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Reader Comments (25)

Posted: Jan 20th 2010 8:27PM Tom in VA said

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I had to laugh in reading the blog since "seasonal events" in an MMO, which I consider more of a nuisance than anything else, has to be one of the very last things I would have listed as a characteristic of a good MMO.

I guess it just confirms how different people can be.

Posted: Jan 20th 2010 8:46PM Callagan said

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Agreed. I've always found holiday events to be a poor attempt by developers to add content between patches. I find them rarely worth the time.
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Posted: Jan 20th 2010 9:48PM Bueno said

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I agree also.

How can anyone think that an MMO has to have holiday events to be a good game. If I was developing one, that'd be one of the last things on my list.

Open ended world.
Large explorable landscapes.
Player driven Economy
Multifunctional Crafting.
Active and Re-active Combat
Multiple Skill paths
Randomized Dungeons/Raids
Faction RvR

Those are but a few things what I feel makes a good MMO. Sadly no game has all of them.
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Posted: Jan 20th 2010 11:06PM myr said

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The only good holiday event I've ever seen is EQ2's winter holidays event. Granted I haven't played that game during any other events, but I have played most other major MMOs through many events and not run into any other that was worthwhile. :p

That said I don't think that they're essential, but they can help a little if done right. Of much more importance is whether the gameplay is fun or not. Is grinding enjoyable? How's the story? What about graphics? Any satisfying sound effects (I could care less about music unless it's a FFXI arkangel or "special" megaboss theme)? Is there at least one new/innovative feature in the game?

I could care less if the CMs are spoonfeeding us junk or not as long as the developers themselves listen to overall community requests. Not saying they should always develop based on those requests *coughWoWcough* but they should listen and provide feedback every once in a while.
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Posted: Jan 21st 2010 12:48AM SgtBaker said

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@Infexion: That's more or less my list as well. For my personal taste I'd add:

- Meaningful grouping (less solo MMO's please).
- Evolving game/mechanics.
- Possibility to impact the game world with my actions.
- "Open world" PvP (no instanced battlegrounds with respawn points. Ugh)
- Death penalties

That's (imho, ofcourse) what creates an illusion of persistent world, not just a chat lobby with instances attached.

And that's what MMO's should be about (again, in my own very twisted, biased and rather humble opinion).
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Posted: Jan 20th 2010 8:38PM (Unverified) said

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I agree - I hate holiday events, I wish they would go away. It is bad enough that I have to deal with the in real life and now in my virtual one.

Posted: Jan 20th 2010 8:48PM urgan said

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thirded on the dislike of holiday events. if even a single one of them was fun, well designed, and well implemented then i might not hate them so much.

Posted: Jan 20th 2010 9:03PM Rayko said

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Oh man, here we go: I have been siting here trying to think of how to say this without coming off as an elitist jerk but I think I am going to fail miserably. I played and enjoyed WoW for a long time BUT I am really not looking forward to the rets of the responses to this article. The reason being is that WoW has high jacked the MMO market and now we have people that aren't the original target market ( pen and paper roleplayers ) for mmos spouting off what makes a good mmo when they have NO @#$%^! frame of referrence to what they used to be. Take the death penalty , yah it used to suck when you died and got a penalty to XP and/or your abilities, but in a MMO there should be places that make your hands shake because you are there and you know you are waaaaaay out of your league. I'd explain more but i'm sure as Dr.Evil " Scott...you just don't get it...you don't."

Posted: Jan 21st 2010 6:20PM (Unverified) said

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There are a few things that I find in every good MMO I've played
-big open lands
-exploration
-good pvp
-good pve
-great endgame
-gear progression (higher levels get cooler gear)

Posted: Jan 20th 2010 10:54PM davidarmstrong488 said

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If you asked a thousand MMO players what makes a good MMO, you'd get AT MOST a thousand different answers.

So what, no two players can agree? No one guy can give a thorough, comprehensive answer, and have a flock of dudes agree with it?


God, stupid exaggeration is stupid. We're reading Massively.com because it only takes 1-2 dozen opinions to give the full story. So in order to comprehensively cover the MMO world, you need a thousand contributing authors? NO.

>< THINK about what you are trying to say, and then try to say it. Don't make video games to be this hyper-complex thing, to justify the pedestal you've put yourself upon, saying that you're expressing some immutable truth that AT BEST we can only BEGIN to understand. These are video games, not philosophy. This is not a discussion of ethics or how best to manage an economy.

Posted: Jan 21st 2010 12:12AM (Unverified) said

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Dude..Get a fucking life. Seriously.

You're arguing the semantics of Hyperbole? Get over yourself and get off your OWN high horse lol.

/endrant.

Apologies for the language.

For me I need a few things lacking today:

- Large, expansive world (Or at least the promise of good, timely expansion)
- Worthwhile crafting.
- Excellent Account security (Cmon, its gotta be a concern nowadays lol)
- Feasible soloing.
- Encouraged grouping thru greater reward, better experience, something.
- More non-instanced grouping situations.
- Engaging, interesting Lore.
- Some semblance of good storyline.
- NOT forced grouping.
- An Alternate Advancement system a la EQ.

Or in another way, "Like, I wanna solo like I can in wow, but I want to have a reason to group, like in EQ. Instances are awesome, but like EQ, I want to have other reasons to group outside of that. I want awesome lore like FFXI and The EQs, but I don't want to be ABSOLUTELY FORCED to group like you did after a certain point in them. I need some awesome storytelling like in FFXI or Guild Wars. I wouldn't mind a simple crafting system like WoW, but I want it more rewarding, a la Fallen Earth. I want a bit more than Autoattack, 1,2,3,2,3,4, but I don't want live action unless I'm using a controller on a console. I want something to do at end-level besides raid. Grinding out AA points for various crap, both useful and fun, like the AA system in EQ/EQ2, would be ideal."

Lol yeah, like that.
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Posted: Jan 20th 2010 11:00PM (Unverified) said

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You are right, that does sound elitist. :)

I pretty much agree with Infexion, and I also agree that holidays are usually a distracting waste of time.

Posted: Jan 20th 2010 11:29PM eNTi said

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the question is rather: what makes a good game?

polish, innovation or sufficient evolution.

Posted: Jan 21st 2010 12:59AM The Minn said

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I've never enjoyed holiday events. what is this person even talking about? that right there makes me not even want to read the article. holiday events? really...for me it is community first and foremost. Community can make a mediocre game good...Eve and Fallen Earth are the only two MMOs, thus far, that I have seen that both have a community that are just so helpful and awesome....

Posted: Jan 21st 2010 1:41AM Laephis said

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I agree, in-game holidays do not make the MMO good. In fact, they are getting rather ridiculous.

Posted: Jan 21st 2010 1:43AM Laephis said

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I agree with the others, in-game holidays *do not* make an MMO good. In fact, quite the opposite.

Posted: Jan 21st 2010 1:44AM Laephis said

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Whoops, sorry about the double post, thought I fat-fingered the Add Comment button.
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Posted: Jan 21st 2010 3:28AM Teki said

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a good MMO huh?

well I would like to see the PVE of Vanguard/EQ2 with the PVP of DAoC with the polish of WoW. That would be my dream MMO.

Posted: Jan 21st 2010 3:36AM Teki said

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I would also have to agree with Infexion. since my first post didn't really answer the question.
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Posted: Jan 21st 2010 3:56AM Jeromai said

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Here's my list:
- Pleasing graphical aesthetic
- Fluid combat animations
- Viable options for soloing all the way to max level
- Game design to -encourage- grouping, preferably with relaxed stress on the holy trinity of the classes and ease of pickup groups via open grouping or Blizzard's PUG matching system
- Creative, unique and well-designed features/systems that encourage the type of desired gameplay devs have in mind (eg. ATITD's crafting systems encourage both cooperative and competitive social interaction and have a strong player-skill-based component, Guild Wars' game mechanics are built around de-emphasizing a high max level achievement and easing people into tournament style PvP, even PvE aggro/class mechanics are more pvp-like, City of Heroes has a strong multiple alt-focused, random loot, casual pick-up-and-play appeal, etc.)
- Regular updates - comprehensive patch notes, decent QA, new map/levels/content or innovative systems introduced
- Frequent, two-way community interaction by devs or community reps

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