Slim Down for Summer with That's Fit

Player vs. Everything: Fear is the missing ingredient

Filed under: Events, in-game, Game mechanics, Opinion, Player vs. Everything

When I was playing EverQuest in the Kunark-era days there was one item that stood head and shoulders above all the others for me: the Fungus Covered Scale Tunic (affectionately called "The Fungi"). It was the ultimate twink item, allowing you to regain your health at a rate unheard of in the days when long rest periods between each minor battle were the norm for solo players. The Fungi was something I lusted after, wished for, and dreamed of, but I was never able to actually lay hands on it during those days, due to the extreme difficulty of obtaining one. If you wanted one, you had to take a full party of maximum level characters into an exceedingly dangerous area, far from the reaches of civilization, and fight your way to a rare spawn deep in the ruined city of Old Sebilis. Very rarely, he would drop the prized Fungi, which you could then pass on to your low-level alts or sell on the open market for hundreds of thousands of platinum pieces.

Other than the fact that it was a fantastic twink item, what made the Fungi so compelling? It was that you really had to risk something to get it. EverQuest, with it's naked corpse runs, experience loss on death, and horribly dangerous dungeons, made adventuring into a real adventure. Getting to Old Sebilis required traveling across several dangerous and hostile jungle zones in the forgotten continent of Kunark, far from the nearest hub of civilization. Dying in the depths of Old Sebilis was a sickeningly punishing experience in those days -- something you avoided at all costs. When a battle started going sour, you could feel your hackles rising, panic setting in, and a real sense of fear that made victory that much sweeter and death a soul-crushing experience. Is that sense of fear something we're missing out on in the modern MMOG?

You probably think I'm going to dredge up the old "death penalty argument" and talk about how real gamers should be willing to put hours of their game time on the line to make the overall experience of playing more exciting. Maybe I am, but only sort of -- that's a dead horse that's been beaten into a pulp long before I ever came onto the writing scene. Instead, I want to talk about the concept of risk in our MMOGs in general. I suppose death penalties do tie into that, but it's a larger issue.

In today's games, I rarely feel a sense of adventure, risk, or exploration. Especially in World of Warcraft, I feel more like I'm walking through an amusement park with quests for rides than like I'm exploring some dangerous territory as a rugged adventurer. I think there are a number of factors which contribute to this. One thing that particularly annoys me is that you never feel like you're on the fringe of civilization, with untamed wilds stretching out in front of you. There's always a handy outpost, chock full of NPCs, vendors, guards, and quest givers. You're not a courageous explorer -- you're a thrill-seeking Johnny-come-lately who showed up to skin a few tigers after the real work of carving a civilized niche into a hostile wasteland was already done by the cheerful NPCs who preceded you. There's a town of some sort in every zone, and you're never far from the welcoming comforts of modern life.

It's convenient, but it makes the adventure pretty trivial. Why bother avoiding risks or watching your back when a handy graveyard and a repair guy are always 30 seconds away? What's the point in PvP when the enemy you've just defeated will be back in 10 seconds, ready for more? There's no sense of panic when you've underestimated your opponents, no worry about jogging happily through the monster-infested brush, no care or concern to watch out for your foes. We've traded excitement for our precious convenience. It's like playing with kid gloves on. Sure, we're having fun. Nobody scrapes their knees or gets knocked down a peg, and nobody feels anything more than a slight annoyance at getting planted in the dirt -- but you also never experience the rushing thrill of beating the odds and knowing that your victory meant something.

I do remember how much it sucked to have a 45 minute run back to your corpse through hostile territory with none of your gear available to you and seven days to recover your body (or your possessions would be gone forever). There's a reason I'm not playing EverQuest anymore. The fact that I did play back in those painfully punishing days, if nothing else, should tell you that I'm perfectly aware of all the reasons why the MMOG community doesn't like real setbacks. Still, I imagine there has to be some happy medium in there. How can we capture the feeling of fear without needlessly punishing ourselves in a game where we're supposed to be having fun?

I don't have the answer to that, but I like to hope that someone does. I love that feeling of venturing out into the unknown, leaving civilization behind, and being genuinely afraid of death -- it's the heart and foundation of every adventure book ever written! Gulliver's Travels, The Odyssey, Heart of Darkness, Robinson Crusoe, and Robert E. Howard's Conan series all capture this "wandering hero" feeling with great skill, and these are the books that have been delighting and inspiring people for generations. Those are the same feelings I look for in my travels through the virtual worlds of MMOGs, and that's how I know I'm having a good time. I really think that a genuine fear of setback, a chance to be dashed on the rocks by the hand of fate (however it's presented), is the only way to truly capture that.

An amusement park like World of Warcraft, however nicely it's dressed up and however much fun it is, is never going to feel like more than that.


Cameron Sorden Cameron Sorden is an avid gamer, blogger, and writer who has been playing a wide variety of online games since the late '90s. Several times per week in Player vs. Everything, he tackles all things MMO-related. If you'd like to reach Cameron with comments or questions, you can e-mail him at cameron.sorden AT weblogsinc.com.

Related Headlines

Reader Comments (Page 1 of 2)

Add your comments

New Users

Current Users

Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.

When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password. Still have questions? Check this post.

To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br> tags.

Massively Features

Tip of the Day

No plans for this popular American holiday? Why not celebrate the 4th in-game? We'll tell you where to go!

Featured Galleries


follow massively at http://twitter.com
    News
    Academic rss feed
    At a glance rss feed
    Betas rss feed
    Bugs rss feed
    Business models rss feed
    Classes rss feed
    Contests rss feed
    Crafting rss feed
    Culture rss feed
    Economy rss feed
    Education rss feed
    Endgame rss feed
    Events, in-game rss feed
    Events, real-world rss feed
    Expansions rss feed
    Exploits rss feed
    Forums rss feed
    Game mechanics rss feed
    Guilds rss feed
    Hands-on rss feed
    Humor rss feed
    Interviews rss feed
    Launches rss feed
    Legal rss feed
    Lore rss feed
    Machinima rss feed
    Maps rss feed
    Massively highlights rss feed
    Massively meta rss feed
    MMO industry rss feed
    New titles rss feed
    News items rss feed
    Opinion rss feed
    Patches rss feed
    Player Housing rss feed
    Politics rss feed
    Previews rss feed
    Professions rss feed
    PvE rss feed
    PvP rss feed
    Races rss feed
    Reviews rss feed
    Roleplaying rss feed
    Rumors rss feed
    Server downtime rss feed
    Trading card games rss feed
    Virtual worlds rss feed
    Features
    Adventures from the Back Row rss feed
    Anti-Aliased rss feed
    As the Worlds Turn rss feed
    Ask Massively rss feed
    Behind the Curtain rss feed
    Blogging into Mordor rss feed
    Cinemassively rss feed
    Comic Watch rss feed
    Dwell on It rss feed
    EVE Evolved rss feed
    First Impressions rss feed
    Gamer Interrupted rss feed
    Have Clone, Will Travel rss feed
    Making/Money rss feed
    Massively Event Coverage rss feed
    Massively Hands-on rss feed
    Massively Interviews rss feed
    Massively Speaking rss feed
    MMO Mash-up rss feed
    MMO MMOnkey rss feed
    MMOGology rss feed
    MMOS X rss feed
    One Shots rss feed
    Peering Inside rss feed
    Player Consequences rss feed
    Player vs. Everything rss feed
    Practical Marketing rss feed
    Rogue Signal rss feed
    The Daily Grind rss feed
    The Digital Continuum rss feed
    The Gaming Iconoclast rss feed
    Tip of the Day rss feed
    TurpsterVision rss feed
    Under the Hood rss feed
    Strategy
    Grouping rss feed
    Guides rss feed
    Leveling rss feed
    Making money rss feed
    Quests rss feed
    Raiding rss feed
    Tips and tricks rss feed
    Media
    Comics rss feed
    Fan art rss feed
    Galleries rss feed
    Podcasts rss feed
    Polls rss feed
    Screenshots rss feed
    Trailers rss feed
    Video rss feed
    Wallpapers rss feed
    Genres
    Browser