Category: Gaming & Culture

  • 5 MMO Lessons from the Success of WoW Classic

    5 MMO Lessons from the Success of WoW Classic

    If you had told me in 2004 that in fifteen years World of Warcraft would be re-released to as much fanfare if not more than modern MMOs, I probably wouldn’t have believed you. At the time, WoW seemed like a natural extension of the success of Warcraft 3, but it would be impossible to correctly guess just how culturally significant the game would become. Even Blizzard, the company best known for adopting successful ideas and polishing them for a mainstream audience, didn’t see the prize-winning goose that they had sitting in their lap. “You think you do, but you don’t,” is the infamous line uttered by Allen Brack, now president of Blizzard Entertainment.

    Oops.

    As someone who played lots of World of Warcraft, both on retail and on a myriad of private servers, I scoffed when I first heard Mr. Brack’s condescending comment to Warcraft’s most devoted fans. “If that’s what they really thought about the fans of their original product, then screw them,” I thought. Thankfully, Blizzard came to their senses and released WoW Classic to a resoundingly enthusiastic response a few years later.

    And low and behold, the original World of Warcraft is rumored to be outperforming the retail version of Battle for Azeroth 15 years after its initial release. I hope Blizzard executives feel just a little guilty every time they cash their humongous checks from the success of WoW Classic. While they’re wallowing in their riches and cursing themselves for their complete lack of foresight, there are also a few other lessons that Blizzard and other MMO developers can learn from the success of the return to Azeroth.

    5. World Player Vs Player Content

    While open-world PVP has been fetishized by the MMO community to a dangerous degree over the past decade, there is a reason it has been generally phased out of modern game design: there are only so many sheep that are willing to be preyed on by wolves. Theme park MMOs like WoW thrive off of catering to as many players as possible, but whether it’s because of players queuing for dungeons in major cities rather than exploring the world or because the griefers chased away all their victims, world PVP just doesn’t feel the same anymore.

    Although I don’t think that the conflict between Tarren Mill and Southshore is the epitome of PVP action, there is something unique to WoW Vanilla that brings people back to the wilderness to either gank or be ganked. Perhaps it’s the glee of picking off enemy faction raiders, forcing them to reapply all of their buffs or picking off lowbie questers, but either way, it’s clear to see that WoW Classic fans were excited to jump back into the midst of old-school PVP chaos.

    4. Class Identities

    One of the biggest successes of WoW’s original design are the archetypal class fantasies that were ingrained in each specialization and talent tree. Nowadays, thanks to the constant “quality of life” improvements, most classes play similarly, most racial bonuses don’t matter, and the only real differentiating factor is how you’ve transmogrified your gear. Class-specific quests, class-specific raid utility such as Mage’s conjuring beverages, and non-combat abilities made each class/race combination feel unique and interesting.

    Sure, if you get down to the brass tacks, there isn’t much reason to keep non-combat abilities or class quests if your goal is to bring in as many new players as possible (many of which ignore all quest text and treat WoW like a murder simulator). However, filing down those edges has resulted in a bland, repetitive, and homogeneous experience. If some kid doesn’t like having to travel across the “world” to complete their quests, they can go play a game that isn’t explicitly about that very thing.

    3. Simplicity

    Games as a Service is a mixed bag in terms of its mutual benefit to both game developers and their fans, but one major issue with that approach is how quickly complexity creep starts to catch up with them. Having to release new content every few months to keep people subscribed results in bloated games that either force players to slog through years-old content or clear a clean slate every few years, all but erasing older content entirely. Either way, you slice it, MMOs have a complexity issue and going back to the very beginning when rocks were soft and games were simpler is bound to appeal to fans of older titles. Vanilla World of Warcraft isn’t a “simple” game by any means, but some players are more interested in proper positioning, preparation, and teamwork than how many buttons they’re required to press when executing their rotation.

    2. Gameplay Over Graphics

    Although retail Battle for Azeroth hasn’t strayed very far from its roots aesthetically, it’s clear that World of Warcraft’s initial success can at least partially be attributed to its ability to run on just about any machine back in 2004. Add an extra 15 years to that mix and you have a game that can probably run on your Apple Watch at this point, and yet, WoW Classic and Vanilla WoW’s popularity throughout the years has shown that good gameplay trumps graphics, at least in regards to long term longevity. A game’s graphics will look dated in 2-3 years, and that shelf life is only decreasing as technology improves. Blizzard instead took the success of Everquest, made it more accessible, and slapped on their signature stylized aesthetic and commitment to polish.

    1. Quality of Life Improvements Erode All Things

    World of Warcraft is a great lesson in how to draw the line between quality of life improvements and creating an immersive and believable world worth exploring. That is to say that Blizzard was really bad at dancing that line, instead deciding to leap even further past it with each new expansion pack. While there are many factors in an MMORPG’s loss in subscribers, many attribute the beginning of WoW’s decline to Cataclysm’s attempt at recreating Azeroth.

    Through a combination of dungeon finder queues, flying mounts, instanced single player areas, removing quests with any sort of scale or difficulty to them, removing class quests, favoring instanced PvP over Open World, and a myriad of other “features,” World of Warcraft became less and less about exploring the actual world of Azeroth and more about completing daily objectives, AoE clearing dungeons with a pickup group, and AFKing in the same exactly major city as everyone else despite the plethora of other interesting places to inhabit and explore.

    World of Warcraft Classic’s popularity is a clear lesson that some of the best parts of playing an MMORPG are overcoming obstacles with others. Remove the obstacles and any meaningful way to interact with strangers and you end up with a single player chat room simulator. Players are willing to put up with archaic game design decisions, dated graphics, and humongous time investments to play an MMORPG that actually plays like one.

  • Call of Duty: Modern Warfare – The Ultimate Christmas Guilty Pleasure

    Call of Duty: Modern Warfare – The Ultimate Christmas Guilty Pleasure

    Despite my lukewarm response upon its initial release in 2008, I have kept up the tradition of playing Call of Duty: Modern Warfare exclusively during the winter holiday season for years now. There’s something incredibly satisfying about the arcade-style, fast-paced FPS action that keeps me coming back. Although the military propaganda and gun violence stand in stark contrast to the traditional Christmas aesthetic, I find it fills a hole in my holiday spirit that can only be satisfied by hiding from relatives and repeatedly queuing for Shipment over and over.

    To make things better, the original Modern Warfare had holiday-specific maps and special effects. “Ho! Ho! Ho!” signals the coming of Santa on his sleigh, ready to airstrike your opponent’s position at your command. On specific holiday-themed maps, players explode in puffs of red and green smoke and snowflakes. Lots of games have holiday content, but there’s something oddly appealing about the way that the original Modern Warfare decked the halls despite it being over a decade old and glorifying US military imperialism.

    Taking advantage of the influx of new players around the holidays is definitely a perk, but there must be a reason I’m not coming back to Counter-Strike: GO, Apex Legends, or other, more modern FPS to get my fix. What about COD: MW has created this permanent connection in my mind with an otherwise wholesome human holiday?

    It could certainly be the map familiarity, but if that was the only case I would be playing cs_office or de_dust on a 24/7 server instead. My previously established legacy skill could be another factor, but I am traditionally a PC player, am currently playing Call of Duty on my PlayStation 4, and have a tough time mastering the controller.

    After wondering why I’ve associated Call of Duty with Christmas for years, I think I may finally have a grasp on the situation. First, I suspect that for something to be considered a guilty pleasure, it would have to be outside of the norm for that specific individual. For myself, jumping over to Call of Duty from Counter-Strike, Unreal Tournament, and Quake 3 Arena was enough of a step out of my comfort zone to qualify. Now that I’ve come to love Modern Warfare, playing it on a console brings back fond memories of grinding for prestige over holiday breaks when I was younger.

    The instant gratification of Call of Duty’s signature arcade-style approach to FPS also helps keep the good times rolling when combined with soy eggnog and Christmas cheer. Explosive damage, the potential for racking up huge killstreaks, and near-instant respawn timers help grease the wheels a bit, making the bad times feel less bad while accentuating the good times with flashing lights and fanfare. Being able to turn my brain off, not feel as invested in my kill/death ratio, and relax while fragging randos online is my Christmas guilty pleasure, I guess.

    I hope you’ve had a very happy holiday and an eventful New Year!

  • Tom’s 2019 Games of the Year

    Tom’s 2019 Games of the Year

    ‘Tis the season to reflect on the past 11 months, including all of the games we’ve played along the way. With everything else going on in the world around us, it’s sometimes nice to focus on the things that bring us together through mutual enjoyment and appreciation. Since I’m not a stickler for rules, I’ll be extending this out to any games I’ve played this year, not just those released within the last four quarters. Keep in mind that these are purely based on my opinions and are limited to games I’ve personally played firsthand. Enjoy!

    Best Fighting Game – Power Rangers: Battle for the Grid

    Power Rangers: Battle for the Grid – nWay Inc

    Runner’s Up: Tekken 7, Under Night In Birth Exe: Late [st], Smash Bros Ultimate, Fighting EX Layer, Fate Stay: Unlimited Codes, Battle High 2 A+

    There is a reason why there are a lot less categories in my list this year than normal and that reason is Power Rangers: Battle for the Grid. Not only would it win Underdog of the Year, Best DLC of the Year, and Best Updates of the Year, but Battle for the Grid is also an amazing fighting game to boot! This little fighting game has had its fair share of ups and downs since its release, but the developers have proved that they’re willing to work on improving the game and providing amazing additional content as the community grows and the competitive landscape develops. If you’re a fan of versus-style fighting games, the Power Rangers franchise, or labbing combos in kusoge fighters, Power Rangers: BftG is well worth your time.

    Best Multiplayer Game – Guild Wars 2

    Guild Wars 2: Icebrood Saga – ArenaNet

    Runner’s Up: Apex Legends, AutoChess, World of Warcrat (Vanilla), Overcooked

    Rarely does an MMORPG recapture my attention as swiftly and as totally as Guild Wars 2 did this year. I played the game upon its original release and a little bit after the release of Heart of Thorns, but a recent surge in players due to frequent updates drew a group of my friends and me in for another go. It’s hard to say how much of my experiences playing Guild Wars 2 were due to the game itself or instead due to the thrill of playing an MMO with a group of friends, but either way, it’s well deserving of the best multiplayer experience I’ve had this year.

    Best Party Game – Super Smash Bros. Ultimate

    Super Smash Bros. Ultimate – Nintendo

    Runner’s Up: Gubs, Fighting EX Layer, Overcooked, Wipeout Omega Collection

    First thing’s first, Super Smash Bros. is, and has always been, a fighting game. It also happens to be a kick ass game to throw on during a party to beat the crap out of your friends. With Ultimate staying true to its name, the latest release in the franchise acts as a kitchen sink collection of classic video game IPs, a playable video game museum of sorts. Not only does this version have the largest roster and the most guest characters, but the gameplay stands out by improving on the gameplay formula and adding even more features than I thought was possible. To top it all off, the Switch allows for portable Smash Bros., making the game even more mobile and suited for bringing to your friends house to jam a few sets or play with all of your friends.

    Best Board Game – Keyforge

    Keyforge – Fantasy Flight Games

    Runner’s Up: Bloodborne: The Card Game, Splendor, Gubs, Diceforge, Dungeons & Dragons

    As a game designer, I try to keep myself up-to-date on all of the latest releases, especially those developed by the legendary Richard Garfield. In an attempt to recreate some of the industry disruption brought about by the release of Magic: the Gathering, Mr. Garfield’s Keyforge provides a completely unique style of competitive card game limited format. Instead of buying booster packs and drafting a deck, Keyforge allows players to buy an entirely distinct deck of their own, randomly assembled by an algorithm to create one that is wholly unique. What may sound like a shallow gimmick at first only serves to complement what is an incredibly engaging and interesting strategic card game, similar in many ways to Magic: the Gathering without all of the superfluous crap weighing it down.

    Best Game Narrative – What Remains of Edith Finch

    What Remains of Edith Finch – Giant Sparrow

    Runner’s Up: Life is Strange: Before the Storm, Guild Wars 2, Assassin’s Creed: Odyssey

    No spoilers. I’m a huge fan of the rise in popularity of walking simulators, given that I cut my teeth on Myst and Zork back in the day, but I’m not often as taken aback as I was with Editch Finch. What started out as a quirky, narrative driven game about a young girl (think Gone Home) ended up being a surprisingly cerebral, intimate, and even scary adventure. There are some scenes in Editch Finch that I can’t say I have ever seen or experienced in a video game before and that’s not something I’ll ever forget.

    Best Art Direction – Assassin’s Creed: Odyssey

    Assassin’s Creed: Odyssey – Ubisoft

    Runner’s Up: Final Fantasy XII: the Zodiac Age, Marvel’s Spiderman (2018), Katana Zero, Baba Is You, Tekken 7

    I’ve never been a fan of the Assassin’s Creed series, especially given how many were released within the last decade, but my girlfriend is a fan and helped reintroduce me to the series by way of the Ezio Collection and Assassin’s Creed: Odyssey. While the RPG elements give me pause when backstabbing a higher leveled enemy results in them shrugging it off like a mosquito bite, the game stands out as one of the most gorgeous pieces of interactive artwork there is on the market. If there is a title that shows the power of a console generation, this game might be it for me and the PlayStation 4.

    Game of the Year – World of Warcraft (Vanilla)

    World of Warcraft Classic – Blizzard Entertainment

    Runner’s Up: Guild Wars 2, Super Smash Bros: Ultimate, Tekken 7, Power Rangers: Battle for the Grid, God of War

    I’m going to cheat a little bit, given that I’ve never actually played World of Warcraft Classic. What I have played, however, is World of Warcraft prior to the release of The Burning Crusade, also known as Vanilla WoW. I’m reserving this top slot specifically for World of Warcraft Classic because, prior to this year, I would never have imagined that the re-release of a 15 year old MMORPG would not only warrant the attention of the gaming community at large, but also dominate the video game media landscape.

    Obviously, this runs completely contrary to what Blizzard executives had told fans repeatedly as an excuse to not release vanilla servers in the past. It’s at least a little cathartic to be able to say that the smug developers who tried to gaslight their fans were dead wrong, not to mention that they were also missing a huge financial opportunity that they’re only now cashing in on to help save their franchise.

    Woops.

    And save the franchise it did! Ever since its announcement, the MMORPG community has been buzzing about what precedent World of Warcraft Classic might set for other retro MMOs. I even took a dip back into the vanilla server scene to see whether it was worth investing in the final product. For a game that’s selling point is that it is an unchanged version of a game released in 2004, being able to once again control the community’s attention is an astounding feat. Being able to do so despite Blizzard having to be dragged kicking and screaming through the entire process only makes things even more impressive.

    All in all, I hesitate to award the Game of the Year to a game developed by Blizzard Entertainment, who cowardly threw their players and community under the bus instead of standing up for democracy and the right to peaceful protest. In this case, however, I consider World of Warcraft Classic a win for the fan base, as much as it will continue to enrich a company I don’t think deserves anymore of my money. The fans of Vanilla WoW have been playing the game without Blizzard for years and will continue to do so without them. The difference is that this time they finally learned to trust their fans rather than trying to convince them that they know better.

    (P.S. Stand with Hong Kong)

  • Ode to the Barrens – Classic WoW Zone Design

    Ode to the Barrens – Classic WoW Zone Design

    When it comes to Vanilla World of Warcraft leveling zones, two stand out the most: Westfall and the Barrens. Each represent the 10-20 leveling experience for both Alliance and Horde respectively. While Westfall was one of the first leveling zones developed for WoW, it’s easy to see how much love and care went into the development of the area. There are long quest chains that tell the story of a gang of bandits and a global conspiracy, as well as smaller, more charming quests that litter the zone. The Barrens, on the other hand, stays relatively true to its name; it’s pretty barren when you get down to it.

    That being said, there is still a large population of the World of Warcraft community (especially those who frequent private servers to get their vanilla fix) that holds the Barrens close to their heart. Nostalgia is a helluva drug, but there might also be something beneath the rose colored glasses worth exploring to discover what made Barrens such a beloved leveling zone, despite it’s obvious short comings.

    5. Crossing the Plains

    One of the biggest complaints about The Barrens (both from the developers and from many players) was that there was far too much walking for a 10-20 zone. Without a mount, having to cross the entire zone on foot could be tedious, running from quest givers in the Crossroads, Ratchet, and Camp Taurajo to their requested destinations across the wild plains. Not only are these areas nearly flat and devoid of vegetation (except for a few oasis scattered around), but what they are heavily populated with is mobs that want to kill you dead.

    In this way, the Barrens is a great example of what made vanilla World of Warcraft so immersive. The wide, open plains reward exploration, provide a unique sense of scale to the world, and offer a wholly unique aesthetic to what we were used to seeing in traditional high fantasy fiction. Despite what modern game design might describe as “barriers to entry” that need to be improved by “quality of life” changes, vanilla World of Warcraft thrives when the player feels like part of a larger world. Sometimes these aspects of Azeroth can be annoying (.e.g Getting stuck on a continent with no idea where to go, etc), but they can often make the results of your labor feel all the more rewarding.

    4. Flight Paths

    On a similar note, thanks to the lack of mounts for players before level 40, the Barrens is a great opportunity to show off Kalimdor in all its glory from above. Flight paths (WoW’s version of taxi cabs or Uber) offer players a great view of the plains, the tops of mountains, and the luscious oasis that pop up throughout the Barrens. Once again, forced downtime (a mechanic that is often considered a sin among modern MMO designers) offers players time to reflect on their quests, plan for their future adventures, and take in all that the world has to offer. Flight paths offer this in spades, giving players a new perspective on the world around them and, perhaps, providing enough of an incentive to explore newfound opportunities while traveling by air.

    3. Wailing Caverns

    World of Warcraft’s instanced Dungeons are almost as much as a part of Azeroth as the open world is. This is especially true of early leveling dungeons, like Deadmines and Wailing Caverns, as they introduced newbies to group content and provided plenty of opportunities for player killers to wreck havoc on the PvE-focused populace. Wailing Caverns is a spectacular dungeon that represents a lot of firsts for fledgling Horde players; not only is it the first dungeon most Orcs, Trolls, Tauren, and Undead come across where they’re in danger of being ganked by Alliance players but it also blurs the line between instanced and open-world dungeon content. Although the maze of caverns can often feel tedious after a few runs through, WC will forever be pillar for why the Barrens is such a memorable leveling zone.

    2. The Crossroads is Under Attack!

    Along a similar train of thought to the Wailing Caverns, the corresponding central quest hub, called the Crossroads, was a bastion for early-WoW world PvP. Low and high level characters alike would duke it out over control of the Horde leveling town. Having quick access by way of the neutral town of Ratchet, Alliance players were given a perfect opportunity to gank unsuspecting Horde lowbies. As is a common pattern for content that stands out in vanilla WoW as particularly memorable, the Crossroads was a hot bed for player interaction, both in group questing and group debauchery and it will forever be synonymous with the pleasures of leveling a Horde toon.

    1. Flavor of the Horde

    One of the most charming factors that brought me to World of Warcraft initially was how different the Horde felt as opposed to other, more traditional high fantasy stories. Most games didn’t revolve around the ugly monsters or the more mundane aspects of life as an orc. The Barrens provides a perfect example of the diverse background of the Horde, giving players a more calm, nature-focused lens through which to view the warriors clans from Orgrimmar. From the scattered outposts to the shimmering oasis, the Barrens will forever be a quintessential part of the leveling experience for Horde players, and as such, outlives whatever perceived flaws designers may have attributed to it over the years. Creating a flat, barren space doesn’t sound like a recipe for game environment success, but the Barrens achieved the nearly impossible.

  • 5 Ways that Rift Lives on in Guild Wars 2

    5 Ways that Rift Lives on in Guild Wars 2

    (Guild Wars 2: Icebrood Saga – ArenaNet)

    As I’ve mentioned repeatedly before, Rift is one of my favorite MMORPGs. Sadly, I don’t expect to revisit Telara anytime soon, given that the game has long since transitioned to being free-to-play and entered what is effectively a maintenance mode. Another MMORPG has caught my eye, however; I just can’t seem to keep my hands off of Guild Wars 2, especially given ArenaNet recently launched their latest Living World event, the Icebrood Saga. After spending hours reliving my adventures in Tyria, I realized that many of the reasons that I had originally fallen in love with Rift were clearly apparent in Guild Wars’ sequel. Had my favorite MMO been living under my nose all this time? Did my frustration with the changes to the class and skill system in Guild Wars 2 keep me from realizing its brilliance? Either way, let’s jump straight into the top 5 ways that Rift lives on in Guild Wars 2.

    5. Group Quests

    Let’s get the obvious items out of the way, shall we? Rift’s namesake mechanic involved temporal rifts opening up in the wilderness, each requiring a group of adventurers to overcome and fight back the oncoming horde of baddies. Players didn’t need to join a group or invite strangers into their own party to participate as a community to overcome a common goal. Guild Wars 2 picked up where Rift and other MMOs (Warhammer Online comes to mind) left off, allowing players to jump in and out of quests simply by completing their objectives while sharing rewards with nearby players along the way. Not only does this create a more welcoming and accessible world to play in but it creates a more streamlined experience than the more traditional fetch quests of old.

    4. Exploration

    Although Guild Wars made a name for itself just fine without a persistent open-world environment, ArenaNet shifted their focus drastically with the sequel to emphasize exploring Tyria. Similarly, Rift implemented plenty of features to keep players from AFKing in their faction’s major city waiting for dungeon queues to pop. Whether it was open world puzzles, group events, or artifact hunting, the ascended of Telara always had some reason to explore the world. This seems like an essential part of any MMORPG, but what Rift and Guild Wars 2 accomplish that many other MMOs fail to do is provide a reason to explore outside of the main leveling experience. It’s an open world out there, so it makes sense to have plenty of things to do in it.

    3. Armies of Invaders

    In addition to the portals opening up all around Telara, Rift shook things up by having armies of enemies attack nearby towns and cities to disrupt the leveling experience. The idea of world events isn’t new, but when a giant world boss and their army of minions march on your home for the first time, it shows just how cinematic group experiences in MMOs can be. Guild Wars also embraced this as a part of their group questing mechanics. While most quests involve helping out a local farmer or harvesting resources, some involve nearby enemies laying siege to quest hubs or a zone boss killing low-level players en masse. These kinds of moments are what MMORPGs are all about, and the sense of scale and purpose just can’t be matched in other games.

    2. Mentoring

    MMORPGs, more often than most other genres, carry a lot of baggage from bygone eras. Some games embrace the silliness of endlessly slaying monsters on the hedonistic treadmill we call “grinding,” while others prefer not to shy away from the fact that levels as a concept are outdated. Rift and Guild Wars 2 are definitely the latter, despite the fact that both include level caps that come close to triple digits and leveling experiences that could take a few months to complete. Rift’s answer to the question of leveling was to implement a mentoring system to allow players of different levels to scale their stats to something closer in power level to make adventuring together more fun and engaging. Guild Wars does something similar, except that it is done automatically upon entering a zone, creating a seamless world that most other MMOs fail to achieve.

    1. Back to the Action

    When you think quick, simple fun, you probably don’t think of MMOs. Some developers have put significant work towards ensuring that isn’t the case, however. Rift, especially later in its lifespan, developed many features under the philosophy of getting players into the action as fast as possible. Their answer, among other things, was to include an Instant Adventure button that quite literally instantly teleports the player to another place and gives them a specific objective to complete with another group of adventurers. Tired of instant adventure? Try some of the singleplayer story content or instanced PVP. Crafting, costumes and other sideshows fill out the usual suite of features for a theme park MMO, but providing content is clearly not the same as guiding the player through it, which both Rift and Guild Wars 2 do spectacularly.

    I hope you enjoyed this short romp through memory lane. If you’d like to read more posts like this one or if you remember a specific MMO memory that has stuck with you, feel free to let us know in the comments below.

    Happy hunting!