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  • 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

  • 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. 

  • Revelation Online Exclusive Dragonwings Giveaway! -

    ah my math sucks... BAD ME!!!
    More It was 2961 originally, :P
    Thank you for correcting me. ^^
  • As a solo only player...MMOs should be a social only genre

    There should be little for solo players to do (harvesting/crafting/housing and maybe some smaller things to do solo). As a solo only player, I moved onto other genres and found FAR better games that fit a solo only person. And if I want to play with my friend in a game, we find far more fun in games like Civilization 5, starcraft 2, Heroes of the Storm and that kinda game. 

    MMOs greatest AND best difference with any other genre? The massive amount of players one can interact, socialize and do things with that no other genre can compete with.

    What do games like Skyrim, and the other games have? Generally a smaller, but better quality and better game suited for 1 player to maybe 6 or 8 players. A game tailored to the players experience. And skyrim has tons of mods as well that add tons of lands/quests/dungeons etc, so you can make a pretty big game to a game world all to yourself.

    MMOs however have moved heavily to a solo focused experience. However that is the greatest weakness in the MMO genre. It completely erases the greatest thing MMOs have, a social and group focused genre. And this is coming from a person who doesn't like grouping at all and will never use voice chat with strangers. But, even I see that while MMOs are not for me (that is like me being a square trying to fit into a circular hole)...and find other genres far to a better advantage for a solo or (very) small group atmosphere. 

    There are MMOs coming out that look to do the old way, like Pantheon is a big one that goes back to the way MMOs were and should be...a group focused, social massive experience one can't find in any genre. That is what MMOs should be.

    And this is coming from someone who would never play Pantheon, but Pantheon I really hope is successful because it is playing to the greatest strength of activities, group focused atmosphere and that is what MMOs are about
    Your first paragraph had a hook to keep people reading. Your second paragraph has a good opener, but lacks support in the paragraph. I was wanting to read a better thought out second paragraph, all because it leads to a good contrast in the third paragraph. Your fourth paragraph opens up with speaking about a Solo experience, but does not define, list, or provide examples to the solo experience. You let your personal feelings obstruct you away from the main point of the paragraph. 

    You should replace the last two paragraphs (as that is a different topic altogether) with a conclusion. 

    I give this work of writing a grade of C. 

    Your outline is clearly defined, but you went off track on something that would have emerged to become incredibly strong to the reader. Even going off-track, I was able to follow and Fill-in-the-blanks; however, I should not have to fill in the blanks with what I know. 

    Not bad. 
    One of the few posts I felt like writing this kind of reply to as a show of appreciating. Your writing is decent and not atrocious. 
  • Which MMO most promoted griefing?

    Stalking is legally defined as an overwhelming obsession against an individual to the point the threat of harm against the targeted individual is perceived. 

    Griefers know: 

    ~Who to target
    ~Where to target 
    ~How to take advantage of the situation
    ~Cover their tracks
    ~Systematically gank players in a zone

    In fact, in every game I've played where griefing was a way of life; I've always been involving in the meetings by top guilds on how to maximize griefing to others outside the company of the guild as a measure to keep players out of the game and to limit the power of any potential player. 

    It was a way of life to gank a dangerous player until one of three things happen: 
    a) The player surrenders and leaves the game
    b) The player surrenders and unconditionally gives his property away
    c) The player surrenders and joins the guild that griefed him, then encourage the player to grief his old guild for failure of protecting him..

    Do I blame the griefers for taking advantage of the situation? 


    I blame the developers for creating games that promote such conduct, where human nature deals with exploiting any resource capable of winning in these games even if the exploitation deals with the oppression of others. 

    Such games are proof that developers do not playtest their games enough and do not patch accordingly problems in their games. Quality Assurance also fails as one of the jobs that QA has is to foresee problems in the design and make adjustments willingly and offer solution.

    Do I apologize to players who were PKed a thousand times until they surrendered? 
    Not really. 
    Are we to blame? 

    Of course we are, as we planned and executed the plan against the player. 

    Is our execution of the plan legal to the environment and design of the game's rules? 
    Of course it is! 

    Who is to blame? 
    Developer is to blame. 

    What if the Developer Changes their Terms of Service Agreement to eliminate Griefing or Lessen it? 

    I can't sue you for changing your ToS agreement, but I can sue you for targeting out griefers by comparing both agreements directly and proving that the agreement change was done so to specifically target a group of players in an environment coded specifically for such behavior. Then I can make a count for each player who was banned for Griefing prior to the execution of the new agreement and charge the developer two separate counts for each infraction against a player. 

    This has been fought in courts before...and the players have won. 
    Best thing to end such a problem is to make sure the game itself is playtested thoroughly. 

    Worse thing you want are players to Chargeback. ^_^

    Suppose a Developer says "We didn't know this would happen....we did nothing wrong!"
    Sorry, but that does not hold out in court. Developers and Publishers assume all action and damages caused by the behaviors of the clients upon their system under their ToS. "We didn't know" is not accepted. 

    What is a solution to this? 
    Make it known to everyone what kind of game is being played.
    What kind of developer is creating the game.
    What kind of publisher is running the game. 

    Discourage such systems by refusing to take part in such a system because unlike what real life throws at us, we have the choice on which game we want to play and take part in. Refusal is not going to destroy our economy, it will however force them to go back to their drawing boards and maybe with a flicker of hope, actually make a game worthy of actually playing.