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Hobbyists, Indies and the Doom Moment

Posted on October 17, 2011 by Gazimoff

Have you ever wanted to change something about your favourite MMO? Maybe write your own questline or create your own models? Perhaps build your own game world or maybe even write your own game? Have you wanted to go from just being a passive consumer to an active creator within the genre?

If you do, I know how you feel. I’ve been looking at creating my own online games to play around with various concepts and ideas I have, and it’s been a real struggle. The current techniques that most MMO publishers permit are restricted to user interface addons and extensions, which is great if you want to build your own UI but not much good for anything else.

I’m a lot like the legions of other coders who’ve experimented with creating their own in-game content. From Doom through to Half-Life and beyond, some gamers have taken their games apart like clockwork wristwatches just to see how they work, before tinkering and experimenting with them to change the game in new ways.

I’m not yet sure if MMO developers and publishers are coming round to this way of thinking, but there’s a little glimmer of hope.

Continue reading “Hobbyists, Indies and the Doom Moment”

How Warcraft Will Never End

Posted on October 14, 2011 by Gazimoff

As Blizzcon rapidly approaches there’s a ton of speculation about what will be announced. Hopes are high for a new World of Warcraft expansion, although details are sketchy about what it may contain. The trademark ‘Mists of Pandaria’ has been suggested as a name following trademark registration, but this was later dismissed as being ‘wildly overhyped’ by the developer.

Regardless of what the next expansion is called, the important thing is where it takes the story and what possibilities open up. Is it possible that the upcoming expansion will close the book on the Warcraft universe, or are we looking at the prelude to something even bigger?

I’ll be the first to confess that I’m no lore expert, but regardless of the story intricacies at play I think that there’s a rough way in which the current Warcraft story arc will conclude, including how it’ll be the jumping-off point for something far bigger.

As always with discussions of this type, this is pure tinfoil-hat speculation. I’m not saying that this is an accurate idea of what will happen, just that it’s an example of what could happen. Don’t go placing any bets off the back of this.

Continue reading “How Warcraft Will Never End”

The Kitten Standard Economy?

Posted on October 10, 2011 by Gazimoff

A while back I wrote about the possibility that Titan, Blizzard’s next MMO, would feature a real money auction house. This followed on from Diablo 3, which introduced the concept in order to provide a safer alternative to the grey market that emerged around item trading in Diablo 2.

The main argument at the time was that Blizzard would never put in a real money auction house because it would affect the core dynamic of how players gain power. There was a claim that because Diablo 3 is a dungeon loot fest with no competitive play that there’s no harm to other players in buying high quality items for real cash.

The problem occurs when you try and apply the same logic to Warcraft. Currently the most powerful items and equipment are earned through either raiding (for valour points) or PVP (for conquest points). There is no way to shortcut buying them – no amount of gold will help you, while only breaching the Terms of Use and paying someone to play your character for you will get your character geared up quicker. Not something I’d encourage.

Sure there’s a few good quality BoE items from the top tier raids that can be sold on the auction house, but they’re few and far between. As a result, would it really harm the Warcraft mechanic of playtime=power if a real money auction house existed?

My hunch is that it wouldn’t.

Of course there’s the argument that it would ruin the feel of the game, or that Diablo needs this in order to stop a grey market for items springing up. But that still doesn’t make any sense. Warcraft has its own problems, from the gold farming to account hacking. The illicit trade in gold is huge.

Continue reading “The Kitten Standard Economy?”

No Competitions For You!

Posted on October 9, 2011 by Gazimoff

We all like winning free stuff, right? There’s that warm glowy feeling that we get when we tear open a prize parcel, or the surprise when our numbers come up on the lottery. Even the chance of winning something makes us feel better.

It’s also not much of a surprise that competitions help companies to make fans. Whether it’s making your existing customers more loyal or reaching out to new ones, giving stuff away is one sure-fire way to grab our attention. Conversely, not giving stuff away or (even worse) being selective about how you do it is a sure-fire way to lose that attention.

Say that you’re running a large multinational corporation. You sell your products globally and have offices in a number of different countries. You invest in localising your products for local markets in order to win more customers. Your products are so well-loved you have fans worldwide.

The moment of your annual corporate shin-dig is approaching, the time when you welcome fans from across the globe in order to show them what you’re working on. You’re even selling live video streams of the event internationally for those fans that can’t make it.

So you look at building hype by starting some competitions to get the fans all fired up. All’s well and good until they come across this bit of small print in the competition rules.

Entrants in this Fancypants Contest to Win Free Stuff (the “Promotion”) must be legal residents of the U.S. and Canada (Rhode Island and Quebec excluded)

Your fans doubt themselves, asking how this can be. Then they see a succession of competitions organised by show sponsors, again with that same small print. It reinforces the point – your international fans just aren’t as important to you as the ones you have at home.

The usual defence in this situation is to point to laws governing competitions and prizes, wailing that “it’s too hard” to run contests that everyone can enter. Yet you still managed to cover off employment law, retail law, corporation law and tax law when you set up your overseas offices. Surely you could have done your homework? You’d just spend the money once, draw up a contests template and away you go.

I’m not going to lecture you on how your international fans feel – read the comments on almost any competition announcement and it’s always the same. Thanks for ignoring us. Again.

Before you say that this is just some British guy with an axe to grind, think again. There’s the folks in other European countries. There’s the gamers in Australia who put up with some horrible lag just to play your game. There’s the people in China, Japan and India who are so important to you that you make localised versions of your game just for them.

Yet where are their competitions? You like their money well enough, but you’re not prepared to give a little back? Disappointing.

In the end all it takes is for a single publisher who’s done their homework to start pulling fans away from you. Don’t make their job even easier by telling international fans they’re not important to you any more. You may end up being the biggest in the US, but if the rest of the world is playing a different game it’s small potatoes.

Time to Change Quest Mechanics

Posted on October 7, 2011 by Gazimoff


I’ve recently started playing Rift again after taking a break for about four months. It’s impressive to see how far the game has progressed – talents and abilities have been revamped, the artwork has been improved and a ton of new features have been added. The guys at Trion have been hard at work.

Then there’s the bits that are harder to improve. One of my gripes about Rift is that in the mid levels (about 20 to 40) fatigue starts to set in. The game simply becomes less fun to play, with questing becoming dull and boring. I’m finding it a struggle to motivate myself to log into the game and play. Why? Because every single quest hub is made of boomerang quests.

Almost anyone who’s played through an MMO knows what boomerang quests are, but I’ll explain with an example. You approach a small group of friendly NPCs on the coastline. One of them tells you that there’s a cave up ahead filled with smugglers, and would like your help to remove them. You agree to go off and kill ten Smuggler Pirates and ten Smuggler Pistoliers.

After wading through the cave you return to the NPC, who then asks you to head back out again. Only this time she wants you to kill Smuggler Corsairs and Smuggler Captains. You fight your way back into the cave, killing more Pirates and Pistoliers just to get to your Corsairs. Annoying, right?

On your return, the NPC sees you coated in the blood and bodily fluids of the best part of fifty pirates. Not satisfied she asks you for one last thing. Kill Smuggler Chief Spalding, who resides right at the back of the cave. At this point you swear at the screen and weigh up just telling her to get lost.

But no, being the dutiful soul you are you march back into the cave and trying to sneak your way through to the back, getting spotted, giving in and going on a genocidal rampage against anything Smuggler shaped. Finally you get to where Smuggler Chief Spalding should be, only to find his corpse lying on the floor and a stack of other players waiting for him to return to life.

At this point I either hit the hearthstone and go somewhere else or quit the game and play something more fun. Like Giant Lolcat Olympics In Space.

I have two problems. The first is that it’s really, really lousy quest design. It’s boring, it’s repetitive, it’s frustrating and Rift is jammed full of them. The second problem I have is that it’s a problem that’s already been solved in other games.

Continue reading “Time to Change Quest Mechanics”

Personal Identity and WoW

Posted on October 3, 2011 by Gazimoff

Today’s article is a guest post from Bravetank.

Identity in WoW is an intriguing concept. I’ve previously written in my blog about how the “me” in game is distressingly similar to the “me” outside of the game – whether I’m playing Human, Blood Elf, Gnome or Tauren. My real self is always the underlying constant – annoyingly so for a game that should be a form of escape.

And yet some aspects of identity in WoW are more fluid. In the social sciences the term “identity” is often used to describe one’s understanding of one’s individual self and/or one’s role within a wider group setting.

Individual self identity can encompass such things as self knowledge and self esteem. What does this mean in relation to our sense of self in WoW? Self knowledge is a tricky one. For me I have very little “knowledge” of any of the characters I play beyond what buttons to press to get awesome dps (or at the very least to put me somewhere in the middle of the Recount list), to pull the mobs, to heal the tank. I don’t know any of my characters in WoW in the sense of having defined/explored their personality. I’ve never roleplayed so that part of their identity is undeveloped. In terms of their history- I know why I (the Creator!) made them, but I know very little about the history of their race, class and even faction. I casually switch from Alliance toon to Horde without blinking an eye. The other day I noticed my toon looked particularly thin (specifically her legs) and I wondered if my monitor was on the blink. Then I remembered I was playing blood elf not human! The race of the character was clearly not uppermost in my mind. That later led to further problems when I aimlessly wandered into Stormwind and tried to buy some cheese but that’s another story.

Continue reading “Personal Identity and WoW”

Review: Razer Naga Molten

Posted on October 2, 2011 by Gazimoff

Last week I took the plunge and decided to order a new mouse. My trusty Logitech mx518 just wasn’t up to the challenge and I’d been eyeing up a rival for months – the Razer Naga. I’d been on the fence about purchasing one, mainly because I wasn’t a fan of the blue colour scheme. All that changed when the Razer Naga Molten Special Edition was announced.

Let’s be honest, I’m not the first person to review this mouse. The first one I noticed was back in 2009, brimming with potential about how the mouse could be used. Even the Razer Naga Molten was announced a year ago. So why the big deal about some two year old tech?

The answer is that I wanted to tackle two questions: is the Naga still relevant to the current crop of MMOs and the current way we play our games, and will it adapt to the way we’re likely to be playing MMOs in the future?

Continue reading “Review: Razer Naga Molten”

Reminiscing Isn’t What It Used To Be

Posted on September 30, 2011 by Gazimoff

Today’s article is a guest post from Bordy.

Patch 4.3 in WoW will introduce the long-heralded art of Transmogrification; the ability (at a cost)to convert the look (but not the stats) of your current kit to match that of other kit that you own.

Why though is this welcomed by so many?

Is it because of some hankering for the ‘good old days’ ™? Do we long for the days of Vanilla WoW, 40-man Molten Core raiding, Onyxia victory parades into Stormwind, Necropolii hanging in the air above our capitals and a truly barren Barrens?

If so, do we gloss over the lack of well-thought out quest hubs, running the length of zones repeatedly to do and hand in quests, no achievements, no battlegrounds,no arenas and no flying mounts?

Is it maybe due to a reaction to the look of kit sets nowadays? Vanilla dungeon/raidsets were distinctive (whether you liked it or not). This was followed by the Burning Crusade when we were obliged to change that kit to the most garish kitstyle/colour combinations that were truly out of this world. The outcry maybe led us to kit and sets that are arguably (in some cases) more dull, but more homogenised and easier on the eye when combined. Do we long for the old days of distinctive kit in a bold, but tasteful fashion?

Continue reading “Reminiscing Isn’t What It Used To Be”

The Brutal End of MMOs

Posted on September 27, 2011 by Gazimoff

There was no Armageddon

The camera plays over a derelict ruined city, buildings half-buried in the sand, bleached dune grass desperately clinging on. The dry wind howls.

We saw the end coming. Those who could leave did so. Those who thought they could defeat it perished in their idiocy.

A different city scape, different architecture. Half-built spaceships and unfinished portals lie wedged in the cracked earth. The decay of metal and paint is unmistakable.

We are all that is left, clinging to this ball of rock until whatever end consumes us all.

Through the heat haze coming up from the desert floor, the camera picks out a solitary figure dragging a wooden sled across the hard, cracked ground. A few trees can be made out, dried out, debarked and leafless.

A few city states remain, providing what little sanctuary can be found. But out there kid, in the wilderness, you’re on your own.

Welcome to Endgame.

There’s been a lot of challenge recently about most upcoming MMOs not catering to the veteran market. These are the people from the Stubborn Quadrant; time poor but skilled players looking for more challenge from their MMOs. But what would they look like? Here’s my take on how a game from the brutal end of the MMO spectrum could be built.

Continue reading “The Brutal End of MMOs”

MMOs: Heading in Three Directions

Posted on September 26, 2011 by Gazimoff

One of the allegations I often hear thrown at the MMO genre is that it’s become stale and generic, with newer games rushing out to mimic the most common or popular features instead of innovating and looking at new ways to progress the genre.

Over the weekend a group of us headed out to the Eurogamer Expo to have a look at the latest developments in MMO gaming. Although a couple of titles such as RIFT and World of Tanks had been out for some time, we also got the chance to take a look at three upcoming games: End of Nations, Star Wars: The Old Republic and Guild Wars 2.

Through the presentations I saw and the discussions I had with developers, one thing became quickly apparent – all three games have a different focus in how they hope to appeal to MMO gamers. It’s clear that the days of identikit MMOs are numbered, with each of these games hoping to push the genre in a different direction.

Continue reading “MMOs: Heading in Three Directions”

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