Best of the MMO Industry

I’ve been playing MMOs for quite a while now. It’s become a cornerstone of my recreation, and my work. I’ve played nearly every big name title released in the last several years, as well as some older and more obscure titles, and I think I can safely say I’m fairly knowledgeable on the topic at this point.

A Foundry quest in NeverwinterI thought it was time to consolidate what I’ve learned and my opinions on the industry, so I’m going to run down a list of some of the most common and important MMO features and tell you which game I think does it best, and why. This will be followed by a post outlining the worst blunders of the MMO industry.

Also, I would like to mention that this probably shouldn’t be considered a definitive list. Opinions of such things are of course subjective, and while I have played a lot of games, I have not played all of them, nor have I played them all extensively.

Questing: The Secret World

Much has already been written about the brilliant creativity of TSW’s investigation missions, and while those do deserve plenty of praise, it’s the other missions in TSW that earn them my pick for best questing.

Quests in most MMOs are brief, meaningless chores. TSW, by comparison, pours an enormous amount of effort into its mission. Every single one is an adventure, often featuring powerful story-telling and unique gameplay mechanics.

There are no forgettable missions in TSW. Every one is a work of art. They’re not mere filler content for leveling players.

My Dragon investigating a graveyard during the new Broadcast Halloween event in TSWGroup PvE: World of Warcraft

World of Warcraft is by now quite long in the tooth, and it’s now been surpassed in most areas — especially since they decided to can one of their few remaining memorable features by eliminating flight.

However, there’s still one thing WoW does better than anyone else, and that’s traditional group content.

The dungeons and raids themselves are usually of a very high quality, with beautiful visuals, fantastic soundtrack, and interesting fight mechanics.

But what really puts WoW over the top in this category is how accessible they’ve made their group content. Automatic grouping tools and a variety of difficulty settings mean that virtually any player of any skill level at any point in the game can experience the fullness of its content almost effortlessly.

That is a wonderful thing, and it’s downright embarrassing that so many MMOs in this day and age still haven’t followed suit.

My panda hunter doing Scarlet Monastary in World of WarcraftPvP: Neverwinter

Regular readers know by now I’m not big on PvP in MMOs. Truthfully, I don’t understand why people would seek out MMOs for PvP when there are so many other genres of game that are so much better-suited to competition.

So maybe I’m not the best person to bestow a crown for best PvP in an MMO, but for my part, Neverwinter is the only game where I’ve actually enjoyed PvP enough to make it a big part of my time in a game.

It’s a combination of subtle things that make Neverwinter’s PvP fun where all others failed. The classes seemed more balanced than in most other games, probably because of how simple they are, and the action combat means gear takes a backseat to skill. Having better gear still makes a big difference, but a lower-geared player isn’t totally powerless against someone in the best epics.

I also found the matches in Neverwinter very volatile, with a great potential for come-backs. This makes it much more exciting for both winning and losing sides, as you never really know who’s going to come out on top until the end.

Story: The Secret World

This one isn’t even a contest. Anyone who knows MMOs will say TSW has the best story.

A particularly spooky scene beneath London in The Secret WorldSure, WoW and Lord of the Rings Online have great source material, and some interesting storylines. Star Wars: The Old Republic has all the depth we’ve come to expect from Bioware. I even say Aion has some surprisingly good lore.

But TSW blows them all out of the water. It has better writing, better voice-acting, more colourful characters, deeper lore, and a better integration between plot and gameplay than all competitors.

TSW isn’t only the best MMOs for story, but it has some of the best video game storytelling of all time.

Exploration: Guild Wars 2

Exploration is one of those things that most MMOs have as a selling point but which is very rarely interesting. In Guild Wars 2, it’s interesting.

GW2 has the most vibrant world of any MMO, and every corner of every map overflows with activity. You can start walking in any direction and find something fun to do almost immediately. And once you’re done with that, you can keep walking and find something else cool shortly thereafter.

My thief in Malchor's Leap in Guild Wars 2Even putting aside the obvious attractions like hearts, vistas, and events, GW2 is full of hidden goodies — little Easter eggs, jumping puzzles, and hidden troves of gathering nodes. If you like to look into every nook and granny, GW2 is the game for you.

Crafting: The Secret World

This is bound to be one of my more controversial picks. TSW’s crafting isn’t terribly popular, and to some extent, I understand why. It’s a very small part of the game, and there isn’t a lot you can do with it.

To understand why I like TSW’s crafting, you need to understand why I don’t like the crafting in other MMOs. I like crafting in theory, but in practice it’s usually tediously grindy and overcomplicated, and in the end you can’t make much that isn’t worse than items you get through other means. It’s a pointless time and gold sink.

I like TSW’s crafting because it knows its place. It’s simple, easy to understand, and requires no grinding or training whatsoever. It’s all reward and no effort. Thanks to the modular nature of gear and the need for consumables, crafting is always useful, but it’s never something you have to stress over.

It’s not so much that TSW won this category as every other MMO I’ve played lost.

The assembly window in The Secret WorldPlayer housing: WildStar

I don’t have an enormous amount of experience with player housing as a feature, but there’s only game that actually made me care about it, and that’s WildStar.

Too often, housing is a meaningless fluff feature with little or no connection to the rest of the game. It may be fun to design the virtual home of your dreams, but once construction is finished, there’s not a lot of gameplay there.

WildStar’s housing still has great potential for creativity and customization, but it also has practical benefit and actual gameplay. Visiting your home regularly nets you buffs and free loot, and you can install activities on your housing plot.

Unfortunately, the housing was the only part of WildStar I liked, but now I find part of me hopes other, better games will replicate WildStar’s excellent take on housing.

Business model: It’s a tie!

I can’t really make a pick here. Guild Wars 2 and The Secret World both offer incredibly lenient, player-friendly buy to play business models that the entire industry should take after.

My thief taking a rest in the tropics in Guild Wars 2Time was I’d give the advantage to TSW for its lack of lockboxes, but that particular promise didn’t stand the test of time. While its lockboxes are less in your face than GW2’s, they also offer fairly powerful rewards, unlike the fairly irrelevant GW2 lockboxes, so it balances out.

I’ll also give a shout-out to Defiance’s incredibly relaxed free to play model. It’s as close to truly free as any game can ever be.

Character customization: Aion

There’s not a lot to say here other than that no other MMO gives you quite as much control over your character’s appearance as Aion. Virtually every aspect of their body can be manipulated in minute detail.

Of course, some people use this to make grotesquely disproportionate freaks just because they can, but for those of us who aren’t eight, it’s a great way to create a hero that exactly matches the image in your mind.

Combat: The Secret World (but really it’s a tie)

I’m giving this one to TSW because its combat gets a lot of totally undeserved hate, but honestly, there are a lot of MMOs with combat I love, and I can’t decide between them.

My new Dragon alt showing off her elemental powers in The Secret WorldI love TSW’s combat because it’s epic and challenging, providing the perfect balance of action combat and tab target mechanics. I love TERA’s combat because it’s visceral and engaging while still requiring a healthy degree of thought. I love Neverwinter’s combat because it’s frenetic and intense, and the rag doll physics are hilarious. I love Dragon’s Prophet’s combat because of its stunning visuals and engaging yet forgiving combos. I love DC Universe Online’s combat because it’s intuitive and gives you a real sense of power.

Events: The Secret World

TSW puts more effort into their events than anyone else. In most other MMOs, events are more or less the same every year, and they tend to be carbon copies of real world holidays awkwardly shoe-horned into the game worlds.

TSW takes the care to have all of their events tie-in with the lore of the game, creating content as high quality as we get in normal content updates, and they add new story arcs, missions, or bosses to the events every year. At the same time, they bring back all the old events, so people who missed them in the past can enjoy them.

Events in MMOs also tend to be terribly unrewarding, but in TSW, you can expect to be buried in an avalanche of loot both cosmetic and practical.

Tempted to Return: Guild Wars 2: Heart of Thorns

As a long-time MMO player and self-confessed game-hopper, I have a fairly significant list of games which I use to enjoy but somehow lost my interest somewhere along the way. Now a few are tempting me back with the siren’s call of new content. Today, we’ll be looking at Guild Wars 2 — a game I loved fiercely for a short time and then abandoned — and its recently announced (and long overdue) first expansion: Heart of Thorns.

The official logo for Guild Wars 2: Heart of ThornsAn expansion was about the only thing that could have rekindled my interest in GW2 after the Living Story only turned me off more, and while I’m not exactly bouncing with excitement, it has managed to perk my ears up.

Heart of Thorns opens a large new area in the Maguuma Jungle, including multiple zones, and since exploration is the biggest joy of GW2, that’s welcome news. I’m not the biggest fan of jungle regions, but it’s better than nothing. They’ve gone far too long without adding significant landmass to the world of GW2. There’s also a healthy list of new features such as one would expect from a major expansion.

New class: Revenant

A new class is always one of the best ways to get me interested, and GW2 has delivered on that front with the revenant.

Details on the new class are currently a bit sketchy, but we do know the revenant is a plate-wearing class based upon calling on the powers of Tyria’s ancient heroes.

The good news is that this seems to be a very original class concept. It bears some similarity to the death knight archetype, and others have compared it to the ritualist class from the first Guild Wars (of which I have no knowledge), but it seems to be very much its own beast. I always respect it when game developers break free from the standard character archetypes, and the revenant seems to do that.

Concept art of the new revenant class for Guild Wars 2: Heart of ThornsThe downside is that it’s very hard to say whether it’s a class I will enjoy until we get more details on precisely how it will operate.

It also occurs to me that I would have to delete a character or buy another character slot to give the revenant a try, and I’m not sure I want to do either of those things. I’ve had enough fun with GW2 that I don’t mind dropping some additional cash on it for an expansion, but that plus a character slot is a bit much.

New options for the old guard:

The most exciting thing for me is that there will also be new options for the existing classes. ArenaNet revealed a “specialization” system that will allow people to evolve their classes, opening new weapon and ability choices.

The main example so far is that rangers will have the option to become druids, allowing them to equip staves and become plant-based spell casters. It was also revealed that mesmers will have be granted access to shields, engineers will get hammers, and necromancers will get greatswords.

As with the revenant, details on this system are still sketchy. We don’t know how many specializations each class will have, or how they will acquire them, and we have no hints as to what new options will exist for the classes not mentioned above.

An engineer with a hammer in the Guild Wars 2: Heart of Thorns trailerI’m most eager to hear what the options for thieves will be. I’m hoping for greatswords or longbows myself, but rumour is they might get rifles, which would make a certain degree of sense.

I’m also rather curious what they’ll give warriors, since they can already do almost anything. Maybe some sort of battle mage option? Though that might crossover with guardians and revenants too much.

Let’s get horizontal:

The other bit of good news is that the expansion will not feature a level cap increase or a gear reset. I think most would agree that ArenaNet hasn’t done the best job of sticking to their pre-launch promises (ascended gear comes to mind), but it’s nice to see they haven’t completely abandoned their principles.

I, for one, am very glad I won’t have to grind out a whole new set of gear. With my being on the fence about GW2, that could have been a deal-breaker for me.

Instead, there will be new options for horizontal progression. The main focus seems to be on something they’re calling masteries, which are account-wide and seem to focus on non-combat skills, such as hang-gliding.

A screenshot from Guild Wars 2: Heart of ThornsOnce again, more details are needed before I make up my mind, but at face value, this seems like good news.

Other stuff:

The other big feature for the expansion is guild halls, but since I have no guild and no plans to get one, that’s pretty irrelevant to me. ArenaNet has confirmed there are no plans for personal player housing, which is pretty disappointing. I’m not a huge player housing fan, but I think it’d be a very good fit for Guild Wars 2.

There was also a bunch of stuff about PvP — new modes and the like — but I just went cross-eyed when those came up. PvP just isn’t my thing, and I don’t see that changing anytime soon.

Finally, there was mention of some epic question chains to get legendary precursor weapons — which is a little strange considering ArenaNet is allergic to questing, but again, we’ll have to see how it shakes out.

I never much cared about the legendary grind, but if this is fun way to get some nice gear, it could be interesting.

Rytlock Brimstone in his revenant gear in the Guild Wars 2: Heart of Thorns trailerConclusion:

There’s a lot of good stuff in the Heart of Thorns announcement — almost everything you could want in a Guild Wars 2 expansion, really. The bad news is that most of my problems with GW2 are fairly fundamental, and the expansion isn’t likely to address any of them.

The biggest problem remains the fact that GW2 has a very thin story, and what story there is worse than most fan fiction I’ve read. I need to care about a fictional world if I’m going to spend a lot of time there, and ArenaNet has consistently proven they can’t make me care about Tyria.

After missing two seasons of Living Story, I’m bound to be totally lost, so things on that front are likely to get worse, not better.

And there are still other minor annoyances like events being a little too repetitive and contested waypoints making me want to punch kittens.

As others around the Interwebz have pointed out, GW2 is a game that lacks “stickiness.” There’s not a lot about it that compels one to stick around for the long haul. I feel like if I had some friends who played I might keep at it just to adventure with them, but I don’t, and without a story hook, I tend to flounder after a while. The downside of an open-ended game is that it doesn’t give you a lot of clear goals to shoot for.

My thief taking a rest in the tropics in Guild Wars 2With that said, though, I would currently rate my chances of returning to Guild Wars 2 for Heart of Thorns to be reasonably good. I don’t expect to stick around for more than a few weeks, but I think there’s enough cool stuff here to keep me entertained for a little while, at least.

There are still many things about GW2 I like. It retains a wonderful feeling of freedom and adventure, the core gameplay is solid, and aesthetically, it’s one of the best games on the market, combining high quality graphics with a beautiful and vibrant art style.

It will somewhat depend on my financial status at the time of release and whether I’m particularly engrossed in any other games, and I’ll wait to see how the new features shake out. But right now my old fondness for GW2 has been awoken enough that I feel a return to Tyria may be in order.