MMOs are a growing and evolving genre. It’s amazing to see how well they’ve progressed in the last couple of decades. And yet, despite all the growth there are still some nagging issues built into the core idea of what an MMO “should” have. MMORPGs tend to build on the ideas of games that came before, but unfortunately sometimes that means they take the negatives along for the ride.
I wanted to write a short list of some of these features that have aged so poorly, I feel it’s about time they be retired.Some of these can be attributed to insufficient coding abilities – which I think is less of an excuse than it was 5 years ago. Others can be attributed to just plain developer stubbornness, which is ridiculous given the growing scope of the MMO playerbase. Anyway, I can’t think of a good segue so…on to the list!
If a player downloads your MMO and their first thought is: “Gosh, I really want to play with my friends, but I also really want to play the race I like the most. Since they’re on opposite factions, I guess I have to choose.”
Then that is a failure right off the bat. Playing with friends, or playing a character you feel you can most identify with and potentially enjoy longer. Hmm. See the problem here? There are several inherent issues with factions but this is the biggest one. Anyone who has experienced that indecision and sadness when first playing a factional MMO can tell you how much this kind of choice sucks.
“But Gloria, factions add another layer of storyline and content!”
Actually – I would argue that they don’t. Factional content in MMOs is usually relegated to the EXACT SAME kill/fetch/gather quests on BOTH sides. It’s the same mechanics, just with a different bit of flavor text added. You’re still killing the same bosses in dungeons, you’re still exploring the same zones with the same quests. It’s all EXACTLY the same with the exception of the storyline blurbs. And it NEEDS to be exactly the same because both sides have got to maintain balance, otherwise you end up with accusations of favoritism.
Imagine if the time spent essentially copying quests for both factions in the same zone went into building a second brand new zone instead? Or a new dungeon? And you could experience it with all your friends. In fact, you’d have more access to these dungeons because an entire half of the playerbase isn’t arbitrarily blocked off from you. That means lower dungeon finder queue times.
Factions initially were a way of extending samey-content to give the game an illusion of having more depth. After years of this, I really think factions do more harm than good and any time a new MMO uses factions as a feature, I immediately drop it a peg lower on my, “I GOTTA BUY DIS!” list.
2) Ownership/Tagging Quest Mobs
Let’s all fight over the same 6 spawned monsters in a starting zone at the launch of an expansion or game. Boy that sounds really fun. That’s how I want to remember my first foray into a new world. Oh and that guy who runs up and taps all of them only to just AOE each and every mob down before you can get there? That is a cool guy. Yep.
I guess I don’t really understand the point of mob “ownership.” If people are in the area, it’s reasonable to assume that everyone is trying to get the quests done. Pitting people against each other in a race to be first for what is inherently a grind just adds a layer of unnecessary frustration.
“But people will take advantage of it!”
Look, if I’m killing a quest mob and Johnny Q Magey comes up and hits it with his wand just to get credit and then afks while I do the brunt of the work…I don’t care! Because I’m still getting my quest credit! *throws confetti*
3) Lack of body shape options.
In this the year of our lord after the year of Luigi 2014 we are still experiencing MMOs that have a single body option for male and female characters. And in most cases your options are generic thin lady and hulking manbeast. Above all else I find this sad. Customization for a character can truly make it identifiable for the person playing it.
There’s nothing wrong with “pretty” models – or even the ones that are super boobalicious. What IS wrong is the lack of choice given to players. Even Nintendo Miis can have their body shapes customized – and the most you use those for are streetpasses, let alone diving into an immersive role playing game.
What’s even worse is that in a lot of these games, the NPCs have a wide range of body types. You value your NPCs enough to give them variety but you don’t value your playerbase enough to give them that same option? Come on.
4) Expansions for subscription-based games.
If I am paying a subscription fee each month, I know that I am paying to access content. In order for me to keep my fee active, I need a steady stream of content. In my years playing MMOs I’ve found that the idea of expansions stunts the flow of content rather than improves it. You wait and wait and wait and then this huge pile of new stuff falls right into your lap for you to rush into and enjoy.
Instead of having points of small content releases like patches and then dumping a HUGE BUNDLE O’NEW’SHIT on people in the form of expansions, subscription MMOs would do better to simply stagger medium content patches throughout the lifecycle of the game. A steady stream of new content is better than nothing…nothing…nothing..LOTS OF SOMETHINGS! ESPECIALLY when people are paying MONTHLY for said content.
You cannot dump a ginormous single content patch on people and say, “Now now, this needs to last for a while so don’t go experiencing it all at once!” because…hello? Have you ever met humanity? That’s not how our species works. Even worse is dumping said large content and then gating it off just outside of reach until a designated amount of time has passed.
Spread that content out – like a nice even coating of peanut butter on PB&J. That way you don’t have people who swallow entire mouthfuls and get sick of the taste.
5) Linear leveling.
What I mean by linear leveling is essentially when your character is dropped from starting zone A to questing zone B. You then quest through B and go to questing zone C. From there it’s off to D, E, F and so on and so forth until you’ve reached level cap. Zones are usually relegated to character level. So if you’re level 4 you’re gonna stick to the level 1-5 zone because it’s a killing field anywhere else.
This means that from level 1 to whatever, our characters are put on a little quest train that follows the quest tracks and gives them a safe and properly organized tour of the leveling content. Wee.
A necessity borne from the days of coding restrictions – this is something that needs to GOOO AWAAAAYYYY. Especially with the new scaling technology most MMOs have available.
Imagine your fresh-off-the-docks lowbie arrives on a new continent and it’s time to level. And what’s this? EVERY zone is available to you because the mobs are going to scale to your level when you get there! So where do you want to go first? WHO KNOWS! The exploration potential is unlimited!
“But Gloria, how would this work with the removal of mob tagging?”
Anyway, enough prattling from me. Obviously these are just thoughts I had bouncing around in my head. Aaand I can’t think of a way to end this soooo. Bye!