Posts tagged mmo

Posted 3 months ago

quick take: pso

f0newearl:

pengummo:

not sure if i want to pony up the money to rack down a broadband adapter and then hook that broadband adapter to a wireless modem so i can play this game potentially with someone else on the internet maybe on a hack server. but i think it would be fun to stream the gameplay to all my badgers and mmo bros.

If you’re looking to play with more people online, might I suggest PSO Blue Burst on the SCHTHACK server for PC?

perhaps. ive gone ahead and acquired some gear to begin streaming gamecube gameplay, and i have a considerable gamecube library of games that i haven’t even played once and i think it would be fun to stream them all.

im also looking ahead and seeing that PSO2 is due for an english release sometime this year, and ive got some other mmos on my plate between now and then that i want to at least try out.

Posted 4 months ago

quick take: pso

yes, im talking about the year 2000 console online rpg Phantasy Star Online. or rather its gamecube port released in 2002 i recently managed to acquire. (sadly, it is not the Plus version released in 2003.)

on the surface its a really old, slightly obtuse diablo1 married with a console jrpg. so far i think it works. theres an emphasis on consumables, and which race, class, and gender you pick for your character seems to have an impact on your long term growth potential. even though i haven’t yet grouped up with anyone i can readily see how playing in a group would enhance the experience.

it should be an interesting playthrough. with a friend or two on split screen. and we’re all drunk and squinting. 

not sure if i want to pony up the money to rack down a broadband adapter and then hook that broadband adapter to a wireless modem so i can play this game potentially with someone else on the internet maybe on a hack server. but i think it would be fun to stream the gameplay to all my badgers and mmo bros.

Posted 4 months ago

lotro and tsw and tera oh my!

its starting to look like 2013 for pengummo will be about f2p mmos. im already wading through lotro and i got TSW during christmas and now it looks like i need to get a copy of tera to secure my founder status when it goes f2p.

reality has finally caught up to players and developers: it doesn’t cost that much to keep the servers online. its gonna be an amazing year where the only people who rent their content anymore are going to be wow players, rift players and eve players.

and i think thats great.

Posted 4 months ago

2012 mmo year review

this post contains the mmos i played in the year 2012, and what i thought of them

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Posted 5 months ago

a few weeks ago my dissapointment with guild wars 2 peaked and i decided to hell with it and i would give lotro a try, half as a joke, half because the hobbit movie was coming out soon and it reminded me that lotro was a thing that existed.

my initial dive into the game i was met with all the rough edges that the game has, but pushing past all that is a pretty charming game. its a wow clone for sure, but its also got a lot of nice features that wow was slow to implement, or hasnt even fully gotten a grasp on. to complement that it also has some of the best lore and worldbuilding ive seen yet in an mmo (thanks JRR Tolkein!) and decent writing. no joke: i am actually reading quest text in this game, as much of it is pretty well written.

im not too excited about playing yet another mmo with a gigantic level cap and tons of gear to grind, but on the other hand its also got some pretty interesting advancement mechanics, and many multiple paths to advance your character. cost wise this game will also likely cost more than what i paid for guild wars 1 and 2 combined, but if im enjoying myself then its worth it.

Posted 8 months ago

a guild wars 2 ‘review’

you cant really give a full review for guild wars 2, just because its massive size and scope means only the most dedicated players have explored all it in breadth and depth. but at the same time after spending hours with the game you can still gather a general impression of the game to your tastes and begin to really critique the work as a whole.

for the short judgement of the game ill quote one of my favorite game reviewers, xoxak:

so half this game is ugly and confusing. the other half is by the books and boring. i love the ugly and confusing part.

and the long analysis is below the fold

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Posted 10 months ago

I see dead MMOs. 

In your dreams? 

[shakes head no] 

While you’re awake?

[nods] 

Dead MMOs like, The Matrix Online? APB?

Collecting subscription fees like regular MMOs. They don’t see each other. They only see what they want to see. They don’t know they’re dead. 

How often do you see them? 

All the time. They’re everywhere.

Posted 10 months ago

the flaws in guild wars 1

with the advent of guild wars 2 i feel its time enough to give my thoughts on guild wars 1. while ive talked about some of the joys of the game in prior posts, i feel its important to point out its flaws as well.

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Posted 1 year ago
the original motivator for comparing zelda games to mmos was the fact that i found so many of the ‘dungeon’ instances in mmos to be so painfully boring, and why i found dungeons in zelda so much more interesting. i got a little sidetracked by comparing narrative elements last time, but today i want to keep it all mechanics.
twilight princess’s dungeons feel freshest before you have too many hearts and too many tools to play around with. its a common problem with zelda games, where once too many tools are in the bag some either become useless or are obsolete. a similar problem exists in mmos that hand out abilities too freely, but thats beside the point. focusing on those early dungeons you get to see where the true dungeon design comes off.
later zelda dungeons tend to become a series of ‘aha’ puzzles and fights of minor annoyance. earlier zelda dungeons though, each fight could potentially remove half your hearts, and since the designers can’t dead-end you by making you have to search around for a tool, they have to find ways to make the exploration interesting and non-obvious. zelda manages to do this well, and personally i think its one of the series’ greatest strengths and a testament to its design.
compartively lets define the mmo-dungeon experience: a mostly linear tour of monsters and bosses, where the game usually assumes the player has a tank and a healer, and there are no surprises because the players have to repeat these dungeons repeatedly for rewards.
clearly zelda-dungeons have an advantage on that last bit: there is no advantage, nor any reason, to repeat a zelda-dungeon. there are backtracking bits that reward players with extra things for using new tools in old areas, but nothing quite as drastic as doing the same mmo-dungeon twice. still, part of the thrill of exploring a zelda-dungeons is that it is new territory to be mastered, there is a sense of unknown lurking behind every door, around every corner, and inside every chest. i think mmo dungeons could develop a lot by having some kind of randomized room and encounter template to pull from. maybe not every mmo-dungeon an mmo offers should be built this way, but having the option to engage in such an encounter would clear up the boring linearity and lack of surprise that plague the mmo-dungeon.
the second idea mmo-dungeons could steal from zelda-dungeons is the idea that it should be necessary to find and use tools to continue the dungeon. execution of this has proven tricky, as the ‘oculus’ and ‘grim batol’ dungeons in world of warcraft have shown. personally i think this is a problem that the tools given dont really empower the players, but instead give the player a new challenge to overcome. the tools given for ‘the black morass’ or ‘end time’ instances actually do empower the player in an interesting and useful way, and neither of those instances have draw quite the same ire.
…and this post is already too long for its own good. theres some good ideas to explore more in this post, but to delve deeper into them would be going too far from this mmo vs zelda exploration.

the original motivator for comparing zelda games to mmos was the fact that i found so many of the ‘dungeon’ instances in mmos to be so painfully boring, and why i found dungeons in zelda so much more interesting. i got a little sidetracked by comparing narrative elements last time, but today i want to keep it all mechanics.

twilight princess’s dungeons feel freshest before you have too many hearts and too many tools to play around with. its a common problem with zelda games, where once too many tools are in the bag some either become useless or are obsolete. a similar problem exists in mmos that hand out abilities too freely, but thats beside the point. focusing on those early dungeons you get to see where the true dungeon design comes off.

later zelda dungeons tend to become a series of ‘aha’ puzzles and fights of minor annoyance. earlier zelda dungeons though, each fight could potentially remove half your hearts, and since the designers can’t dead-end you by making you have to search around for a tool, they have to find ways to make the exploration interesting and non-obvious. zelda manages to do this well, and personally i think its one of the series’ greatest strengths and a testament to its design.

compartively lets define the mmo-dungeon experience: a mostly linear tour of monsters and bosses, where the game usually assumes the player has a tank and a healer, and there are no surprises because the players have to repeat these dungeons repeatedly for rewards.

clearly zelda-dungeons have an advantage on that last bit: there is no advantage, nor any reason, to repeat a zelda-dungeon. there are backtracking bits that reward players with extra things for using new tools in old areas, but nothing quite as drastic as doing the same mmo-dungeon twice. still, part of the thrill of exploring a zelda-dungeons is that it is new territory to be mastered, there is a sense of unknown lurking behind every door, around every corner, and inside every chest. i think mmo dungeons could develop a lot by having some kind of randomized room and encounter template to pull from. maybe not every mmo-dungeon an mmo offers should be built this way, but having the option to engage in such an encounter would clear up the boring linearity and lack of surprise that plague the mmo-dungeon.

the second idea mmo-dungeons could steal from zelda-dungeons is the idea that it should be necessary to find and use tools to continue the dungeon. execution of this has proven tricky, as the ‘oculus’ and ‘grim batol’ dungeons in world of warcraft have shown. personally i think this is a problem that the tools given dont really empower the players, but instead give the player a new challenge to overcome. the tools given for ‘the black morass’ or ‘end time’ instances actually do empower the player in an interesting and useful way, and neither of those instances have draw quite the same ire.

…and this post is already too long for its own good. theres some good ideas to explore more in this post, but to delve deeper into them would be going too far from this mmo vs zelda exploration.

Posted 1 year ago

tera 9 hour beta is this weekend

i didnt sign up but i have some friends who did and got in and nobody can play.

im curious to see what else they find it brings to the table besides its action focused gameplay and extensive character generator options.