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The Soapbox

The Soapbox: Stop reminding me that I'm playing a game

Culture, Opinion, Humor, The Soapbox, Miscellaneous

I'm clearly in a fantasy world in DC Universe Online, because it's a world where a woman other than Barbara Gordon can wear the bat-symbol.
To me, the most amazing part of a video game is the way that it can steal you away from the real world in a way that nothing else quite can. A good book or film will take your focus for several hours, but you're still aware that there's a layer between you and the media. A good game blurs that, lets you creep into the game world for a while and experience things you never would otherwise. There are moments of wonder and joy that you can feel from a few hours in games that are simply unmatched.

So please, stop ruining it.

MMOs in particular have gotten bad about this. It's ironic, as the genre as a whole lends itself to people taking a step into another world. But what's changed isn't a matter of systems or mechanics, just a sense of what designers feel are completely acceptable breaks between in-game reality and the real world. It's annoying. So stop reminding me that I'm playing a game, will you?

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The Soapbox: The heartbreak of altitis

Opinion, Humor, The Soapbox, Miscellaneous

The Soapbox The heartbreak of altitis
In the MMO culture, there are those who alt and those who don't. Sometimes there's a hilarious rift between the two factions, as one side can't understand why you wouldn't want to try out all of the game's classes and the other side can't understand why you wouldn't specialize and excel in a single character.

I'm one of those who alt, which is a blessing as much as it is a curse. I blame City of Heroes for starting me out on the path to altoholism. C'mon, it was simply impossible to play that game and not be rolling a new superhero concept every other day. By the time I moved on to more "traditional" titles, I was hooked on the idea of alts.

It's a curse as much as it is a blessing. I'll be the first to advocate that alting can give you a wider perspective in a game, offer you more play flexibility, and perhaps keep you in a title far longer than if you played a single character until you burned out. But there's a darker side to it, a path to heartbreak. For those of us who alt, this is the unspoken danger that lurks in every reroll.

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The Soapbox: What MMOs could learn from social gaming

Culture, Game Mechanics, Opinion, The Soapbox, Miscellaneous

So, who wants to hear about my latest plot of land in TyriaWorld?
I mentioned a couple of months ago that social gaming isn't going to destroy MMOs. That's good news for everyone other than Richard Garriott and Zynga stockholders. But I think taking this as a sign that we can ignore social gaming for now and forever as an aberration would be... a mistake, to put it lightly.

See, there are things that social games do even better than MMOs tend to. And the hint is right there in the name. No, I'm not implying that these are better games; I'm saying that social games are generally much better about handling the social side of the equation. And the MMO industry as a whole would do well to pick up on the hints.

Not everything, of course. We all have recurring nightmares about that one person on Facebook whose timeline is nothing but a series of dubious achievements in social games. But there are a lot of elements scattered throughout the games as a whole that could be oddly useful if taken as a whole.

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The Soapbox: Using MMOs to relax and unwind

World of Warcraft, Fantasy, Sci-Fi, EVE Online, EverQuest II, Culture, Guilds, Lore, Opinion, Free-to-Play, The Soapbox, Sandbox

The Soapbox title image
Every now and then, everyone needs to take a break from the hustle and bustle of everyday life to relax and unwind. The outside world can be loud, and the stresses of work and home life can add up quickly, so it helps to be able to switch off for a while. Some of us find relaxation in sitting down in front of the TV, others in zoning out to their favourite music, and an increasing number of people now wind down with computer games. I've personally found MMOs to be incredibly effective refuges from stress and anxiety, but until now I've never really thought about why that might be.

Any game can provide a few hours of escape from the daily grind, but there's something special about MMOs that seems to make them more comforting places to be. Certainly MMOs are manufactured to give a sense of solid progress as you play, a fairness that the unpredictability of real life often can't deliver, but there has to be more to it. Do the music and ambient sounds in EverQuest II's virtual forests and glens produce the same reaction as walking through a real life wood? Likewise, does EVE Online trick us into slowing down, and is spending time in a virtual world just more appealing than slogging along in the real one?

In this opinion piece, I look at some of the most relaxing areas and activities I've found in MMOs and try to figure out what makes them tick.

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The Soapbox: I demand to pay more for this!

Business Models, Opinion, The Soapbox, Miscellaneous

Buy me, my friends!
Champions Online launched amidst a bunch of controversy. Admittedly, this was back in a time when we as a community had a much lower bar for controversy, but still, there were accusations and recriminations flying around like, well, superheroes. One of the chief complaints was that the game had a subscription fee, but it also had a cash shop right from launch. Scandalous!

These days we don't blink too much at this sort of thing. Pretty much every game in the world has a cash shop now, and the rare exceptions are games that try to pretend it's something else. But there are still a lot of people who object to the idea, who would much rather have a subscription or nothing or see everything from the cash shop free to subscribers.

I am not one of those people. In fact, I'm happy when a game goes into the free model or just opens up a cash shop of any stripe. The way I see it, there are some definite upsides to having a cash shop.

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The Soapbox: The trinity isn't so bad

Game Mechanics, Opinion, The Soapbox, Miscellaneous, Dungeons

You go on ahead.  We'll wait here to see what eats you.
The role trinity in MMOs has gotten a pretty hard drubbing over the last two years or so. Ask a lot of people with knee-jerk responses and they'll tell you that it's what's killing MMOs. Well, unless they tell you that tab-targeting is killing MMOs. Or themeparks. Or free-to-play. Or World of Warcraft or Star Wars: The Old Republic or subscription fees or lack of housing, or...

All right, so there are people quick to announce the death of MMOs based on pretty much any feature that the announcer dislikes. But the trinity has still been falling out of vogue with players. Guild Wars 2 even made a selling point out of the fact that it didn't have a proper trinity, instead having a series of roles that no one seems entirely clear on. There's a very consistent idea floating around that a game based on the standard trifecta is in some way flawed or not trying hard enough.

Except that the trinity isn't a bad thing. Tank, healer, and DPS is not a model that's lacking in some crucial area. And it deserves a bit more appreciation than it gets.

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The Soapbox: Everybody wins

Culture, MMO Industry, Opinion, The Soapbox, Miscellaneous

I'm glad to not play WoW any longer, but I don't cheer the idea of everyone still playing it losing their game.
I make no bones about the fact that despite working in this industry for three years, I know there are parts about MMOs and the culture around them that I just do not get. For example, I still have no idea what possesses someone to think that "toon" is a good term for characters. But on a slightly more serious note, I have no idea what makes people cheer for a game to fail.

You see it everywhere. World of Warcraft subscription numbers drop; people cheer. Something bad happens to EVE Online's community; people cheer. A game goes free-to-play; people announce the game's impending demise and begin cheering prematurely. A game closes down; people cheer.

I don't get this. All right, I get it on the most basic level, inasmuch as this is a game you don't like and you're willing to publicly crow about your schadenfreude. The thing is that this is never a good thing. Cheering for a game you dislike to do badly does not result in anything good.

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The Soapbox: Remembering that games are games

World of Warcraft, EVE Online, Opinion, Guild Wars 2, Free-to-Play, Wizard101, World of Tanks, The Soapbox, Miscellaneous

RIFT Boss Fight
I think it's safe to assume that we all love games. If we didn't, I wouldn't be in this crowded, noisy coffee shop writing this and you wouldn't be blowing off some sort of important responsibility reading it. We're all here together, engaged in this somewhat-anonymous internet back-and-forth, because games have touched our lives. It sounds corny, but it's true.

For many of us, games have a deeply personal and specific meaning. We like the games we like not so much for their craftsmanship or content but for the way they engage our minds and spirits. Games create incredible, irreplaceable moments infused with emotional resonance, and it's only natural we would feel some sort of personal connection when a piece of digital entertainment syncs just right.

It is precisely this personal connection that leads many of us to act like total morons.

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The Soapbox: The problem with power creep and progression

World of Warcraft, City of Heroes, Game Mechanics, MMO Industry, Opinion, Guild Wars 2, The Secret World, Star Wars: The Old Republic, The Soapbox

The Soapbox Power creep! How to keep MMO progression fun and interesting
We've all seen it. You might not have put a name to it, but it's there. As MMOs get older, certain dungeons become obsolete. Or maybe that fantastic top-level gear you once had to have is completely worthless now and isn't even in normal gear progression anymore. That is power creep, the phenomenon by which content becomes completely worthless as a game ages. I can't imagine being on the developer's side when power creep starts rearing its ugly head. All that time a developer spent sculpting the content to be the perfect match of mechanics and story becomes wasted.

Power creep can't be avoided, right? Developers have to make new content to keep people interested in the game. And themepark games have to have a linear progression, right? We also don't want the disparity between the new players and the old players to be too great because it will discourage population growth. Then how in the world do we stop this never-ending cycle? How do we keep MMO progression fun and interesting without content falling off the end of the treadmill?

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The Soapbox: Meeting the 'Asian gamer' stereotype on common ground

Real-Life, Culture, Opinion, Free-to-Play, Browser, The Soapbox, Miscellaneous

Gaming group picture from SOElive
I originally thought I would craft this Soapbox to discuss the differences between Western and Eastern gamers. But in my research, I ended up noticing the differences and the similarities between the two gaming cultures -- in fact, the similarities were more prominent. Yes, there are gamers who game in stereotypical ways; there are gamers from China, Korea, and Japan who are stereotypically "Asian."

But Westerners can behave as stereotypes as well. The good news is that we're all blending together.

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The Soapbox: No game lives forever

MMO Industry, Opinion, The Soapbox, Miscellaneous

The Soapbox No game lasts forever 23
The lifespan of a video game is a funny thing. There are some games that have a definite end, yet you'd wish they'd last forever. These games measure life in replayability, run-through length, or multiplayer matches, but they lack permanence and persistence. Still, you can usually dust them off years from now and still have fun with them.

MMOs are a different breed, aren't they? They promise the inverse of the solo game, with a world that goes on, content that keeps flooding in, and the illusion that it will last forever. Yet when the switch is turned off, there's no going back. You can't pick it up 10 years from now and give it another go.

It's why the news that an MMO is closing up shop comes as such a devastating blow to many of us. As MMOs attempt to emulate the persistence of life, so too do they illustrate the finality of death.

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The Soapbox: RuneScape is a proper MMO

Fantasy, Culture, Game Mechanics, Lore, MMO Industry, Patches, PvE, Opinion, RuneScape, Free-to-Play, The Soapbox, Housing

The Soapbox title image
Most of us will remember RuneScape from its first incarnation: a tiny and blocky world with simplistic gameplay, no sound, and only a handful of quests. The product of two brothers operating out of their parents' house in Nottingham, the original version launched in 2001 and slowly carved out its niche as a game for kids that could be played in a web-browser. RuneScape has a special significance for me as the first MMO I ever played, and it's responsible for starting my life-long love affair with online gaming. A whole generation of gamers grew up with that primitive, blocky world and eventually left for more polished games. But RuneScape has grown up too -- and boy did it have a growth spurt!

Today's RuneScape bears little resemblance to the classic version many of us played as kids. The graphics are now considerably better, the world map is about five times the size, and it has features most people dream of getting in their favourite MMOs. RuneScape now has player housing, guild halls on huge floating islands, a full player-designed battleground system, procedurally generated dungeons, regular content updates, and 186 quests packed full of British humour. People sometimes say that RuneScape isn't a proper MMO like World of Warcraft, but I'd argue that it's actually more worthy of its "massively multiplayer" title than most of the MMOs released in the past decade.

In this editorial, I look at just how far RuneScape has come and argue that RuneScape may be more worthy of being called a proper MMO than some triple-A releases.

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The Soapbox: Own your game's mistakes

Culture, Game Mechanics, MMO Industry, Opinion, The Soapbox, Miscellaneous

There's no huge monster there.  We're good.
To the developers of the MMO industry, I say this to you: Your game has some pretty big issues.

No, stop. Don't go consult the PR team. Don't talk with the community managers. Don't spend time explaining why those issues aren't really issues. Just say it with me. Your game has some pretty big issues. I don't care what game you call your own; it's still replete with issues, including ones that by all rights should have been fixed months ago. Just say that with me, and then possibly follow it with a "sorry."

There. That wasn't so bad, was it? Kind of liberating, actually. There's a lot to be said for owning up to the failures of your game and admitting that some things are just plain wrong. I can think of great reasons to just take a deep breath, eat crow, and just say that part of your game is a mess.

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The Soapbox: Diablo III's endgame is fundamentally flawed

Fantasy, Economy, Game Mechanics, Patches, Endgame, PvE, Opinion, The Soapbox, Diablo III

The Soapbox title image
Diablo III was arguably the biggest online game release of the year, but its predecessor's decade of consistent popularity left some pretty big shoes to fill. Despite being the most pre-ordered PC game in history and selling more than 6.3 million units in its first week, Diablo III has started to seriously wane in popularity. I've seen over a dozen friends stop playing completely in the last few months, and Xfire's usage stats for D3 have dropped by around 90% since June. Guild Wars 2's timely release accounts for some of the drop, but there's a lot more going on than just competition.

The Diablo III beta showed only the first few levels and part of the game's highly polished first act, and soon after release it became obvious that parts of the game weren't exactly finished. PvP was cut from release, the Auction House was a mess, and Inferno difficulty was a poor excuse for an endgame. Poor itemisation made the carrot on the end of the stick taste sour, and the runaway inflation on top-end items is crying out for some kind of ladder reset mechanic. But there is hope for improvement, with new legendary items, the Paragon level system, and the upcoming Uber boss mechanic taking a few steps in the right direction.

In this opinion piece, I look at some of the fundamental flaws in Diablo III's endgame and suggest a few improvements that would make a world of difference.

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The Soapbox: The classic Dungeons & Dragons problem

Culture, Game Mechanics, MMO Industry, Opinion, The Soapbox, Miscellaneous

Not pictured: figuring out in older editions why ancient elves were unable to figure out how to be paladins.
Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column.

Older tabletop roleplaying games are a mess.

I realize that some our readers may not have had the unique pleasure of getting introduced to gaming via a handful of dice and a pencil, but let me give you the very short version. A long time ago, a game called Dungeons & Dragons was written, and it was the first roleplaying game. Since then, we've seen a lot of other roleplaying games come out with different ideas and different themes. We've also seen a lot of other roleplaying games meant to intentionally hearken back to the days when Dungeons & Dragons was the only game in town.

This is almost never a good idea.

Nor is the idea unique to tabletop games. In fact, we're seeing the same thing in the MMO space. There are games that market themselves by promising to be a return to the days of Ultima Online or points related, a throwback to the old school of gaming. I'm pretty sure Vanguard was the first of that movement. And while I understand the sentiment, it pretty much always ends in tears for some very good reasons.

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