The Secrift World of Guild Warscraft Aionline

Or Building the Perfect MMO:

If only...I’ve tried a lot of MMOs in the last year or so. Though I’ve generally wound up going back to World of Warcraft after every one, each has had at least one little area in which they blow WoW out of the water, and it’s always left me wishing I could smoosh all of them together to create the perfect game.

So just for fun, I’ve come up with a list of all the best features of the MMOs I’ve played, the traits that when combined would form what I believe to be the perfect MMO.

World of Warcraft: Class design and backstory

Say what you will about WoW, but I think their class design is second to none. The classes provide very different playstyles, and while some are occasionally similar, they’re generally very different from one another. A combat rogue plays nothing like a demonology warlock, and both are totally different from a retribution paladin.

The end result is that there’s something for everyone. In some cases, multiple somethings. Why do you think I have so many alts?

All my Warcraft charactersThe other great strength of Warcraft that other games can’t match is its years of backstory. More than half a dozen games and countless novels, comics, and short stories have created tens of thousands of years of fictional history that simply makes the universe come alive.

Guild Wars 2: Overall design and philosophy

It’s difficult to succinctly explain if you haven’t played GW2, but when I tried the beta, I just felt… free.

All the pressures and pointless crap you put up with in other MMOs are gone. If you want a linear story experience, it’s there for you. If you want to wander the world as an itinerant adventurer with no specific goal, you can. Play alone or with other people; it doesn’t matter. Just do whatever you want.

Battling a major boss during a dynamic event in the Guild Wars 2 betaYou don’t need to worry about gearing — upgrades are cheaply available from vendors. You don’t need to worry about other players stealing your loot or your kills.

Guild Wars 2 may be weak in peripheral areas like story or class design, but when it comes to the bones of the MMO experience, it’s a quantum leap forward.

Rift: Patch cycle

Rift isn’t a game that greatly impressed me. But the one thing you have to give its developers, Trion Worlds, credit for is their patch cycle.

Trion has managed to completely embarrass the entire MMO industry with the speed and regularity with which they’ve been able to roll out new content — all without a huge subscriber base or the massive cash behind something like WoW. In the long months between patches, bored Warcraft players look at Trion’s record and cry themselves to sleep.

Rift patch 1.5: Ashes of HistoryAnd these aren’t insignificant updates, either. We’re talking whole raids and game-changing updates, like merging the playable factions. Most games would reserve such changes for an expansion pack — if they found the balls to do them at all.

Rift is the evolving game all MMOs try but largely fail to be.

Aion/Star Trek: Online: Customization

I’ll be the first to admit that Aion is a game with a lot of problems, but I still have a soft spot for it, and the character customization is a large part of that.

Aion’s customization options are nearly limitless — some even say it went too far, allowing people to play as bizarre freaks. But I don’t really think there’s such a thing as too much customization. It’s just too cool to be able to make a character look exactly how you want, down to the finest details. I was even able to perfectly recreate characters from my novels with Aion’s amazing character creator.

A character from my writing recreated via Aion's amazing character customizationStar Trek: Online is another game with great customization, if not great gameplay. It doesn’t have quite so many options as Aion, but it’s close, and it does have perhaps the best customization option I’ve ever seen: the ability to choose your character’s animations and body language.

I’ll never stop wishing other games had that option. Never.

The Secret World: Story, ambiance, and quest design

I read a comment on Massively the other day that struck a cord with me. Paraphrasing: “It’s funny how SW:TOR spent all that money on all that voice-acting and story, and then The Secret World sneaks in with better voice overs, better writing, and better cinematic direction.”

That about sums it up.

The Dragon mission "Into Darkness" in The Secret WorldI would go so far as to say TSW probably has the best quest design of any MMO to date — Guild Wars 2 doesn’t count because it doesn’t really have quests. The quests are challenging and diverse, and they actually help teach you how to play the game, introducing you to the kind of mechanics found in dungeons and raids.

More importantly — to me, anyway — the quests have good stories that are well-told. Funcom, the developer, hit the perfect balance that needs to exist in video game story. There’s plenty of story for those who like it, but it’s not obtrusive.

Each major quest has a good voice-acted cinematic to explain its basic plot, but then it’s pretty much non-stop action to the end. If you want more story, you can engage the NPCs in conversation, but that’s entirely optional.

Out at night on Solomon Island in The Secret WorldThis is both more streamlined from a gameplay perspective and more engaging from a plot perspective than either the “busywork occasionally interrupted by a story” approach of WoW and its clones or Star Wars’ technique of ramming story down your throat at every turn whether you like it or not.

Blend until smooth:

The end result is a game with diverse, compelling classes; non-obligational, BS-free design; unmatched customization of every aspect of your character; rapid content updates; and a compelling, well-told story based on massive history and backstory.

Sigh…

We can dream.

Star Trek: Online Thoughts

Star Trek: Online Thoughts:

It was recently announced that the MMORPG Star Trek: Online will soon be free to play. Being the cheap bastard I am, my ears immediately perked up when I heard this. While I no longer consider myself a Trekkie (long story), I still have enough lingering interest in the Star Trek universe to render me mildly curious about this.A desktop image of Star Trek: OnlineSo, I promptly contacted one of my Facebook friends who plays, and being the awesome person she is, she immediately gave me one of her referral codes for a free trial, and I dove in as the proud captain of the USS Varian Wrynn (*nerdly snicker*).

But my interest in the game did not live long or prosper. The friend who referred me absolutely adores this game, and I feel guilty to say anything bad about it–it almost feels like I’m insulting her kid. But hiding from the truth never did anyone any good, so Teri, I’m sorry, but I have to say it:

Star Trek: Online is not a good game. At all.

There were little things that annoyed me right out of the gate. The interface is just a little too big and little too clunky, leading to a claustrophobic feeling. I rapidly began to miss World of Warcraft’s bare bones interface, especially when I discovered that a giant message pops up in the middle of your screen every time you’re near someone or something that can be interacted with. Dear god, did that get old fast. To be fair, there might be a way to turn this off–I didn’t feel like trying to find out which of the game’s many options tabs it might be under.

There is also an option (which was automatically turned on for me) that for reasons unclear puts the graphics on a setting I can only call “terribad.” The game actually looked great once my friend told me how to turn it off, but it didn’t leave a good first impression.

I’m an experienced gamer, but this game made me feel like a complete newbie. I spent a great deal of time getting lost; while quest givers and the like are tracked on the mini-map, so is everything else, and I couldn’t find any way to filter out the clutter. There were a lot of different currencies and complexities related to gear that were never clearly explained to me. I never even figured out how the leveling system works. It didn’t seem to have levels like a traditional MMO, but yet I had an XP bar. There were several times where I was automatically grouped with people, but these experiences mostly amounted to them completing my objectives for me while I wandered in circles in a vain attempt to figure out what I was supposed to do. I know the mindlessness of WoW may have spoiled me, but throw a guy a bone.

The game is split between ground missions where you command your character and NPC allies and space missions where you pilot your vessel. The ground combat is okay, I suppose. Nothing to write home about. The ship combat is actually a little interesting and involves careful positioning to maximize your firepower while trying to protect the damaged portions of your ship from further harm. But the space portions also suffered from clunky controls and seemingly needless over-complication. They also seemed to be the opposite extreme from WoW’s “LULZ FACEMASH KEYBOARD AND INSTAKILL AL ENEMEEZ LOLOLOL” questing; the fights seem to drag on forever.A space battle in Star Trek: Online from a Klingon perspectiveBut my biggest complaint was the game’s load screens. Simply put, it has an absurd number of them. That may seem like a silly thing to pick on, but this number of load screens would be annoying in any game, and in an MMO, it’s just unforgivable. One of the thing’s I love about WoW is the way I can stand in Rut’theran Village and see the World Tree four zones away and know that I can hop on my drake and fly there (and far beyond) without a single second of load time. ST:O, by comparison, required a load screen just to get from one section of a space station to the other.

Hell, even Dungeon Siege III, a single player game sometimes criticized for its lack of scale, would put me through fewer load screens in a week than ST:O did in a day.

It’s flagrant false advertising to even call ST:O a massively multiplayer game. There’s nothing massive about it.

But in the interest of fairness, there is one thing about ST:O that I really loved, and that’s its customization. Every imaginable aspect (and some unimaginable aspects–the boob size option on the females kind of creeped me out) of your character, your NPC helpers, and your ship is fully customizable, from fine details of their uniforms to their height to scars and tattoos. The game even lets you pick your character’s body language, an idea so amazingly cool that I’m doomed to spend the rest of my life wishing every game had it.

Still, the fact remains that I uninstalled the game after just one day. There’s no single, critical error that ruined this game (except maybe those icky load screens), but it’s so plagued with small annoyances that there is no room for anything resembling fun.

The one good thing to come out of this is I have a much greater respect for what Blizzard accomplished with WoW. I’ve often criticized its basic gameplay, but only now do I realize how many pitfalls they evaded.

I feel bad for my friend. ST:O is her only real experience with modern video games (so far as I’m aware), and she has no idea what she’s missing out on. But on the plus side, I’ve gained a greater respect for her abilities as a gamer. If she can wade through the mind-numbing confusion of ST:O and succeed, she could probably dominate WoW.

In other news…

My contributor’s copy of MOG #33 arrived yesterday. Seeing my name in print is a very bizarre experience, but gratifying, too.