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Defending the MMO: A Haters Guide to MMOs

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Tuesday, September 01, 2009

Editor's note: Spurred by our discussion on a recent Mobcast, Christian writes in defense of MMOs, explaining not only the dynamics of the game but the workings of his guild as well. -Jason


I have to admit that I got a little bit angry when I listened to Episode 18 of the Mobcast. It followed what seems to be a recent trend in some podcasts: hating on MMOs while not really having an informed opinion. Or rather, showcasing exaggerated negativity that just isn't true.

I'll start off with my background regarding MMOs. Star Wars: Galaxies was my first proper MMO, and I enjoyed it a lot despite not having that much of a clue of what I was doing. It was fun, though, even if I came in way late in the game.

I heard about World of WarCraft through SWG and from real-life friends. I decided to get a head start on that one and see what it was like to really play a MMO.

 

I bought World of WarCraft on release and starting playing it a great deal. I was pretty awful at it, though, and only reached about level 35 before stopping for the summer and enjoying my summer vacation.

When fall came I started playing again, and sometime that winter, at about 6 one morning after not sleeping, I dinged level 60, grinding in Tyr's Hand. For those of you who played vanilla WOW, you know what place I'm talking about.

The sense of achievement was immense, and I felt that I could finally experience the real game: raiding.

Soon enough I applied to a raiding guild and got in. The requirements on player skill in those days wasn't really high, and I still was quite a noob and made mistakes. However, I displayed my leadership abilities and became a class leader for Shamans in that guild. We had some progress, but we really didn't get that far. I got bored and stopped playing.

I only started getting hardcore and really understanding all the fine mechanics about WOW and MMOs in 2008, when I started anew with a real-life friend and joined his guild that he had been leading and raiding with for about two years. I finally saw what it's all about and also why people might seem incredibly elitist to outsiders. Raiding in WOW takes time, but it doesn't require 5 hours a day seven days a week. Unless you're really hardcore.

We're a quite casual guild but have strict discipline. We raid three days a week for 4 hours each run. We have a nice, tight knit guild where most of the members have known each other for about a year, and I am one of two raid leaders (my friend's the other one).

We enforce rules, point systems that reward for good behavior and punish for bad (like being late for a raid), and don't tolerate fuck-ups or people that just don't improve in the long run. We also have an application that you need to fill out where you specify age, location, connection reliability, gear, and what you see as your good and bad additions to a raid group.

Why do we have all of the rules and requirements? Because we value our time. When you spend 12 hours a week on something that you find very enjoyable, you don't want someone who doesn't care about the game like you do or generally is lousy in your group, because they'll "wipe" all of you and hinder not only your progress but also your enjoyment of the game. Or, even worse, they'll wreck nine or even 24 other players' evening plans because they decided not to show up at all.

"Wiping" is when you all die in a boss fight. One of the better examples on why a weak link might destroy you is the Shade of Aran encounter in Karazhan, which is old now. Aran casts a spell called Flame Wreath, which raises flames around your feet, and if you move during the time the spell's in effect, you cause a lot of damage to everyone in the group, basically killing everyone. Therefore, you can't have a stupid player jumping around and not listening to directions, because they'll kill the rest of the group.

When you raid, you need everyone these days to be at the top of their game, since the player count in raids has dropped. Before the expansions WOW had 40-player raids, and you could easily have about 10 people that were lousy (like me way back when!).

But these days WOW only has 10-player and 25-player raiders (10 is what my guild goes for), so you need to be able to rely on anyone and eliminate potential weak links. Otherwise, you'll just continue to fail, get nowhere, and not really enjoy yourself. Do you want to pay $15 a month for that? The game's also more fun for the player if they feel that they're doing their best and are getting encouragement from their raid leader.

Eventually, after raiding successfully together, you bond, and become friends. These bonds often last and carry over to other games -- and even to real life. I can easily say that my friend and I weren't that close when I started playing with him. Now, thanks to our virtual adventures, we're the best of friends and trust each other with everything.

Story also exists in MMOs, although in conventional game-story form. In WOW the story's told through quest texts, which often, at least in the expansions, give quite some background to why you're killing those boars. The lore in WarCraft is much, much more thick, rich and thrilling than most fantasy worlds, and if you just take some time to read up on it, you may find more enjoyment from the game.

It's a special feeling when you're killing a story figure that you've followed for some time and become the new hero in the WarCraft universe. You basically write yourself and your friends into the history books of that world and add to the continuation of the lore.

Story's something that BioWare's going to explore in Star Wars: The Old Republic, since it relies heavily on its voiceover work and chronological story. I'm very interested in seeing how this works and develops, since it really hasn't been done before.

Another important aspect that haters don't seem to grasp is the leveling and the level cap. Most people agree that the endgame, which is at the level cap (currently 80 in WOW), is where the real game starts: either PVE (players versus computer-controlled monsters, and E stands for environment, which is basically raiding) or PVP (player versus player, mostly in the Arena, where small teams of players square off against each other).

The reason why you continue playing past the level cap is often to either raid for the social experience and to improve your character with loot (which can often be quite more significant regarding increases in power then reaching another level) or to play against other players to gain rewards and experience the thrill of testing your skills against human opponents.

In WOW these days, there're also a lot of other players that just level a lot of different characters, hunt achievements, or collect minipets, which are small, often cute, noncombat companions that exist in a hundred or so varieties. Some are rarer then others. You can also run 5-player dungeons with a group of friends and gain nice rewards by buying items for certain badges that these bosses give when you run the dungeon on a higher difficulty level, tuned for max level players.

You don't need to spend tons of time to enjoy your MMO. I use WOW as an example for this since it's the only one in my opinion that's executed it to perfection, offering every player something rewarding and fun to motivate continued play.

I am currently taking a break and enjoying other games while I await the Cataclysm, where you will find me as a Goblin Hunter on the Ravencrest EU server, in the amazing guild Amateurs Extraordinaire, probably killing a certain huge black dragon.

 
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Comments (8)
Default_picture
September 01, 2009
I guess i should learn about racing games so I can't bad mouth them any more. 8)
Lance_darnell
September 02, 2009
I am one of those MMO virgins, and it is nice to read a viewpoint for someone who has played a great deal of them. Demian made the comment that Fat Princess is like WoW for Dummies, would you agree? For Fat Princess almost plays itself due to the lack of strategy.
Default_picture
September 10, 2009
Nice :D Didn't expect to get edited and getting all these shiny pics. Thanks Jason!
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September 10, 2009
Also, Lance: I haven't played Fat Princess (don't own a PS3 unfortunately), but from what I've gathered, its basically that. You have your DPS, your healer and your tank (well, not really)so you got your roles and that you need teamwork covered. But it's alot more then that, but WoW is fairly easy to get into and has a nice smooth learningcurve unlike pretty much any other MMO. So you ease into it. Regarding lack of strategy, that's not the case with WOW. Alot of strategy required for bosses and stuff, but if you're not completely stupid you get it if someone more experienced (theres always someone) explains it to you. Basically, all WOW tactics are different, but there are common themes, like not standing in fire, for instance :)
Photo_on_2010-08-03_at_16
September 10, 2009
I like WOW. I actually like many MMOs, and have played many of them over the years. I've never ever reached a level cap though, nor do I ever feel I meet that many new people. I find real-life social anxieties come into play even when playing online. It's weird. I should battle through it. The nice thing about WOW, though, is that it's more polished than many MMOs. Many early MMOs were scrappy, thrown-together things that only had the online aspect to appeal. Some grew and went from strength to strength (compare EverQuest now to when it launched, for example). Others grew and changed (look at what they did to Galaxies). Others faltered and fell. But WOW has the immediacy and polish of a single-player game while having a semi-persistent world that other players also inhabit. (I say "semi" because it's very rare for one player or group of players to have a permanent effect on the world - everyone gets to fight the big baddies, after all.)
Waahhninja
September 10, 2009
I don't have a computer or a WoW account of my own but that didn't stop me from making a 49 Dwarf Hunter on my friend's computer three years ago. I've never been able to describe the virtues of MMOs in general as succinctly and well-worded as you just did. Bravo, sir!
Default_picture
September 11, 2009
I've never played an MMO before, and really don't plan to start, but I will say it was an interesting read to see what exactly a longtime user gets out of the experience. I'm a huge nut for single-player console RPGs, but I tend to get obsessive about sidequests and post-endgame content. To me WoW has always equaled "doom." ;) I think you lost me when you defined a minor time commitment as 12 hours a week, though. I think at this point in my life, if I were to spend four hours at a stretch three days a week playing a game, my wife would probably leave me and take the kids.
4540_79476034228_610804228_1674526_2221611_n
September 11, 2009
It's interesting how a lot of folks who haven't played WoW assume that you have to be hardcore to be into it, and you really don't. As the GM of a "leveling guild" we focus more on leveling alts rather than raiding and doing end-game content. Sure, some of us have our geared level 80's and we PUG heroic 80's and do the occasional raid with other guilds that we're friends with, but the emphasis is just about leveling up, enjoying the ride, joking around in guild chat and in vent, and just having a good time.

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