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Posts with tag mmorpg

Which matters more, graphics or gameplay?

Graphics have come a long way in the last 20 years. We've gone from simple white squares on a screen to photorealistic cutscenes and gameplay. We used to have monochrome backgrounds, and now we've got lush, textured environments. Most players come upon a game with an expectation of what level of graphical advancement they would like to see.

Likewise, gameplay has evolved in leaps and bounds. We no longer suffer extreme death penalties, and we can find random people to run dungeons and raids with by only clicking a couple of buttons. New gameplay ideas are being presented seemingly with each patch, and to a lot of success -- a simple gameplay hook can keep people coming back and playing a game for months, even years.

But are the two mutually exclusive, and have they become so?

Obviously, in an MMO, no one wants to run around an ugly world populated by trees that look like pipe cleaners, but is it a deal breaker? Would you rather play a fun, fulfilling game that looks a bit dated or play the most gorgeous, graphically stunning MMO that may lack good mechanics or an involving story?

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Filed under: Analysis / Opinion

PAX East 2011: Will World of Warcraft ever go free-to-play?

It seems that every new MMORPG wants to bill itself as a "WoW killer." From Lord of the Rings Online to Age of Conan to (most recently) RIFT, everyone wants a piece of the most popular subscription-based MMORPG of all time.

To date, World of Warcraft has weathered the competition. Its subscriber numbers have reached an all-time high (now over 12 million), with its latest Cataclysm expansion selling nearly 5 million copies in the first month alone. The game should remain popular and successful for years to come. Still, even Blizzard admits: It can't stay on top forever.

So what happens when the game starts losing a significant amount of its subscriber base? If what happened to Turbine's Lord of the Rings Online and Dungeons and Dragons Online is any clue, World of Warcraft might move to a free-to-play model. Since switching to free-to-play, both of Turbine's games added subscribers and increased revenues.

This past weekend, I sat in on the free-to-play MMO panel held at the PAX East 2011 conference in Boston. Afterward, I caught up with Robert Ferrari, VP of Publishing and Business Development for Sanrio Digital (Hello Kitty Online), to discuss WoW. We discussed the free-to-play industry and whether or not World of Warcraft could eventually find a place in it.

"WoW has to be looking at a free-to-play model currently," Ferrari theorized.

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Filed under: News items, Rumors

Breakfast Topic: Is it the world or the gameplay that keeps you hooked?

This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

When I first started playing WoW, I read every quest. I was a newbie who didn't know where anything was and didn't even know of the existence of addons to help me in my questing. So I often searched the quest text for clues about where to find mobs and items. As my game savvy increased, I read the quests less and less, until finally I didn't read them at all but rather clicked on my map to see where I needed to go and what I needed to kill.

Now, I find myself slowing down again. The lore is interesting to me, and more and more, I realize how expansive the world is and how fun it is to participate in that world. I am not an RPer by any account, but I find myself wanting WoW to be a world and not just a game.

Out of a desire to understand and enjoy the lore, some players have read Arthas: Rise of the Lich King, The Shattering, and other WoW / Warcraft-related books. Other players have absolutely no desire to know the lore and view WoW as a game that they enjoy playing -- not a live-action fantasy novel.

Are you the sort of player who loves the lore? Or do you just play for the game action?

What's the biggest draw of WoW and Azeroth for you?
I love the persistent virtual world -- the lore, the community and social interaction, developing my characters ...7839 (68.4%)
I'm in it for the gameplay.2227 (19.4%)
-delete-1391 (12.1%)

Filed under: Breakfast Topics, Guest Posts

Guest Post: Into the future with user-created content

This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages.

One wonders how long World of Warcraft will remain viable. It is quite possible that my warlock will still be going strong decades down the line. Of one thing, however, I am certain: I will be playing some sort of MMORPG for as long as I'm able to tweak my spec. But will that game be WoW?

My friends and I muse about what it would take to switch to another game. That game would have to build upon WoW's legacy and offer something new and amazing to boot. Speaking of boots, I'd wager my Prelate's Snowshoes that the new game will be some incarnation of WoW itself, as Blizzard has proven so willing and able to adapt and grow with its fan base.

What makes WoW so popular and enduring? For starters, the game is so accommodating, with plenty to offer noobs and leets alike. Players can feel a sense of accomplishment from merely questing, while others can savor the challenge of working through multiple levels of high-end raid content. I can feel the delight of one-shotting a low-health rogue sneaking around the lumber mill or experience the soul-destroying chaos of getting quickly roasted in arena. And those of us with creaking, overworked CPUs are able to take part in the fun.

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Filed under: Guest Posts

Guest Post: The death of in-game interaction


This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com.

WoW's evolution has changed the course of both MMO game design and the landscape of the MMO player base in dramatic ways. By exploring the road most traveled, WoW has led the way from the roots of tabletop pen-and-paper RPGs and early MMO tabletop simulations into MMOs as virtual RPG themeparks.

Despite WoW's fantastic success on many fronts, in its evolution toward catering to the most common, casual style of play, it's removed much of the human interaction that made early MMO experiences special. Today's WoW is slick, seamless and streamlined. There is nothing one player can achieve that another player cannot also relatively easily achieve. Yet while players in today's WoW maintain that this thinly clad, egalitarian experience is "best," in reality, what we see is a continuous striving for distinction free from the confines of the game design itself. The ever-present GearScore sniff test has streamlined the need for player interaction to the point that interaction is barely needed at all.

In fact, it might be this very streamlining that has caused this MMO behemoth to slide away from the real magic of the early MMOs, to become a sanitized gaming experience that only barely acknowledges its need for virtual face-to-face gameplay. I miss the real interaction with my fellow players that speaks to the oldest traditions of what spawned MMOs: tabletop RPGs. I want player interactions to drive the game experience, from raiding to crafting to questing. The biggest villains and heroes of an MMO should be players, not pre-scripted heroes and playerless cut scenes. The next big MMO, I hope, can make this happen.

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Filed under: Guest Posts

How gaming can make a better world

About ten days ago, an interesting video of a speech was aired on TED talk. For those of you who don't know what TED is, it is quite literally a meeting place of some of the world's greatest thinkers: economists, philosophers, doctors, environmentalists and so on. These are people who dedicate their lives to making the world a better place.

So imagine my surprise when I was notified of a talk from someone who said that gaming fit into that ideal?

Enter Jane McGonigal, game designer. She says that the video game-playing youth of today -- that's us, by the way -- have within us the power to save the world. I know, I know, sounds crazy, right? Well, put down that energy drink and listen in. Jane's mission is to "try to make it as easy to save the world in real life, as it is to save the world in online games." The basis of her theory lies in a few things: motivation, an investment of time and the need to be rewarded. Remember that time your guild downed Ragnoros? Or triumphantly came through to the end of ToC? Yogg-saron? How did you feel then?

That's right, you felt satisfied.

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Filed under: Analysis / Opinion

Breakfast Topic: Lessons from Single Player RPGs

I'm sure by now it's pretty much no secret whatsoever that half the team, myself included, spent a good part of the waning days of Patch 3.2 enamored with Dragon Age Origins. Maybe it's the innocent charm of the leading man, Alistair, the deep and involved game world, or the fact that Marilyn Manson totally warned us that this was gonna be big, but I'm in deep. Patch 3.3 is finally dragging me back to WoW with its pure awesomeness, but Dragon Age is still pretty fresh in my mind, and there's more DLC to come.

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Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Breakfast Topics, Lore, RP

Mike Morhaime and Paul Sams accept Guinness World Record awards

Apparently there were a few Blizzard blokes at E3 last week, even though we didn't see them wandering the floor at all. Mike Morhaime and Paul Sams were both there to accept their awards for world records from Guinness after making it into the 2009 Gaming edition. World of Warcraft picked up a record for the most popular MMORPG in the world (with, as you probably know, 12 million players), and Starcraft gained recognition for being the best-selling PC strategy game, with 9.5 million copies sold worldwide. Neither of these awards are really that much of a surprise -- both games have already garnered tons of other awards, and both games are already squarely in the pantheon of the best and biggest PC games ever sold. But being recognized is always nice, we're sure.

They honored a number of other extremely popular games and services as well, including two big Activision Blizzard titles: Call of Duty 4 was recognized for being the most-played online video game, and Guitar Hero was recognized for being the best-selling rhythm game series (though Red Octane, the game's original publisher, was honored, and they've only recently been acquired by the Activision overlords).

Congrats to all the award winners, as if they even needed it. Something tells us the millions and millions of dollars in revenue from all of these games was probably a nicer reward than Guinness recognition. Just a guess.

Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Blizzard

Blizzard moves from #47 to #1 in studio rankings

According to a recent list by Develop magazine, Blizzard has dethroned Nintendo to become the most bankable game studio in the world. I'm surprised they weren't there already, but I guess it's just this side of possible that Nintendo is hard to budge. Develop's top 100 is compiled by their editorial team and accounts for total sales, reputation within the industry, and a variety of other criteria. When all was said and done, the editors wrote, Warcraft "continues to do the sort of numbers previously reserved for crime syndicates and smaller members of the United Nations."

Nicely put, but what I find most bizarre about the list is that Blizzard jumped from #47 to #1 within the space of a year (you'll find Blizzard's 2008 listing on page 82 of a highly annoying-to-navigate Issuu archive). While part of that's due to the merge with Activision, Develop claims that Wrath of the Lich King being the fastest-selling PC game in history was the greatest contributing factor. Hang on. WoW was doing just fine even before Wrath hit, so how did Blizzard manage to get itself ranked behind do-little studios with sales of around $1-2 million per game on the 2008 list?

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Filed under: Blizzard, News items

A guide to shutting out the world (of Warcraft)

WoW is a very social game, and you might think that there is no getting around it. Fortunately for those who relish their alone time, there are several ways to minimize contact with other players and have some quiet time.

While some people will argue that you should stop playing social games like MMORPGs, there are plenty of solo activities, and if that is what you want to do, more power to you.

Today, I will be answering some reader mail from Heidi who desperately wants some peace and quiet.

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Filed under: Realm News, Analysis / Opinion, How-tos, Guides

Will the economic downturn hurt WoW?

GamePolitcs had an interesting news brief about Michael Pachter, a financial analyst with Wedbush-Morgan, who contends that MMOs will not be impacted in the current economic downturn because the majority of people who play them are "addicts."

The full interview with Pachter is available from Reuters.

Besides the negative stereotypes and sweeping generalizations that come with statements like "people who play [MMOs] are addicts," Pachter does make a good point. He notes that "Losing their jobs makes them more likely to play because they have more time to play."

I thought about this for a minute. If I were to lose my job here at WoW Insider, I would no doubt start looking for new employment almost immediately. I would scale back my expenses – probably get rid of cable TV (Hulu is my TV now anyways), I'd eat out less, I'd use the library more and Barnes & Noble less, and I would generally be more frugal with my spending.

But I don't think I would cancel my WoW subscription.

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Filed under: Analysis / Opinion, Economy

Breakfast Topic: The way we was


Yes, I've stolen the title from an old Simpsons episode, before anyone nabs it in the comments.

Well, WoW -- happy birthday! I don't think anyone, least of all Blizzard, expected the game to be anywhere near as popular as it's become, and it's just getting stronger. The game has changed a lot in the past four years, both for better (if you're me) and for worse (if you're a forum troll commenting on every change that has ever been made or ever will be made, unless it results in their character being absurdly overpowered, in which case any effort to fix this will be termed "a slap in the face"). Classes have also drastically changed in the process, with far less attention being paid to their traditional roles in previous MMORPG's and more attention paid to soloability, adaptability, and just plain fun. The character you rolled when you first began playing may bear no resemblance to the character you expected to be playing now, even if it's the same toon. And for some of you, that you're playing an MMORPG at all would have been a laughable notion before WoW debuted.

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Filed under: Events, Blizzard, Breakfast Topics, Features

WoW Insider at Dragon*Con 2008!


Perhaps you were one of the myriad people who made it out to the WoW panels at Dragon*Con last year. Maybe you just heard of this raucous, geeky event and decided that since you can't make it to the West coast for BlizzCon, you'd check out Dragon*Con. Whatever your reason, we're heading back again this year along with our sister site Massively with a variety of World of Warcraft related panels for you to enjoy!

If you're heading to Hotlanta this weekend to take in all the awesome that is sure to be Dragon*Con 2008, we've prepared a handy guide to some of the MMOG track happenings that may be of interest. Join us after the break for a panel breakdown, or check out the full schedule on Massively for all things MMO going on at D*C 2008!

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Filed under: Events, Fan stuff, WoW Social Conventions, Wrath of the Lich King

EA CEO: Warhammer won't rival WoW

There's been quite a bit of buzz around that whole little Warhammer game that's coming out soon, and while we're not a Warhammer blog or anything, we've at least covered the questions that keep arising over how it stack up to WoW. Will Warhammer Online be the game to beat WoW? Is Blizzard stealing Ideas from them?

Electronic Arts CEO John Riccitello put his two cents into the kitty recently at an investor's meeting. Next Generation reports that he said the following:

"Warhammer Online [will be] a strong entry in the MMORPG space," Riccitiello said at the William Blair & Company's investor meeting Tuesday. "No, I don't think it's going to rival WoW, but no one would ever predict that. But it is a strong game that will ... get our returns for us. We're proud of it."

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Filed under: Analysis / Opinion, Odds and ends

Intel technology research may lead to mobile WoW

The idea of mobile MMORPGs has come up before. Blizzard is on board with the idea of a mobile WoW interface of some sort, and have even hired mobile engineers and designers. Second Life has started down the path too. Still, for all the promise of being able to run Deadmines while you're stuck in the back of a car on a cross country drive, or churning out Netherweave Bags while you're waiting at the clinic for your semi-annual medical checkup, it seems like there's hurdles yet to overcome. The biggest one, of course, is getting a mobile device to pack enough power to render WoW's graphics and keep track of all the information that WoW needs to run.

Luckily, it looks like Intel and Comverse are on the case for us. The two companies have worked together to create a 3D streaming system that compiles and renders all the graphics and data of an MMORPG on a central server, then sends it to the mobile device. You can read their researcher's post about it on the Intel blog site. You can also see the process demonstrated with Second Life in the video above, although there's not really a good shot of the mobile device screen to show us how well it actually works, unfortunately.

Still, if they can get the technology working feasibly, it should definitely put us one giant step closer to a relatively full fledged mobile WoW client. When the day comes that we can grind dailies on our iPhones, it may be that we'll have Intel to thank.

[Thanks to Bitterzoet for the tip!]

Filed under: News items, Hardware

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