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Friday, December 13, 2013

MMOs: Are They A Dying Breed?


xXBChaceXx

|-Game News, Reviews, and Rants-|

MMOs: Are They A Dying Breed?
            It is now 2013, and new MMOs are continuing to be released yearly. Games such as Warhammer Online: Age of Reckoning, Conan, Guild Wars 1 and 2, Rift, Terra, and SWTOR have seen rise and fall of success, and future releases The Elder Scrolls Online, and Wildstar promise to innovate the MMO experience. The majority of gamers are looking for the next great MMO experience to top the industry giant, leading with 6 million subscribers strong, Blizzard Entertainment’s World of Warcraft. However, with the recent decay of World of Wacraft’s subscriber base, and the conversion of many MMOs from pay-to-play business model, to free-to-play, are MMOs a dying breed?
Here’s some insight into my MMO background…
I’ll never forget my first online experience as a gamer. I was a freshman in high school, only fourteen years old. I had always played video games with my family offline, and had no prior experience with player-to-player interaction. I was later introduced to Runescape, a free-to-play MMORPG by Jagex Ltd. I had never been so immersed in a video game, taken by its unique charms, as thousands of players were freshly starting out in the town of Lumbridge. I never thought that the idea of a game that supports thousands upon thousands of players per server could possibly be fun, until I logged in. Heck! Even logging in was an experience, as I had never logged in to a game before.
            Runescape kept my interest for years with its story-driven quests, experience heavy skills, and the PvP wilderness. I found myself playing during class whenever a computer was available, and, in most cases, not doing my homework to log on and go questing or skilling with my friends. It was the gameplay, as well as the social aspect, that held my interest, until I had discovered the most popular MMO, World of Warcraft, and I had then suspended my Runescape membership to play.
 It was yet another fantastic and immersive experience, which kept me hooked, and playing each and every day for countless hours. World of Warcraft’s living, breathing world, so named Azeroth, consumed what little social life I had outside of gaming. I didn’t mind that in the slightest. My beginnings at Northshire Abbey were met with countless new experiences, and new players to share those experiences with. I had chosen to play a Paladin, a hero of light that judges his foes, chastising them with spells such as Crusader Strike, and Hammer of Wrath. The class mechanic was entirely new to me, and I found myself creating and deleting characters ad nauseam, trying to find which class I enjoyed the most.  From the rage-filled Warrior, to the demon master Warlock, World of Warcraft’s classes didn’t cease to amaze me.
Runescape and World of Warcraft were the majority of my online gaming as a young gamer, and were two specific MMOs that I had fallen in love with. As the years went by, and I grew older, my tastes and hunger for quality gameplay and innovative technologies grew. Currently, I have played nearly MMO available on the market. Some had really impressed me with their new innovations, such as Guild Wars 2’s active combat system. Others MMOs, such as SWTOR, I couldn’t play for more than a few hours without succumbing to boredom. I have beta tested for several MMOs, such as Warhammer Online, Guild Wars 2, and the latest WoW expansion, Mists of Pandaria.
            Dicussion… The Possible Reasons behind the MMO Decline
            Are pay-to-play business models and the $15 a month subscription steering players away?
The pay-to-play business model for MMOs is still in full effect, as industry giant World of Warcraft still charges its 6 million player-base $15 a month (50 cents a day) to log in to their game. However, World of Warcraft’s steady decline in players may indicate that this business model isn’t as strong as it was ten years ago, as the countless number of account closures over the recent fiscal year has been more than staggering. Future MMO releases, such as the ever popular Elder Scrolls Online, and newly advertised Wildstar, both shall be implementing pay-to-play business models at $15 per month respectively. Wildstar is allowing players to optionally acquire game time through the use of C.R.E.D.D, which can be purchased in-game from other players via the auction house.
            With the rise of free-to-play business models in recent years, games such as Rift, SWTOR, Guild Wars 2, and recently released Neverwinter, all do not require a game subscription to play, and instead implement in-game micro transactions, where vanity items can be purchased for your hero. Do players prefer this business model? Certainly, and will pay-to-play MMOs follow suit any time soon? No, and not if they’re still making money off of their franchise. World of Warcraft has been pay-to-play since its initial launch, and 4 expansion packs later, it still has a loyal fanbase of 6 million strong, despite the decline. With release after release of expansions, vanity items, and the newly announced Warlords of Draenor, WoW isn’t going anywhere, and the pay-to-play business model is still viable. If players are willing to invest money into these franchises, as myself and many others have so readily done for years, there will be no change.
            Is the MMO style of gameplay failing to meet the ever growing standards of the industry?
            This is entirely subjective. However, it would seem that the continuous, repetitive nature of MMORPGs have led to turning a degree of gamers away from the genre. Killing X number of monsters, turn-in, fetch X item, turn-in, can tend to grow stale, as a variety of gameplay is key in keeping gamers entertained. More importantly, it’s new, engaging content that keeps MMO players, like myself, coming back for more. Most new MMOs are still making these mistakes, as what led me to quit Guild Wars 2 was a lack of end-game content at the max level of 80, and a severe lack of reward from the structured PvP system, as well as a slow, repetitive grind to the max level, despite several innovations to the standard MMO grind.
Another aspect that new MMOs seem to lack is that “feel good” feeling after completing a quest, or a hard grind through a difficult dungeon. Players want to feel rewarded for their efforts; it’s that “feel good” feeling that keeps players hooked and coming back for more. Dedicating ample time to a game should be met with a similar reward, correct? I would be inclined to agree. If I put 4 to 5 hours into grinding for hypothetical tokens, I should receive some sort of great reward for my efforts. Now, I’m not supporting gear and or items being handed to players, not in the slightest. What I am advocating is the simple fact that the reward should be representative of what the developers are truly looking to give the player, considering that most MMOs, even World of Warcraft, can have taxing, slow earning grinds that result in mediocre rewards. Daily quests are also guilty of this.
Daily quests are something that, in my opinion, should be removed entirely from MMOs altogether. I shouldn’t feel obliged to log in on a daily basis and repeat the same 10 or so quests, varying from day to day, that have mundane and utterly lackluster gameplay, just to keep up with the majority of my fellow gamers. The rewards for these repetitive grinds tend to only pay out generally after you’ve completed several chains, which then lead you to another zone with more of the same repetitive nonsense, only to be rewarded ever so slightly, with the major rewards, such as vanity items, mounts, etc., until the very end.  If players are amply rewarded for their effort, especially considering that these tasks are as mundane as a day-to-day job, they would be inclined to continue their quest towards completion.
If the combat isn’t good, and there is a lack of exploration, an MMO will fail. Combat and exploration are two huge aspects to core MMO gameplay, without them, you wouldn’t have a solid MMO experience. Neverwinter, recently released by Cryptic, is guilty of one of the latter. The core gameplay revolving around combat was excellent, cleverly implementing innovative action combat, similarly to that of Tera. However, the over-abundance of instanced zones, and a severe lack of exploration, which what brings the true magic to the MMO experience, wasn’t there. I was forced to quest from district to district within the city of Neverwinter, with minimal to no choice to where I could explore or quest. Despite that this is a free-to-play game, this led to an empty feeling, which left me no choice but to stop playing. Great combat mechanics and exploration alone can only bring so much to the MMO experience. Together, they shape into something great that any MMO lover will enjoy.
More of this discussion at a later date…
Leave a comment with your thoughts!
-Brian

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