Category Archives: MMO design

End-game content is not the ONLY content.

Tobold, MMOCrunch and Random Battle are three blogs which have recently talked about solo vs group play in an MMO, and everyone brings some good points to the table. One major issue during the leveling process is that far too … Continue reading

Posted in Age of Conan, Asheron's Call, Dark Age of Camelot, Lord of the Rings Online, MMO design, PvP, Ultima Online, Warhammer Online, World of Warcraft | 12 Comments

Can Blizzard dig itself out of this hole…

We have a shortage of tanks, how are we going to fix that? Trick everyone into playing a new tank class. But people hate tank classes… Yea but this one will be more fun, have more utility, and will have … Continue reading

Posted in MMO design, World of Warcraft | 12 Comments

Stop bitching about skill points newbtards.

Read enough EVE-related posts and you will notice a certain complaint always being made: I can never catch up to older players. First of all, the statement is mostly true. If you started a new character today, those pilots with … Continue reading

Posted in EVE Online, MMO design, World of Warcraft | 22 Comments

Burned out on WotLK already.

I wanted to expand on a previous post here, and go into a bit more detail about WotLK and my total lack of excitement. I still think that more than anything else, the fact that Warhammer Online is so close … Continue reading

Posted in MMO design, Warhammer Online, World of Warcraft | 42 Comments

Avoiding the WotLK beta.

The fact that people are actually AVOIDING playing the WotLK beta should tell you all you need to know about how much content they think the next expansion will provide. For me personally WotLK does less than nothing. Another few … Continue reading

Posted in EVE Online, MMO design, Warhammer Online, World of Warcraft | Tagged | 19 Comments

The small stuff sometimes makes the biggest difference.

As JoBildo accurately points out, the ‘open group’ feature of Warhammer is one of those ‘no one did this before?’ types of features that just seems so obvious, especially to anyone who has played MMO’s for any length of time. … Continue reading

Posted in MMO design, Warhammer Online | 10 Comments

Not the hardest shoes to fill…

If you’re Horde, defending your Relief Hut, and make us spend 10-15 seconds trying to kill you, the rest of your team will be able to support and heal you. And if you do die, you’ll rez at the Relief … Continue reading

Posted in MMO design, PvP, Warhammer Online, World of Warcraft | 6 Comments

Power to the MMO people!

/begin rant A good game is one that you enjoy (or enjoyed) playing. You can ‘burn out’ on a good game. (see WoW) It sounds so simple, yet lately I’ve been reading a whole lot of contradictions in both posts … Continue reading

Posted in Age of Conan, MMO design, Random, World of Warcraft | 11 Comments

The carebear and the ganker, best friends forever.

In somewhat of a continuation from yesterday’s post, and with the idea sparked after reading MBP’s post here, today’s topic aims to examine why so many PvE ‘carebears’ play PvP-focused MMOs, using EVE Online as the example. Not since Ultima … Continue reading

Posted in EVE Online, MMO design, PvP, World of Warcraft | 14 Comments

Asshat or PvPer: Which will Warhammer Online have?

I read a recent post from MMOG Nation via MMOWTF today that got me thinking, or rather re-visiting an idea. The post pointed out the differences in PvP mentality going from a PvP server to a PvE one in WoW, … Continue reading

Posted in Asheron's Call, EVE Online, MMO design, PvP, Warhammer Online, World of Warcraft | 11 Comments