The other day Wilhelm had a post up about games he has played for at least as long as the developers of Dying Light II claim it takes to play their game to 100% completion. It’s a good read, and thinking about it I realized that it might be interesting to have a look at my own gaming history from this angle too.
The difficulty here is that I’ve never actively tracked how much time I’ve spent with any particular game, so if I haven’t launched it through Steam and the game itself doesn’t have a /played function either I can basically only guess. Hence I will sort them into categories of differing certainty, like Wilhelm did.
So let’s see…
Definitely have played for 500+ hours
This one is a no-brainer. EQII is easily my most played game of all time. I was the most active between 2006 and 2008, when it was pretty much the only game I touched, and I tended to play very, very long hours more often than not. Additionally, even before and after that particular time period I’ve spent a lot of time with this game over the years, and I can prove it: EQ2U says I have clocked 1,959 hours on my Warlock alone, so…yeah.
I created my first account and main character in December 2005, and while I’ve taken numerous breaks over the years only one of those was actually long enough to say “I’m not playing that game anymore” – and even then I eventually returned to have my longest and most active streak yet. Consequently, even without having any hard evidence, I’m absolutely certain that I’ve played a lot more than 500 hours of EVE.
Most likely have played for 500+ hours
As I’ve said numerous times Diablo II is one of my all time favourite games period. I actually wasn’t quite as hooked and therefore didn’t play as extensively as I’d expected right at launch, but by the time I’d burned out on Ultima Online towards the end of 2001 the Lord of Destruction expansion had come out and improved the game in every respect. This time there was no stopping me. It then became and remained one of my most-played games up until about 2010 – in fact it’s one of the very few non-MMORPGs I’ve played at all during that time period. The recent release of Diablo II Resurrected added at least another 30-40 hours to the tally, so yeah, it’s highly likely that I’ve crossed the threshold here.
Speaking of UO, hoo boy, was that game a revelation. My gateway drug into MMORPGs, if you will. Starting in June 2001 I was late to the party, but I more than made up for that by playing every waking moment (literally, except when I was at work) for the next six months or so. Unfortunately I was so into it that I couldn’t stop myself from trying to level up dozens of skills on multiple characters each and every day, so I burned out and bounced off of it pretty hard. I returned after a thorough break and played on and off until a little game called Star Wars Galaxies came out, and that was that. Regardless, in total I should be over 500 hours of playing time, though maybe not by much.
Star Wars: The Old Republic
Weirldy enough I almost forgot to include this, although I’ve assuredly played it for more than 500 hours. The thing about this game is, my itinial enthusiasm waned pretty quickly, and I most likely would have quit much sooner had it not been for the great guild we were in. Except for some really well designed and fun raids all good memories I have about the game have almost nothing to do with the game itself and everything with this group of people. Anyway, it makes the list easily.
Probably have played for 500+ hours
Star Wars Galaxies
Like UO this is another game I really loved but still didn’t play for as long as I initially thought I would. As much as I like sandbox MMOs, turns out activities like gathering, crafting, housing or (light) roleplaying alone can only entertain me for so long, and unfortunately SWG didn’t have much else to offer at the time (at least to me). Again, just like with UO I played very extensively during the first few months though, so I assume it just about makes the cut.
ArcheAge & ArcheAge Unchained
I’m lumping these together because, well, they’re basically the same game with different business models. I’ve played each iteration quite a lot for the better part of a year, so I’m actually pretty certain that it’s been well over 500 hours in total. However, in this case I have next to no “feel” for how long I’ve really played for some reason, and no way to verify it either, hence its appearance in this category.
The Secret World
One of the truly great and unique MMORPGs, unfortunately underappreciated by many players and mishandled by Funcom, it never had a chance to reach its full potential. I loved it exactly like it was however, and consequently played it an awful lot.
My most played game from fall 2020 to summer 2021 by a wide margin, so yeah, pretty sure it’s been over 500 hours.
And there you have it. Which games did you ever play for 500+ hours?
Last week I made the case that it’s absolutely possible to include open PvP in an MMORPG without it necessarily becoming a paradise for the wolves and a nightmare for the sheep.
Today I’d like to follow up with the reason to include it in the first place. Why should a game allow players to attack one another without both parties’ consent when it just could, you know, not allow it instead?
When I look back upon 35 years of playing video games my personal answer to that is quite clear: the most elaborate quest, the trickiest of puzzles, the most complicated boss-mechanic – none of this could ever be as unpredictable, exciting and memorable as interactions between human beings in an open, unscripted environment.
Note that I said interactions, not combat. In fact some of the memories I’ll share with you today don’t involve players killing each other at all, or at the very least not out of malice. Let’s face it though, at their heart most MMORPGs are mainly about combat. Even with those that have great housing, gathering, crafting, all that kind of stuff, I’d wager that the majority of players spend at least 80% of their time fighting something or someone (travel time excluded). It’s no surprise, then, that in order to let players interact in non-cooperative ways combat comes to mind rather naturally.
Anyway, here they come, my fond memories of MMORP-gaming moments made possible by open PvP rulesets.
Not only was Ultima Online my first MMORPG, it was also the first (and last) time I joined a roleplay-focused guild. We were the Guard of Yew, tasked with protecting the eponymous little town. The first RP-event I was part of was centered around a guy who’d done something bad and thus had to be hunted. Somehow I was the one who found and caught up to him. So what did I do to make sure he didn’t escape? Well, I gave him a good walloping with my mace of course. He didn’t wear any armor though and dropped dead from the second hit.
It was then explained to me that I wasn’t supposed to do that. Instead I should have acted out the process of catching him with emotes. Oopsie…
Fortunately nobody was mad at me, actually we all had quite a laugh about it. Someone even made a comment along the lines of that they now knew whom to call whenever real bad guys show up.
Another time I was standing around in one of the game’s cities when I got an on-screen message that someone had just stolen an item from me. When I looked back to my avatar I noticed a player running away from my position whom I hadn’t noticed before, so I figured it must be the dirty thief. I gave chase, intent to teach the guy some manners. Only that when I tried to hit him I found my character angrily shaking his fists instead – for it was my axe that he’d stolen!
Dumbfounded, I stopped running after him and just stood there for a moment, watching him sprint out of sight, probably off into the sunset with his shiny new axe. Then I started laughing and couldn’t stop for quite some time. The axe wasn’t overly valuable anyway, and I found imagining someone steal such a huge hunk of metal from me, right out of my hands no less, just hilarious.
Many years later I was playing ArcheAge Unchained, minding my business in Two Crowns, our family’s eternally peaceful home region, when a Haranyan player crossed my path. He wasn’t running or trying to hide, he seemed to be strolling about without a care in the world. This was strange because only residents of the respective continent are safe in these regions. Enemies of the state, in our case Haranyans and pirates, can be attacked at any time (and only then fight back). Either he didn’t know that or he didn’t care. Anyway, I don’t have the habit of killing players of much lower level than myself, but I knew that if he kept prancing around in the open like that someone else would do so sooner rather than later.
I didn’t assume that he’d bothered to learn the Nuian language before coming here, so I couldn’t warn him verbally. Instead I fired one shot at him, which took about a third of his health, and then ran a bit back and forth to indicate that he should get a move on. He just stood there, obviously not quite knowing what to do. Then…he actually fired a couple of shots back at me!
Due to level- and gear-disparity I took next to no damage, but I somehow felt that he hadn’t gotten the message. I fired another two quick shots, taking his health down to almost nothing, and resumed to just stare at him. Then he spawned his mount and ran away full speed ahead.
I don’t know what became of him, but I hope he learned the lessons that a) when you visit the enemy continent you’ll want to be a bit more stealthy about it, and b) not every player will outright kill you when given the chance.
One time our daily Hiram-raid’s leader sneakily opened a portal to Hellswamp instead of our next quest-destination. Before anyone had even noticed I, along with half the raid, had already jumped through and was quite puzzled by our new surroundings. As it turned out some of our leader’s guildies had been transporting trade packs during war and were now under attack by a small group of Haranyans.
He asked us to follow him and help his mates, which we did. Some players were a bit miffed by being utilized like that (because clearly no one’s got time for their dailies taking five minutes longer than usual, amirite?), but it seemed to me that the majority was quite happy about the diversion.
I wish I could have seen the Haranyan player’s faces. There were about half a dozen of them, and only two or three defenders, when all of a sudden our raid of at least fourty came crashing over the wannabe tradepack-thieves like a tidal wave.
Once the last farm wagon was safe we finished our dailies, but I for one would gladly interrupt or outright cancel such mundane tasks for rescue missions like this one at any time.
Today’s final example is about having ‘bad guys’ get a taste of their own medicine.
Merl and I were farming mobs for their coinpurses in Western Hiram Mountains. We deliberately did so while the region was at war to get the bonus to loot drop chances. Fortunately I’m always trying to be aware of my surroundings in situations like these because I noticed two red players advance on us just in time to brace for the attack. Their intentions were very clear, so I just called “Reds, reds!!” on Teamspeak and immediately opened fire on the one who was already in range.
Everything happened so fast, I have no idea which classes they were playing and how high their gearscores were, but since they’d decided to attack us they’d obviously liked their chances. They were mistaken. We killed them both, with the two of us still standing. I feel no shame in admitting that it felt very good. They didn’t come back and try again either, so I guess we made our point.
To be fair though, I put the term ‘bad guys’ in quotations for a reason, because I don’t really feel that way. As far as I’m concerned players of the opposing factions are fair game when a region is at war. You even get honor for those kills, so it’s not only tolerated, but actually intended gameplay. Hence I don’t blame those two players for attacking us. That doesn’t mean that it wasn’t extremely satisfying to kill them though.
I could tell you about plenty more cool experiences I’ve had in games with open-PvP rulesets – some I’ve already talked about in the past, like this one in EVE for example – but I think these are enough to showcase the kind of exciting events I’m talking about when I say that allowing aggressive interactions between players adds value to the overall MMORPG-gameplay. For me at least.
We’re almost halfway through November and I haven’t posted a whole lot of pictures yet, so today I’ll knock myself out. This might take a while to load, sorry about that.
Allow me to introduce the main and main-alt characters I’ve played in various MMOs over the years, roughly from oldest to newest.
Right in the middle there wearing a golden helmet you see my axe-wielding PvP character in Ultima Online, whom I specifically created to join one of the warring factions, the True Britannians. I chose to use an axe because in addition to the ‘normal’ melee skills its damage was boosted even further by having a high lumberjacking skill, which I still find hilarious. Here we are preparing to defend Britain’s castle from an attack by the other factions. All those candelabras were placed by us one by one and served the purpose to block the enemy players from spreading out (I kid you not). Unfortunately we lost that day, despite the wall of candles.
The Zabrak on the right is my rockstar…er…I mean, my Master Entertainer / Master Musician in Star Wars Galaxies. I’ve rocked stages all across that galaxy far, far away with him, as I’ve talked about before.
He was also a Master Teras Kasi Artist, so any zealous fan coming too close was in for a nasty surprise – as was this scaly soon-to-be-handbag.
My second SWG character was a smuggler by trade and by heart, and I think I managed to make him look the part too (with the help of a fellow tailor).
If I had to choose an all-time main character across all games I’ve played I guess this one would have to be it. This Everquest II Dark Elf Warlock is the fella I’ve spent the most time with (almost two thousand hours according to EQ2U). He’s also reached the highest level of them all (93 Warlock, 100 Carpenter), and although several characters that came after him turned out to be more fun to play he’s still the one I feel the most attached to.
That being said, I really love my Ratonga Bruiser, here standing next to Lakisa’s Fae Inquisitor inside Nektropos Castle. In my opinion he’s the coolest and quirkiest race combined with the most versatile and fun to play tank class ever. Seriously, Ratonga Bruiser for life!
This Jedi Guardian tank was my SWTOR-main for my whole time with that game. It took me a long time to assemble a look for him that I was pleased with, but once I got that chest piece (which includes hood and robe) and bought a white dye off the auction house (for over a million credits!) everything fell into place nicely. The mask is the icing on the cake.
My Commando’s look on the other hand was a no-brainer. Once I’d done the Gree event for the first time and seen the weapons and armor sets it rewarded I knew that he’d get this assault cannon and armor as soon as I was able to buy them. The Commando is still one of my favourite healer classes, not least due to the fact that he heals people by shooting at them with that big-ass cannon of his.
I still think that whoever at Funcom had the idea during The Secret World’s development to completely detach a character’s stats from their apparel deserves a medal. Unfortunately the stream of new clothing items and costumes dried up pretty quickly after the game’s release, which is a shame because I really wanted to give them more financial support – and I know I’m not alone in this. By then I’d had my character’s looks down though, and I was very happy with it.
This is my original ArcheAge character in 2015 when he was still a Shadowblade. I later switched to Stone Arrow because I rather wanted to fight at range instead of melee, but I have to admit that he looked much cooler with that huge axe.
Destiny 2 is one of those games that in my opinion, at least back when I played it, made it too cumbersome and grindy to give your character a look that you liked without gimping your stats in the process. I eventually got to a point when my Warlock looked like this though, which I was pretty happy with. Unfortunately, no good tools in the game for taking screenshots either.
I didn’t get the helmet I really wanted for my Titan – the first Faction Rally event was not only grindy but also awfully RNG-heavy – but fortunately I got my hands on a similarly looking one that completed the outfit quite adequately.
Black Desert Online is often criticized for the fact that many of its classes look like they’re wearing rags unless you buy a costume in the cash shop, and deservedly so. To give credit where it’s due though, the costumes look superb across the board, and I just had to get this one for my Striker. The level of detail on it is astounding. Unfortunately this isn’t a class-specific costume, in fact it’s available for most if not all classes. As a consequence it’s not a very unique look to have, but it fits my character very well, so I’m rolling with it.
I’ve talked about Lakisa and myself trying to recreate our original ArcheAge characters in Unchained, and I think we did a pretty good job. This time around I went for a ranged build right away though, so no huge axe for me anymore.
I love housing in all kinds of games, especially MMOs. To me it’s much more than just a ‘decorating-minigame’. I like to have a place to come back to after an exciting adventure, kick back and, if the game (hopefully) allows it, show off the spoils one way or another. If it also has functionality like crafting workbenches or items that provide buffs or teleports it’s even better.
Here’s a quick rundown of some of the MMO housing I’ve had (or still have). As always, click to enlarge.
Ultima Online was my first MMO, and this small tower near Yew my first virtual home. Even with its three stories it was tiny on the inside, but I was very happy to have it. It served as my safe haven and storehouse, but also as a place to chill, craft, dye my clothes and stuff like that. To me it wasn’t just one optional feature of many, but an integral part of my gameplay and a proper home.
This is the little concert hall I arranged inside my medium Naboo house in Star Wars Galaxies. Except for the speakers and the armor I crafted everything you see here by hand, including the house itself.
This Everquest II rooftop garden in my Bruiser’s Qeynos manor is one of the coziest places I’ve yet managed to furnish. Unfortunately it doesn’t have any kind of functionality, so I rarely go up there. Still, I like it a lot.
This was our first home in ArcheAge, a small house by the lake in Two Crowns, just after finishing it’s construction. As with my tower in UO its living space was tiny, but we were still very happy with it. The little field with the aspen was also ours, and we later managed to convince the grapevine field’s owner to surrender it to us. With those combined we had a sizeable crop area right next to our house, which was very handy.
A couple months later I managed to fulfill my dream of having a large house right by the sea, which you can see here. The view and sounds from the patio were just amazing.
I never managed to have a proper house in Final Fantasy XIV (and I still think it’s too damn hard to get one), but my little apartement turned out quite nice and cozy, especially around christmas time.
I’m a bit torn on Black Desert Online’s housing. The blend of instanced and open world housing is pretty clever and works well, and the abodes themselves range from ok to spectacular. The fact that almost all good looking furniture comes exclusively from the cash shop bugs me greatly though. Still, it’s quite good overall and I’d rather take this than no housing whatsoever.
The other day Tyler contemplated about what kind of games are worth playing, and which one’s are more or less a waste of precious time to him. It’s an interesting read. He concludes that, while it’s all fine and dandy as long as you’re having fun, the most important aspect to him is if the game creates good memories. My first reaction to it was ‘Exactly, mate!’.
He cites Heroes of the Storm as an example for games that are fun to play, yet don’t leave lasting memories or feelings, making the time spent playing them meaningless to him in the grand scheme of things.
When I look back at all the games I’ve played I too hold those most dear that left me with lasting memories of thrilling or hilarious adventures. I even have a couple of posts in draft stage that will share some of those.
It’s no surprise then that I always gravitated towards games that offer much freedom, because that makes memorable stuff to happen more likely. It’s the reason why I still keep coming back to EVE after almost 13 years, and why I am more interested in sandbox style games in general.
But: everything has two sides. Thinking about this made me realize that the games I have the fondest memories of were also the ones with the highest percentage of downtime. By downtime I mean either doing a lot of extremely boring stuff, or even waiting for something to happen and essentially doing nothing.
EVE, for example, can be like that to the extreme. First you grind pretty boring missions or combat sites for hours on end to earn enough funds for your PvP ships, then you participate in fleet ops that take three hours or longer and there’s not even a single hostile ship to shoot. It’s not always like this of course, and when it’s not it can be very awesome. Unfortunately the ratio of boringtime to awesometime has always been pretty bad for me, at least until we joined Holy Cookie.
On the other hand you have those games with pretty fixed gameplay loops, like HotS in Tyler’s case or Path of Exile and Overwatch in mine, which do let you experience cool moments but don’t really leave lasting memories or feelings. If you hear me tell a ‘That one time at bandcamp…’-story chances are it will be about EVE, Ultima Online, Star Wars Galaxies, Black Desert or ArcheAge. Maybe Everquest II. PoE, Overwatch, Call of Duty, Destiny 2…probably not so much.
What the latter games don’t have, though, is the aforementioned downtime. At all. You log in…and play. And play. And play some more. Until you log out again. It might always be pretty much the same and therefore not give me those coveted memories I want to blog or tell my buddies about, but if the gameplay is fun to me, it’s fun all the time and not just a small percentage of the time with a lot of boring in between.
Now, what to do with these insights? I guess I’ll just continue to play whatever I feel like at any given moment, until that one game finally comes along that has the potential for the most memorable experiences while omitting all kinds of boring gameplay and downtime.
Since I started playing and got addicted to Ultima Online in 2001 I have almost exclusively played multiplayer games.
The reasons are manifold. It’s not that I always play in a group, far from it. But even when playing alone, being in a world inhabited by other players gives everything I do a far greater sense of realism. When I craft, not only can I use the item myself, I can also sell it to someone else. When I am too lazy to go out and gather crafting mats myself, I can buy them instead. And yes, I too am not immune to feeling a sense of pride when I achieve something not everybody achieves, and being able to show it off by riding a special mount or wearing a special title or somesuch.
I also like that there’s no ending in multiplayer games. To be honest, I’ve become reluctant to invest dozens or even hundreds of hours into a game that I know will go “that’s it, you’re finished, now go and play something else” at some point. I feel that everything I achieve while playing the game will just go poof when I reach that point.
As of late, though, I withdraw from all kinds of multiplayer activity more and more. I hardly ever play Overwatch anymore, I have cancelled my FFXIV subscription. At the moment I mainly play Uncharted: The Lost Legacy on PS4, GTA V (just the story mode) and Path of Exile (always alone except for the occasional trade) on PC.
Why the change of mind?
It’s actually rather simple. During the last year or so, the vast majority of encounters with other players I had (EVE Online being the exception, believe it or not) were…bad. Just bad.
There’s been much talk about toxicity in all of online gaming lately. MOBAs and Shooters like Overwatch seem to be the worst offenders, but they’re not the only ones, as I had to find out.
When Lakisa and I were playing the Main Story in FFXIV sometime in August we reached a point, as you regularly do in this game, where we had to do a dungeon to progress further. And I absolutely did not want to. The last dungeons we had done had been utterly stressful and unfun experiences, and I just didn’t want any more of that. The group finder does a solid job in getting you together with folks playing the right roles relatively quickly. What it can’t do, though, is get you together with people who are relaxed and fun to play with. And this kind of human being seems to pretty much not exist anymore in that game. Everyone is go go go, pull now, pull everything, faster, faster, all while standing kneedeep in bad stuff all the time. I’m telling you, I refuse tanking or healing for anyone I don’t know from now on.
Unfortunately this pretty much killed my enthusiasm for that game altogether, so we are taking a break.
There’s a whole bunch of multiplayer-centric games launching before the end of the year that I’d normally be very interested in. I’ll pass on most of them.
There’s Star Wars Battlefront II. Lootcrate shenanigans aside (they’re bad though, reason enough to not buy it to be honest) this looks pretty awesome. The ‘I’m right in the middle of the battle of Endor’-feeling of the first game was tremendous. It wasn’t perfect, but they seem to have taken a lot of fan feedback to heart and improved part two a great deal. The story campaign isn’t enough reason for me to buy it though, and I just don’t want to play the multiplayer right now.
Call of Duty is returning to World War II. I haven’t played a CoD since Black Ops 1, but this one looks pretty interesting. Still, not buying it.
Playerunknown’s Battlegrounds is all the rage and makes all the money right now. It sure looks fun and interesting. Won’t be playing it.
The one I’m really looking forward to and that I’m actually gonna buy is Destiny 2 for PC. I haven’t played the first one because I don’t like to play shooter mechanics on console. But I’m pretty sure I would have liked it, and the sequel seems to be, while not very innovative, a straight upgrade on all fronts. The most important thing: I can and will only play it either alone, or together with a couple RL friends that are also buying it. The enemies’ AI might not be great, but at least it won’t make me ragequit the game with its antisocial behaviour.
No play with and/or against strangers for me anymore, no Sir. For now anyway.
The perfect game. We all crave it, we all look for it, we all hope that one day game developers will finally “get it” and make it.
Of course it ain’t that easy. My perfect game would probably be drastically different from yours, and yours again different from the next gamer’s. Obviously publishers and developers can’t afford to build the perfect game just for me or just for you though, games have to appeal to a multitude of tastes.
There’s also the problem that some great game-mechanics or -features don’t work well together. Some even actively contradict themselves. So just cramming every great feature one can think of into one game probably isn’t really a good idea.
But still, one can dream. So here’s how my perfect game would be like. Warning: this is gonna be a long one.
A virtual world
My perfect game needs to have a world that feels alive and real to me. This is probably one of the hardest goals to achieve, because there are many factors that play into it.
The world needs to be seamless, I don’t want loading screens to remind me of the fact that I’m sitting in front of my computer instead of being immersed in that world. For example, in FFXIV I have to imagine that my character boards a ship and travels across the Strait of Merlthor when I use the travel option from Limsa Lominsa to Western Thanalan. What I see, though, is just a loading screen. In ArcheAge, on the other hand, when I wanted to get from my house in Two Crowns to Lakisa’s house in Solzreed I actually used my ship to cross Feuille Sound, no load screen or anything. I could have teleported, sure, but I chose not to.
Because during that short trip, stuff could and sometimes would happen. Maybe a fully loaded merchant ship would cross my path, and I would alter my course to see where it went. Why pass up an opportunity to maybe snatch a trade pack or two, or alternatively protect said packs and their owners from a pirate attack?
This is an example of another important thing that makes a world seem alive to me. Probably the most important thing: the possibility of the unexpected.
It’s kinda hard to explain, but I’ll try. Try to remember times while playing MMO X or MMO Y when you had moments of “wow, this was unexpected” or “haha, this was hilarious”. I’m not talking about the game’s story quests or the like, but about normal day to day gameplay. The stuff you spend 90% or more of your gametime with.
There are lots of games where at least to me this happens very rarely. Mostly these are games with a Themepark-heavy design. These do other things well, but they rarely surprise or astonish me. Sandbox-heavy designs tend to fare much better with this.
In my opinion a big factor here is the level of interaction between players and the environment as well as between players and other players that the game allows. I do realize that whenever more interaction is allowed there’s also more possibilty of griefing. Still, the less interaction a game allows, the more it just feels like a bunch of areas to level through instead of a virtual world to me.
Can every game achieve this? I guess not. For my above example to be even possible the game obviously needs to allow to steal from players and to fight against players without their consent, at least under specific circumstances. And I know that there are many who don’t want stuff like that. But for my perfect game, it’s needed. Not because I like spending my evenings stealing from and/or ganking others! No, I want this because without it, it’s not a virtual world in my book.
Freedom of character development
To really immerse myself in a game I need to have a strong attachment to the character I play. To achieve that I need a great deal of control over how he looks and what he can do.
In the last couple of years games have become quite good at the former, although there is still room for improvement. FFXIV has lots and lots of outfits available through ingame means, but the glamour system is highly unpractical. Also, there’s basically two races: Humans and silly Gnomes. Sure, there are also Humans with cat ears and tails, Humans with pointy ears, Humans with scales and very big Humans. Still, they’re humans. Don’t try to tell me otherwise. Everquest 2 does a much better job in this regard, with playable Trolls, Ogres, Rat-people, Lizard-people, even Frog-people and many more. The cosmetics system is also pretty good (now). I wish current titles would borrow more from EQ2 in this regard. Actually it’s a game that does a lot of things really well, I will come back to that later.
In case it isn’t clear by now: I need an Avatar. Essentially being a spaceship is cool and all, EVE Online, but to feel immersed I need legs. So sorry.
What can my character do, and how does it make him special/unique?
Since I want a good deal of freedom, skill based systems tend to satisfy me much more than class based systems.
As far as class based systems go, EQ2 right after launch was really bad with regards to freedom. My Level 30 Warlock had the exact same spells and skills than every other Level 30 Warlock. No differences at all. Later came Alternate Advancements, which make it indeed possible (with enough points in it) to give your character a personal note and to make him better at the type of gameplay you like most. So it’s much better now. Still, a Warlock will always be a Warlock and won’t ever be able to do things a Bruiser or a Fury can do.
Most skill based systems don’t force players to put on a corset of ‘you’re class X’ or ‘you’re class Y’. Ultima Online has probably the most-freeform system, in that there’s just a maximum number of skillpoints you can have, and you can split these among as many different skills as you choose. If you choose many, you won’t be very good with each of them though. Either specialize, or be Jack of all trades, master of none. Skills aren’t raised by gaining XP, but by using them.
The system I liked most was that of Star Wars Galaxies after launch, which also had a maximum number of skillpoints, but the skills were ‘bundled’ into Professions like Bounty Hunter, Smuggler or even Musician or Dancer. The skillpoints weren’t enough to be everything at once of course, but it was enough to mix and match for example one combat profession, one crafting profession and one entertaining profession.
Of course, the more freedom players have at building their characters, the harder balancing everything becomes. SWG at launch was a prime example of this, PvE and PvP both being a hot mess. Still, I prefer messy freedom to constrained boredom/conformity.
Another big either/or these days: action combat or tab targeting?
I don’t really care either way, as long as it feels right. I was always fine with EQ2’s classic tab targeting system. I could have done with a tad fewer skills and spells though. TERA’s action combat felt good, but could get a bit hectic at times (especially in PvP). The global cooldown in FFXIV is definitely too long (2,5 sec), and I could do with a bit fewer ground targets I have to dance out of while tanking.
All in all, this isn’t really my top priority, and until now I could make do with any combat system a game gave me. But please, try to make melee and ranged characters at least somewhat balanced. It sucks to realize that your preferred playstyle isn’t even remotely ‘viable’.
Quests or no quests?
I have played MMOs that drowned me in quests, and I have played some that had, at the time, no quests whatsoever.
I can’t say that I vastly prefer one over the other. As is so often the case, the truth lies in the middle. Give me quests that are fun, and also give me stuff to do besides quests.
I’m fine with the often cited ‘kill 10 rats‘ quests once, right at the start of the game, to teach me the basics. After that such quest objectives can go the way of the Dodo as far as I’m concerned, as can quests that are nothing but ‘go talk to this guy’, then ‘go back and tell them what I said’. FFXIV is really bad in this regard during some stretches of the main story.
Having good quests is better than having none, but quality is much more important than quantity. And, like I said, quest shouldn’t be the only motivator to do things.
Whenever I log into my game, I don’t want to say to myself “ok, first I have to do these dailies, then I need to do this, then that, and what the hell, my gaming time for the day is already over”. I want to log in and ask myself “what would I like to do today in this virtual world?”.
Importance of other players
Forced grouping or no forced grouping? Ah, the old debate. Whenever this topic comes up there are those who say “I want to be able to do stuff alone”, which inevitably someone will retort with “don’t play an MMO then, play single player games!”.
In my opinion it is totally legit to ask for things that can be done alone. Remember, it’s a virtual world I want, and even in the real world I can do things on my own, can’t I?
What do I need other players for then? See above, possibilities and interaction. It has no meaning to me that I can craft the best armor if I can’t sell it to other players. It has no meaning to me that I successfully delivered the valuable trade goods if there wasn’t a chance to be attacked and robbed by other players. And yes, bashing the Chief Orc’s head or razing the walls of the enemy faction’s castle is indeed much more fun grouped with gildies or even friends than alone.
Thus my perfect game needs lots of stuff that I can do alone if I so choose, but also other players as well as things that can and should be done as a group.
Risk vs reward
This has changed a lot since the “old days” of MMORPGs. Most game developers in today’s market don’t dare to implement heavy penalties for failing a challenge or dying, for example. The fact that the few games that do have harsh penalties generally don’t fare too well financially seems to indicate that most players, often despite of what they’re saying, do indeed not want such penalties.
To be honest, I’m not sure about this one.
The possibility of loss gives meaning to things, that much I know. I have quite a lot of good memories of situations where something was on the line. On the other hand, I have also less good memories of similar situations when things went sour.
The prime example for this kind of game is, of course, EVE Online. If our spaceships didn’t actually blow up when destroyed, the game had for sure long ceased to exist. After all, battles fought over nothing aren’t worth fighting. But to get to the point in EVE where I am now I had to endure some very frustrating moments too, moments that would probably have made other players quit the game for good (and many have quit, we know that for a fact). I still avoid looking for combat on my own (i.e. Solo PvP), because I don’t want to lose my stuff, although I’d be easily able to afford some losses.
I don’t have the perfect answer to this, as I do want consequences in my game, but not so harsh as to deter me from doing the fun stuff. But at least let have dying more impact than ‘I lose 30 seconds of my time and 10 silver for gear repair’.
There are types of gameplay that my perfect game absolutely needs, and not only as an afterthought (as is often the case, tragically) but as a fleshed out, well done feature that also impacts and interacts with other features. An integral part of the world, in other words.
Functionally I want a crafting system that is more than just ‘press button, wait, done’. I like EQ2’s and FFXIV’s systems in this regard. FFXIV’s is on the brink of being too complex and time consuming though.
In the context of the game world crafting has to be meaningful. For every craftable item there should be a player saying “I need this, I want this”. In themeparks this often collides with Dungeon- and Raid-Loot being the pinnacle of gear progression, making crafted gear pretty much obsolete in the grand scheme of things.
Ideally every item in the game should be crafted (see EVE), with maybe a few exceptions like armor, weapons and tools for newbies (one has to start somewhere). To make activities like running Dungeons still desirable, drops from bosses could be a crafting component instead of a finished item, and crafters could make the finished item for the dungeoneers. Some games already do something like this.
Also, don’t make a system where every item is exactly the same. SWG was the only MMO I ever played where my question “where can I get good armor?” was answered with “ask player XY, he makes the best armor money can buy!”. And this was great. This guy had put in time and effort to collect the best resources, built or bought the best crafting stations and tools, and just made the best composite armor far and wide. Wouldn’t you like to do that? I know I would. What I did instead though was become his business partner. Being a Smuggler, I could slice (essentially ‘pimp’) armor and weapons, so I enabled him to sell pre-sliced sets of armor, while earning a lot of credits myself easily through sheer bulk. Now this was meaningful crafting (and also meaningful interaction).
Functionally I’d like a mix of FFXIV (when gathering by hand) and SWG (placing harvesters for automatic gathering). Resources would change locations every few days and have different qualities – not just High Quality or No Quality, rather multiple grades for different possible outcomes when crafting (see above).
A gathering system with harvesters obviously needs space to place them. Admittedly much of SWG’s planets looked like either a barren wasteland (when no houses and harvesters were placed yet) or rather ugly shanty towns and/or industrial areas. So a middle ground would have to be found, but I still love the concept.
No virtual world without solid personal housing!
The biggest fundamental question is obviously: instanced or open world? This, again, is a hard one.
I love open world housing. I experienced it in UO, SWG and ArcheAge.
All three games have/had their load of problems with it though, the most obvious ones being not enough space for the demand, as well as the aforementioned areas chock-full of tightly packed houses.
Instanced housing usually has a lot less appeal for lots of different player types. The Decorator/Socialiser/Roleplayer can’t show off their work to passersby or easily invite friends or guests without navigating them through a menu and a loading screen. The Crafter/Trader can’t advertise their wares to passersby either. To me, it just doesn’t feel like ‘coming home’ when lots of other people ‘come home’ to the same door. On the other hand all problems open-world housing has are a non-factor here.
The best solution might be Black Desert’s, which has kind of a hybrid model. The housing is quasi-open-world, but you can’t choose how the building looks like from the outside and can’t place it anywhere else. As soon as you open a door or a window, the game loads your instance of it (for you). Once you’re inside, you can look through the door or windows into the real game world.
Concerning housing items and placement thereof, no game I know beats EQ2. Wildstar’s housing is said to be awesome, but since I haven’t experienced it myself I’ll just settle for EQ2 with it’s thousands (not exaggerating!) of housing items and good placement options.
By land, by air, by sea
A virtual world doesn’t only consist of landmass, and walking and riding aren’t the only ways to move.
I’d like to have ArcheAge’s seas including naval combat and underwater content. The gliding is also very neat, since it beats walking or riding under the right circumstances, but doesn’t make those outright obsolete like flying often does.
Although, if it’s implemented in a way that does not make every other way to travel obsolete, I’m cool with flying too.
Odds and ends
I want to have enough inventory space to not being forced to devote 15 minutes a day to sorting through stuff and pondering what to keep, what to sell and what to trash. Right from the start.
I don’t want systems that punish playing a lot, or not playing enough.
I want a user interface that’s slick and fully customizable (including keybindings).
I want a great soundtrack and good ambience and sound effects. Be sure that everything’s still pleasing to the ear when listened to for the 1000th time. FFXIV, EQ2 and EVE all do a good job at this (yes, EVE HAS sound!).
I want the game to have systems for artistic endeavours. A musicianship-system with the ability to compose own pieces like ArcheAge’s (plus the ability to mute individual players’ music) as well as options for band performances like in SWG. The ability to write poems or novels, for others to read. Maybe even the ability to create visual art (think of APB Reloaded’s symbols and decals) and use these as paintings or advertisement posters (moderation needed, obviously, unfortunetely).
Let me use stuff that I can see. Where there’s a chair, I want to be able to sit on it. Where there’s a bed, I want to be able to stretch my legs for a minute. If a vehicle or mount has obviously two seats, let two people use it.
There’s probably another two dozen things, I’ll maybe add them later.
This list will be much shorter: Pay 2 win and excessive RNG.
I won’t discuss what my definition of p2w is at this time, lest this post grows by another thousand words. Let’s just say I abandoned the otherwise absolutely fantastic ArcheAge because the combination of p2w and RNG is so outrageously huge in that game that I just couldn’t justify playing it any longer.
I don’t like to be nickel-and-dimed. Hence I really dislike having to pay real world money for things like inventory space or the ability to equip high-end gear (often on a per character basis).
My vote goes to FFXIV: monthly subscription with a cash shop that contains only additional vanity items for people who want them. The reason why I’m totally fine with this cash shop is that there are loads of cosmetics I can get by just playing the game, many many more than the cash shop has. For example mounts: there are dozens and dozens of mounts which players can earn through various ingame activities. The cash shop has like four mounts which can’t be earned ingame, but they aren’t any faster than ingame mounts and have no added functionality either. So this isn’t like ‘either buy a 30$ costume or look like a pauper-wizard for all time’-Black Desert.
Of course, since my perfect game would probably only be played by a couple hundred people tops, the monthly subscription would have to be like 150$. But hell, I’d pay that.
My first memory about gaming is me bugging my mom to throw money into the Pole Position arcade at our local mall. That I constantly lost because I thought the gear making the higher pitched sound must be the faster one didn’t bother me really. I guess I was about 7 years old, if that.
I grew older, and so did gaming. At age 9 I got my own Atari 2600, at age 14 a Commodore Amiga 500 (I skipped the C64, I could play that at friends’ places to my heart’s content). Game Boy, Sega Game Gear and SNES came somewhere in between.
In 1995 I regularly played my first PC games with some buddies on 286 and 386 machines at our local computer club. Doom was already around, and while the machines couldn’t handle it very well, we had a blast with local multiplayer.
What made me want my own PC badly though was the demo for a little game called Warcraft 2. I would play that at the club for hours, and at night dream about building sentry towers.
Fast forward to 2001. The Internet had become a thing, I had my first job, and I read something about a game called Ultima Online. It had a monthly subscription, but the box price was low and included the first month, so I tried it out.
It was, at the time, what I had always dreamt about. A game world that existed at all times, with or without me contributing, but if I chose to contribute I could leave a mark on that world, as could others. And I felt free of any constraints put in place by the game’s designers. It felt as if I could do whatever I wanted to. I loved it.
Since then I have played quite a lot of MMORPGs (which stands for Massively Multiplayer Online Role Playing Game by the way). Some of them I liked more than others, in some I felt truly at home for a while (sometimes for years). In each and every one of them I had adventures, experiences and memorable moments that I cherish, although they’re “just games”.
I will primarily write about those here. Current stuff, maybe sometimes old stuff too. At the moment my main game is EVE Online (as the site’s header image suggests), with a side dose of Final Fantasy XIV. My girlfriend plays both together with me, which is great. I also own a PS3 and PS4, but console games always have been more of a sideline activity.
I might also write about other topics that interest me, like music, movies, TV shows, travelling, American Football, maybe even about food.
Disclaimer: English isn’t my native language, so there might be mistakes. If some meaning is completely lost due to that, feel free to point it out to me. I won’t take offense. 🙂