The PvE MOBA, offline persistency and the system-driven MMORPG

There have been a few very interesting opinion pieces out there for a couple of days. I’d like to- somewhat- chime in and express my own opinion on that matter. First, let’s take a look at what we’ve got. I think it began with Ravious’ “Modicum of Interaction”, where he described his experience with starting on a pvp server in World of Warcraft and came … Continue reading The PvE MOBA, offline persistency and the system-driven MMORPG

The good and the bad future

Happy new year! These days, we’re celebrating chinese new year….well, to some extent, at least. Our son is sick, so i get pretty much no time in games and/or writing about them right now, but i want to try and take this opportunity to do some of the general “predictions”-stuff one does when a new year begins. All my 2015 predictions have already been proven true. … Continue reading The good and the bad future

Encouraging social play: venues

From time to time, i think possible ways to make MMORPGs more social (again). I believe that this topic is an important one, that the highs and lows of the genre are connected to this topic, but i also think that this is not something we can only blame the developers for. When WoW launched, the internet was fairly new (at least in these parts; i … Continue reading Encouraging social play: venues

Being a subscription game

Whenever a game announces a switch to a free-to-play or buy-to-play model, there’s talk about how the game design goals change from delivering a fun experience and good gameplay to adding grinds and developing stuff for the ingame cash shop. Often, the line of thinking is that a subscription game offers the best possible experience for the players to keep them playing, while a game … Continue reading Being a subscription game

Encouraging group play / Friendlist minions

I’ll try and visit some possibilities to encourage group play in modern MMORPGs. I’ve given reasons for ultimately playing solo most of the times and still like playing in the genre. The thing is, i’d also like MMORPGs to be a social experience where one can chat with people you know and get to know new “players”. I think, one reason for social networks being … Continue reading Encouraging group play / Friendlist minions

Why i play solo

Solo-play in MMORPGs seemed to be the hot topic yesterday. Massively was looking for the best Solo MMORPG, Keen looked into reasons for playing solo and offered some suggestions to encourage grouping via game design and Syncaine also chimed in. So i’d like to visit that topic, too, because i feel every article states something that’s worth mentioning. Massively’s Bree mentions, for instance, that soloplayers … Continue reading Why i play solo

Is the subscription coming back?

The sub is dead This is what we keep hearing for quite some time by now. MMORPGs released with a subscription but went free-to-play faster with every year- when we look at the games that made the transition, we have City of heroes (88 months as a sub game, 13 months as free-to-play) Release: April 2004 F2P: September 2011 Closure: November 2012 Everquest 2 (68/84 … Continue reading Is the subscription coming back?