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MMORPGs: Part 1

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In an ideal world there’d be gaming cafés on every street corner and plenty of local players always looking to try out new boardgames and Tabletop RPGs. Unfortunately, this is probably never going  to happen, because most cafés can’t afford to set aside enough tables and a great many potential players find it easier to ‘meet’ fellow gamers online.

For most, the virtual meeting places of choice are Massively Multiplayer Online Roleplaying Games (MMORPGs). The numbers signing up to take part in these ‘adventure world’ computer games seem to suggest that many gamers prefer to play as part of a virtual community rather than playing alone.

World of Warcraft is currently the most popular MMORPG

Players and potential players of MMORPGs are presented with a bewildering range of titles to choose from. These are generally marketed through multi-tier subscription models, which emphasise the unique ‘spin’ offered by each title. In some cases a product’s ‘extra ingredient’ is focused on the gameplay, while others rely on their links to established ‘gamer friendly’ brands.

Before taking a look at a few of the available options it seems worthwhile to get a clear idea of exactly what lies behind MMORPG gameplay and branding. This can be presented as a series of ‘pros’ and ‘cons’, but it’s necessary to qualify these labels by noting that one player’s ‘disadvantage’ can be another’s ‘absolute essential’:

Pros

  • Online access means there’s no need to organise games.
  • The standard of MMORPG graphics and plotting has improved in recent years.
  • Plenty of players are available to play at all times.
  • Many MMORPGs offer a ‘try before you buy’ subscription option.
  • Most MMORPGs have ‘try before you buy’ online gameplay videos.
  • Leading MMORPGs usually offer features that distinguish them from others.
  • The sheer scale of some ‘game worlds’ provides a lot of gameplay at relatively little cost.
  • Some MMORPGs support Design Gaming, which hands players opportunities to re-design and develop gameplay beyond the boundaries of the basic gameplay model.

Cons

  • The hardware and connection speeds required to get the best out of some MMORPGs can be expensive.
  • There is, generally, ‘no such thing as a free lunch’.
  • Charging for extras ensures that gameplay is not conducted on a ‘level playing field’. Those with ‘out-game’ cash can buy better gadgets, ‘power-ups’, missions and locations.
  • Significant personal investments in terms of time and spending may be lost if the game doesn’t grow, and sustain, a sizeable community.
  • There’s currently no way to translate PCs (Player Characters) and items purchased in one game into another.
  • Moderation of both gameplay and ‘out-game’ forums can be patchy at best.
  • Online communities often take a fairly unforgiving approach to new players.
  • Most fellow players are likely to persist only as acquaintances rather than becoming friends.
  • There’s not as much variety out there as the marketing would have us believe. In most cases gameplay follows subscription-focused ‘slay and shop’ or ‘group, slay and shop’ models.
  • Forceful ‘slay and shop’ games can foster a ‘win-mentality’ more consistent with the games’ ‘values’ than players’ preferences.
  • Without regular injections of new content gameplay can become repetitive.

Further ‘pros’ or benefits resulting from participating in collaborative gameplay and exploring novel situations also seem relevant. However, concerns over repetition, ‘shop and slay’ gameplay and consumer inequality are significant and persistent. This is, in part, because it’s fairly obvious that there isn’t that much to choose between the many systems.

Free Realms is one of the better MMORPGs for kids

Fortunately, there are a few companies which seem willing to test or stretch current boundaries. These will be included in the next post on MMORPGS, alongside a selection of the pick of the current ‘crop’.