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The Daily Grind

The Daily Grind: How many chat channels do you use?

Fantasy, EverQuest II, Game mechanics, MMO industry, Free-to-play, The Daily Grind

EverQuest II - chat boxes
MMO global chat is a funny thing. I've met friends in it, I've ignored half the server because of it, and I'm amused (and appalled) by it on a daily basis. One thing I normally don't do is turn it off completely, unless I'm gunning for an immersive solo or small-group session that's heavy on roleplay.

My EverQuest II Sage has 19 (19!) channels on his UI, and though I rarely see any activity in the ratonga or evil chat rooms, I keep tabs on them anyway in case a useful nugget happens by.

What about you, dear readers? Does your MMO of choice have multiple global chat channels, and if so, how many do you monitor at once?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Do children have a place in MMOs?

Culture, Opinion, The Daily Grind, Humor, Miscellaneous

World of Warcraft
Today's discussion topic needs a smidge of clarification. I'm not asking you whether or not real-life kids should be playing MMOs, as plenty already do and it's great to be raising a future crop of gold farmers and extreme fashion designers.

What I am asking is whether child NPCs have a place in MMOs. When you think about it, most of our virtual worlds are nearly devoid of anyone under the age of 18 (except if you're in certain Asian titles where it seems like nobody, including yourself, has hit puberty yet). Whole cities are bustling with merchants and kings, yet not a single child is to be seen. If there are kids, they tend to be in place for a one-time unique quest or a special event, such as World of Warcraft's Children's Week.

But with all of the war, slaughter, and volatile situations, is it a good thing that someone has whisked these kids off to safety? Would MMOs be more questionable with their content if a kid was to come stumbling along while you were skinning a boar or decapitating an Orc leader? Or would these worlds be more believable and immersive if the whole range of ages was represented?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Do you have too many alts?

Fantasy, EverQuest II, Classes, Game mechanics, Opinion, Free-to-play, The Daily Grind

EverQuest II - Qeynos flyby
I've been playing a lot of EverQuest II lately, and one thing that the game has in abundance is choice. Whether we're talking about combat vs. non-combat activities, group vs. solo content, or a huge class roster, Sony Online Entertainment's fantasy sequel is pretty ridiculous when it comes to play options.

There's so much choice, in fact, that it's occasionally difficult to decide what to do next. Take the aforementioned classes as an example. Thanks to the introduction of the Beastlord in last December's Age of Discovery expansion, the game now has a whopping 25 classes to choose from, and I have 13 of them sitting in various stages of advancement on my character select screen.

Which one should I play? Should I make one of the other 12? These are the times that try men's souls! OK, not really, but it can be a tough call. What about you, Massively readers? Do you have too many alts?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: What's the highest sub fee you'd pay?

Business models, MMO industry, Opinion, Free-to-play, The Daily Grind, Miscellaneous

RuneScape
While recording the podcast last week, Rubi, Justin, and I discussed RuneScape's subscription fee, which is soon to increase to a whopping... $8. Eight bucks doesn't seem like much to me, but I remember when Ultima Online increased its monthly fee from $10 to $13 -- players were pretty upset. "How dare an old game ask for more money?" seems to be a common refrain.

But if the game is good enough, why wouldn't we pay what it's worth to us, no matter its age? Consider Fallen Earth, which offers, as its highest subscription tier, a $30-per-month plan. I might pay $30 a month for a really awesome MMO (or to resurrect one I'm fond of). But what's the limit? $50? $100? What's the highest sub fee you'd pay -- and what would you expect out of the game for that price?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Do you think there's too much group mentality in MMO discussion?

Culture, MMO industry, Opinion, The Daily Grind, Miscellaneous

GOD SAVE THE QUEEN, IMMERSION IS DEAD, TRAMMEL WAS AN ABOMINATION, TALLY-HO AND ALL THAT!
When it comes to MMO design, people tend toward certain viewpoints. Some players think that immersion requires an open world, open PvP, and open targets; others think it just requires an interesting story and a player willing to invest. There are people who think that cash shops are a short step toward buying your way through content, and there are those who think cash shops are a great way to get some more gumballs for a game you like. In the broadest terms, there's a sense of an old guard and a new guard, but there's a lot of overlap and a lot that depends on personal viewpoints.

In some ways, this can be helpful for discussion -- knowing that someone really prefers old sandbox games like Ultima Online means that you know right off said person won't enjoy DC Universe Online, for instance. But it also means that we're far more likely to ignore the opinions of others because they dislike certain mechanics, even if they raise valid points. So do you think there's too much of a focus on "old guard" vs. "new guard" when talking about design?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: What mob type is too cute to kill?

Game mechanics, PvE, The Daily Grind, Humor, Miscellaneous

SWTOR
In Star Wars Galaxies, it was the Gubbur. In Star Wars: The Old Republic, it's the Bantha. In World of Warcraft, it's those weird flower-monsters called Lashers. Every game has a super cute mob that I just feel horrible killing. Sometimes I suspect that the devs are purposely adding adorable things to MMOs and asking us to kill them just to mess with our heads in the service of some sort of Milgram experiment. Or maybe it's just meant to put us in our place out of pure revenge: "Flame my game on the forums, will you? Here's a zone full of fluffy Vorpal Bunnies that can one-shot you. Eat it, suckers!"

So what say you? What MMO creature is simply too cute to kill?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Are you currently on hiatus from MMOs?

Culture, Opinion, The Daily Grind, Miscellaneous

National Lampoon's Vacation
Something fascinates me about many of the more vocal commenters on Massively. No matter what game is launching, re-launching, closing, expanding, or going free-to-play, someone usually has to make it known that he doesn't play MMOs at all anymore. The fact that he's still reading about MMOs on Massively is a compliment to us, but I'm always curious about what drove him away from actually playing.

So if you're a former MMO player and you still like to keep up with the news, let us know why. What drove you away? What makes you still read about it? Are you holding out for the next big MMO, or is it something more?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Could you make your own MMO for $30 million?

Culture, Game mechanics, MMO industry, Opinion, The Daily Grind, Miscellaneous

Richard Garriott in space
Massively gets a certain amount of grief for writing news stories about Richard Garriott. While it's true that he hasn't made a major contribution to the MMO industry since the 1990s, it's also true that he's something of a touchstone when it comes to geekery and ambition. If a guy can go from being a young astronaut hopeful to having a spare $30 million to burn on a spaceflight, that's got to count for something, doesn't it?

While we're on the subject of a spare $30 million, yesterday's Garriott piece got me to thinking about what I would do if I had that kind of pocket change. While spaceflight and a lifetime supply of Hershey's kisses are certainly high on the list, I'd use a good chunk of the money to make my own MMO. What about you, Massively crew? Would you self-finance an MMO if you could, and what would it be like? Would $30 million be enough?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: What do you like to see on MMO websites?

Culture, MMO industry, Opinion, The Daily Grind, Miscellaneous

DAoC
During my time with Massively and as a gamer, I've visited scads of official MMO websites. And I can say, incontrovertibly, that no two of them had the same features and focus. Some were extremely easy to navigate while others were almost indecipherable without the Staff of Ra to guide me. Some were more about flash while others were loaded with content. And some, to my never-ending dismay, still lack an RSS feed which I cannot fathom in this day and age.

But enough about my journeys -- I want to hear about your own thoughts on MMO websites. What do you like to see when you visit one? Are the aesthetics important to you, or are you more concerned with specific features? Are these websites more for first-time visitors curious about the game or should they cater to players looking for news and updates about their favorite titles?

For bonus points, provide a link below to (in your opinion) the best-designed MMO website!

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: When do you alt?

Culture, Opinion, The Daily Grind, Miscellaneous

In some games, the correct answer is 'pretty much never' no matter what.
We know that some of you love to roll alts and some of you just play one character until the end time. This question is not about that. No, today we want something that's much more fundamental but yet subtly more important -- when do you make those alts? When do you click back over to character creation and start fresh?

For some players, it's a matter of boredom. Some players make new characters based on roleplaying demands. Some just love to roll new characters on a regular basis whenever one character hits an important milestone. And for some of us, it's just a matter of whenever the whim strikes, whether or not that whim makes a lot of sense at the time.

If you don't make alts, of course, your answer is "almost never." But if you do, we ask you -- when do you make your new characters? What motivates you to start again from the bottom on a regular basis? When is it time to make another character?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Do you skip dialogue?

Sci-fi, Lore, MMO industry, Opinion, The Daily Grind, Roleplaying, Star Wars: The Old Republic, Miscellaneous

SWTOR
A very clever Massively poster once remarked that BioWare is indeed famous for story -- the same story, over and over. OK, so he was exaggerating for effect, but even I sometimes feel as if I've seen this scene before once or twice in BioWare's storygames. That hasn't driven me to skip over cutscenes or dialogue, not yet, but judging by how many gamers are already sitting in the endgame of Star Wars: The Old Republic, I have to wonder whether that's exactly what everyone else is doing.

So 'fess up -- are you wearing out your spacebar key skipping through dialogue, or are you drinking in every last line?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: How often do you want new abilities?

Game mechanics, Opinion, The Daily Grind, Miscellaneous

This level, I learned to bend my wrist ninety degrees in any direction without breaking it!
We're all very familiar with the term "ding." We're also familiar with the immediate follow-up to a ding -- namely, figuring out what new stuff you get following a new level. Of course, that varies a lot depending on the game. Guild Wars will give players new abilities all the time, whether or not you hit a new level, but Star Trek Online only offers up a new set of abilities every 10 levels or so (equipment notwithstanding).

Granted, if a game gives you abilities infrequently, each one tends to be more vital to your overall play experience. Having a wider spread of abilities means more choices, but it also means that each individual skill doesn't matter as much. So which do you prefer? Would you like to be swimming in new abilities and new tricks at every new level? Or would you prefer a slow roll, with new skills coming infrequently but being special when they do come?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Should MMO companies reveal server loads?

Game mechanics, MMO industry, Opinion, The Daily Grind, Miscellaneous

SWTOR
As long as I've been playing MMOs, game companies have been obfuscating server loads. Oh, sure, you can make a pretty good guess as to how many players are playing on your server. You can look at one of the MMO charting sites, use a tool to parse how many people are in various zones at set times, or wave a calculator at the fine print in quarterly earnings reports, but those methods are admittedly imperfect. We're usually left with vague categories like low-, medium-, and high-population, terms that aren't comparable from game to game. High-pop for EVE Online doesn't mean the same as high-pop for Warhammer Online, after all.

I can understand why studios want to hide the numbers. Players are bitterly cruel when it comes to data like these, and a small reduction in population one night could lead to a snowball effect of self-fulfilling doom-and-gloom prophecies. Still, players like to know how many other people they can expect to encounter on their server since that helps them plan which server (and which MMO) might be right for them. What do you think -- should MMO companies reveal the precise numbers behind their server loads?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: What's your preferred night to raid?

Culture, Opinion, The Daily Grind, Miscellaneous

LotRO Raid
We all have our own schedules with our own reasons for gaming when we can. For those with a static group of friends, a dedicated night or two to raid is usually the preferred method of playing an MMO. Whether you play to relax after work or play when you have the day off, it's a safe bet that most of us tend to organize our most involved raiding nights around a set time.

So what night do you prefer? Even if it's every night of the week, or just one, let us know in the comments below.

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

The Daily Grind: Do you want a 'fair' fight?

Game mechanics, PvP, Opinion, The Daily Grind

Johnny Depp is a Cry Baby
Fair is a four-letter word. I mean, literally it is; you can count them if you like. It's a figurative four-letter word too, especially when it comes to MMO design and PvP. What's unfair to some is smart tactics to others, and the subjectivity here is responsible for a large part of the rancor that underlies PvP discourse.

Funcom's Craig Morrison recently expounded on the subject via his personal blog, and among the interesting nuggets up for discussion was the notion of a fair fight (and more specifically, whether MMO players actually want one). Some do and some don't, of course, but the more important question seems to be what is a "fair" fight? Can it even be defined, let alone coded?

Morrison writes that "most people simply don't like being fodder for a dominating force. They don't like to be bullied or out-muscled by a force that the game mechanics have allowed to have a clear position of dominance." He's right, but what's left unsaid is that everyone has the same opportunity to take advantage of those game mechanics.

What say you, Massively readers? Do you want a "fair" fight? If so, how do you define the word in this particular context?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

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