December 1, 2013

Two things that have been lost to MMOs in the past few years

It’s been a while since I posted anything here. There isn’t much I can say other than I have just been trying to keep my mind busy with all that has been happening lately, kind of a roller coaster ride I guess, but suffice it to say I guess I need to just get out there and talk a bit. Anyways, onto the point of this blog; one of the things that just came to mind recently was that the concept of my mind of the MMO identity. Now, this is not some singular thing but an encompassing idea that I personally feel has been slowly getting lost in the MMO.

Now it’s no secret that even to the casual observer that MMOs have been getting easier and less involved with the social aspect of the game in place of just focusing more on the singular experience. A noble goal, in its own right, but one that has blinded what the entire genre was about. Instead of creating worlds that are interesting to be in, a singular experience of objectives have been created that instead focus too much on a singular story that ultimate makes the player feel more like a bit piece in the end than someone that could potentially forge their own destiny. I’ve covered that before but there are other, smaller things I’ve been taking stock of that I feel has actually been hurting the whole experience.

So, what follows after this point is not an end all be all, but I feel that these two items demonstrate things that actually have removed the feeling of an immersive world in favor of just simplifying things and kind of excusing the need to put effort towards other objectives for this.

The Flow of Time
The flow of time is one of those things that I’ve been noticing has been getting sacrificed on the edifice of telling a story (not necessarily a good story, but a story). Some of the most recent MMOs released and those currently under development have even taken this one step further by completely removing any day and night sequencing in the game. The time is always locked to one particular time of day and it’s something that players won’t notice at first, but as they continue to play, they begin to notice that the sun never sets, or it is always dusk, or even just night time.

The whole goal of this, from a developer and storyteller’s perspective, is to create atmosphere, but in doing this it does something very jarring that is subtle but your brain notices immediately; there is no sense of scope or passage of time. Now while this effect can be done beautifully without ever removing the whole concept of day and night from the game, it irrevocably demonstrates that the flow of time is being lost, and any concept of the story “advancing” seems lost when you do quests in their game that are basically from 3+ years ago next to events that are supposedly be happening as part of a future.

This creates what I generally call a world frozen in time effect. The absence of any true time progression is sacrificed in favor of allowing newcomers to partake in these quests and thus either new “future” quests are placed beside older quests, creating some very jarring time experiences, or new areas have to be introduced that are far out of time compared to the old areas, thus creating yet another dichotomy as one passes from the old into the new it almost feels like stepping through a bubble as one area is locked in a perpetual state and the new area is suppose to be three years ahead of that last event.

It just fascinates me that this basic concept of a world that actually advances in real time has been lost so readily to the whims of the story, and the attempt to appease people that weren’t there, that they try so hard to appease everyone, but the end result is just mediocre at best.

I never understood why players and even developers are afraid to let the time line advance anymore, and to remove old quests from the game to represent this passage of time. It’s not like anything from those old areas would even quantify as needful things, as the items themselves have lost any meaning or value when the game reaches that point in theme park games. But then again that is the problem in itself, the desire to make a theme park instead of an actual, interesting world that players want to keep coming back to instead of just a bunch of strung along stories that may or may not be good.

Part of the reason MMOs don’t have much staying power anymore these days is because of that lack of desire to create a living world and make the story apart of that world instead of just trying to create set pieces around a story. A story has to progress to be good, and always having the old set piece sin place can be more problematic than helpful in the long run.

Player Tools are often Missing
Outside of the misanthropes who think socializing is something that they never need, MMOs are very much social experiences. Personally I think if you hate playing with others then complaining about being required to team in an MMO is not exactly the fault of the game, but with yourself. But, the squeaky wheel always gets the grease and more and more the entire concept of the social tools for players have been getting removed slowly. Just areas to idle and converse or areas to do things that would evoke a sense of belonging to the world, these things that some of the oldest MMOs had are not even given though to anymore these days for the modern MMO genre.

Doors are closed to houses, never to be opened, while things like auction houses and smithy’s are becoming less and less social outlets and more and more private ones away from the contact of fellow players. Hell, some games have even given tools to remove other players completely from ones screen, thus removing any sense of the whole multi-player aspect of the game.

Then there is perhaps the biggest victim of all; the crafter. Crafters were one of the biggest outlets for social experiences in an MMO. Long ago, a crafter never had to be someone that focused on being an adventurer; in fact a crafter never had to pick up a sword once. But, as games have gone, the idea of the crafter became something of a taboo as companies kept thinking up ways to get players to play in their carefully constructed dungeons. The result, what crafters made was less important than what a player found in the heart of a dungeon.

Adding insult to injury, going out and trying to gather up resource nodes became a level locked past time, instead of allowing for the idea that players actually enjoyed just doing that. Resource nodes were considerably shrunk down in number, and their placement often dictating that the player had to join his fellow adventurers and level and gear up through the dungeons. Indeed, the crafter found that to create gear of equal level to what they needed, they often had to be much higher level to create the gear, thus destroying the whole concept in one fell swoop. Thus, the life of a crafter ended. This signaled the beginning of the end for the social experience of MMOs, as gearing and dungeon runs became more important and socializing and getting to know your fellow players became less important.

In today’s MMO, the idea that socializing past a weekly event is considered taboo. Many players are still trying to rally against even those as the requirements for these runs continue to decline. The number of participants for raids has drastically been declining. And big encounters are no longer events that one might see, but now turn style encounters that you do every week or few days now. The removal of such social aspects has created what amounts to drones doing what they are programmed to do in the end, and while some find those activities fun, it is no longer an MMO experience, and more or less a multiplayer game experience session.

This of course just creates what is laughingly known as mega servers (something Zenimax is trying to claim they are pioneering, but many MMOs have been using for 8+ years now). It’s an interesting quandary, the whole aspect lately has been to remove as much social interaction for MMOs, then why are developers going out of their way to force as many players together then? The short answer is, they want to get players to socialize, but of course they don’t understand how they can do that in the current dynamic of the MMO world they’ve created. They are afraid to give players the tools and a sandbox, as it might go against their ideals, so they put the cages and leashes on, but tell us to enjoy.

The thing is it can’t really be enjoyed when you know what you are doing has no potential outcome to affect anything. Personalizing a story in a world where thousands of players are playing in the same space at the same time just doesn’t have an impact. The whole idea of trying to recreate a single player experience in an MMO just doesn’t work like developers like to believe. There is a reason that MMOs have never reproduced the success that WoW has, and even WoW is showing signs of losing steam.

WoW started making a lot of design choices specific for their own game, and as a result it worked for them. But they’ve continually been amputating all the bits and pieces that MMOs use to have that players enjoyed that has resulted in a loss of self in the long run. MMOs blur together now, because playing one is like playing the others. Differences might range in UI and names, and maybe some control schemes, but fundamentally they are the same games now with a different coat of paint. You spend all your time, rarely even paying attention to whatever story might be there, just to get the objectives and move on. Some devs are trying to get clever and lengthen the quests with micro objectives in their objectives but it still the same deal.

In the most basic sense, MMOs should be massive sandbox worlds that players have the tools to create their own adventures. It’s sad to me that players need intentional guidance and handholding to be inspired to go explore that cave, or check out what might be at the top of the mountain. If the game play was there from the beginning, a part of the world as a whole; players wouldn’t need to see NPC # 374 to be told to kill those wolves, the player would do it themselves as they would want to get the skins for their leatherworking to create armor for themselves or their friends.

You wouldn’t need quests every step of the way to make a player feel like they are progressing and you wouldn’t need the game. To tell a story you would just have events happen that players can be a part of, they get to see them unfold and participate with quests specific for them, but not something the player has to work up to through some misguided notion that the player might be lost of what’s going on because they didn’t do the zone beforehand. It’s honestly time to get back to making the MMO what it used to be about and not try to just take single player games and slap MMO on them, because in the end, developers can’t create content fast enough to keep the player interest that long.

July 16, 2013

Confusing Gear to Play as Learn to Play

One thing you will often hear in the world of MMOs in general and gaming at large is the term, learn to play. Now this can often be abbreviated many ways and many of you have probably seen the various ways it can be spelled, abbreviated and other ways such as L2P, lrn2ply, learn2play and quite possibly many more out there that I don’t know or have tuned out not to even bother remembering them. In a previous blog, I stated in the context of the phrase, learn to play, it is generally used as an insult by some people to denote how much better they are than some people. But in the reality that the actual phrase falls in, learning to play like those players denote, generally doesn’t mean what they think that phrase means.

Let me clarify a bit; in past games, your actual skill and ability determined a lot of your playing power in various games long ago. However, in this day and age your skills and abilities have relatively been replaced by automated systems, assistance programs or even the lowest of the low, what is known as pay2win type deals that actually give a significant boost to your character’s actual growth or abilities. In these type of systems there is really no learning curve so the term Learn to Play doesn’t even remotely apply. This is what is not as well-known as a term called Gear to Play.

Now gearing to play takes many forms in games these days, the most common of which is obviously in the title of the description; getting gear for your character to increase their relative power or give them more damage in their attacks or more useful abilities. This is an obvious point of that statement but there is an additional layer to this, one that is becoming more prevalent in games in general but has been a staple of MMOs for a long time, which is the leveling up system which provides increases to the characters relative power in itself, but when these two types of systems are combined the general concept of learning to play as many would present it is completely thrown out the window.

Now in gear based progression systems, gear is very powerful. In many cases they make up a huge chunk of the character development. The level based progression generally uses levels as a sort of small benchmark for this, with increasing power on a relative curve system, with the curve generally spiking higher the higher level a character goes. But even in games where levels just only unlock things like new combos or new guns, levels are still important because access to those new types of gear are important to the overall growth of the character, and in many cases some of the powers, combinations or gear items are so powerful that progression through the game otherwise would be monumentally difficult at best, to near impossible at worst.

While “learning to play” does have a small part in these types of systems, over all in the longevity of the game, they play a very small part and at the end of the day what determines your overall ability will be your level and your gear/abilities you are given to that character. This presents the issue that skill is less important to the overall play experience and more emphasis on your time investment to find items.

Now is this solely the fault of developers with these types of systems in play? Not really, again this stems back to the whiney, self-entitled lot that we gamers actually are. Gamers are highly competitive, no matter what they claim, and many out there can’t handle the fact that someone could actually be better than they are by default, so they’ve demanded that developers put in overt handicaps into the system at large to give a leg up for players that either refuse to or just can’t improve themselves to get better. Is it a bad system? No, not in the least, but sometimes things just go too far.

Now, of course, when you take a step back and look at everything as a whole, you realize the entire system blew up in the faces of the whining mass of gamers, because instead of it being a learning system where you utilize placement, timing and such to their fullest, now it’s a time based system of investment and those that have more time will be ahead of those that don’t. The end result, the playing field is now even wider a part as the skilled players now has the handicaps on top of their own skills to give them an even greater boost. The result, gamers inadvertently, through our own petulant demands (and we were rude about it on many occasions, which makes me wonder how devs could stand it) have created the gaming world at large where it isn’t a matter of just learning the system anymore it’s also a matter of putting in the time to get the gear to play.

In short, gamers and developers need to take a large step back. Learning curves have been replaced by easy hand outs and gearing systems that try to replace the need of skill with either easy lock on targeting, insane power boosting systems, or just giving out insane weapons that completely replace any need for relative skill anymore. In short, learn to play practically doesn’t even exist anymore especially in most MMOs. It’s gear to play or go home. Skill hasn’t really been a part of such systems for a long time as gear progression systems continuously replace the need of learning skills and abilities to actually improve yourself.

June 28, 2013

Weighing in slightly on consoles, and why modern MMOs "fail"

Well before I get into the parts of this article I am going to go on a tangent about, I guess I should probably weigh in on the whole console war debate and winning E3 thing. Honestly, the whole console war thing is now getting ridiculous, and the fact people are throwing in their lot with X or Y brand in something that, if it doesn’t change how it operates soon, will be a relic of years gone by is astounding to me on many levels.

The fact that this year’s E3 was “won” because one console sucked the least is even more astounding on so many levels, and the fact that things like console exclusives and such to try and bait people to their specific name brand is another nail in the coffin leading towards the next video game crash. In short, I think it’s time consumers started taking a step back and stopped letting consoles and in other cases publishers, try to rule developers lives with what they are creating. It’s gotten to the point that a game that sells a million copies isn’t good enough anymore is a pretty pathetic state of affairs as far as the video game industry goes, and just shows how far it has fallen.

But now that that is out of the way, let me talk about the other issue that’s been creeping into my mind lately; why have modern MMOs been “major” flops since World of Warcraft launched? Why is WoW the only game that the average consumer thinks can succeed and ever beat itself? Actually the answers fairly simple and by how simple it is probably also demonstrates why Blizzard doesn’t get it either. Now, some may recall an article written by some big wig over at 2K games or something like that (the parent company maybe?) and him trying to tell the world at large that North Americans do not like MMOs. This statement is baffling on many levels because they are popular, to a point.

So what is the point that an MMO is popular in North America? Quite simply, a North American player will only tolerate playing the same game so many times. For the last nine years now, developers have been pushing out the exact same game since World of Warcraft launched, even some other companies attempting to try and reformat older games to be just like WoW, and gamers take notice of this. It doesn’t matter how much you change the paint job, the overall gameplay experience doesn’t change, a players interest is not going to last months. It might last a few weeks at most the more like WoW the game actually is.

Innovation is a word I rarely like to use, because generally when innovation is involved companies don’t know when to pull the reigns in an analyze if their innovative idea is fun or not. You can pretty much run down the list of every MMO game you’ve played since World of Warcraft launched, and you would find precious little difference between each of them. And this is the very reason these new games with big budgets and multi-million dollar devs team behind them fail. They don’t fail because the games were bad or had poor launches, those are just excuses of the players, they fail because they’ve done absolutely nothing different from World of Warcraft.

To be blunt, North Americans don’t like being told how to play the game, if I were to make an observation. It’s most common questions asked, can I explore, can I build the character I want, etc etc, and the answer in every one of these games is a resounding no. Developers try to say you can, but if you have a class lock system picking trees isn’t changing much to the formula. Changing how the bland kill X enemy quests to be local area isn’t changing up the formula either. And offering nothing else as an alternative style of gameplay, such as crafting, isn’t going to get much enthusiasm in the end. Hell, when you shove your PvP into secluded and segregated areas, you have also pretty much made two games, and promising people these things is both a lie and a slap in the face.

MMOs are meant to be emergent worlds where the actions of the players dictate how things can go. The modern MMO is a rather pathetic mess, a single player game forcing a player along a specific route, and North American players are very capable of seeing this crap that they’ve been there and done that already. They want something new. The markets outside of North America, are they just more tolerant or are they just accepting of any mediocre thing that’s put in front of them? Who knows? But I think it is safe to say if you want to get in on North America, you can’t make yet another clone of WoW. People will just stick with WoW in that case.

June 7, 2013

The lack of any true failure in an MMO

This is going up sooner than I thought. But it is something I was thinking about after I wrote my last blog entry, and that is the concept of failing. It’s hard to miss the concept of failing actually, it’s an internet meme. You probably can’t even throw a rock without seeing some person having posted a picture of telling some other person that they have failed at something. Yet, this basic idea isn’t even possible in the modern MMO. Even if you fail, you still are rewarded, and thus it creates a problem.

This is still tied into the ideas behind a sandbox but this is one of those things that I think is required. Without the threat of failure looming overhead, people tend to get complacent and if you reward someone for failing, even if it is a reduced reward, you just tell them that they can earn something no matter the results, and it creates an atmosphere of no consequence. This type of atmosphere is actually not very good for an MMO and is counter to the whole idea of a sandbox theme world and style. Removing the threat of failure from any aspect of the game just instills into people the idea that they don’t need to try and as such when you actually try to introduce challenging content, people will demand that it be made easier because the developer put themselves into a corner by making the rest of the game easy and impossible to fail.

You can see this concept in action in every modern MMO to date now. While, again, people will tell others quite often how much they have failed at doing something, the truth is there is no way to really fail at it unless you do nothing at all. Every quest is designed that there is no wrong answer to completing it and even if the mission would penalize someone for not doing it the right specific way, it will do nothing other than either remove some invisible bonus or just reset the player so they get a do over with no consequence or worry. This type of no risk and all reward system is not good for a healthy community of an MMO game.

Of course, there are those who believe this would breed elitism, but it is not really elitism when people want to do things right and want others to stop wasting their time. No one wants to have all the time they worked towards completing a goal to turn out to be worthless because someone refuses to actually work with other people. Even these people who bulk at elitists are elitists in their own way, but like any normal human being, they refuse to see they are acting just like the other people that they are slamming.

So how did this no risk, all reward atmosphere come about to begin with? Quite simply; the self-entitled, whiny gamer types that we are demanded it because of self-perceived notion of that a game should always be about winning, and there should be no chance that we could fail or lose because that would defeat the purpose of our persona. This, of course, was acted upon because the big wigs saw dollar signs, and they acted upon it. Quests are fall of a truck easy, and the rewards are large thus whenever a quest given offers a small reward, players are very quick to point it out how a lower level quest or a much easier quest that they just did had a better reward. This is one of those corners that developers have programmed themselves into by listening to gamers too much.

Now, while it is great to always feel rewarded, it is bad when there is no risk involved to gaining that reward. Players might get frustrated with particularly tough challenged and they may hate seeing messages that tell them they failed, but the reality is it makes a player strive to be that much better for the next time they try to do a mission, quest or whatever task they are doing just like it. They stop being complacent and actually try to learn from their mistakes. And, the long term result is that the player feels more rewarded when they succeed because they actually tried instead of shrugging their shoulders because they know there is no way to fail.

In the end, failure is something that needs to be put back into the MMO, for the long term health and the continued interest of the players. Subconsciously, players are realizing they can’t fail these games anymore and it’s having a negative impact on the game industry as a whole. I am not saying punish players for failing a task, but don’t reward them for practically doing nothing. This is what gets raiders interested in your raids because there is that chance to fail the raid, but even that is starting to lose its bite as the trickledown effect is effecting that aspect of MMO gaming as well, as the raids are becoming harder and harder to actually fail. In short, it’s time to stop pampering the players and challenging them to get better.

June 6, 2013

The Qualities of a Sandbox MMO

Hello out there, I know it has been a while since I’ve written anything and for all the readers I might have, I do apologize. Had mostly family things come up, namely dealing with the fact my father getting sick and passing away, which I think many could understand would have an impact on anything I could write about. It’s been tough the past few weeks, and I miss him terribly, but I should at least look at things to try and keep my mind busy.

Anyways, not trying to bring anyone down and certainly don’t want to make this some sort of depressing rag about my life, so I decided to work on a topic I touch on a lot but I guess I never really describe at heart; what defines a sandbox game. This is something I feel that has been lost in the past few years, as the lines, for whatever reason, have become murky and ill defined, mostly because of preconceived notions created thanks mostly in part to World of Warcraft pretty much becoming the definitive MMO in the mindset of everyone out there. For an insight into where I am aiming at in this blog, I suggest watching MrBtongue’s YouTube episode (Un-Ruining the MMO) on this very subject. It’s definitely entertaining but hits all the right notes on exactly what I am discussing.

Needless to say, what defines a sandbox game, something MMOs were before, as MrBtongue would say, WoW ruined everything, is actually fairly easy to define. The problem is that people believe, falsely, that these elements exist in the modern MMO, but they don’t. The parlor trick of the modern MMO is cleverly, or not so cleverly, designed to forcefully direct players on a set path. Some developers go that extra mile by providing a secondary path towards to disguise the convergence, but the end result is the same. You are destined to go from point A to point B along this road and deviation from this path is not only frowned upon, it is highly discouraged, and in some instances, illegal to the point attempting to change your course could even result in penalties against your account.

Now, let me try and define what makes a sandbox game;

Number One: Freedom. This doesn’t just relate to freedom to create the character you want, though in reality, people have actually been tricked into believing that the carefully structured character classes in the modern MMO is freedom to build the character they want. This is both a lie and false advertising on many levels. But more on that later. Freedom implies that once I log in, get my bearings and figure out what in the hell is going on in this game world, I can sod off and do whatever I want. The modern MMO frowns upon this heavily doing everything it can from allowing us this freedom, such as, but not limited to, level gating content, restricting access to areas, and dead-ending experience gain from critters and other objectives so much that we are almost forcefully compelled to do the quests that the developers have created for us.

While people will make up excuses that this isn’t true, and pointing out outlying instances of people doing such and such to reach max level in a game (namely WoW) this is again, an outlying instance and proves the point excrutiatingly well. It was possible, but the player in question not only was inefficient about level gaining, but the time it took them to reach max level was many times longer than anyone just doing the set path. In past MMOs, a player was not required to do the quests, they were fun little activities as an aside and even gave a micro goal into the normal set of grinding, but players were free to choose whether they wanted that goal to kill wolves, or if they just wanted to kill wolves on their own without some NPC telling them to do it.

However, now the attempt to kill wolves without a quest is so highly frowned upon that the experience to advance your character required is dramatically lower. Developers do everything in their power to make sure that players follow the set path, even putting artificial barriers that the player doesn’t perceive consciously, but their subconscious can see. This gating even extends to exploring, though people may not realize it as the terrain is carefully constructed to guide players on the set path. In fact, it’s well known that if players find ways off the path, though developers will jokingly claim they love it when players do that, many actually do not and such methods tend to get fixed or altered so it’s not possible to do anymore. In short, if developers loved when players find things like these, they would not be so quick to alter them so players could not do them anymore.

Of course, this freedom also extends to how you want to play to. The current MMO thinking is everyone wants to be some heroic knight, or flame wielding wizard type to get anywhere. The truth of the matter is, no, they don’t. Now, I won’t disagree that the heroic knight is probably the first thing many people think of when they start playing this game, but as time goes on, people start gravitating towards what they really like to do. You can’t achieve this is a structured class system, of course. For instance, in my case, I want to craft. I want to make things and be useful that way to the game as a whole. But I can’t do that because most of the modern MMOs not only make crafting fundamentally useless because a crafters gear can’t keep up with loot off of critters, but because I can’t level my crafting unless I become an adventurer anyways, defeating the whole purpose of a crafting system to begin with.

For other people the freedom to explore is what they are after. But like I stated previously, MMOs are being “cleverly” designed (I am using the term loosely) to funnel people in a specific direction. Exploration itself is actually frowned upon by developers if you go outside of their defined parameters. While people, again, will claim this isn’t true you don’t have to look far to see that this isn’t the case. Areas are specifically level gated, you need prerequisite gear and items to compete, and any attempt to jump over that cliff is often met with an invisible barrier that doesn’t allow such things and glitching the terrain to do so can actually get you in trouble.

Even the quests now are being designed that way. While people believe The Old Republic gives you RP freedom, it robs you of that. No matter your choice or desire, the outcome is always the same at the end. There is no real deviation from that course other than a few differences in dialog. This is the furthest from freedom, and this cinematic experience actually kills the whole world within a world aspect of the game. RP itself has been hopelessly destroyed because the very identity of the characters we wanted to create was completely removed and taken out of our hands. You have to follow the set path, by design, and any deviation from that not only penalizes your character, it may even restrict you from unlocking your characters full potential. And nowhere else can you see swift changes to a game because players attempted to deviate from that norm.

Take in stark contrast Skyrim. Now I know for some people that loved their Morrowind, this game is an abomination, for some reason, but let’s be factual; Skyrim is a sandbox game, only one step short of being an MMO. While at the beginning of the game we are given an objective that says go do this, we can basically say sod off and do anything else we feel like from that point onward. In stark contrast, TESO will not allow for this, as it is very purposely being linearly designed. A leveling treadmill is in place and players are expected to follow a set path. Yea, I’ve seen the leaked beta footage, and while graphics and such may get cleaned up, the core gameplay won’t change much from this, and since the emphasis, much like TOR, was on that personal story, you can bet your last dollar TESO is going to be yet another Theme Park in a long list of Theme Parks.

Number Two: Bigger is not Better: Another thing that makes the sandbox different from the theme park MMO is the inherent balance that is already within the system and the fact that people can equalize themselves to match the others within the system. Skill is actually the name of the game, not the gear worn. While gear is useful, and helpful in cases, it is not the end all be all of the gaming experience. This is not true in a theme park game, especially one following the WoW formula, whereas levels get higher, the gear has to progressively get better. The idea is that bigger numbers and bigger stats are always better. The skill of the player, while it can be a factor, is often only a small portion of that result. A very skilled player will more often than not, be beaten by a below average player who is better geared and equipped than they are.

This is also the case based on the class system these games often force down specific paths to. Like it or not, while some people will claim otherwise, there is always going to be a class that is easy mode in these systems for a specific thing. They tend to pump out tons of damage, and strangely enough have tons of defensive measures to boot to make sure they continue to deliver that damage. Nothing about this requires any actual skill to deliver, contrary to what many WoW rogues or TOR snipers might claim, because it is the easiest thing to do and a subpar player can do it without worry or consequence. If it actually required a lot of skill to do, players would not gravitate towards it so much, especially in the PvP environment. This is not to say that a person skilled in the class wouldn’t be deadly, they would be, but the application of skill required is less than that of another class.

In a sandbox game, gear is not a major factor and in fact player skill is the deciding factor in a long run. A player who just mashes buttons will find them increasingly outclassed by people who actually know when the best time to use their moves is and planning accordingly, instead of just blowing their entire wad in the first few seconds of combat. Timing is key, and gear is only a distant second fiddle to this. The same stun locking, button smashing rogue trying that in a game based on skill and tactics would find they are severely outclassed by players that actually understand timing and the fundamental rules of the game, and would turn the tide quickly on the rogue.

But in the end, in this type of system, dungeon loot is de-emphasized and crafted loot becomes the big prize. Though there will be things that dungeons would be required for, they would not be the end all be all of the game, left in the hands of those daring enough to traverse them for the materials for crafters, or explorers who think the risk is worth the reward. In basic, a player economy, and thus a community, is born because of this, and player loyalty is actually rewarded instead of punished.

Number Three: An Open World: This is similar to number one, but basically in a sandbox game, the world is open. It’s explorable, there is no corner you can’t go to to see what is In that nook or cranny, no invisible barrier blocking your progress, no level gating, the only thing determining your fate is your skill and your own wits to survive. Your death is determined either by your own hubris or stupidity. But this open world is not limited to just exploration, nope it also includes PvP.

The modern MMO has done a lot to try and push PvP out of the public eye of players, forcing the PvPers into carefully controlled arenas for their matches or shoving them into specific lake areas. Of course, the reason for this is because player killers (aka PKs) never really had a punishment that fit their crime before in games. But then again, many of the early attempts made the mistake of giving them too much freedom without any reprisals to be had. The worst that would happen is a PK couldn’t get into a town, but that was easily countered by alts or friends.

While it’s been instilled into the head of modern gamers that PvP is somehow evil, the truth of the matter is that it’s not. The same PvP jerks that talk smack are still talking smack in PvE. The difference now is that you’ve given them the power to do so and no one can reprise against them. What’s even funnier, most of the people that claim they hate smack talking in PvP are the people that do the smack talking, and generally acting like an ass most of the time. In short, hypocrites.

All in all, the world of an MMO needs to be open. It needs to be open to exploration, it needs to be open to conflict, because that is what drives RP and story (sorry bar people, it’s true) and it needs to be open to the fact players don’t want to follow your set path.

These are my basic points of a sandbox MMO. Now I know this is only a small list, there is a lot more I know, but this article is already getting long and I feel it’s time to stop padding and start letting people read. I don’t know when I will put up a new blog, as I said I am currently still dealing with my father passing away, but hopefully it won’t be two months again before I do. Until then, take care and I hope people start inspiring developers to make sandbox games.

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