significant updates still coming on the regular.

Whether you’re a big superhero fan or just want something far away from the realm of Elves and wizards, DCUO is one of the better options.

EVE Online

Exploring deep space in EVE Online

The notoriously convoluted game mechanics and ruthless community of EVE Online are the sort of thing you either love or hate, but one thing it definitely does deserve credit for is being one of the longest running and most successful MMORPGs that isn’t leaning on the crutch of high fantasy.

And unlike many other entries on this list, EVE is also not based on popular IP from elsewhere in the media. Its sci-fi setting of New Eden is entirely original, a wild frontier where aspiring starship pilots can find fame and fortune… or death and ruin.

Secret World Legends

The tutorial sequence from the horror MMO Secret World Legends

Surely one of the most inventive settings ever seen in the world of MMORPGs is that of the bizarre and terrifying Secret World, a torch now carried by its rebooted successor, Secret World Legends.

Combining elements of countless real world mythologies and conspiracy theories, Legends is best described as a horror game, but it also draws elements from many other genres, including sci-fi and, yes, fantasy. But even the fantasy elements have a completely different feel from the traditional Tolkien-clone MMO settings.

Unfortunately, Legends carries a lot of baggage related to its messy transition from its predecessor, The Secret World. There was a lot of dishonesty on the part of the developers and a lot of hurt feelings among fans, and so it’s difficult for me to give an unequivocal recommendation to the game as I might have in the past.

Nevertheless, if we’re judging the caliber of settings, neither incarnation of the Secret World can be beat. If it’s not something you’ve experienced before, you have no idea what you’re missing. The originality, the ambiance, and the depth are without equal.