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— ‘mmo theory’ Tag Archive —

Trion Worlds has gotten a lot of good press from the fact that, throughout their beta process (we’re up to Beta 5 at the time of this writing) they’ve listened to player feedback and made changes accordingly. This feels like a real breath of fresh air to disgruntled MMO players […]

I saw a trailer for Paradox’s Salem over on Arislyn’s Tumblr page. I’d only heard a tiny bit about this upcoming MMO: basically that it took place in Colonial New England, was a sandbox game and so lots of crafting and what-not. Now I’ve learned that it features permadeath and […]

So as mentioned in my last post, I’ve been playing my $5 copy of The Witcher and really enjoying myself. In a lot of ways I’m playing it almost like an MMO. I spend a lot of time wandering around harvesting herbs, or “grinding mobs” by hunting at night for […]

Once more into the breach, my friends… In my last post I talked about Rift and groups and solo play. An interesting theme seemed to arise from some of the comments, and one that I found curious. Today I want to talk about player choice and game design. I’m going […]

One of the many details that came out of the discussion of the New WoW New Player Experience is that travel has been greatly reduced. There’re more flight paths and lots of NPC’s offer you a temporary mount to get from quest hub to questing grounds. I think we can […]

I think I have the nesting correct in that headline. So the saga so far: An anonymous game designer who goes by the handle ‘Wolfshead’ posted a fairly scathing critique of the first 15 minutes of EQ2. Tipa rebutted his post. And Wolfshead rebutted her rebuttal. I was posted a […]

It’s always interesting to talk about solo mmo players since the concept seems oxymoronic to some, while absolutely normal to others (I fall into the latter category). The oft-heard comment from the former group is “You should just play a single player game.” Last night, I was playing Warhammer. I’d […]

Yesteday’s post about levels has spawned an interesting and long running conversation. Today I want to look at a related issue. Class-based vs Skill-based character systems. This question dovetails nicely with some of the side-conversation of the levels discussion. The first “mainstream” graphical internet-based MMO was Ultima Online, and it […]

I’ve noticed a growing contingent of MMO bloggers that say levels are an out-dated concept and should be gotten rid of. “Everyone races to cap anyway,” they say, “so levels are just a way for developers to slow us down and suck more money out of us.” “The real game […]

There’s been some talk around the blog-o-sphere about how bloggers don’t stick with any one game “long enough” (whatever that means) and I can’t deny that I’m as guilty as anyone of “game grazing.” I admit it, I get bored pretty easily. Tonight I logged into LOTRO and did a […]