Grouping Is Where The Fun’s At

Had a blast in World of Warcraft this morning when I took on Wailing Caverns with my new Undead Warrior along with two old friends from previous MMORPGs (they just started playing WoW). Now that might not seem like much worth blogging about except that it is for me when you consider that this is not only the first time I’ve done the instance but one of my very few times grouping with anyone since starting the game back in October last year. Kinda sad isn’t it?

I always just figured I was kinda lazy (there’s no doubt an element of that in it, regardless) but I just never needed to group much in all of my time playing WoW. Even by the time I was adventuring in Outland, there really was no need to group. Soloing was a lot more convenient and a heck of a lot faster. Even today in my WC group I had an absolutely great time yet only chalked about half a level of exp (granted, I was level 25 though).

I compare this back to my days of Everquest 2 when grouping was a perfectly viable, if not preferable, alternative to soloing. They were both well defined options for progress. Soloing was seen as the “I’m just on for a little while” or the “I don’t want to freaking talk to anybody” option whilst grouping was the “fast exp, good loot, fun social” option. Only got 30mins before the wife kicks your ass? Go solo. Got a whole a morning to kill? Grab a group and hit an open dungeon for hours on end.

Somewhere, somehow, it just all got a little muddled up in World of Warcraft.

I know I’ve harped on about this before but the grouping aspect of WoW is pretty terrible and, in my opinion, perhaps the biggest - and maybe even the only - failing of the game. The lack of grouping incentives and focus purely on closed instances (as opposed to open dungeons) has bred unsociable players (I’ll include myself in that). No wonder PUGs have gotten such a bad name from WoW. Had grouping been a tad more vital, and a tad more appealing, players would’ve yearned to group, feared being ostracised and perhaps behaved a little better.

Although I think it creates a few issues along with solving some, patch 3.3 and the new cross-realm LFG system does genuinely excite me though. Not quite sure how it will work in terms of building up relationships and friendships (can you be friends or communicate with someone on another server?) but at least it will certainly address the issue of the time taken to put together a group. Whether or not it will actually make grouping more enticing or the party members any more responsible and well mannered is another thing entirely.


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The RMT Industry - What I’ve Learnt

Last year I briefly worked as a designer and developer for a Norwegian company that built and sold power plant management software. For those of you who aren’t familiar with the industry (I’m sure most of you follow it with deep fascination), when the majority of power companies were privatised in the 1980s, a whole new sub-industry was inadvertently created. Instead of the state owning, running and maintaining a power plant, now they were available for sale to the highest bidder. What this also created was effectively a stock market of power. Power can now be bought and sold back and forth into the national grid at different rates by different companies and (this will annoy any Eco-Warriors out there) so can a plant’s surplus Kyoto Protocol quota.

Anyway, the reason for that boring (yet educational! just imagine yourself retelling that interesting bit of information to your folks during Christmas dinner) intro was because it has a lot of similarities to the gold selling industry in MMORPGs. Like those companies or not, you have to admit that it’s pretty fascinating how an entire sub-industry has crept out of the shadow of another. Although I don’t really think I have the heart of a capitalist, I think this sort of thing is pretty intriguing, especially when you imagine how many jobs that have been created as an extension of the MMO industry.

The feedback I received on my article about the comparison between Victorian sex and RMT and the poll I put up asking directly if anyone has ever bought gold has been both tremendous and incredibly insightful. Although my poll is very minor, the results were interesting and showed that approximately 35% of everyone who answered had, at some point, purchased gold. That’s a pretty big number and obviously explains the demand for it. Now, as I said, it’s just a tiny poll so honestly it’s hard to draw any accurate conclusions but I’d love to see a site like Massively run one (hint, hint) and see what sort of response they got.

So what else have I learnt? Well, for one, buying gold happens and it happens a fair bit. Poll aside, plenty of the comments I received were incredibly candid and honestly spoke about personal experiences of buying gold. It’s obviously not a minor occurrence and not something that MMORPG companies can keep quiet about and ignore.

I also learnt that the majority of people who bought gold did it because they wanted to circumvent a particular type of gameplay they didn’t like, the grind. Players didn’t want to grind the gold required to equip their characters to make them competitive in PvP or the vast amounts of money needed to buy epic mounts.

At the end of the day, I don’t think the RMT industry will go away by banning accounts or invoking harsh penalties but rather, personally, I believe it will be solved through game design and game design alone. Gold selling exists because there is a market place for it and that market place exists due to the necessity of invention. It’s a way of players bypassing the grinding and arduous tasks in a MMORPG and only once those chores are eliminated will the RMT market decline.

P.S. If you’re looking for some articles about the gold selling industry, check out this great article about PLEX in Eve Online over at The Ancient Gaming Noob and another one about the dark side of RMT by Scott Jennings on mmorpg.com. Top reads.


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Code of Everand - UK Government MMOG

A friend of mine on Facebook told me about Code of Everand, a new massively multiplayer online game developed by the UK government’s Department for Transport (DfT) designed to help children, aged between 9 and 13, gain essential skills for staying safe on the roads. Finally, the government safety MMO we’ve all been waiting for!

Code of Everland

Code of Everland

I haven’t played it yet but Code of Everand looks pretty interesting (well, if you’re a kid or have particular problems in crossing roads… and no, jaywalking isn’t illegal in the UK which explains why something like this is necessary). It’s a Flash based browser game and is totally free to play. Much like any traditional MMORPG, your character accrues exp, levels up, embarks on quests, and uses their powers to safety cross the “Spirit Channels”. OK, not quite like your normal MMO then, but heck, at least it’s teaching children something.

OK, I’ll admit it, I’m impressed. Not only has the UK government actually done something innovative but they’ve commissioned a project which might actually appeal to children and help get their point across. Plus it just goes to show how mainstream MMOs are becoming these days. Top it all off with what looks like an actually very comprehensive and full-fledged game and you’ve got a product that’s made me look at the Department for Transport (DfT) in a whole new light. And here I was, cursing their name on a daily basis.

So anyway, I’m going to go register for Code of Everand and check it out properly.

Of course, I can’t help but think that the whole issue of road safety could just as easily be sorted by criminalising jaywalking in the UK like in the US. Yeah, I know all about it in the States… I’ve seen the movies.


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Have You Ever Bought Gold?

After the great response (thanks to everyone for all of the fascinating and insightful comments) to my article comparing buying gold in MMORPGs to sex in the Victorian era, I thought it might be interesting to put up a poll, asking the dreaded question directly.

I toyed with the idea of actually coming out and asking it or not as it’s a pretty taboo subject. However, after some of the very candid and interesting comments I received on my previous post, I figured I may as well do it. Although I doubt I will get enough results to make the figures themselves mean much in the grand scheme of things, what I do think will be interesting will be the comparison between the percentages.

Also, I just want to point out that the poll is completely anonymous (so don’t worry about being honest) and is refers to whether or not you’ve ever bought gold in any MMORPG you’ve played (not just recently or in the current one you’ve played).

Have You Ever Bought Gold In A MMORPG?

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Buying Gold Is Like Sex In The Victorian Era

The Victorians were not only famous for their prudish views on the fine art of reproduction but also, according to many sources, equally famous for their hypocritical acts of sexuality and plain kinkiness that went on behind closed doors. Sex in the Victorian era was a true example of maintaining an outer standard and saying one thing in public but then doing completely the reverse in private. It’s a fascinating contradiction and the inspiration for such great books as Dr Jekyl and Mr Hyde by Robert Louis Stevenson (that’s another famous Scot you can add to your list along with Sean Connery and that ginger bloke who played the new Obi-Wan).

You’ve probably figured out where I’m going with this already. Sex in the Victorian age is, in my opinion, a good analogy for buying gold (or platinum or whatever) in MMORPGs. It’s considered by pretty much everyone to be a public taboo and is shunned and decried by the establishment yet a huge amount of people still do it, proven by the sheer number of gold selling companies that exist and the money that they make. The act of buying gold is obviously still going on by the bucket load. I don’t know a vast amount about the operations behind these companies but I do know that some of the bigger ones employ hundreds of people and rake in millions of dollars each year in revenue. It’s a big business and one that consumers are actively engaging with.

So why is it all kept so quiet? Much like Victorian hanky-panky, we all acknowledge that people do it but no one wants to talk about it. The number one reason of course is that there’s a penalty associated with the act of buying gold and the fear of having one’s account suspended or even banned. I don’t know how likely this really is as there’s no way for a developer to prove that a player actually purchased the currency themselves and wasn’t just sent it by mistake, for a joke, or as a gift. The only true way to prove it is if a player is to come out and publicly admit it, something which obviously very few people do.

However, at the height of my Everquest 2 “career”, I actually met a few people who bucked the trend and openly admitted to regularly purchasing platinum (EQ2’s main currency digit). I remember being struck by two things when I first heard them talk about this: firstly, that they actually came out and said it aloud and, secondly, that absolutely no one else cared. Their peers didn’t get angry, didn’t start threatening to turn them into SOE and, above all else, didn’t start preaching to them about how it corrupts the game world. I think we were not only slightly impressed by their candor but actually also completely understood why they did it.

See, EQ2 is a very goal and acquisition orientated game, much more so than any other MMORPG I’ve played. For example, in EQ2, you don’t just visit a trainer to learn your new abilities, you have to buy books of varying skill leveling to learn them. The basic skill is either very cheap or learnt automatically (before level 50) but the higher, and more powerful versions, are a lot rarer and cost a lot more. Now combine this with playing on a PvP server and you’ve got an environment rife with competition and twinking. Many players took pride is totally twinking out alts in the best gear and highest level version spells in order to give themselves the biggest advantage in low level PvP.

All of this meant that it was no surprise to anyone that people bought gold. Low level PvP was considered much more fun than high level and as a result things like crafted armor, weapons and higher version spells were very expensive. I distinctly remember being dismayed when I starting seeing level 20 “Master 1″ or “Adept III” spells sell for more than their level 70 counterparts. Ultimately, the reason that these guys bought gold was because they wanted to engage in the fun of low level PvP and yet have a competitiveness edge. However, they didn’t want to spend hours and hours and hours grinding the cash with their mains before they could do it. I think that has a lot to do with the game’s design.

Although I don’t either condone or condemn the purchasing of gold, I can understand the appeal and, quite frankly, I think the designers and developers have a fair share of blame to take for it. In my EQ2 example, the game is designed to appeal to achievers and acquirers (although is there honestly any need for 7 different versions of varying power of the same level 14 spell?) which creates an architecture that when combined with a PvP server, makes a whole lot of mess, lots of twinking and vulgar competition.

Interestingly enough, World of Warcraft PvE servers are almost the opposite of PvP servers on Everquest 2 in that there is really no need to either buy gold or twink at all in the slightest. Good items are either easy to achieve in groups or cheap enough to buy on the Auction House and everything that can be soloed can be done in non-rare gear. Making money is also fairly easy and there’s no competitiveness to be had unless you engage in battlegrounds and at that point everyone who takes it seriously has the uber heirloom items anyway. Suffice to say, I wouldn’t be surprised at all to find out that buying gold in WoW is a lot less popular than in a game like EQ2 and I think that’s purely down to the design on the game.

Anyway, I think it’s a fascinating topic as it explores real world economics, game design and human nature. The real burning question is, if I put a poll on this site asking if anyone had ever bought gold, I wonder how many people would answer is or answer honestly?

P.S. Yes, I actually managed to draw a comparison between history, sex and MMORPGs. My old school teachers would be so impressed :)


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Head Starts On Expansions?

A couple of days ago I received an email from SOE promoting the new Everquest 2 expansion, Sentinel’s Fate, which is due out in February. To be honest, I’m not that excited about the expansion because it’s just another top heavy add-on that increases the level cap and adds a bunch of new high-level content.

For some reason I’ve always been a bit against continual “vertical” expansion as I think it starts to water down the gaming experience. It doesn’t do anything to attract new players, only caters to the existing player base, makes it harder for new players to start out, and completely undermines all of the previous achievements everyone worked for. Yeah, I’m one of those guys who never bothered doing my epic weapon quest as I knew it would become obsolete in a few months (maybe I’m just a nihilist).

I’m also a firm believer in the whole life-cycle (levels 1 to cap) being equal parts of the gaming experience and I don’t think of the leveling process as just a means-to-a-raiding-end. This is of course why I’m so excited about the Cataclysm expansion and what Blizzard are doing in renewing their entire gaming content in a more “horizontal” expansion.

Yep, I possibly just coined the terms “vertical” and “horizontal” expansions. Feel free to use them or shake your head at my ignorance and inform me that they’ve been around for years.

Anyway, all of this is digressing from my original point behind this article.

The Sentinel’s Fate email not only beat it’s chest about all of the new features the expansion would add but also promoted all of the goodies you get when purchasing it. One of the bonuses obtained with purchasing the retail edition is a 7-day head start over the digital version.

Huh? Why on Earth are SOE making the retail version of the expansion essentially a mandatory purchase over the digitial one? It’s seems utterly bizarre to me as, aside from the fact that almost every gamer I know prefers to purchase and download games over the web rather than via the shops or post, I thought companies made more money from digitial versions as they didn’t have to pay publishing fees.

Either way, it caught me a little off-guard. I can already see this idea causing conflict as the bigwig guilds try to take down new raid content before others have even been able to buy the expansion. Top it all off with the fact that European players can’t even purchase the retail version (as of yet) and thus won’t even be eligible for the head start at all.

All just seems rather… odd… to me. Or am I just making a mountain out of an expansion molehill? Thoughts?


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Evercracked!

Can’t believe I missed this one. Back in June, SOE released a documentary detailing the history and production behind Everquest, one of the “first generation” of MMORPGs and perhaps the most nostalgic for me, to celebrate it’s 10th anniversary. They showed it at the Fan Faire in Las Vegas and it looks fun and very interesting but unfortunately I haven’t been able to see it as I can’t find it anywhere. It’s available on DVD as part of the Everquest 2 Sentinel’s Fate Collector’s Edition which, to me anyway, actually makes it quite an attractive purchase. I haven’t found anywhere in the UK that’s selling the Collector’s Edition yet so we’ll just need to wait and see how it pans out come February.

Anyway, here’s the trailer from YouTube.

P.S. The official Evercracked site which was down yesterday now redirects to IGN Video showing the first 10 minutes of the documentary.


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Grouping Today: Accessible Or Lazy?

Back in 2004, my average play session of Everquest was 4 hours. Aside from any sessions I may be able to sneak in during the day and apart from any social activities in the evening, my usual play time was from 10pm to around 2am. This of course was the beauty of being a student and a memory that I continually cherish as I’m forced to go to bed earlier and get up earlier every year. I think one day I’ll actually be going to bed when it’s still daylight outside and getting up when it’s still dark. Anyway, I digress.

Of course my point is that in those days my gaming sessions were a lot longer and, although I thoroughly enjoyed them, it was an absolute necessity (which fortunately I had the time to facilitate). Logging on, I would normally find myself either in PoK (the Plane of Knowledge) or Butcherblock depending on whether I was grinding LDON quests or adventuring in other parts of the world, such as Sanctus Seru. Soloing was entirely out of the question once most classes had past level 20 so the first call to action was finding myself a group. And that took time.

I usually set aside about 1 hour to find a group or put one together and then a good 2-3 hours for actual adventuring. Forming a group was tough work but very rewarding. My first port of call was always my guild and then, after that, my very long and healer orientated friends list. I found that by playing regular hours (I played on Stromm in 2004 which was a US server and thus perfect for my late night activities), I often bumped into the same faces over and over again, perfect for building up a host of reliable contacts.

If I couldn’t find a group to invite myself into, more often than not, someone I knew would be on and I’d be able to form my own with them. We then start looking for other players to join, usually by advertising in Out Of Character (OOC) chat. This required a lot of patience on everyone’s part and tended to involve us just sitting around in either PoK or the LDON camp in Butcherblock, waiting. And waiting. As I said before, I often put aside an hour for this process.

Finally completing a full group was then incredibly satisfying and we’d adventure for hours on end, most players staying a good solid 2 hours or so (it was usually considered rude to leave too early unless announcing it upon accepting the group invitation). Strangely enough, this was all before the term PUG was even coined and joining random groups of strangers was considered normal and necessary. I’d also struggle to remember more than a couple of bad experience I had in such groups.

But alas, how things have changed now. Today I will play a MMORPG for perhaps an hour a night during the week and maybe a couple of hours on a Saturday or Sunday. This is due more to circumstances and my, shall we say, “evolving” social and family life.  Even then, I’m faced with certain ordeals that I never had to endure 5 years ago. PUGs are generally meant to be avoided, maintaining a full group of strangers long enough to complete an instance is often a luxury, and my friend’s list is shorter than what Ms Piggy could count on her trotters.

No doubt a lot of this is of my own making but I do find it odd how now we have to be forced and herded into grouping. Blizzard is introducing a spanking new LFG system which pulls people from across servers and instantly teleports them into their desired dungeon all in an attempt to bring back socialising and grouping. I think that I’m all for it because it will mean that I can group without having to break my meager gaming pattern but then I catch myself looking into the mirror at the man I have become and miss my former self and the depths of immersion, adventure and socialising I’d reach.

So here’s the question: are we just becoming more lazy now? Are we too satisfied with our soloing and quest grinding to even bother putting together a group? Or are thing just becoming more accessible and making our lives easier?


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Star Trek Online Official Release Date

So it’s official: Star Trek Online will be released on 2nd February 2010 in the US and 5th February 2010 in Europe (hopefully the usual head start programs will apply and us Euros can get early access along with our American buddies). Not really surprised at such an early release date as after all of the tidbits of news I’d been hearing about STO, I was expecting it. Still, it does make me very cynical about just how polished and ready the game will be. Call me a pessimist but I’ve been playing MMORPGs for a long, long time now and seen my fair share of games being released when they just aren’t ready.

However, trying to objective about it all, maybe STO will be just fine and perfectly polished and good to go. Perhaps I’m too used to Blizzard’s relaxed attitude towards deadlines (turns out Starcraft 2 won’t even beta until next year) and thus feel that if something doesn’t take a dog’s age to release, then it won’t be ready enough. Cryptic may have been working on the game for years already or using some fancy new engine and tools which makes development a breeze so really I shouldn’t pass any judgement until the game comes out and I can try it for myself.

Still, I worry. See, I’m a worrier, it’s just in my nature. We haven’t had the slow build of hype over 36 months to prepare us for this game and the thought “they just want to get it out before Cataclysm destroys every other MMO along with Azeroth” keeps pervading my mind. However, with any luck time will prove me wrong and my worries will be to no avail.

P.S. I’ve decided to avoid the Star Trek Online open beta and just wait for the official release (or pre-order head start). I’m jaded with the whole beta experience and, right now, I feel like I can continue my internal hype machine enough to wait.


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Pandaren Monk Review

In a moment of utter lunacy, I decided to purchase the Pandaren Monk pet for World of Warcraft so I could see what all the fuss was about and review it for my blog. It comes with a hefty price take in the UK (£9, more than my monthly subscription and about 30% more than the US equivalent) but heck, it’s only money right? Plus half of it goes to the Make-a-Wish Foundation charity so that makes me feel a little better.

The purchase process was very slick and easy and I have to take my hat off to good web design when I see it. I mean, it’s so easy, you’re money almost falls out of your wallet into their system so kudos to the Blizzard Store web developers. Integrating the pet with your WoW account to claim is also very simple and well guided plus there’s a nice option to send the code off to someone else for a gift. No doubt Blizzard have eyed up these cute pets as being potential Christmas presents.

Pandaren Monk in WoW

Pandaren Monk in WoW

I’ll need to let everyone know that at this point my wife caught me buying the Pandaren Monk and wasn’t very pleased with me splashing out £9 on virtual goods. I managed to convince her that it was important research for my blog but I’m not sure she completely bought it. Tip for everyone else - make sure you buy your online pets in secret lest you risk the infamous wife aggro.

Anyway, a few minutes later I was logged into WoW and had my little, chubby monk out ready to entertain me. Meh. Yeah, it’s kinda fun. I guess. The panda pet does look very cool and the animations are really nice. He will bow when people /bow to him and every so often he will squeal and jump around doing some kung-fu moves but other than that he just follows you around like any other vanity pet.

The Pandaren Monk is a nice pet, no doubt, but to be honest I’ve already forgotten about it. I’m just not sure exactly what to do with it apart from occasionally break it out in highly populated areas just to show off. If I’d received this pet as part of an in-game promotion or quest reward, I’d be very happy but I’m highly skeptical about whether it deserves it’s excessive price tag.

So to summarise: pet, nice; price, bad. But the most burning question of them all, is it worth the money? In my opinion, no, it’s not.

Oh and you can’t rename it. I don’t really understand why not and it’s a big shame as my wife was hoping I could rename it after her. I think she’s just watched Kung-Fu Panda once too often.


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