Opinions About Video Games and Roleplaying Games
The Problems with MMORPGS
I have yet to find any mmorpg worth my time and money. Of course, given that this genre sucks up both in vast quantities, this doesn’t really surprise me. There are a few that have come close, but they all have some niggling problems I just can’t get over. Now, the problems I talk about here aren’t necessarily present in all mmo’s, but most mmo’s suffer from at least a couple, and it wouldn’t surprise me to find one that suffers from all of these.
1) The money sink.
All the best mmorpgs cost money. This is expected. People would like to earn money for their work, and it’s good to support good work. But a monthly fee? Really? They want me to keep paying for the game I already bought? No.
I know, I know, they have to spend that money on maintaining their servers and the like. But really, not all of that money goes to server maintainence, and we all know it. That’s why everyone wants a piece of the cash cow known as the mmo. The monthly fees provide oodles and oodles of profit for the companies collecting them, long beyond when most games stop being profitable.
2) The Grind
Grinding isn’t fun. At least, it usually isn’t fun. If I have a steady stream of monsters to fight, and I level at a rate a good clip higher than .005% xp, grinding is actually all right. .5% a kill is cool for normal, non-taxing fights. At least 1-2% for difficult fights with risk of death, as high as 5% for fights in which death is common. Unfortunately, I’ve seen leveling even midgame in many mmo’s drop to about .01% of xp needed to level… while fighting difficult monsters that it’s not uncommon to die fighting. This is a dumb waste of my time. I know it’s supposed to be challenging. But the challenge should never come from blind, frustrating repitition. Ever.
The other issue is grinding for gear. There is nothing in this world more frustrating than knowing the way to make your character better is by grinding for a piece of gear that drops .01% of the time from a monster that spawns once an hour, and that you need a party of ten or more in order to even attempt to kill this monster… and then a quarter of the party is also looking for this drop.
Maybe this makes me a wimp in some people’s eyes. In my own, it means I have better things to spend my time on. Gaming is supposed to be fun, not work. I want to be rewarded based on how good I am at playing the game, not whether some random number generator thinks I should get the item this time around.
3) The Constant Tweaking
This is actually a double-edged sword. If, after building a character, a patch comes out that makes it go from awesome to suck, I’m going to be unhappy. If I played the game by one set of rules for a long time, and then they got changed, making me less powerful, I’ll probably enjoy the game less as a result of being less effective.
However, sometimes it does turn out that something is way too powerful. I have two points to make here though. If it’s a glitch, patch it, and try to catch it before release next time. If it’s just one class got more love than another during game creation, get better playtesters.
Of course, that advice doesn’t actually help fix the current issue. So, rather than taking away the power of the class or classes that are too powerful, consider adding something to the weaker classes so they become up to snuff. This may not always be possible due to power creep across all classes as they keep getting jacked up, but if it’s done well, it shouldn’t come to that point. It’s much nicer to give a cookie than to take away a cookie.
Constant tweaking can lead to a more balanced game, but if it’s done on the whims of the players, you can bet it will turn into the players begging for more and more power. Not all players, mind you, but enough so there is constant pressure on the game company to cater to the players who are, in fact, paying them every month and expressing displeasure with their product. In order to make a good game and keep it good, game companies need to be able to take the heat and make good calls on balance despite the pressure coming from their player base. The other issue with constant tweaking is an inability to become familiar with the rules of the game, since they are always changing.
4) The “Don’t Do That Rules”
I hear this is particularly a problem in WoW, but it plagues many games in one form or another. If the game lets you do it, there shouldn’t be a penalty for doing it, nor a social stigma attached to it. The concept of kill stealing is stupid. If the designers don’t want it to happen, they should fix the game so it can’t! New area in the game that shouldn’t be accessible yet? Don’t make it accessible. Better yet, don’t even put it on the server! Want shops open only in specific places? Don’t make it possible to open them anywhere else! If it’s doable without hacking the game, it should be legal. There’s no reason the designers can’t patch away bugs they don’t like and program the game to run the way they want it to. They are getting 10-15 dollars a month from every subscriber to maintain the game after all. So maintain it! Don’t make “don’t do that rules” to compensate for the fact the game isn’t programed how you want it to be programed.
5) Everything Is Stored on a Remote Server
If the server goes down, you can’t play. If the server goes down permanently, you lose all progress you ever made and the game is no longer playable. There is no way for you to back up your progress, or restore it if it is lost. You have no control over how the data is protected, and if they lose your progress, you have no way to get it back, unless they trust you’re telling them the truth. Even then, they may have policies against giving out xp and gear to make up for lost characters, since it’s a common scam. In short, you keep your progress at their whim, and there isn’t much you can do to protect it.
These are the things that keep me from playing mmorpgs for too long a period of time. The money sink is far and away the biggest reason, but all of these are issues I have with the genre. I know there are free mmorpgs out there, and I’ve tried a few. Some make fun diversions for a short time, but as xp dries up, I tend to lose interest quickly. I’m just not a fan of the grind either.
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about 1 year ago
I have the same issues with MMORPGs. I think that these games cater toward people who aren’t productive with their time and just want something to do (which is a large amount of people, as you pointed out). No experience is necessarily bad, but there is certainly more progress to be made by playing games in other genres.
about 5 months ago
while the money sink is an issue that i hear many people complain about, i feel i must defend it, truly they are not making a huge amount of profit with the amount they charge, yes they make profit but so does every other company ever. second even if it is $15 a month, how much time do you have to spend on that to make it worth your time, a movie (eta ~2.5 hours) costs $10, so if you spend ~4 hours on an MMO it is costing you the same amount per time as a movie, almost any other activity you partake in will cost you a similar amount, what you get hung up on is not that it costs a lot, but that it is a recurring cost, which is silly, you pay a recurring cost for your internet every moth (which is probably way more then $15 a month)why aren’t you saying ‘well I payed for this internet once already’ like you do with MMOs. As for the grind aspect i totally agree with you, it should be possible to level in a reasonable period of time no matter what level you are. The constant tweaking and the “don’t do that rules” are game balance issues, you need to have a balanced game or it is never fun, so you play with the rules this happens in every game that exists over a period of time. The everything is stored on a remote server issue is you making up things to not like, if they are a dependable company they will keep your information, if they are not why are you playing the game?
about 5 months ago
Hey Tarrant, thanks for dropping by and weighing in.
Internet I justify by getting a huge value for the money spent. While some people feel they get the same value out of an MMO, I feel I don’t get anything close to that value. $180 a year for a single game is a lot. Particularly when the length is padded by lots of grinding. That comes out to about four new games a year, assuming one is a slight budget title. I’m not willing to give up four games a year for just one, unless it’s an amazing one. I’ve never played an MMO that delivers on this. Also, bear in mind that I will replay a good single player game multiple times. For the flat rate of the original purchase price, usually about $50 brand new.
I do understand the purpose of the tweaking and don’t do that rules. However, constant tweaking changes the game rules, instead of letting players discover new strategies using the current rules. I prefer to keep a steady ruleset and learn new counters to supposedly broken techniques rather than have the powerful stuff immediately nerfed into oblivion. I also don’t like having powerful stuff I know about taken away. This makes constant tweaking kind of annoying. Fighting games up through the last generation worked fine patch free. Sure, there were more powerful characters in any given game, but any matchup could still go either way in the good games. No patches required. Second, if they have a “don’t do that rule”, it should be hardcoded into the game. The game should be the final arbiter of what can and can not happen, not a written contract. I think some “don’t do that rules” are perfectly sensible, but they should be coded into the game if they are needed.
The everything is stored on a remote server is really a particular pet peeve of mine. I expect most people to disagree with me on this one. However, I just like having access to all of my save data myself. Being in control of it makes me feel more secure that nothing will happen to it. Perhaps this is a bit stupid on my part, but it is how I feel about it. So, I imagine this is a non-issue to all but a very small minority of gamers.
about 5 months ago
I suppose that the monthly cost thing is the one that gets me the most because i feel many people dismiss it as ridiculous out of hand, what it comes down to for me is that while you could get four new games (though what i have seen a new game is closer to $60) unless they are very in-depth games you are going to be playing them for one month (maybe two?) and then forgetting about them. this is not to say that that will always be the case, i still play a few games that came out on PS1 every now and then, but for me to go through a game more then once it has to be a truly outstanding game. With that i will claim that MMOs and console games are basically different animals, MMOs for me a good time sink, they are enjoyable for long periods of time with invested interest in the character (gear etc.), whereas a console RPG for me is much more plot based, i play it through like i read a book, and then like a book when its done, its done.
MY take on the nerfing thing is this. If the mechanic behaves like they meant it to the first time, they should not take it away because people complain about it being too powerful, that goes into the power gaming/playing a game to the best you can, which i think you had an article about (that i really enjoyed) and that comes down to people complaining to much. However that happens maybe one in five times that something is taken away, more frequently it goes something like Day1:release of patch. Day4: someone figures something out that is terrifically powerful. Day6: everyone that can exploit it is. Day10: patch comes out to fix the mechanic that was not performing in the way that it was meant to. In that instance i have a little bit of a problem cause they should have done it right the first time, but not being a programmer myself i have little room to criticize.
In the matter of “don’t do that rules” if they are player enforced i think they are fine, an example would be in WoW often players will trade crafting services, which often comes to one person giving the other materials, waiting and them receiving finished products. the unspoken rule there is that the player who can craft the item will not take the mats and log off. this is enforced by player memory, if that happens the one who lost the mats will say don’t trade with player ‘xyz’ because he will steal your mats. I am fine with that as a rule, because it is self enforcing. the alternative being not allowing people to trade things for anything other then what the game has defined to be their ‘price’ which becomes ridiculous very quickly.a “don’t do that rule” is one that is contrary to player opinion, and just there to make the game operate efficiently, if there are rules that must be followed for the game to work correctly that are not coded into the game, then players should take every opportunity to break them to force the game developers to actually fix the problem.
The server thing i think it is best we just agree to disagree.
Also, i appreciate your response time and enjoy knowing your viewpoint, and don’t mean to be rude, so if you have felt that i have been know that it was not my intention.
about 5 months ago
When it comes to character investment, I’ve become more invested in characters I build in a game of Neverwinter Nights than an actual MMO. The things most people find themselves invested in with MMOs don’t really appeal to me. I feel like I’m in a perpetual cycle of stat improvement with no purpose beyond obtaining power, rather than building a character or learning new skills (gaming skills, not powers). This makes it feel very bland and purposeless, so I don’t see much point in playing. Basically, I haven’t found any depth to MMO gameplay that seems interesting to me. It’s all in the character building, not the play involved outside of that, and I find that a problem. For those who actually derive long term fun out of an MMO, the investment would make more sense. For me, I’ve derived far more fun out of the Sonic the Hedgehog games on the Genesis, which are roughly 1-2 hours long but endlessly replayable. Of course, everyone finds different things fun, which is why different games exist as they do.
I can see your point in nerfing as being valid close after the release of the game, or close after the release of an expansion pack. But the mechanics shouldn’t be changing every patch. If you changed your example to Day 1: Release of game or expansion pack, I’d be with you. Still, it seems we feel moderately similar about this, I’d just prefer a game a bit more static in terms of mechanics.
Player enforced don’t do that rules can work well or not, depending on the rule. I think kill stealing, for instance, should be taken care of by the engine or not. The players shouldn’t have to worry about this. I hate wondering if someone is going to attack something while my nuke charges, making me look like the kill stealer. Just design the engine to give xp in a way that fits the game and be done with it. Likewise, if you don’t want players exploring certain areas, don’t put them in the game, even if you think they’re inaccessible. If it’s on the server, someone will find a way in. In the case of trades, as you used in your example, I think this is valid. However, knowing players will want to do this, it would be even better to let players open a trade window, not make the trade, and let the other player use the items needed without ever transferring them. This, actually, would be a great example of a patch that improves the game rather than just changing it.
Also, don’t worry, I don’t think you’ve been rude at all. If I didn’t want feedback, I wouldn’t allow comments on the site. I expect people to disagree with me. It goes with the territory. I like knowing what people think. Sometimes it gives me new things to consider as well.