Posts Tagged ‘worlds’

Choosing Your Perfect Virtual World

17 November 2010 | 2 Comments » | Ronix

Massive Multiplayer Online Games require more time and effort to really get to know than their single-player counterparts. With more and more titles going free-to-play, it has become easier to try them out. But getting to the core of an MMOG takes a substantial investment on the behalf of players. So, deciding on what game you want to devote your money and attention to is an important choice we all have to make. And one that can cost an obtuse amount of time.

There are several titles on my list of MMOGs that I await with a mixture of excitement and cautious anticipation. In the end, I’ll still have to decide what game will become my main addiction, the one that will hopefully keep me entertained and hooked for a while. How do we select the right title and on what criteria do we base our decision on? The choice is, of course, a personal one, but here is a list of factors that make it or break it for me when deciding on an MMOG. Mind you, the topics are in no particular order.

The setting
Beginning your adventure in a fresh new world is a thrilling experience. This is why one of the first factors that can draw me in is the game world itself. Some settings have almost a universal appeal – *cough* fantasy *cough* – others are less popular but still attract a large-enough audience. This, however, doesn’t mean we should simply judge them at face value. Even within the realms of fantasy there are numerous differences in the presentation and mythos surrounding the world. These differences determine whether a game is successful in providing a stimulating context and meaning to our actions. In this way, the lore serves as an important medium through which you connect with the game world and believe in it. So, if the setting doesn’t hook me from the start, chances are, I won’t be even interested in giving the game a go.

In-game systems

In the last five or so years, combat has increasingly become more prominent as a game system that most people look at first for an upcoming title. While it is certainly an important deciding factor (as a general rule, I tend to gravitate towards titles that have some sort of PvP involved), we should not forget about other game mechanics that largely affect our MMOG experience. This includes the level of freedom provided within the game (is it too linear or not enough direction?), the role-playing system (is it something fresh, innovative; what is customization like?) and other less conclusive examples (the level of grind, mini-games, crafting and others). These game systems largely determine what type of gameplay and activities players will get to see and try out throughout their experience, so only the feeble-minded can doubt their importance. Continue Reading

Where are the Occult MMORPGs?

21 March 2008 | 6 Comments » | LHStaff

There are a lot of different MMORPGs out there. Despite the industry being overwhelmed by fantasy MMOs, you can still get your fill of other types of games as well. There are plenty of Sci-fi MMORPGs, a Super Hero MMO (with 2 others in development), a couple Pirate themed MMOs. Hell, you even have some historical MMORPGs to choose from if you so desire (WWII Online, Roma Victor). Yep, this industry is finally starting to get some games that actually show some originality. So where are the occult games?

Back in 2006 when CCP (the creators of EVE Online) acquired White Wolf it was a forgone conclusion that we would finally see an MMORPG based in the world of Vampires and Werewolves. I mean, come on, how could somebody not assume that? CCP owns and operates one of the more successful MMORPGs today, it would only makes sense that they’d want to expand those profits into a new game based in a new setting. Unfortunately, we still have heard nothing on the matter. Nothing has been announced, and nothing has really been rumoured.

So where does that leave lovers of the occult? Well, certainly not in the MMO space. There used to be a 2d isometric MMO called Dark Eden that you could play, but I can’t even find that anymore. It was very simplistic, but for those that really wanted to play as a vampire it was the only choice. Nope, the MMORPG industry has yet to embrace this sector of off-fantasy, and it may be some time more before we really see a game based on it. Such a shame as I am a huge fan of these worlds…

Anybody want to watch Underworld?

Your MMO, Your World

18 March 2008 | No Comments » | LHStaff

Today’s MMORPG worlds are vast and expansive. You need to look no farther than World of Warcraft to fully understand just how big some of these worlds can get. I once attempted to run from the southernmost point of Tanaris to Orgrimmar and bailed about half way through. Suffice it to say I was running for a while, and felt that I could be better using my MMO time. So onto my point, what is it about these hugely expansive worlds that draws you in?

When I first start a new MMORPG I take at least a few hours to fully explore the world. Doesn’t mater how many times I die in the process, I am very picky about my worlds and if I can’t be convinced that I am actually a part of it then I usually just stop playing the game right away. I absolutely can’t tolerate a stale or stagnate world. Vanguard: Saga of Heroes was a perfect example of this. I initially started playing the game a few months after it was released (there was no way I was getting trapped in the beta-retail version). I began the game all cheery and figured the world would be awesome to explore and have fun with. Unfortunately, what I found was immaculate graphics attempting to cover up an otherwise boring world. Needless to say, I didn’t make it past my first month subscription. Of course, Vanguard isn’t the only culprit in this…

As more and more MMORPGs come out I am beginning to notice a trend in the way worlds are built. I don’t know what it is, but the World of Warcraft has character and, as such, I never thought the world was boring. For other games, like Tabula Rasa and Vanguard, the worlds almost feel methodical, like it was a randomly generated map. So what gives? How can an almost 4 year old game have a better, more lively world than games that have been released fairly recently? I honestly can’t tell you, but I bet it definitely helps to have a solid franshice to build off of. Just ask Lord of the Rings Online developer Turbine.

Thoughts? Comments? Let’s hear em!

P.S. Sorry for the absence/random slowdowns. We changed servers and had to deal with that mucky-muck.

MMO: NASA?

17 January 2008 | No Comments » | LHStaff

It appears that yet another government agency is getting into MMO development (see my previous article). NASA recently announced their intentions to create an MMO aimed at high school and college level education, which would include a focus on science, technology, engineering, and mathematics. No specifics have been made as to who will be developing the game, but the requirements of a realistic physics engine will definitely make this an interesting addition to the MMO realm. Why would NASA be looking into MMO development in the first place? They give a very good answer in their FAQ:

“MMOs help players develop and exercise a skill set closely matching the thinking, planning, learning, and technical skills increasingly in demand by employers. These skills include strategic thinking, interpretative analysis, problem solving, plan formulation and execution, team-building and collaboration, and adaptation to rapid change.”

In the current anti-gaming political environment, it amazes me to see NASA come forward with this statement. It is about time the world at large sees that today’s youth is increasing its integration with technology everyday. Text messaging, MySpace, and YouTube are now becoming the preferred methods for communication and entertainment, foregoing traditional methods. With this in mind, NASA is looking to reshape online learning by making a virtual world for educators and business leaders to teach the skills needed in the real world:

“Virtual worlds with scientifically accurate simulations could permit learners to tinker with chemical reactions in living cells, practice operating and repairing expensive equipment, and experience microgravity – making it easier to grasp complex concepts and transfer this understanding quickly to practical problems.”

The big question, is how popular would this type of environment be? I see no issue with the students being able to pick up the mechanics, as they are already knee deep in gaming, but trying to educate the educators how to use a virtual environment I feel will take time. However, coming up with attractive and engaging educational games within this world will be the main challenge. Even if they manage to provide the training and come up with the games, it will also be hard to implement this game into a curriculum.

A large collaborative project such as this has some precedent, but the scale at which this is being done, may dwarf all previous educational gaming attempts to date. It will be interesting to follow the development of this game and see where it is taken. See you at the virtual particle accelerator!

MMO: Department of Defense?

10 January 2008 | No Comments » | LHStaff

SL China

Thought I might introduce myself here as I am one of the new MMOCrunch writers. My name is Andrew and I am an avid gamer and MMO veteran. My first and favorite MMO is Anarchy Online and cannot wait for Age of Conan to launch. I have played just about every major MMO on the market and Beta tested quite a few. I work in Information Technology so look for some Tech related articles in the future. Hope you enjoy my first article!

For many years, video games have been used as educational and learning tools. Realistic flight simulators have been in use by the United States military for quite some time and even our National Champion LSU Tigers use a modified football video game to run offense and defensive playbooks, but how can online worlds bring education and video gaming together?

Second Life, an online multiplayer game, gives users free range to create whatever they can, using the 3D modeling tools provided. Large communities have been created and an entire virtual world emerged. Many educators saw this as an opportunity to create something unique. Several university and college campuses have been erected on private and public areas, where classes meet and students collaborate. Hospitals are created to educate medical students. Banks and businesses have started to follow suit, experimenting with virtualization of their storefront operations. Even a US Defense Department grant looks to takes video game education to a new level.

With a new SCORM compliant project, the US government takes education to new places, literally. Utilizing a team of programmers, 3D modelers, researchers, and educators, the US Department of Defense has begun building a virtual China within Second Life. Created on its own private island with the aid of photos and maps, the virtual world is being used as a supplement to current diplomatic training to educate US diplomats and other government employees about China’s history, geography, and even how to use Chinese ATM and Subway ticketing machines. More than just text books and slideshows, this training aims to ensure that government agents not only know China, but also how to function within China. If this virtual training succeeds, perhaps the scope of the project will grow to include more places, or even become a public learning tool. Why not model the entire world complete with historical landmarks, storefronts, and people? Learn to interact with people and machines from all around the world. Learn their customs, even their languages, all from this virtual world.

So where does this leave education in the future? Now that major universities and colleges have created there own campuses, can virtual education replace traditional online courses? With more virtual worlds in the works from Google and Sony, will virtual worlds start to become less of a game space and more of a living space? I just wonder how long the lines at the Virtual DMV will be.

MMORPGs as a Social Exercise?

8 January 2008 | No Comments » | LHStaff

In today’s get up and go-go world there are a lot of people turning to the digital medium in order to fulfill certain parts of their lives. For example email and social networks have completely made writing an actual paper mail obsolete. I mean, who seriously does that these days? I think my gramgram (grandma) does, but that’s beside the point. In this world, right now, there are people who turn to digital pleasures because they don’t have time for the “real” version of such. Does this hold some truth for MMORPGs as well?

The MMORPG is no stranger to criticism, and it’s certainly no stranger to publicity. Beginning back in the Everquest era, MMORPGs began gaining media attention as wasteful timesinks for children who were, in turn, neglecting their homework, and, more importantly, their daily exercise. When a child was sitting at the computer for hours upon hours at a computer how much exercise were they actually getting? Well, aside from rapid finger movements while typing the answer is el zilcho, nada, none.

Now fast forward to the present day, a time when World of Warcraft has subscription numbers in the millions and there are about 40 other well established MMORPGs to choose from. Does the truth of yesteryears still hold today? Well yes and no. We still have the same children who are essentially spending hours upon hours in these virtual worlds wasting away their youth. It can actually be a bit depressing when you see somebody like that; however, due to the popularity of such titles like World of Warcraft and Lord of the Rings Online we are beginning to see a new type of player. Somebody who maybe just wants to play as a sort of social exercise. Housewives, fathers, business types of all ages/races/sexes and grandparents are now venturing into the online worlds to meet some of that social desire that we as human beings require. Instead of actually going out to a bar at night, instead they log onto World of Warcraft or Second Life to get that same feeling of belonging.

Naturally, this isn’t as widespread as I probably made it seem in my last paragraph, but that’s not to say it’s not happening more and more often. A lot of people seem to think that MMORPGs have a height limit, that only a certain amount of the population will find an interest in them. However, I disagree. As the average American and European gets busier and busier with their work there will probably be a sharp increase in MMORPG subscriptions. Sometimes you are just too tired to head out to your local bar y’know? I am guilty of doing this on more than a few occasions.

Thoughts, comments, random words of wisdom? You know where to leave em. :)

Hey, My MMORPG is Linear!

21 November 2007 | No Comments » | LHStaff

Correct me if I’m wrong, but weren’t MMORPGs supposed to be huge dynamic worlds where anything and everything could happen. Yet instead it seems that they are becoming just like single player RPGs, except you can play along with friends. Think about it. In a single player RPG, you create a character out of a half dozen or so choices and then build them to become the type of warrior, mage or whatever else you want. When you start the game there is a beginning and end, with a few hundred quests in between, some part of the main storyline some optional. Now stop me if I’m wrong, but doesn’t that sound like nearly all the MMORPGs that have come out over the last few years? There are obviously a few exceptions to this, but for the most part they are.

You start your character and complete quests to get XP and since quests give you the most XP players tend to do all the quests possible to level up quickly. Now by doing all these quests you are following a straight line, go here and do this. Go here and bring this back, go deliver this. Nothing dynamic about this at all. Yes you can choose if you want to skip a quest and in what order you do the quests, but the main point is that everyone is doing basically all the same quests. Everyone is basically playing a single player RPG online with a few hundred other people at the same time.

Now once you complete all the quests and reach the level limit at least now the game should become more dynamic, and it does for many games. However it only does if your playing a MMORPG with PvP. If your playing a game that does not offer this than you are stuck in a lifeless linear game, nothing to do except what the developers tell you to do. Yes you can chat and explore where ever you want, but you are confined to what the developers allow you to do. Once you have completed the game and maxed your character out, theres really nothing to do except start a new character or play a different game until an expansion or patch with new content is released. Sorry, just not my thing.

However most RPGs do have some PvP which offers some dynamic interaction. Fighting against other real people offers a much greater challenge to gamers which enhances the game play. However even todays PvP are watered down. You can’t loot, no penalty for PK and no penalty for dying. Basically it has become bragging rights. “Haha I pwn u”. Again there are games out there that are exceptions to this, but most of them are many years old at this point. There really hasn’t been a new MMORPG that has taken PvP to the next level and we desperately need one.