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Reader Comments (33)

Posted: Apr 13th 2011 11:52AM Germaximus said

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My favorite thing is dungeon grinding. Fighting mobs and bosses with strangers or friends and possibly making new friends.
I love killin stuff in these video games so doing it online with a group of people is just great.

I loved Diablo 1 and 2 tho.

After all this time i still cant believe Blizzard never implemented dungeon randomization for WoW, that would have been incredible.

Posted: Apr 13th 2011 11:57AM Grendel said

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Housing, taming, mounts, crafting in: UO.

Posted: Apr 13th 2011 12:25PM (Unverified) said

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I like good/interesting/deep crafting systems. I like customizable player housing. (I like sandbox "Worlds"). I loved the original EQ Mage system of summoning, they could (can) summon particular pet for the situation, and equip it, also summon just tons of items for yourself and others. I like pet classes, would love to be able to do something like that in current games. Probably my biggest let-down in EQ2 was that they didn't follow through with that kind of system from EQ1.

Posted: Apr 13th 2011 12:43PM StClair said

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City of Heroes' sidekicking/exemplaring system, which has only gotten more flexible with time. You never have to worry about your friends' level and can always play with them on any character(s) you want.

Posted: Apr 13th 2011 12:44PM Channel84 said

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enjoying the cruel open world pvp in aion. Mostly involve me running for my life haha

Posted: Apr 13th 2011 1:07PM Seffrid said

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I love (and crave) any MMO that doesn't feel the same as every other MMO before it, and at the moment the only one that ticks that particular box for me is Fallen Earth. It just has a different feel and pace to it, as well as the Fallout type scenario.

Specifically, I like the mounts and crafting the most, but the overall game just plays differently to the standard fantasy MMO clones.

Posted: Apr 13th 2011 2:13PM Space Cobra said

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You know, now that I think about it...

Character creation and initially setting off are probably the best parts of the game for me. It takes me some time to think of a name and, at least, a small story with the character. Even thought customization/looks are the key, just even juggling statistics and deciding am I going pure tank, healer, or some combo is always good. I guess it's all the "pre-planning" I get into.

Posted: Apr 13th 2011 4:09PM Alamar01 said

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Favorite game: pre-CU Star Wars Galaxies / SWGEmu
Reasons:

1). Purposefully designed community focus -- relying on entertainer players for mind healing in cantinas, wait times for planetary shuttles, medical centers, player cities.

2). Elaborate crafting system -- huge components list, ability to name objects, color modification, importance placed on crafted items not just loot

3). Complex economy -- ability to own/stock player vendors, player house storefronts, planetary vendor listing, broad commodities list.

4). Limitless skill system -- combine multiple classes together to create your own unique hybrid. Want to be a chef/rifleman? A dancer/commando? An armorsmith/creature handler? A Doctor/Pistoleer? A Droid Engineer/Swordsman? Well, do it. . .

5). Sandbox openness -- non-linear gameplay, choose your own adventure play style

Posted: Apr 13th 2011 4:15PM pixledriven said

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The more removed from "human" we can make a playable race the better.

I loved being able to play a Centaur in Shadowbane, or a Froglock in EQ2.

Human, or short stocky bearded human, or skinny pointed eared human is not variety, it's stale; and while I will always make human toons, I would like the option to play something NOT human, or at least further away than a change in proportions will get you.

Posted: Apr 13th 2011 4:22PM Dblade said

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Being able to play as your pet in Mabinogi.

I had a sheep pet I used to get wool from. When I was bored I would go roam the starting area and the cities and let people shear me. Occasionally I'd fight off some wolves and heal people. As a sheep.

I even managed to have some fun with someone. I was in town, and he thought I was a normal NPC, so he's trying to shear me as I walked away, until I "spoke" OMG Y U SHEAR ME? Had to explain to him no, I was not a GM.

Posted: Apr 13th 2011 6:47PM Poordevil said

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My favorite part of any MMO that I have played is the PVE content from 1 to lvl cap. End game raiding and PvP really don't keep me entertained as much. They both require a major commitment of time, learning, and determination, which erodes the fun factor for me.

I like playing through the game leveling up, watching my character develop, seeing the boatloads of great content, admiring the handiwork of the artists, following the story, grouping up for quests, chatting with other players ; all that's my favorite part of an MMO.

Posted: Apr 14th 2011 12:02AM MassiveMMOGamer said

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Playing Asherons Call 1 and feeling like i didnt have my mind wrapped around the entire game after 2 days.....

modern mmo's are shallow. dumbed down. Every line of code is shoved down your throat. Ensuring you experience every line of code written.... And ensuring your game experience is precisely mapped out and dictate, The exact same way every other player is experiencing it....

Back in the day.... mmo developers created dynamic living breathign worlds, and let us run around in them, building our own adventure.

I really enjoy the feeling of experiencing some small portion, facet, something, of a larger game mechanic, and then letting my wonder and imagination swim around in the possibilities.

For instance, when i first started playing AC, there was this elaborate, mystical, secretive, spell system. No one even knew what all spells were possible, available. There were spell components and combinations, you had to learn spells by experimenting and researching. Your spellbook was unique and your own, unlike every other charactyer. Sure, eventually all the spells were discovered, and the system rooted. But for a long while it really had that mysterious feel. And i didnt feel ike i knew every detail of it the moment i first experienced it.

In todays games EVERY CHARACTER has the EXACT SAME SPELLS. They are very limited and very basic. Every character of a class has the exact same thign, and has EVERYTHING there is to have immediately.

Theres no Lore, no arcane element of mystery and adventure.

Heaven forbid a developer spend his precious time writing a line of code and not EVERY PLAYER IN THE WORLD experience it. oh muh gosh.... just the thought.....

I really miss those early AC experiences. Seeing some small portion of a much larger game mechanic, but feeling like theres this great wonderful game world out there, larger than i can ever fully grasp, and today im gonna run aroudn for an hour taking in as much as i can, even though i know ill never even come close to knowing it all......

mmo developers since wow have gone the absolute opposite direction of this.....

Posted: Apr 15th 2011 1:22PM StClair said

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@MassiveMMOGamer:
IMO, it sounds like your fond remembrance is a combination of nostalgia and a lack of information. These days, I imagine that the "elaborate, mystical, secretive spell system" that you praise would be thoroughly datamined and put up on a wiki somewhere, possibly before it even went from beta to live. And the people responsible for that aren't the developers, but your fellow players. Everyone wants the information (so they can build optimal strats and seek advantage) and quite a few delight in "getting the scoop" and giving it to them.

I will concede that it's possible that today's MMOs actually are less deep and complex, rather than you simply being better informed about them than you were back in your newb days. The overall trend in the industry has been toward convenience and accessibility, to making the experience of gameplay more fun for average players rather than simply providing a dubious achievement for the masochistic Real Gamer to hang his self-esteem on.

"I pushed this boulder up this hill a hundred times, that makes me l33t!" No, that makes you Sisyphus. (Look it up.)
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