Sacramento, CA
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  • Okay WTF is a MMO? Really?

    Guild Wars 1 is a CORPG. 
    Anet itself conjured up the name due to the fact the game was instanced and did not have a persistent world. 

    I've always determined the "Massive" part of a game based on the number of players who simultaneously are capable of doing something together in-game. In most games I see with the MMORPG-Label, most of the content is designed to be for single parties. Massive to me means a point in the game where entire regions come under attack and all the players in that region/zone have to work together against swarms of enemies. Guild Wars 2 had this during the Scarlet Briar Invasions.

    As it stands: 

    Typical MMO Dungeon is 4 - 8 players 
    Typical FPS Team Deathmatch Party = 8  - 16 players (per team)

    When I see a shooter, I find it to be more "Massive" in the fact more people do things together than the amount of people who do things together in MMORPGs, excluding the minor percentage of endgame content that requires multiple parties to actually win a map. 

    The Genre to me is becoming "Less Massive" and more "Solo-Friendly" by the year. 
    Shooters are becoming more "Massive" and more "group-oriented" by the year. 

  • Blizzard Actively Working to Stem the Tide of Toxicity - Overwatch -

    One of the things I did when making mods for FPS games was that I simply said "Enough is Enough" and Disabled the Chat-Box in Unreal Engine games and Quake Engine games early on. 

    My servers became the heaviest and most-traveled servers because I had eliminated the following: 

    ~People swearing and hurling insults at each other.
    ~People venting to others
    ~Idiotic people complaining that they were killed while typing. 
    ~Random, Idle Chat turning game servers into Social Servers. 

    The Mod encouraged the following: 

    ~More Structured Playing by getting teams to get VoIPs
    ~Less Liability by publisher/developer/modders to deal with toxic people. 
    ~Much greater emphasis on Server Administrators to look for real infractions worth a kick or ban.
  • The 10 Greatest MMORPGs of All Time - 2017 Edition - The List -

    One of the problems of this list is the fact that it shows how displacement and its own form of what I call Gaming Gentrification had occurred.

    When I look at the generation of Ultimate Online, Lineage 1, and Everquest 1, I see the generation of players who were RP gamers who had deep backgrounds in PnP RPGs like Dungeons and Dragons, Star Wars RPG, Shadowrun, BattleTech, Vampire: The Masquerade etc, mixed with tons of Console RPG series like DragonQuest, Final Fantasy, Breath of Fire, Tales Series, Chrono Trigger + Chrono Cross, and even single title hits like The Legend of Dragoon and Xenogears.

    These were true fans who spent their time being ridiculed and put down by just about everyone outside their circle.

    I remember 2000s.. (Pre-WoW) where games started to change.

    There was Deus Ex, which was an FPS game with RPG elements. There was also Phantasy Star Online which was the first Online RPG that was on a Console that one could connect to the net that was actually popular. Many including myself bought a Dreamcast just for that game. A lot of console RPGs were being given voice acting and started to become more focused on graphics and FMV (Full Motion Video). Most of the commercials were FMVs to hide away the shitty in-game graphics. Though Xenosaga was my favorite series from this age.

    Of course we had Dark Age of Camelot, Anarchy Online, RuneScape, Star Wars Galaxies, Ragnarok Online, Eve Online, PlanetSide, Final Fantasy XI, etc.

    The fans of MMOs knew to speak of whatever MMO or RPG out there was making strides. Console Gaming JRPGs had become Mainstream, and many new fans started coming into the RPG genre. Since P2W did not exist in the console world, there was still more equal opinion on matters. What we saw the most were a sheer amount of opinion-seekers claiming their favorite series was the best due to having the most fan support etc.

    The forces of Evil also advanced as Bots started to be issues through massive Conglomerates like IGE. Games were being invaded by bots. Bot companies started buying shares of developers and started to enter in deals and arrangements with developers. There was also a massive DRAM cartel that existed at the turn of the millennium.

    By this point, the genre's main business model was P2P; Generating Money from Subscription Fees and Sales of Expansions.

    Then came WoW :)

    What FF VII did to console JRPGs, WoW did to MMORPGs.
    MMORPGs became a mainstream genre. Suddenly the Shock of what happened in Japan when FF XI was released did not seem so unreal anymore... as WoW generated the same response even from its poor launch. Many people skipped worked and put their lives on hold while they played WoW. It actually had international media attention on the matter...

    WoW was such a hit that the industry had to reinvent itself in order to survive. A year later, Guild Wars 1 came out as a B2P game, while many people from other P2P games FLOCKED to WoW. This caused a lot of P2P games to change into the new model called "F2P" or Free To Play, focused and bent on micro-transactions.

    Where the previous generation had players and their guilds camp monsters with super rare drops and sold on Ebay, this generation became the beginning of companies mass-exploiting their populations through F2P models that some of these F2P models towards the late 2000s started being known as "Pay to Win" or a subgenre of F2P games marked by having games masked as a cash-cow attracting players who have enough money to buy their wins.

    During this time, MANY gamers came into the genre...
    They brought their time
    They brought their energy
    Most importantly, they brought their MONEY! ...and tons of it!

    The industry started to cater to individuals with money to keep themselves alive. The definition of MMORPGs changed. It became more about satisfying as many individuals as possible in order to increase conversion rate and improve upon retention rates.

    The old players who shaped the genre and even risked a high school beating by smiling to their peers and saying "I play Role Playing Games" suddenly were no longer important. For every single player that struggled and defended the notion of the P2P and the time sinks that existed, there were 100s of players that had their opinions written and accepted simply from throwing a dollar into it.

    No Longer was an MMORPG about being throw into a large world where it was the purpose of the player characters to stick together and solve the mystery of the world. No! Now the genre was about becoming as strong as possible and PvPing each other to Oblivion. You could become the "KING OF THE WORLD" or even a God.... etc, all you had to do was spend thousands to tens of thousands on your character and victory will be yours.

    The genre went from being one where Time itself was the reason people were not on an equal footing to that of Money being the reason people are not on equal footing.

    So when people talk about what are the TOP 10 games....

    Is that really from the Old School Population that survived to today and managed to play all the games on the list? Or is it coming truly from the idea and influence on market succeess brought forth by the new generation of players and the new identity this genre took?

    I feel that before WoW there was a completely different definition to MMORPGs
    After WoW's impact, the industry revived itself and took on a new identity and redefined the definition to MMORPGs.

    I don't blame WoW.
    Blizzard did what it needed to do!
    Not be lazy and make a game that was high quality and really stick to it.

    I blame the many companies that instead of trying to make a good game, decided to be lazy as hell and surrender. Americans took it to heart when several Korean companies joked that we couldn't make a decent game worth anything in 2003. Once we released the King of MMOs, All our Asian Counterparts can do is introduce the latest Soft-Core Porn-Selling point to their F2P/P2Ws and try to make WoW clones to cash in on Blizzard's Success... From Joking to becoming the Joke itself..... Worse Part... The west had to learn the hard way and it did...

    I don't count games in the top 10 list that are DEAD GAMES.
    We know WoW is a given, however, if a list was made of games before WoW and another of games after WoW, there would be such a big difference between the games and their communities that its not even funny. :P

  • FFXIV Community Scores Big with $21k Raised for Charity - Final Fantasy XIV -

    So I clicked on the Link that Susie posted and it lead me to the Square-Enix FF XIV forums. I then clicked on the link in that post and it lead me to a Reddit Page; Which then in turned lead me to the second link in this thread.

    In that link there is a channel owner and of course the donation money will be going towards.

    Having read the Terms of Service Agreement,
    Tiltify uses around 5% of anything donated as a Service Fee to the site itself. It goes on to further state that all donations are unrestricted gifts when the laws have donation limits.

    The question then goes
    "Does an individual receive a direct-receipt after donating amounts in excess of $250?" It is important because that is the law, yet nowhere does it actually make any mention of the four big laws that most people should know about charities.

    Hats off to the people who play FF XIV who managed to fundraise.
    However, like stated in a previous post.
    If an individual cares deep enough to donate,

    ...they will donate directly to the cause and not to the cause through a third party or middle-man, who through legal jargon can legally keep 85% of every dollar donated. Newspapers today showed a list of Charities to avoid and how to make sure your money gets to where it needs to be.
  • If you won the lottery . . .

    I am able to control myself around money. 

    Maybe I am weird, but for the most part I have almost everything I want in my life as far as money goes. 

    So lets see...
    I win a billion dollars. 
    Next thing you know my name is on the paper and all across the world. 

    Now every jackhole will want to "become my friend" in order to have me "fund" their project. Every single evil associated with money will pop up and regardless what I spend or don't spend money on, the media will make sure that I am labeled as dark and evil for not giving it all away to idiotic charities. 

    Money won't buy me friends. Only associates and people who want my money.
    Money won't buy me time to speak to those whom death has taken away from me. 

    What I have learned is that while making money or winning money is a nice thing, it doesn't make life that easier, it makes it harder and everyone who earns more and has more than you will try to take it from you. 

    In this world, the very second you have anything worth of value to another, 
    You can rest assured that someone will exist to take it away from you. 

    One day you will wake up and find that unless you worked real hard to make good friends, that people around you exist to take advantage of your social, political, and economic capita to their own ends... Unless you learn how to politely send them to hell and the art of how to make friends while annihilating your enemies.