[Tales of a Scorched Earth
Friday March 03, 2006

evolving virtual worlds

Written by gatmog at 09:04 PM
Categories: game culture, gaming, mmorpgs, pc gaming

In hindsight, David Sirlin's seemingly harsh remarks about what World of Warcraft offers the MMORPG scene could be considered flame bait - they certainly caused enough of a stir within the games community. I think the important point he brings to the discussion is the insistence of the current game model to reward players based on time spent in the game. Based on my own experiences in World of Warcraft, it was often infuriating to watch friends who had more time to spend gaming accelerate through the game, participating in high level instances that I could never hope to be a part of. As a result I was forced to play solo - definitely not a bad thing - but still feeling like I was missing out on something. While pure exploration is always a worthy pursuit, the game should be able to be experienced by all participants - not necessarily the ones willing to spend the most time staring blankly into their monitors.

Sirlin's article prompted a thoughtful list from Raph Koster, which in his words was more of a lament of the state of MMORPGs than a bona fide response. I think the most fascinating aspect of this list is that is speaks as much about the gamers than the games themselves (see: "Staring at someone who is talking the politest thing you can do. Because the only other option is to not look at them at all.")

There is an ongoing conversation at Terra Nova about this list. Ignoring the attack and defense of SOE and Koster, I think the antagonist in the discussion brings up an excellent point:

From this point on Talent will be one of the biggest determining factors in the success of any given MMORPG. When you see a screenshot from WoW you know it’s WoW. When you see a screenshot from Eve Online you know it’s Eve Online. When you see a screenshot from Chronicles of Spellborn you know it’s Chronicles of Spellborn. You can’t create the artistic talent reflected in those games with polygons, pixel count, or realism. You can’t replace the musical talent in those games with a movie soundtrack. You can’t substitute the depth and beauty of the lore created for these games with player created events. In order for a MMORPG to be a true success it has to have genuinely talented and inspiring artists working together to bring it to life – just like in any other artistic endeavor.

The first thing I noticed when I joined the beta of World of Warcraft were the incredibly unique environments. I was able to ignore the low poly character models and drawn-on shadows, because this game had style. The limited amount of background established by the Warcraft series had been fleshed out to make you feel like you were living amongst a contintent-spanning conflict. While I enjoyed Star Wars Galaxies immensely (before it was irreversibly changed into another Everquest), I tend to agree that it suffered from a lack of a definable style. To be given such a powerful license and still not manage to convey what made the movies so magical did irreperable damage to the game's reputation. And placing immediately accessible, famous NPCs into the revamped version is no substitute. There's nothing unique about World of Warcraft's gameplay - in fact, before I cancelled the gameplay had become mind-numbingly tedious. But that never stopped me from exploring, because there was no shortage of skillfully constructed atmosphere to take in.

I'm all for changing the current play model for modern MMORPGs; Star Wars Galaxies gave me a taste of what was possible. But first and foremost, I want to be entertained.

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