I am a Swedish RPG fan who sometime make pen and paper stuff for roleplaying conventions. I love RPGs, MMOs and turned based strategy games, listens to metal and work as a CNC coder/industrial worker.  I currently live in Malmö (next to Coopenhagen) but will be moving to Öland soon. And for the moment I work weekends so I have plenty of spare time on weekdays but will be unavaliable saturdays and sundays. And I know stuff about history that makes people stare very strangely at me, just love to read about the past without any specific favorite period. I can use a sword, have a good one as well (hand made copy with the original from about year 1000) as a chainmail and helmet but I wouldn't call myself good with it. My favorite beverage is Guiness.


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  • How Much Progression Do You Want in A Game

    Eldurian said:
    Entertainment actually is very important. Way more important than you seem to think. Even animals play fight and while it's fun for them they are also learning skills they need to survive.

    Humans operate in a similar fashion. Looking at the morals and prevailing schools of thought found in popular TV shows can help gain an insight into the culture, or predict future morals (As often they preach morals to help bring people more in line with them).

    I think the fact that almost all TV shows that had educational value have been replaced with reality TV on channels such as the History Channel and Animal Planet says a lot about our society. I think the fact that during the process of dumbing down skill tress WoW developers gave the justification that they were "too mathy" says something about our society.

    I've learned a lot from the games I play and back when I watched TV I learned a lot from TV programs too. Infact I wrote an essay about a subject I saw on the History Channel (In addition to three more based on the IB History class I took) to pass an IB history test with flying colors. And most of the upper level math I've used outside school has been in games.

    Entertainment isn't supposed to be 100% pure time sink. Good entertainment teaches life skills too. It's a form of education.
    You might be right. Then again, as soon as Kaplan left the game started getting dumber fast. Yes, having him to Overwatch were smarter then leaving him for Wow (but wasting him years on Project Titan first was obviously was a bad move). 

    The whole thing reminds me of the old TV show M*A*S*H, it also got dumber with time. Some talented people leave, the ones who stay get burned out and someone decides to simply the mechanics and make the game easier (for like the fifth time)

    I do agree, and the entertainment value of close to all modern MMOs open world experience is about the same as reality TV: slim to nun. The players are surely not innocent, as soon as anything gets above incredible easy the forums fills up with people screaming for a nerf but I blame the devs.

    People screamed a lot about nerfing EQ back then but the devs actually stood up to them and said it would destroy their vision of the game. SOE have made many stupid decisions but that wasn't one of them.

    When every content is cleared fast and easy many people leave only to pop up at next expansion until they cleared that as well. That is not a good thing even if it is better them they never touching your game again.
  • Why are so many MMO games filled with toxic players ?

    Jill52 said:
    When I started playing MMOs 16 years ago there was a far greater level of anonymity for players than there is now with the commonplace voice chats and social media. Somehow in those days there were fewer toxic players. From my own experience, the "anonymity = toxicity" argument is invalid.
    The trend I observed over the years was as the MMOs became more mainstream and more accessible/enjoyable to everyone (not just the original niche audience from the pre-WoW era) the ratio of toxic players increased at the same rate.

    I'm not blaming World of Warcraft. The genre would have eventually went in that direction to attract new players even if Blizzard never made a MMO.

    What's happening is the same as with any fanbase. I'll use sports teams as an example. When the team is either new or not winning they usually have a small but loyal group of good fans. Once that team gets good, wins championships, and becomes popular more people join the fanbase. Some of them are not true fans but do so just to jump on the bandwagon to try to look cool and fit in. These fans are typically more of the toxic type than not. It's the same with MMOs. The more popular they become the more fake bandwagon toxic people they attract. It's an unfortunate side effect of success.
    While I have noticed the same thing (started in '96 myself) I am wondering if the smaller servers back then didn't have a bigger impact. While there were no such things as voice chats and social media you tended to learn to know the other players and if you acted like a jerk you would become a social outcast only being able to play with other jerks.

    Today we have mega servers or cross server dungeons, you might very well never see the people you team up with again and that brings out the worst in some people.

    Not to mention that MMORPGs in the late 90s were a small community over all, particularly before EQ and Lineage, we were maybe a million players worldwide in UO, the Realm, Meridian 59 and a couple more back then. A small subculture tend to be friendlier to eachother. 

    Still, I believe that it seems far worse then it is because these people are really loud, you don't need that many people to make a community feel hostile if they shout a lot. It is harder to notice regular nice people.
    In the old days most of them would leave the game since no-one wanted to play with them and soloing was rare back then and took skill so they basically would pay $15 for a text chat to whine in. Others rerolled and learned to keep their mouths shut terminating the problem as well.

    One thing I think MMOs should get rid off is the need and greed mechanics, it really bring out the worst in some people and it is better to just give individual loot and allow full guild groups using master loot as option. It is that together with whining on the healer that I myself seen creating most issues and moaning.
  • We Paid to Win & Lost - MMORPG.com

    cloud3431 said:
    it's not like p2w hasn't been around since the beginning of gaming. you pay to win the game.......i really don't get why it's a bad thing for f2p games to want to make money to keep their game alive for thousands of players. or even b2p having a cash shop. the base price isn't enough to keep it going for years maybe 10s of years. if you're planning on play a game for free, it shouldn't be a problem for others to pay to keep the game alive for you to play for free. most overlook(don't know how either) this fact. but don't whine about the ones that spend any kind of money, obviously they're going to get an advantage(if they even do get one), they paid for it. which, makes you able to play for free even longer. gotta love when people overlook this simple thing.
    It is not really a problem that a game cost money, I think everyone already knows that. The problem with P2Win is elsewhere:

    PvP wise it is not a good idea. The more in game advantage people get for anything the less fun PvP becomes. Time spent, luck and cash spent all means less fun fights. And when you mix in time spent (in other words level), gear found and payed advantage you make a already bad problem worse.

    PvE wise the problem is different. What is the main motivator for most PvE fans? First it tend to be leveling and once they completed that it tends to be about gear. And while there can be a story to complete as well that one usually is short and completed fast. So selling levels or ways to level fast and gear means you take away the motivation to play. 

    Yes, people PvE for fun as well but the MMORPGs tend to focus most of that fun on gaining XP and looting new better gear. Selling the things that motivates people to stay in the game sounds like a rather bad idea to me at least.

    Now, there are plenty of things you actually can sell that doesn't devolve the fun, character & bank slots, cosmetic stuff, cosmetic races, mounts and even actual content in expansions and mini expansions (like a dungeon or an open world zone). Those are all fine and you can obviously earn more then enough on that since more then a few B2P and F2P games actually do.

    I know some whales and they actually are the people I know that stay shortest in a particular game, I can't base much of a theory on a few people but I don't think whales are the ones that stay in the same game long. They do give a good income a short while (usually when the game is new) but I think the whole thing hurt the game more then it helps.
  • Why are MMOs dying?

    lol .. you think most people care if MMOs are massive?

    And yes, superdata call LoL and SMITE MMOs too. It is a convenient label for game companies, websites, and casual players. Nothing more, nothing less. 
    Cares? It is not really about that but we need to distinct the different types of games or we could just skip all genres and just stick with games. When we are browsing steam or discuss a genre with friends it helps if they understand what we talk about. Same thing when we read an article about a game or discuss it at a forum.

    Sure, you might consider any game with more then one player "massive" but it is not a convenient label, there is already a label for that and it is "multiplayer".
  • The Case to MMOs With Little to No Leveling / Twinking

    I would 100% prefer to play a pencil-and-paper rpg with a dungeonmasters/gamemaster that ran a character-driven (open-narrative sandbox) campaign than one who ran a story-driven (closed-narrative themepark) campaign.  I made a lot of mistakes when I ran some adventures as a DM with AD&D right after high school, but I've since learned from all of them.  There's no way I would want to force my players to do anything while playing a pencil-and-paper rpg.  Totally ruins the point of even playing one.  Personally, I think it ruins the point of playing any game that calls itself a role-playing game.
    I play in both and each have it's fun parts. Running dungeons have it's charms, just like a sandbox setting where the players are nobles and intrigue and lead armies.

    A good DM can more or less make everything fun while a bad can mess everything up no matter how cool the premise is.

    And MMORPGs are like that too, a well though well made game is awesome, sandbox or themepark. A bad one just sucks.

    Of course the story driven campaigns needs to motivate the players to actually want to run that dungeon or whatever the story demands but that is no problem for an experienced DM. Sometimes a player wont work out for one or the other and then it is better to move them to something more their style (and if I don't DM something like that at the moment I send them to someone that is).

    Generally though do I have little problems with it, ran some puzzle dungeons with a bunch of vampire intrigue players a while ago and they had a great time (kept bugging me to make more of them and puzzles and traps get hard to think out when you already used a lot of them).

    The sandbox styles campaigns usually takes more job to get right and that is why I think most MMOs go for themeparks. It isn't always so, Amber for instance tend to be rather easy to make sandbox campaigns for (try it if you want to have the ultimate sandbox game).