Friday, August 7, 2015

Things I Enjoy in...MMOs

I think the start of a new series to help get me typing again would be 'Things I Enjoy', which will focus a lot on on different subjects that I've taken a liking to. While some of the topics to pop up might deal in a area too wide to fully talk about, it will just be a couple of bullet points.

With that said, the focus of this post will be on MMOs, or Massively Multiplayer Online, games. Of course they are still around, and are still going, especially with many starting to drop the 'pay to play' subscription that was required each month. I've already played my fair share of them over the years and with more on the way, I think the time is right to bring up some tags that helped me get hooked in.
The fact that at least one of the MMOs in this pic is not available anymore should not divert you. Just make you scratch your head in figuring out which one it is.

There is certainly a lot to talk about just there, but I can narrow down to a set of ideas that grabbed my attention whenever I try to boot up a MMO myself. So, lets start at the beginning with...

The Player Character

This is the obvious one. They are, after all, you. What I mean in this is how the player character is supposed to fit in the gameworld. You can't exactly be a knight wielding a sword and shield in a space western setting unless you start tweaking things. It has got to be a character that makes sense to you and can fit into the game without much difficulty. Part of that is creating the character from classes to races to even powers.

For example, the now-defunct 'City of Heroes' series allowed you to create your superpowered character through an intense customization layout. You choose your origin, your powers and your costume. The variety alone there allows you to create different heroes and villains to fit your playstyle. If you wanted to create a superhero with blinding colors that can wield fire, go ahead. How about a villain covered in spikes that can control the earth? Done.

Or you can be lazy and try to copy an existing character. It has happened before.

Despite the crazy creative options, it makes sense for the game. After all, the crazy and absurd tend to run parallel to superhero stories, so it all starts to make sense (somehow). You are a character with abilities far beyond that of normal people, so you do have the chance to wear gaudy colors clashing with one another without worry (at least in the gameworld). When you start busting our your powers, you certainly feel like it.

How about a game which limits the customization to a degree? In 'World of Warcraft', you can only select from races in either the Alliance or Horde factions, and then just the limited classes in each race. Still, you are able to change some looks around (in one form and another), plus decide on the playstyle of your character. If you decide to go warrior, you can play as a Protective tank (with board and sword), a mad Berzerker (duel wielding) or take up Arms with a two-handed weapon. Again, you are still given a choice as to how you'd like to play.
Except for how clothing fits you. You don't get that choice.

Really, it helps to find a character that helps make you...you. Which works into my next point.

Connecting the Story and You

There needs to be a purpose for your character to go about as they do. I don't just mean doing quests for the sake of achievements (in game, anyway. If that is your thing, don't let me stop you). I just mean that your character needs to have a role to play as they move from place to place, usually with an overarching storyline.

In 'Star Wars: The Old Republic', each class has a large storyline that connects over a set of acts that deal with your character working from the ground up to get in standing with your own faction. For example, by playing as a Jedi Knight, you get to progress from Padawan (new recruit) to full Jedi to even Jedi Master. In the same faction, you can play as a Trooper who rises in the ranks and command your own squad of soldiers.
Sith just get awesome lightning powers.

As your character progresses through the story of the gameworld, there should be a rise in recognition from non-player characters for their work. It shows that your character has grown and that all of the time put into them is paying off. 

In 'The Secret World', you start out as a character that joins a secret society in the modern world to fight and investigate locals for strange happenings. As you progress, you end up rising through the ranks and becoming someone of an importance to that society, even if you don't notice it at first. 

Also getting team uniforms helps

Really, your online character is an extension of yourself, so shouldn't you be treated with the same respect like they have been? At least in the game world. Speaking of...

The World Setting and Atmosphere

Game styles usually fall into the 'escapist variety'. Even if you set them in the modern world, the crazy stuff you end up doing in the game itself will show how crazy it actually is.

Like getting hijacked by pigeons

It also isn't a factor to just make the world pretty through graphics. It just has to make sense for the overall story. You can't exactly be a world filled with chocolate castles and flying cuttle fish that goes by the name "MMO Horror". Then again, that might just depend on personal tastes. 

The setting needs to match up with how the story is supposed to go. If you are in an area that is supposed to be depleted through continous warfare, making it all seem so clean and pristine doesn't cut it. Going back into 'The Secret World' the first real area you arrive in is an island in Northeastern America covered in a dark fog that causes the dead to rise and zombies to shamble out of the ocean. It is dark and dreary, with only a few holdouts of actual human life still defending themselves. Not to mention major features of the island like an abandoned amusement park and school for gifted youngsters.
No.

Close, but no.

Right at the moment you arrive, you know something is off. Especially not helped by the lore and stories you pick up on your travels. Really sets up the whole idea that the place was bad long before the fog rolled in. That is how you help set up the tone and atmosphere of a place. When it is supposed to be dark and dangerous, a little 'show' at the start helps set you in.

'World of Warcraft' also does this with a lot of its zones, usually setting up a specific story for each place. Sometimes it revolves around a certain faction or enemy group. Other times, the story involves a lot more than let on. Still doesn't stop making the place look a giant jigsaw with different pieces from different sets.
How quickly can it turn from arid savannah to forest to Mordor?

Eye-catchiness certainly helps, but there really needs to be a purpose behind it all.

Feeling like Combat

Finally getting into some gameplay, primarily combat. I like me a good video game fight as the next guy, but MMOs take on is has been less than stellar. A lot of it was just standing in one place and pressing some buttons. Effective, but doesn't really engage me that much. Effects certainly help, like people getting blasted away with an 'area of effect' ability or set on fire. There just needs to be more than just 'i set someone on fire, but they barely react to it even as it burns them'.

At best, it may feel like you are slow-cooking them.

Nowadays, the gameplay is starting to feel more dynamic. More often than not, you need to move more often to stay alive. Games like 'Wildstar' implement this kind of mechanic so that you don't feel bored in a fight. While some of your abilities are on cooldown, you can still hack away at them with your giant sword as a badass should.

It ain't gonna cut people by itself, ya know.

It may not interest a lot of other people, but I like to focus more on the combat of things than side dealies like item crafting. Just want to race around and go questing, is all.

Less of a Grind

This has been something MMOs have been notorious for. Taking so long to reach level to level, getting worse as you reach the cap to top it all off. Not to mention separate dealies like faction reputation, that require different methods to obtain. It is hard to avoid, unless developers figure out ways around it (and not just the easy 'pay money for quicker xp' way). 

A 'bonus week', where XP is doubled for everyone, is certainly a boon and can make things fly by a lot faster. Though it can be frustrating for those who want to play at the usual pace for the story or end up getting equipment underleveled by the next area. A few MMOs, like 'The Secret World', don't operate on the usual XP gain and manage to get through it by allowing for more points to be put into stats as the method of 'improving' a character.

It certainly helps in getting some new clothes.

Others go about by offering alternative mission types within the game, like 'space missions' in 'Wildstar'. In short, your character is sent off into space (no duh) to a different terrain with zero gravity, different enemies, and a more intense experience depending on the enemies you face.

The view certainly helps.

Really, I'm not the one who wants to feel the grind so much when leveling. It is, unfortunately, avoidable for many cases, but that shouldn't stop people form at least trying to change it around.

That's about it from me. Maybe once I get the hang of this again, I'll be doing more articles like this.

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