April 7, 2013

Why I feel Kickstarter is a bad thing long term


You know, I keep seeing people bring up Kickstarter a lot lately for video games, and I see several big names (names who don’t need it in fact) abusing Kickstarter to get avid gamers to foot the bill for them. And that’s just sad to me. Why is it? Well, this crap has happened before, but it wasn’t the gamers back then that it happened to, it was the publishers, because publishers foolishly paid up front, in full, for things and the result was the actual developer had no incentive to develop quality products which lead to the gaming market crash in the early 80s. If you want some full insight into the inevitable crash the gaming industry is currently heading towards if they don’t change their practices, I suggest watching CleverNoobs video on YouTube, it is an excellent watch and highlights several points that I am about to discuss.

Now, if you look around, you will find many that see Kickstarter as an ingenious idea. Why is that? Well quite simply the people believing in this idea, despite the many negative eggs we’ve already had, are the fanbois and in some cases, PR pushers for specific big name people to boost hype for such things. Though name alone probably helps these people do also employ paid people who purposely go out to hype the ever living hell out of their product under anonymous names, and in turn this hypes up fanbois who in turn spill it down. However, I have several reasons I do not like Kickstarter and see it as a long term fail in the making and nothing more than a temporary band aid fix for developers still wanting to make a quick buck instead of a quality product, or in some cases, just want to stay relevant when history has already told them to piss off. Again, my reasons for not liking Kickstarter are many fold, but I will list three main big ones for myself, personally.

First reason, this system has a huge potential to be abused by scammers. And before people deny this, it has already happened on multiple occasions. Several people have already used Kickstarter to gain money off the gullible people who put blind faith into these products and the end result is, well, they will never see a return in that investment. While a few have been publicly caught, there are undoubtedly more who have yet to even be discovered and probably won’t be until the time of their product coming due actually arrives, and by then anything that people put forth into the product is well past unrecoverable. Now I know there are people who say they have preventive measures in place for all this, but the reality is, any measure you put up you can counter, so this system is not even far from impenetrable, and I seriously doubt it is as difficult as some might think.

Second reason, at least as far as the gaming industry is concerned, just like with publishers, Kickstarter rapidly became a big boys only club. If you don’t have a name you are shit out of luck of actually catching interest in your product besides a few people. If you didn’t have ghost fans pushing you out there to catch the hype train of real fans, you were left with your own circle to try and get it around. And it is getting worse because the big named people are throwing out bigger and bigger figures while the people just wanting to do what they are striving to are struggling just to meet a realistic goal. And add into the fact that some of the big names are now throwing out shameless incentives to just throw more money at them well past the quota figure promised, the actual small named indy game developers are finding it harder and harder to actually compete with this.

And my third, but not final reason, for not liking Kickstarter is pretty simple. You are paying them upfront for an unfinished product that they have no incentive to make sure is a quality product. Yea, you might get a game, like Atari got a game that was sort of like Pac-Man back in the 80s when they paid a developer upfront instead of making him develop a quality product, but in the end you are at greater risk of receiving something that is not only generic in the end but all the promises that were made will just turn out to be little more than fluff that bears no use in the game, or at worst, not even make it into the game as a whole. And worst than even the quality part of the product, there is a chance that it could fail to even launch, and if that happens the backlash from people who funded these projects will be catastrophic.

While I know that the big publishers pushed a lot of developers away from that side of the industry, the current problem is the big names using this program are now abusing it without reason to. Many of big name developers using Kickstarter are furthest from strapped for cash to be able to produce the titles they are looking to produce, but they threw out these rather large figures at what they feel would need to be to create these games, some of them with not even a demo or name of the product to be seen, and even threw out shameless incentives to get people to pay more.

In the end, even the big names aren’t above abusing their fanbase, regardless of how people think. All they have to say is remember my one good game and they know their fans will jump on it, especially if said big name makes large promises that claim their in development product you’ve never seen will be like one of their famous games of the past. There is no proof that will happen, just their word, and in the long run, this is going to cause more damage to the gaming industry as a whole, and will definitely hurt the legitimate indy developer struggling to try and get their game out there and really show change and potential in an otherwise stagnant industry.

So to reiterate, I firmly believe that Kickstarter is just going to cause more damage than good in the long term of the gaming industry and once the bubble breaks on Kickstarter, the gaming market will most likely crash hard. Will it recover? Probably but there will also probably be a very large gulf when we see a new game title surface after the crash happens.

If you agree or have a differing view, leave your comment below.

March 29, 2013

Dumbing Down of Games is getting ridiculous


One thing I think has been becoming predominantly bad lately is the fact that graphics have been overtaking gameplay in the modern game. Long ago it used to be about making fun, engaging games that players could spend hours playing, but lately the new thing is “revolutionary” graphics to cover up the shoddy gameplay aspects of the current generation. And I don’t say that lightly. Each new generational leap, especially in the console market, has been about pushing the graphical quality of the game while the gameplay quality has either been becoming dumber in the process or completely forgotten, and this is just terrible.

I think the evidence can speak for itself in this regard. When most people talk about gaming they typically refer to games that they use to play a lot of when they were younger. Games that had gameplay in them and encouraged smart thinking, versus what we have today which is either too easy to play or just has so much hand-holding going on that you spend more time screaming “Yea, I get it” at the screen than actually playing. The popularity of the retro market booming, I think, has more to do with the fact people are getting tired of the dumbing down or lack of actual gameplay in a modern game and wanting to have a game that plays, you know, like a game instead.

Let me voice my opinion of a recent retro game that is getting a “modern” update; DuckTales Remastered. Now I, like many people who played the original, was quite excited about this and it made me wish I still owned a console to take advantage of it, but as news started coming out about the game I started scratching my head. First thing stated, the game was made easier. Now for people who never knew that collective sound you heard was the fact the brains of a lot of fans just fell out of their head at how stupid this remark was. Why? First and foremost, DuckTales was not even a hard game, not even on the hardest difficulty. It was memorable and fun not because of its epic challenge but because of its gameplay and how fun it was. The most challenging part of DuckTales was just collecting the secrets which in themselves weren't terribly secret, or the fact the text from the supporting characters crawled slowly.

This is a game that on my first night owning it I beat it but I still continuously played over and over because it was fun. And the part that baffled me the most is how the developers actually think the average game player is so stupid that they can’t understand a concept such as “Down + B” to use a standard skill after jumping. Seriously? I mean this is how far gaming has devolved and that a graphical update to a classic, but albeit easy game is revolutionary, but the gameplay of said easy game was tough it needed to be made even easier? I don’t know how to rate this but it definitely falls within the ballpark of facepalm worth.

A lot of games, modern and retro refits, are being remarkably dumbed down lately for the sake of process, and through each dumbing down the identity of the game is being lost in the process. Hell, you can see such dumbing down in current on-going series games that exist today. A prime example, again pointing this one out, are BioWare games. Each successive game in a series they've developed is losing all the things from the original and being replaced by one button solutions that remove identity and in many cases, fun from the actual game all for the sake of making sure the developers perception of the average player is met. And do you know how the developer perceives the average player these days? Quite simply as a dumb sack of stupid incapable of understanding that “Down + B” lets you use the pogo jump ability of Scrooge McDuck in a DuckTales game.

This is insulting to the intelligence of gamers, and the sad part is, there will be a large enough crowd that applauds these things saying it streamlines things for the casual market. Seriously? Are you really going to try and call casual gamers retards and too stupid to tie their own shoes? Because that’s basically what you are claiming.

KISS (Keep It Simple Stupid) is an often quoted thing from people who defend these types of decisions but there is a line that needs to be drawn. The constant pop ups explaining how things work, the ridiculous hand holding, and other things that just annoy people lately are becoming exceptionally more intrusive. The sad part is, the games of yesteryear could teach more with less without a visual pop up in an entire tutorial stage than the modern game can do in 10 tutorial stages that they often plug into the game making the game annoying and less fun for all. There's keeping it simple and then there is just calling you an idiot, and it often baffles me how many people want to be called an idiot.

There is a large reason that retro market games are picking up in popularity and it isn't just nostalgia; it’s because those old games were actual games, and even they could tell better stories than the current generation of games that exist today with less padding to boot. Most gamers are grown up, or pretty intelligent people. Many have been gaming for decades but it’s getting more than a tad insulting that we get treated more like children who don’t understand simple concepts such as “Down + B” to use the special pogo move. This is the reason people hate remakes, is because it treats the audience like a retarded idiots that shouldn't be near a toaster instead of intelligent people able to understand the basic concepts of movement in a game.

I recommend watching a very good overview of this very concept from EgoRaptor on YouTube called Sequl-itis here. It at least paints my view, using a good game, Mega Man X from the Super Nintendo as an example. Warning, NSFW.

But yea, words like innovation, graphics and even emotions *shivers at the David Cage stupidity of the century* is now trumping things like gameplay, fun and entertainment. It's gotten so bad that even gamers have been swallowed up in the river of stupid and actually believe that graphics are what makes games now. No, they don't. Not even close. Good gameplay, fun and entertainment is what makes a good game. If graphics are all you live for, then just go look at high definition renders with single photos, because there are your graphics, heartless, soulless and no inspiration.

Back to a previous point, people keep quoting KISS a lot, but the funny bit is, developers try to simplify things so much they make the damn thing even more complicated in the end. When half your game is bloody tutorials, it should be time to realize you fucked up somewhere. When you need to interrupt the flow and features of a game to have a pop up to explain to an FPS player how to aim and shoot a gun in your FPS game, you fucked up somewhere. I think developers and gamers need to take a step back and take a long look at why games today are no where near as fun as the games of yesteryear.

March 12, 2013

Why I despise multi-guilds


I touched on this in my rant about GW2, but I think this deserves more explanation and talk about my view why I think that multi-guild is a terrible thing and will only increase guild drama. I don’t think people have to go far in GW2 to see this has already begun to happen, but let’s get it out of the way and discuss it at length. I will try to keep each point to its own paragraph, but they will undoubtedly bleed into each other as I have a tendency to ramble. So, without further stalling let me get into the reasons why multi-guilds are terrible.

First and foremost, for the multi-guild system to work you need to represent a guild, but you can only represent one guild at a time. Right out of the gate you are already going to garner hurt feelings from people as a lot of the functions of one guild are locked out until you represent it, including the chat features, and any contribution you give only goes towards the guild that you are representing. This is just stupid in and of itself. Why even have multi-guild in the first place if all of the guild features are going to be locked out to you unless you represent them? Not to mention this also causes hurt feelings because people on both sides of the fence feel you should be pulling your weight for them. And you are left in the issue of who do you represent more.

Next on my list of why multi-guild is a bad idea is pretty simple one; it destroys community. If you can casually hop in and out of a guild, ignoring that people are going to get offended by this, then it doesn’t foster the idea that growing a community in a game is even something to strive for. Guilds are a large part of the backbone of a gaming community. But casually tossing the one last bastion of gaming community into the recycle bin like that completely negates all that. It just creates more undue tension and drama as people are stressing over who they should spend more time with.

And now my biggest gripe about multi-guild systems is this; it makes it way easier for spies to get into guilds of opposing factions to relay info to enemies. If people don’t think this is a big deal for PvP then you obviously have never played an MMO in PvP or any PvP based game before. This is one of the issues that GW2 has, outside of bots and cheaters, the number of people that relay information to opposing groups. And if you think that PvPers would not find that edge by getting alternate accounts, then you really have not played MMOs before. Just go over to the WoW forums and see how much of a stink has been raised by multi-boxers (players who play more than one account at once) because the /follow command was removed from PvP.

You want to know how to solve multi-guild issue. I’ve brought this up before in other forums, but it’s a fairly simple concept that, believe it or not, older MMOs from the early days actually used. It was called guild alliances. What makes this different from multi-guilding you might ask, well many things. First, an alliance is a separate chat channel and you can participate in an alliance chat, even if you are in another guild. Furthermore it bolsters community and healthy competition between the guilds in an alliance. Finally, it removes a lot of undue pressure on individual players from their guild that their guild might be offended they aren’t representing them enough. It leaves the control within the group of power, and it doesn’t cause break ups or harsh feelings. It solves all the issues and creates no extra drama that multi-guilds would undoubtedly create. Even if your guild is not hardcore PvP, a guild in the alliance most likely would be so wouldn’t be hard pressed to find it.

That’s my feelings on the whole multi-guild thing. It’s stupid, it’s creating undue pressure on individual players as well as the guilds in question, it removes any resemblance of community that MMOs even have left and it’s a breeding ground for battleground spies. I don’t know why developers have been opting for this when they have to see the negatives vastly outweigh the one positive multi-guilds have, and foregoing a system that has existed almost since the beginning of the modern MMO era, and that is Alliances.

Anyways, feel differently about it, leave a comment below.

March 2, 2013

My reviewing/ranting about Guild Wars 2


This is kind of a subject I wanted to avoid, but I realized the more I tried to ignore it the more it ate at me. This is going to be a review/rant at GW2 and tearing down the walls that the fanbois and apologists built up in defense of that game. Now, I want to preface this, there is no misconception, there is no I just haven’t played it long enough as many of the fanbois will undoubtedly say. I have, I’ve spent several weeks playing the game, a few of them devoted to just finding a class that wouldn’t bore me to tears, because make no mistake, this game makes the cardinal sin by being mind numbingly boring in the worst ways for an MMO.

I am going to get this point out of the way. Right out of the gate you are pretty much required to grind things and while people kept clamoring and claiming everything you would do in GW2 would be epic (including ArenaNet, so no backpedalling their boys, like you did when you tried to claim GW1 wasn’t an MMO after years of claiming it was), you are still met with grinding that would make even the most hardened EQ1 fan cringe. Each class is repetitively boring and while might start out fun, all of them fall into the same trap as losing steam by the time you reach around level 15. And losing steam in the worst way to.

Part of the reason for this issue with the character classes is they are completely aimless. You have no idea what they were designed to do, how they should function or in what way would be best. You meander around looking for something to fill in but you can’t, and instead try to get by being a jack of all trades. And it isn’t a problem of just not understanding the class design, it’s clear that ArenaNet had no real design in mind just what they felt would be cool, because while some classes have a lot of great tools, others have questionable tools that leave you wondering what were they thinking, and it’s almost like they didn’t even bother balance testing a lot of this.

Quests are superfluous, as you are doing menial tasks from farming for lazy NPCs to picking daisies for incompetent star crossed lovers. There is nothing epic about these fights so already that’s one lie out of the gate about everything you do is epic. Later on the quests devolve into killing X rats, and while people will say no it doesn’t, I’ve done at least 8 different zones and ended up doing the same kill X mobs in all the heart points every time. This is the absolute worst facet people hate about MMO quests, and all they did was move the quest giver from someone you talked to, to a local area for nothing new. Hell, the epic battles are actually so far and few between and give so little rewards I actually had to beg people just to tackle a giant in the Charr zone. And when you get a big battle event it’s not even that epic as you are watching several dozen people doing damage and nothing really else with zerg mentality going full steam.

In addition to this, you don’t feel rewarded. The thing about WoW, Champions and such, every level you felt a little bit rewarded for reaching that level, even if it wasn’t a big reward. In GW2 the gulf between getting something new and interesting is so far and between that just getting there feels like you are walking barefoot over rusty nails. And that’s only up to level 30. Once you pass level 30, you’ve already hit the peak for what you potentially wanted. Even the trait gaining doesn’t even feel like milestones because you get so little for your investment.

The world itself is so god awfully big that it is actually a detraction from the enjoyment of this game. They basically said at the office let’s do WoW but EXTREME and obviously people nodded their head in agreement because the terrain is unrealistically big, the buildings are unrealistically big, even the architecture is unrealistically big. And while there are some very beautiful areas, they are far and between. I hate designs like this, you don’t make your world actually big in design to make it feel big. This is incompetent game design and drives me up a wall.

This also brings up the waypoints in the game. This is the only game, I’ve ever played, that waypoints are actually mandatory, not a convenience to your enjoyment of the game. Waypoints should be conveniences to your game, not design requirements. But they don’t allow mount travel, but everyone has a way to increase their movement speed, in some cases significantly, and of course there are the gobs and gobs of waypoints.

Next, the story. Oh god this story. I thought SWTOR was a badly written game, whoever wrote GW2’s story should feel ashamed. They set back the whole story in industry a good decade with this mess. It’s like they hired Stephanie Meyers, or the lead writer was taking notes from her or something. And let’s not get on the voice acting, because it was obvious the voice actors were only there to get a check, because the way the lines are read are so cringe inducingly bad, I can’t believe people take this atrocious mess seriously and think it is good. This is as bad as the prequels with as many plot holes as the TNG movies.

Then oh boy the bugs, bad controls and crappy camera. This is the first game I’ve ever played that has actually made me rage because of how poor the controls are. And there are also numerous bugs that constantly get to me, in addition to the poor camera and just poor responsiveness of the controls of this game. One bug that always annoys me, despite the game has a solid lock on and I will be locked onto a target, facing it all the good stuff involved and my character will still turn to face at something behind me and start shooting at it once I start pushing my fire button. This is not an uncommon occurrence either, I tend to get into large fights because of this bug alone with crap I had no interest in fighting.

And barring the buggy camera not getting to you, the jumping puzzles are so insultingly easy that I wonder why they even bothered with them. The hard ones are actually based around speed running while platforms disappear underneath you not on actual precision jumping because very little of the precision jumping is actually anything that can’t be easily corrected in the game by a simple jumping back up.

So that brings me to the PvP maps. After 30 levels of the teeth gritting bad story and the mind numbing heart quests of kill X mobs, I decided to just PvP my way to 80. Except that 3 of the 4 PvP maps are the exact same map, right down to the last detail, and that the only map with anything different is the 4th map. But, and unfortunately for me, my realm was hopelessly outnumbered, because the server pop is actually only high (according to the server list) while the other two realms are in the very high status. On average, the other two realms generally bring odds that favor them 3 to 1 against us, average, per realm (it’s often higher odds against us). Nevermid that fact we never get that outnumbered bonus because… who the fuck cares obviously, because while 50 baddies might be attacking a keep with only 15 of us inside of it defending.

In short, as far as the PvP is concerned, it’s obvious ArenaNet didn’t think too hard on it. Gear and level play important roles there, no matter how much people try to say you get auto leveled to 80, that doesn’t help matters when people are using top PvP gear and maxed traits against you. They make a big difference. And that isn’t even bringing to the table the fact that this is zerg PvP at its worst. I’ve been told people feel the maps are too small, but that isn’t even the problem, it’s the maps are the exact same except 1 of them, and the other problem isn’t their size, its if one faction dominates they can set up way points inside keeps they control. The problem also isn’t the size of the maps because they are entirely too large, but the fact that any point that gets taken over can be near instantly retaken over in almost an eyeblink.

There isn’t even time to set up defenses if the PvP is especially aggressive, and considering, again, my server has the other two servers deciding to beat down on us cause we are a small server we tend to have very little chance to actually set up defense until everything we fought for is lost. And what’s sad at points is our server proves that we can actually keep them at bay, but when they fight together against us that means we are outnumbered 6 to 1 and due to fast turn arounds it’s impossible for us to maintain territory.This doesn't even include the fact that the game is riddled with bots,a nd in PvP bots and cheaters are especially prevalent which apologists or fanbois will try to downplay.

This also brings up the issue I have with guilds. Since anyone can be in any number of guilds, it makes spies quite a large possibility. I know on my server there is a guild leader that likes to think he’s a great leader (funnily enough whenever he leads our alliance we lose everything) and tries to claim that he doesn’t have guildies on other servers despite we’ve seen them. He’s a laughing stock and claims he doesn’t run a spy ring. However, most everyone knows differently. I personally hate this multi-guilding non-sense as all it does is breed contempt between people when someone isn’t devoting time and just makes it easy for spies to get in.

In the end, just to put it bluntly, GW2 isn’t a very good game. It’s very dull and repetitive, it blows its wad on anything shiny very early on and snoozes the rest of the time for the rest of the game. The PvP is poorly implemented and balanced with obvious copy pastaing going on for the maps that are also poorly designed, with several important structures within siege weapon distance from a safety zone for specific areas. People believe the trinity is dead in the game but it is obviously still there, as doing content like dungeons if someone isn’t healing and someone isn’t drawing agro, you tend to die, a lot. And even more comical people believe the game play is vastly different from other MMOs, yet I still just watch cooldowns on powers thus my attention is still focused more on my hot bar than actual game screen. So in the end, this is yet another game that made a lot of promises, and failed to deliver on. Sorry for GW2 fans if that isn’t praise, but I am going to be honest about this stuff.

February 12, 2013

The things that I think are MMO design no-nos


I’ve discussed a lot on what I think would make a good MMO before and there is still a lot of ground to cover on that subject but I think another aspect I think should be covered are things that I feel are definite no-no’s in the field of MMO creation and building. Now, this is not a comprehensive list nor is it ordered in level of importance, but I have noticed a trend in designs that I feel many MMO developers lately have been going towards that have been actually hurting their game designs, instead of helping. So, let’s dive right in to what I feel are some of the things that developers should steer away from as far as MMO development.

Making the world WoW big
This one is probably going to be confusing to some on how I present it, like, the first question is, “What in the world is WoW big?” WoW big is actually a term I use to describe worlds that are just unnaturally big just to be big. This doesn’t mean a world that is designed to offer a lot of explorable terrain, quite the opposite really, but terrain that is made as if for people that were way bigger than the characters actually are. To me, this is a big negative in the feature of the game. Now, in areas the common statement is that it’s designed that way for ease of camera use and movement, but when a lot of structures and areas have this unnatural design and feel to it like it was meant for people fifty times bigger than the characters, it is a huge detraction from the actual enjoyment of the game for me.

Making something big just to make it big is not a proper answer to good game development and actually hampers a lot of immersion for players from the game. When you enter a building, you want to actually feel it was reasonably designed with the height of the largest race in mind, of course, but when it looks like 100 foot giants should inhabit the area, it presents a feeling that the developers actually built the world smaller, then just up scaled it to make it look bigger.

This has the negative impact of removing players feeling of being a part of that world as well as presenting the issue of needlessly increasing travel times from one point to the next. Now, don’t get me wrong, I love a nice sized world and encourage world design to be built with a scale in mind, but I want it to feel like a natural scale. This also puts a damper on PvP when the world is so large like that distances from one point to the next are actually tedious instead of feeling natural. If the goal is to make the world feel big it should feel naturally big, just don’t set your scale to over drive and call it a big world because everything is bigger in proportion to the character. It is actually a huge detraction.

Land to just have land
This is kind of the same vein as above, but different enough that it warrants its own point. Putting in land to just have land is pointless and needlessly adding things that don’t need to be added to the game. Don’t just keep adding land and expecting people to like it, and thinking it’s enough to satisfy people who want a big world. It feels unnatural when you do so. You also don’t want so much land that people become lost and confused from one point to the next.

Again I move back to PvP and I will use Guild Wars 2 as an example here. In GW2’s WvW there are 4 continents for PvP for players to play in. And each of these lands are huge in their own right. But, the PvP player base isn’t large enough to accommodate such a grand scale on the maps themselves. This creates a dichotomy and needless bloat for an activity that people would like to participate in but just presents too large of a land area for PvP to be participated in meaningfully.

Hand holding of exploration
This, again, is another sin that GW2 makes; the hand holding and out right requirement of finding all the points of interest, vistas and other such shenanigans in the game in order to build a viable character. Players do like large swaths of land and they naturally are inclined to explore. But players hate having the exploration shoved in their face to the point that it feels like handholding, or worse and more likely, that the devs are trying to shove your face into it. Yea, you might have created some beautiful terrain and such, but players want to naturally explore it, not feel like they have to or even have every part of them shown to them. It doesn’t feel like exploring them when everything is conveniently marked, or when it is actually required that you do that activity in order to enjoy the game.

Quests, quests and more quests
This one will probably shock people, but games that are built around nothing but tons of quests and events bore the ever living hell out of me. It’s yet another nail in that coffin that removes my sense of purpose and self in the game and hinders my enjoyment of exploring a vast world. People will try and claim GW2 lacks these things but moving the exclamation marks to heart locations is just the same shit in a different way. I am still required, for decent advancement, to go to these locations and complete their tasks in order to gain experience to advance my character. I still feel like I am on a rail and have little control over where I want to go.

The concept was to make quests feel natural and such, but it failed on so many fundamental levels. I can handle events, but I want to choose to be a part of them, not required. Quests should feel natural to, such as NPCs mentioning things or you finding things along your way, not having to go visit a particular point to complete them.

Don’t get me wrong, I think quests are good, in their own respective ways because they give people things to do. But MMOs these days have gone overboard. Sometimes a player should just create their own quest such as if they see a dungeon and go explore it. They shouldn’t be required to see NPCs to get the quests for bloated XP gains just to continue. And that’s another factor I hate about quests to, the huge XP bloat making them the main feature and required instead of the actual adventure itself. Developers need to put quests in more naturally and use them more sparingly, not at every opportunity they think they can put in a guy with an exclamation mark.

Always on rails
This is a cardinal sin all modern MMOs have; they put their game on rails, whether or not the players realize it, and lead the players by the nose along that set path with little deviation. There is little choice on where you are going and how you are getting there. The path is always going to be the same with only slight differences from one step to the next. This to me is dumb. A player should be able to choose where they want to go or how they want to get there. The fact developers seem absolutely terrified that players might try something off the beaten path boggles my mind. Let players have some freedom with your game.

The butchering of social interaction
The social experience has been getting butchered more and more in MMOs as time progresses. The constant focus on solo experience has been removing the need for people to even bother socializing with others and this is just bad design. While some people will say it’s dumb to be forced to team, my answer is you shouldn’t be playing an MMO anyways if you hate to team. No, I am saying that there should be things and activities that are designed around socializing and joining others to be a team. These are things that help out an MMO, and the scary part is how many people keep believing that roles and such are evil and should never even be considered for MMOs these days, as if the very idea of working with others is somehow evil. I don’t get it personally.

                

Anyways, those are my views on the subject. Leave a comment below If you have some points to bring up of your own, and if you are looking for an RP guild for TESO, maybe check out The Black Wolves and see if we might be what you are looking for.