Trending Games | World of Warcraft | EVE Online | Black Desert | Elder Scrolls Online

    Facebook Twitter YouTube YouTube.Gaming Discord
Quick Game Jump
Members:3,910,890 Users Online:0

Show Blog

Link to this blogs RSS feed

Provocative idea's for the mind

Taking seriousness to a whole new level, analyzing current MMORPG's, and idea's for MMORPG's in the most logical ways possible.

Author: TenchiMuyo

What can make or break a MMORPG, in my view

Posted by TenchiMuyo Wednesday February 11 2009 at 1:09PM
Login or Register to rate this blog post!

Well, my last post got a lot of good, positive comments, so I'm hoping my post was truly enjoyed. Keeping to what I said, for 7 days I'll be posting new things. Mostly introductory, so you can get a little idea as to what I view MMORPG's as, then I'll start writing reviews and more idea's, based on games I've played.


People play MMORPG's for different reasons. Whether it's the social aspect, which in of itself has several different reasons, or the ability to create a character all your own, based solely on what you want in him or her. Or the ability to explore the indepth...or not so indepth crafting system of the game.

The social aspect covers a wide variety of things. From making friends, to building guilds, to killing every poor schmuck (I use this word in the sense to mean 'oaf' or 'fool', not the form that refers to a male reproductive organ) that comes your way. Personally, my favorite is the latter. Any game that can captivate my desire to destroy my fellow man, is a playable game in my opinion. I have set rules...a sort of 'codex' that I abide by. I find honor in it actually. I will PvP anyone within 5 levels of my persons, on sight. Anyone lower than such, must end up attacking me first. Then I will kill them with the might only the strokes of my keyboard, and the pounding of my mouse can tell.

When we PvP, what exactly are we doing? Is it considered griefing, to attack someone out of the blue? Does it make you a bad person, to kill someone? In most games, you do not lose any items that you had on your persons when you die. To name a few would be redundant, as we all know which ones do and which ones don't. Is losing all of your items you have on you, really such a horrible thing though? Maybe in a game where losing all your items isn't common place, sure. If you all of a sudden lost every single thing you had in all your bags, and your equipment slots in World of Warcraft, many little emo boys and girls would be cutting themselves very, very deeply. And as much as we joke about the emo's, we all really don't want that, do we?

Now, why is losing all your items in runescape, and losing all your items in WoW, so different? Runescape, has pretty much always had the penalty of losing your items. The economy of Runescape, adjusted. Or rather, built itself to what it should be; as it never really had to adjust. Imagine how things would be, if pk'ers never lost their items upon death? The economy would be drastically changed, and balance itself out...Rune would cost much, much more, everything, would have a higher worth. Crafting might actually be worth something.

In WoW however; the economy hasn't adjusted, at all. Someone losing their items would have no idea what to do. Hours spent going through those tough dungeons, or running all over Azeroth for that one quest. It would be a disaster.

So you have to think; what would an MMORPG need to succeed, when it comes to PVP consequences? Runescape has some interesting consequences. Loss of items; pk skull, all that good stuff. But the gains often time outweigh the consequences. Now, in WoW...what is there to PvP? A bonus to your military rank? The ability to trade that in for points to an NPC? That's pretty much all the PvP they have, aside the arena.

Now, a game that has recently come out, that I adored the PvP in, was Warhammer Online. It doesn't like my laptop very much, but it loved me enough to run it decently at low graphic levels. And it was still a beautiful game to me. Every map had potential for PvP. Every where you turned, there was a chance of ambush, or walking in on a battle. I remember this one time, as I was playing a ranged character (I won't go into details, since some might not know what the heck I'm talking about), and in this one map, there's a large, naturally formed stone bridge, connecting the 'neutral' territories to the owned territories...

Just a quick intermission, to explain the territories. Each map, except the 'capital' maps, have three territories. One Destruction, One Order, and the Neutral lands. Destruction on one side, Order on the other, and a neutral, PvP land between them (all lands are PVP enabled on some servers). In this neutral land, they have 'innovated' PvP to include some new things I hadn't seen before. There's large castles, and small mission objectives, like stables, or forges, that you can fight against the enemy players for, and gain military ranks, good loot, tons of exp, and probably some stuff I've forgotten.

Anyways, back to the story, I was on my side of the territories, and I spotted a weak little magic-style character on the other end of the bridge. And it was oooooon. I chased after her into the neutral lands, and battled with her for what must of been 5-10 minutes, across the entire land. Grand battle. I eventually won, I was able to root her long enough to get off several good shots on her. There's no real penalty to PvP in Warhammer...but it's kept fun by the way they do it. And I think that's the balance. Now, there's still a number of things wrong with Warhammer Online, such as originality, boring quests, difficulty getting a PvP party up (For some reason, regardless of what side I play, I seem to have trouble getting people to take over, or defend castles).

Well, that's my opinion, and you don't have to like it; let me know what you think!

Edit : Not really any sort of question, just more of provocative thinking. Some people are happy with the MMORPG's that are out. A lot of people aren't though. And partly, that's our fault. People need to voice out their opinions, and let the companies that build the MMORPG's, know what they like, and what they don't like.