The next great MMO: I need a game where the mechanics don’t break my immersion

World of Warcraft UI.

With any game, I always hit a point where I cease to be immersed in the game as a world and start thinking about the mechanics, the way the game actually works. In Counter-strike, it was the day I learned to jumpcrouch. Suddenly this game-changing mechanic turned me from a terrorist running about desperately trying to stay alive into a hopping ball of impossibly accurate death. In Halo, it was the way grenades would explode once they sat still. I perfected grenade trapping on every map, so there was always an extra burst of damage where and when I needed it. With Oblivion, it was discovering that I could beat the game at level one by choosing primary stats and never leveling them up.

WoW suffers from this immersion problem as much as any game. Creating a class for the first time, you rarely think about the different racials. If you’re going to PvP, though, it’s obvious that human is your best choice. I always loved Beast Mastery on my hunter because I got to have a big scary pet and, in Wrath of the Lich King, unique pets, but when Blizzard nerfed BM damage into the ground, it pretty much killed my favorite way to play the class. Hunters lost a lot of flavor for me that day, and it was because of a mechanical change.

The thing I’ve always loved about MMOs is the flavor of the different classes. While I love to try different things, I’ve always been a player who settles into the class I enjoy most and really identify with. Every time mechanics intrude on my class immersion, I wonder how the next great MMO will deal with it. I started taking a look at RIFT recently, a game that has been getting a lot of positive attention in its beta phase. To me, the game looks too much like WoW for me to seriously consider it. If I’m going to pay a monthly fee for WoW or a game that looks an awful lot like WoW, I’m probably going to stick with WoW if only because I have so much time invested in it. Still, I was trying to keep an open mind on RIFT, until I read the talent trees for the different classes. They’re basically the same kind of boring crap you get in Warcraft. Increases your spell haste by 3 percent. Increases your damage from this spell by 10 percent. Gives you a chance to get a free spell cast. None of that stuff is fun or flavorful – it’s all mechanical. It helps your name climb up the damage meters. It doesn’t make the game any more interesting than it was before you put your talent point there.

My hope is obviously that someone will find a way to blend flavor and mechanics for an MMO, but it’s going to take someone with serious vision. I think a lot of developers confuse depth with complexity. League of Legends is a great example of a deep gameplay experience without a super complex experience. The fact that my hunter in WoW has 50 action buttons on the screen seems to me like a design failure. With so many different skills, I’m immediately sucked out of the game to worry about where to put my latest macro. While the four button approach for LoL may be too slim for the MMO experience, there has to be some happy medium, one hopefully much closer to four buttons than 50, that allows me to engage with the game world intuitively and simply enjoy my class for what it is.

  

The next great MMO: SWTOR adds passive gathering and crafting

Crew Skills from SWTOR

I’m starting a new column to talk a little bit about the next great MMO. When I’m playing WoW regularly, I can’t help but think about what’s coming next in the MMO world. It’s a conversation I have often with my gaming friends, and I’ve talked with them about starting this column for a long time.

There are a lot of games in development that might finally try to be something other than a WoW-clone. Most every major MMO I’ve seen since WoW has failed because it tried to emulate the industry’s gorilla. The latest batch looks like it will break that mold, which can only mean good things for us players. If you’ve seen any of the Guild Wars 2 development videos, you know developers are at least thinking about ways to re-imagine virtual worlds that characteristically function and persist without interaction from the player (If you head back to the Alliance starting area, you’ll still find Hogger milling about, despite the millions of times he’s been killed and, if you kill him, he’ll keep coming back).

I woke up the day after Christmas to find the latest installment in BioWare’s teaser series for the upcoming Star Wars: The Old Republic. It included a look at another class, the Trooper, but more interesting (to me, anyway) was the section on Crew Skills. Crew Skills give you access to the profession system in SWTOR without requiring you to spend time building those things up. Some of you probably read that last sentence and cringed. Part of what makes the world engaging is that you spend time doing things and then see the fruits of your efforts. I agree with that to a degree, and I’ll probably do a bit of the profession work myself if/when (more likely when) I play SWTOR, at least for my first character. Past that point, though, professions can be a bit of a chore. It’s annoying to fly around for an hour or two just to farm up some ore. Automating that process means I’ll be able to see the benefits of my professions more quickly, and I get to keep doing the stuff I love while I play. I’m going to spare you my own description of the Crew Skills at work and trust that you’ll just watch the video.

I love the concept, and it’s nice that BioWare has finally given us something other than lightsabers and wristrockets to get excited about in SWTOR. The next great MMO isn’t going to have shinier purples, it’s going to have a more streamlined player experience, aimed at keeping your character solvent even if you can only play a couple hours a week.

  

Why I almost skipped Cataclysm and the reasons I changed my mind

WoW: Cataclysm.

As of this past weekend, my mind was made up. I was going to skip Cataclysm altogether. I wasn’t going to try it, play it, think about it, nothing. I hadn’t seen anything wild or crazy that would make me want to come back and I was perfectly content with the other games that could fill my free time. I was so convinced.

But lo and behold, I ran some errands today and came home with a copy of the game. It wasn’t really an impulsive decision – I had done a decent bit of research about the expansion so I knew what to expect. I really went for it because, well, why not? I hadn’t been a part of an expansion launch yet. I missed Burning Crusade because I had started playing shortly before it came out. I missed Wrath because I had taken a break and didn’t feel compelled to come back at the time. As someone who writes about games for a living, it seems appropriate that I should see at least one launch.

So far, things have been pretty good. I’m playing a Balance Druid, something I’ve never really messed with before. The new zones are certainly bright and colorful and there is plenty of new content to see. I am pretty disappointed, though, by the lack of time spent in the old world. The whole point of this patch was a shattered Azeroth, a world we used to know being torn apart by this big, evil dragon. So why am I swimming around underwater? Why not send me back to the barrens to do some leveling. The old world place I’ve spent most of time is Orgrimmar, but that’s not really different from previous expansions. I’ve always had to go to Orgrimmar for various things, mostly the Auction House. It’s really cool that it’s been redone, but I want to see more of that in other parts of the world.

For now, that’s my one big criticism. I’ll be playing over the next several days if anyone feels compelled to join in. I play on Archimonde under the name “Milkstout.”

  

The literal Cataclysm trailer

A buddy of mine posted this on Facebook and I laughed just about the whole way through. Hope you guys have a happy Thanksgiving.

  

The confusing state of raid lockouts and badge loot

Icecrown Citadel.I know this is a subject that has been covered time and time again, but my friend (who you know here as Bojamba) and I have spent a lot of time talking about dynamic game environments and what it takes to keep a player interested in a game. With raiding as the end goal for many players in WoW, it seems the current raid system is a confused mix of incentives and gear, a system that tries to encourage team and solo play and really only promotes solo.

Let me start by saying this: I am painfully aware of the fact that WoW, and every other game, is a business decision at the end of the day. The game has to make money or no one publishes it, no one supports it, and so on and so forth. The more people that pay month to month, the happier Bob Kotick is. I do think, though, that higher quality design and focus on the customer (player) would yield even bigger profits than current models of business.

As it stands, raid lockouts serve a couple of purposes. For one, they limit the amount of loot you can access. This is really a dumb reason to have raid lockouts, especially in the current game system. Farming heroics, which can be done without penalty, nets you gear that is just shy of progression level raiding. In a couple days you can be ready to rock ICC if you want to be. And what of the ICC buff? So you want people to experience the content but not the gear? Artificial limitations to progression point to a flaw in design, and I think that flaw is the social aspect of the game.

A lot of people would say that WoW is the most social of games. After all, there are 11 million players. But what about the game experience is truly social? Raiding is, and it’s the reason that most guilds exist. With the new badge system, though, you don’t really need a guild to raid. The big loot pieces are achieved just by running the place (and a daily heroic), regardless of what you get from bosses. Guilds just give you the (hopeful) chance to limit the amount of mistakes made in a raid setting. There is accountability to other players. For casual players, though, guilds don’t make a lot of sense any more. If your play schedule changes week to week, it’s actually better to just PuG the content. I’ve seen most of Icecrown Citadel this way, and it’s very likely I’ll see a Lich King kill in a PuG before the expansion. That was the rarest of circumstances in BC, but it’s pretty common now. This has turned a lot of people from guild raiders into solo raiders, and some of those people are among the best geared on their given servers.

At it’s core, WoW is a solo game. Yes, groups are important, and yes, you need a group to see the highest level content. But most casual players have variable play schedules, meaning even if you start to level with a friend, within a couple weeks you’ll probably see a large level gap, or one of you will move on to a different toon. The methods Blizzard previously used to encourage team play, like raid lockouts, are largely irrelevant because of the badge system and the simplified content. In a way, it can be a good thing – guilds that exist to be social are organic social systems, not forced. On the other hand, it has killed off a lot of the social aspect of the game. Random heroics are silent affairs, unless you’re running with friends.

Blizzard needs to reconsider the social side of the game separate from the loot system in order to provide quality social experiences. If attaining loot is the only thing that encourages social play, the game will quickly turn into a solo experience, and that’s just not all that fun.

  

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