Thursday, May 28, 2009

Too Late to Start?

I've been idly googling this phrase in relation to certain MMOs, wondering about the factors that are implicit in those four words. In no particular order, here they are:

1) Concerns about server populations

Games that are out too long tend to have very little people around the starter areas, and be top heavy around the endgame level range. This affects people who like a bustling feeling of people around them, as well as social or achievement-oriented folk who have the following...

2) Concerns about getting groups within a reasonable timeframe
Again, some people are very social and like to spend their playtime with other people. Many other folks are achievement-oriented, and like to be able to level with efficiency => if the game is structured so that grouping is more efficient or worse, the ONLY efficient/effective way to level, they need a critical mass of people around for play or they will get frustrated and quit with "nothing else they could do."

These two concerns also affect FPSes. FPSes past their prime are notorious for having only a few servers, that may not be optimal play experiences because of bad ping, or the same faces over and over again, and such.

3) Concerns about "catching up" or being competitive, or on a level playing field
This affects the achievers, in two different arenas - PvE and PvP, depending on interests. Some games put the 'real game' endgame far far away and some folks don't like the busywork in between blocking the way to what their friends are currently doing. Some games have the older vets in crazy stat gear that just blows away mobs that newer folk would have trouble with (equating into a rich/poor divide that makes people frustrated at potentially never becoming one of the 'haves') or worse, blows away the noobs themselves in PvP (being a punching bag with no chance of winning would not make someone stay in a game for long).

Of course, these are theoretical worst case scenarios. Most actual PvP MMOs, even in things like Lineage 2 and Eve have 'teamwork' > gear/time invested being a factor in winning, but certainly the perception of something being important is important too.

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This topic has been on my mind since I have chosen to embark on a Final Fantasy XI adventure. A SEVEN-year old MMO. Sheesh, it's nearly as old as RoD.

Yes, I have branched out into other MMOs before. ATITD was cute because it basically reset the game and put everyone on a level playing field. Guild Wars puts the artificial ceiling so low that one could bump into it in a few days and then realize there's still a whole world to explore/learn/grind progress bars with. But other games are a bit more traditional...

Ultimately, I think it boils down to what one wishes to do/achieve in the game.

Be it RoD, WoW, LOTRO, FFXI or EQ2: if you're hoping to hit level cap and then proceed on to a linear raiding game within a decent span of time (or whatever the game's 'endgame' consists of) - one had better pick a game/server with fast leveling, containing decent populations to group for xp and of course, raid with, and it would be easier if you schmoozed around a bit and found some friends who already have an established network to ease you into things.

That's what a number of people do, I'm finding. Especially for games like Eve Online.

Personally, I can't seem to get into endgame play anymore. It's a killing time cycle. I would rather stop and go play something else.

So whyever do I play these games? Well, to see new content. To learn new systems inherent in a new game. To level at a decent pace and make my character more powerful, so as to do the above two, while enjoying the immersion into a world and the actual visceral combat effects if they are nice.

I'm kinda meandering to the conclusion that for me, it's not too late to start any game, as long as I accept that I'm not going to play it in an achiever 'got to get to endgame' manner, spend most of the time by myself soloing and learning the game at my own pace (not lectured to or dependent on or responsible for anyone else) and stop when I have grokked the system and gotten bored of the repetition.

I may never see the group-required content for any multiplayer game. Little sad, but that's how it is. As long as I'm fine with that, I'm good for a trial of any game.

In time, I do believe companies will move away from that because I don't think my cohort is that rare - we might end up the supporting influx of cash factor for an old game, and most old games try to ease the leveling/catch up curve, mostly by making it soloable, maybe with NPC help.

Oh well. Lofty thoughts. Mostly to replace being unable to play. Anything. Heh. I have been stuck solidly in the real world due to more pressing matters than waffling around lost in a virtual environment. And the little time I had at home, has been spent collapsed on the bed in a dead tired dreamless sleep.

Pfft. Not looking better until Mon/Tue either. Guess starting a game that requires lots of offline reading would be handy at this point. *chuckles*

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