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Marc Nottke

Tallahassee, FL - http://

Marc has been wasting time playing video games for twenty-five years. He lives in the sweaty armpit of Florida (Tallahassee) with his wife and two dogs.

Marc Nottke

Tallahassee, FL - http://

Marc has been wasting time playing video games for twenty-five years. He lives in the sweaty armpit of Florida (Tallahassee) with his wife and two dogs.

MMOGology: Mobile MMOGs

Filed under: World of Warcraft, EVE Online, MapleStory, Game mechanics, Ragnarok Online, Opinion, Second Life, Free-to-play, MMOGology, Mobile



Several weeks ago at Apple's Worldwide Developers Conference (WWDC) Steve Jobs announced the 3G iPhone. The announcement wasn't much of a shock to industry experts since other cell phones have been using 3G networks for several years. In order to remain competitive, it was only natural for Apple to hop on the 3G bandwagon.

What was, perhaps, more unexpected was the consumer friendly price point of $199.00. Of course there are a few not-so-hidden caveats involved with that sweet price point. First you have to qualify for the subsidized price, then there's the mandatory two year contract with AT&T and an increase in the price of the iPhone's data plan. Regardless, what it means to gamers is a budding mobile gaming platform. The iPhone now has its own software developer's kit (SDK), 3G network capabilities, and is priced to sell. Increased accessibility, higher data transfer speeds, and the ability for developers to conjure up new applications can only mean good things for the future of mobile MMOGs – especially on the iPhone.

Of course, maybe the future of mobile MMOGs seems so bright because its current state is so dim. As someone who has never even attempted to play an MMOG on a mobile device, I'm curious as to what exactly is out there and if anything is worth my time. If you're curious too, join me for some more info on mobile MMOGs after the break. I'll discuss the current state and limitations of the platform, some existing offerings, and take a look at what the future might hold.

MMOGology: There's no place like Azeroth

Filed under: World of Warcraft, Culture, Opinion, MMOGology

I was running my daily quests for the Shattered Sun Offensive this week when one of the officers from our guild popped online. He said he was back from a session with Age of Conan and was having a blast with it. I asked him if he liked the combat mechanics – he did. I asked if he liked the quest system – he did. And he was, of course, impressed with the shiny new graphics and level of detail in the game. So naturally, my next question was whether he planned to give up World of Warcraft permanently to make Conan his new home. His answer? "Nope."

I guess his response shouldn't have surprised me, even given his enthusiastic praise of Age of Conan. It seems like World of Warcraft operates as many gamers' home base. They might leave for a while to try out a new MMOG when they inevitably burn out on WoW; but most eventually gravitate back. The return might be in anticipation of an expansion, it might be that the gamer misses his guildies, or maybe it's the old, comfortable game mechanics. Whatever the reason, many of us can't seem to escape the black hole that is WoW; and maybe that's partly because we don't want to escape.

I know that there are definite exceptions to this trend; those gamers who cancel their WoW accounts and never look back. But for many of the gamers I know personally, something always pulls them back to WoW and hooks them again, usually for several months at a time. Even when they're playing another MMOG they often keep their WoW accounts active to check in on friends, run a random instance, or do a little PvP. Which makes me wonder, are multiple MMOG subscriptions becoming more common?

MMOGology: Age of Conan, PC vs 360

Filed under: Age of Conan, New titles, Opinion, MMOGology, Consoles



Age of Conan's official release date is tomorrow (May 20, 2008) and MMOG players around the world are salivating at the chance to get down and dirty in the world of Hyboria. In fact, the level of interest is so intense that as I'm writing this article I can't even access the official Age of Conan website due to the high volume of traffic. With Funcom reporting one million beta test subscriptions, it looks like Conan may lay down some serious competition in the MMOG market.

Any time an MMOG looks to bring in big numbers, people inevitably ask whether or not it can challenge the current king of the hill, Blizzard's World of Warcraft. Personally, I don't think that's Funcom's goal. Sure they want to be successful, but unlike Blizzard, they aren't targeting a broad demographic of players. Instead, it appears that Funcom's goal is to capture a mature audience of hardcore gamers. The violence and sexual content that give Conan a Mature rating are obviously two indications of this target audience. Another indicator is the game's steep system requirements.

Typically steep system requirements are a barrier to many gamers. However, unlike most other MMOGs, Age of Conan won't be solely available on the PC. Gamers have the unique option of playing AoC on Xbox 360 and possibly on PS3. I'll discuss AoC's system requirements and the pros and cons of both platforms after the break.

MMOGology: Attack of the bots

Filed under: World of Warcraft, Culture, Exploits, Game mechanics, Opinion, MMOGology

A few weeks ago Tateru Nino wrote a great piece about the use of bots in Second Life as marketing tools to make virtual worlds feel less lonely and appear more populated than they actually are. The article got me thinking about the use of bots in games and the many purposes they serve, not only as virtual avatars, but more frequently as tools used by players to assist them with everyday tasks.

So what exactly is a bot? Although bot is short for robot we're not talking about Tom Servo or Crow T. Robot from Mystery Science Theater 3000 (although I guess technically they're puppets). Bots are programs with some level of artificial intelligence that are typically created to automate mundane tasks otherwise performed by a human. At their finest, they are tools that help make a gaming experience more enjoyable by streamlining our gameplay, providing us with useful information, or automating otherwise irksome tasks. At their worst, bots are exploits used by hackers to grind through a game while the player is away from their keyboards. For the purposes of today's article, I'll be referring to the "legal" variety.

Even if a bot is perfectly legal to use and is not technically exploiting the game, it's still automating tasks you'd otherwise be performing yourself. When we're talking about playing video games, if a bot is doing some of the "gaming" for us, then what exactly are we doing? In automating some of the hum-drum tasks of a game has something of the fun or challenge been lost; or, do bots just help us get to the parts of the game that are fun and challenging?

MMOGology: Grand Theft MMO

Filed under: New titles, Opinion, MMOGology, Crime, Rumors, CrimeCraft


On Tuesday, April 29th, 2008 Rockstar Games released Grand Theft Auto IV (GTA IV), one of the most anticipated games of 2008. Based on early reviews (all of which have been unanimously positive) it looks like the latest installment in the series has exceeded expectations. Everything about GTA IV appears to have been kicked up a notch. The graphics are more realistic, the gameplay has been refined and tightened, and the characters and storyline have more depth. While this type of evolution is to be expected, one of the most interesting new features about GTA IV is that you can play it online. Unlike previous versions of the Grand Theft Auto series, this one will allow Xbox 360 and PS3 owners the ability to play with up to sixteen friends online. While sixteen players doesn't exactly qualify as "massively multiplayer", it's a step in the right direction for those of us eagerly anticipating a GTA-style MMO.

It seems like a natural progression for Rockstar to bring their venerable series to the massively multiplayer arena. After all, you've got a built in, recognizable franchise name based around the most classic multiplayer concept known to man – cops and robbers. I think every child has played a real life version of this game at some point in their lives (although perhaps more G rated). It's one of those universal themes that everyone instantly "gets", and yet, no MMO developer has cashed in on the concept. The time seems ripe for Rockstar to join Blizzard in the money printing business.

So how realistic is it that Rockstar might be producing a Grand Theft Auto MMO? Is such a game already in development? I did a little digging and I'll show you what I've been able to find thus far after the break. I'll also fill you in on a few MMOs with similar concepts that you might be able to play as early as this time next year.

MMOGology: Sex games

Filed under: Age of Conan, Culture, New titles, Opinion, MMOGology, Roleplaying


Can you feel it coming? With less than a month until Conan's release, the pressure cooker of excitement building for the new MMOG by Funcom is about to blow its load. At least part of this excitement stems from the fact that Age of Conan deals with mature themes. Unlike the cartoony World of Warcraft and cutesy Hello Kitty Online, Age of Conan is embracing what they call a "dark, decadent, twisted and corrupt version of Euro-Asian history." Aside from the prominent head lopping and blood letting we're also getting a side dish of sex; something we haven't really seen before in a prominent, commercial MMOG.

The idea of sex in video games is not new. You can go as far back as text based adventures like Farmer's Daughter on the Commodore 64, crude, arcade-style games like Custer's Revenge for the Atari 2600, or the multi-platform adventure game series Leisure Suit Larry that first kicked off back in 1987. Many early titles were so graphically crude that they left absolutely everything to the imagination. But as technology has evolved, so have the dirty minds of developers. And where dirty minded developers have come up short, many gamers have created modifications to fulfill their fantasies. Would you like some hot coffee while you wait to download the Lara Croft nude patch?

Given the heavy censorship present in the games industry it's actually surprising that Age of Conan will ship with a few lewd features in tact. With an M rating, Conan is one of the first MMOGs that's pre-screening its playerbase and tossing out the kiddies (along with the associated revenue stream from their parents). So what are the risqué features in Age of Conan and what will their implementation mean for future MMOGs? If Age of Conan is successful can we expect other developers to push the envelope further, or has someone already beaten them to the punch? If you're easily offended you may wish to skip what follows after the break.

MMOGology: Gamerz is speshul

Filed under: Culture, News items, Opinion, MMOGology



Gamers have always taken a degree of flack about their hobby of choice. Some people call gaming a waste of time (whereas watching TV is completely productive), some people bash it as anti-social escapism (whereas reading a book is akin to attending a gala), some people deride it for its focus on violent content (whereas Hollywood blockbusters, boxing, and the nightly news are G-rated and chock full of joy), and some people despise it for its potentially addictive properties (cigarettes are a far safer alternative). I could go on. As a result, gamers are often seen as grumpy, antisocial slackers. But of all the labels associated with gamers one of the latest is just plain retarded - literally.

At a recent British Psychological Society convention it was announced that, "hard core gamers can mirror certain aspects of Asperger's Syndrome." For those of you who don't know, Asperger's Syndrome is a psychiatric disorder on the high-functioning end of the autism spectrum of psychiatric disorders. Asperger's is typically characterized by impairments in social interactions and repetitive behavior patterns. Dr. Charlton, one of the researchers on the study states that, "Our research supports the idea that people who are heavily involved in game playing may be nearer to autistic spectrum disorders than people who have no interest in gaming."

MMOGology: Playing around

Filed under: Culture, Opinion, MMOGology

Whether it's completing quests, running dungeons, or taking down super villains, any good game has decisive goals for player progression. Most of the time there is a clear and structured path that will get players quickly from one goal to the next. You level up, you unlock new abilities, you get better gear and you take on more challenging and entertaining tasks. It could be as simple as that; a straight and narrow path to completing a game. So why do many of us get in snowball fights outside of the bank in Ironforge? Why do we join others playing music outside of taverns in Lord of the Rings Online? Why do we jump off the highest structure we can find, only to fall to our deaths? Could it simply be because it's ... fun? MMOGs afford us interesting opportunities to goof off with others and "play" a game in ways that developers may never have intended.

Of course, many people don't like playing around, even when playing a video game. They love the challenge of being the first to complete every objective. They consider any diversion from the leveling process to be a waste of time and potential experience gained. While I fully understand and appreciate the desire to have the bragging rights as the first guy to hit the maximum level, or the first guild to take down the latest raid boss, I personally could never do it. I guess I'm somewhat of a slacker when I play MMOGs. Sometimes I like to fish, or climb the highest mountain and stare at a virtual moon. I don't mind that I'm not progressing toward the end of the game because I'm just enjoying having fun doing whatever it is I'm doing at the moment. Sometimes when our gaming experiences become overly competitive I think it's healthy to stop and smell the virtual roses. After all, we're playing a game. Shouldn't our main goal be to have fun, however it's defined?

MMOGology: A touch of class

Filed under: Age of Conan, Classes, Game mechanics, New titles, Opinion, MMOGology



With all the Age of Conan news hitting the press lately, the Conan hype machine has finally caught me in its greasy, barbaric cogs. With a visceral, action-based combat system, player-city building and mounted combat, it looks like Age of Conan is doing enough unique and exciting things to make it stand out from your typical World of Warcraft clones. As the May release date draws closer, I've been scouring the Web for more detailed information about the game.

Any time I get excited about a new MMOG one of the first things I check out is the list of classes on the developer's site. When you start the game you'll select a race (Aquilonian, Cimmerian or Stygian) and up until level five you are considered a "commoner". At level five you'll select a major archetype which consists of rogue, priest, soldier, or mage (mages being limited to the Stygian race). You'll stick with a particular archetype until around level twenty. At level twenty you'll finally specify which particular class you want to play. that class being a refinement of the archetype you chose at level five. As an example, the Rogue archetype can become a Ranger, Barbarian, or Assassin, depending on your race. [ Edit: Apparently the information I had on staged class selection was outdated! Thanks to my readers for informing me otherwise.]

The list of classes available for play at the time of this writing includes: Assassin, Barbarian, Bear Shaman, Conquerer, Dark Templar, Demonologist, Guardian, Herald of Xotli, Necromancer, Priest of Mitra, Ranger and Tempest of Set. While there are definitely some interesting nuances among these classes, most fall into your standard archetypes: Damage Dealer, Tank, and Healer. Almost every MMOG I can think of has this type of structure for its classes. Is this a good thing, or should developers move beyond typical perceptions of class structure?

MMOGology: Identity crisis

Filed under: Culture, Opinion, MMOGology, Roleplaying, Virtual worlds

Ed Norton is a mild mannered claims adjuster. He's a friendly fellow and a model employee. He's never late to work. He keeps his workspace nice and tidy. He always speaks in a pleasant and clear manner during staff meetings and never raises his voice. But underneath the freshly pressed shirt and polished shoes lies something sinister. Mr. Norton has a dark secret. As night falls on the quaint suburbs where Ed resides, a blue-white light flickers in the otherwise dark bedroom of his modest home. Ed hovers in front of his PC's monitor; the glare reflecting eerily off his horn rimmed glasses. He smiles wickedly as World of Warcraft finishes loading. Suddenly, Ed undergoes a hideous transformation. His perfectly shellacked hair becomes a wild jungle of frizz. His eyes sink back into his skull. A demonic, green light leaks from between his pointed teeth. Ed has become Durden, the blood thirsty, undead warlock. Using his epic staff of carnal destruction, Durden reaps the souls of his victims with reckless abandon, laughing at their pathetic pleas for mercy. He is guildmaster and raid leader and wields ultimate power. All shall obey his commands or be forever be exiled from his presence.

Does this sound like you? If so, please seek psychiatric help immediately.

While most of us don't undergo the dramatic personality change illustrated by Mr. Norton when playing our favorite MMOG, many of us do have an online persona quite different from the one we present to the real world. Akela Talamaska's recent post about the Daedalus Project lead me to a fascinating survey that examined player role reversals. The survey highlights several different scenarios in which the roles of the players are completely inverse from the roles they play in real life. What are some of these roles swaps and how do they tie into our personalities? Why do we chose to act they way we do in our virtual worlds? Find out after the break!

MMOGology: Build your own adventure

Filed under: Culture, Game mechanics, New titles, Crafting, Professions, Opinion, MMOGology, LEGO Universe

I hope all of you got to check out Elizabeth Harper's great preview of the upcoming LEGO Universe MMOG by NetDevil. I'm personally a huge fan of LEGO and proudly admit to playing with those little, plastic blocks well beyond the recommended age rating. There's just something great about a product that gives you the tools to create without limiting the possibilities of your imagination. When it comes down to it, LEGO is simply another medium like clay or paint. It's up to the artist/designer to manipulate the medium into something unique and meaningful. NetDevil's product will allow us to partake in that enjoyment in a digital fashion, although, unlike creation in Second Life, it appears as though artists and designers will not have free reign over content creation.

In the context of an all ages game, the choice to place limits on creativity seems like a valid one. Allowing users to create anything they wanted with LEGO obviously opens up a Pandora's Box of offensive possibilities. I'll take the high road for now and refrain from mentioning the many examples of naughty things you could create in LEGO. But beyond potentially offensive things, creating absolutely anything you wanted in a game could potentially destroy the game from a design and gameplay perspective. User-created content brings up a variety of questions. To what extent can users shape their worlds without breaking them? To what extent can they expand and add to the content without altering the original vision of the developers? What role can user-generated content play in the future?

MMOGology: Control yourself!

Filed under: Game mechanics, Opinion, MMOGology

Another day, another MMOG canceled. In case you missed the news, Microsoft recently announced their abandonment of the Marvel-based superhero MMOG under development by Cryptic Studios. Gamespy recently posted a roundtable discussion that speculated on the reasons for the cancellation of this once highly anticipated game. During the discussion, Gamespy staffers cited possible cancellation reasons such as Microsoft's unrealistic monetary expectations (based on the high bar set by World of Warcraft), an unwillingness on Microsoft's part to develop and innovative within the genre, and an inability to implement a successful product on both the PC and Xbox 360. The element of the discussion that intrigued me most dealt with the difficulties encountered when MMOGs try crossing the console barrier. One of the prohibitive elements to a successful console implementation is the incompatibility between PC and console controls.

Most major, mainstream MMOGs like Lord of the Rings Online, World of Warcarft, and Everquest have complex interfaces organized in a very flat, context-free structure. Movement, combat and non-combat functions are accomplished via the classic mouse and keyboard control combination. Most functions, especially in regard to combat, are accessed via a string of action functions located on "hot bars" or "skill bars". These functions can either be clicked upon directly with the mouse or bound to specific keyboard keys. Although there are occasional exceptions, each key has only one particular function, regardless of the player's situation within the game. Compare the large number of actions located on skill bars to the number of buttons available on a standard PS3 or Xbox 360 controller and you can easily see where basic interface design decisions just don't correlate well between consoles and PCs. It's not that one interface is better than another; they're just inherently different. In attempting to build a game that works on both PCs and consoles you've got to design to the least common denominator. If the console's controller can't support 50 buttons for different actions or can't accommodate quickly selecting actions via a heads-up-display, then you've got to streamline the experience or make it more context sensitive and intuitive. This act of streamlining an interface can only serve to benefit both console and PC gamers in the long haul.

MMOGology: Exploiting the matrix

Filed under: World of Warcraft, Culture, Exploits, Game mechanics, Opinion, MMOGology



You can't deny it; there's something exciting about seeing something you aren't supposed to see. It may have happened to you before, perhaps accidentally. You were minding your own business, just jumping down a flight of stairs in the Sunken Temple instance. And then ... BAM! Suddenly you're staring into a sea of light blue. "Am I dead?" you ask yourself. "What happened?" You rotate your camera angle and notice you can see three floors below you. You rotate it a little more and suddenly the grand design of the mighty level developer is revealed to you. You can see the entire dungeon stretching into the distance of ethereal blue. You've accidentally crossed over to the other side. You've entered the matrix!

OK, so maybe it's not always quite that dramatic, but it's definitely interesting when you accidentally or accidentally-on-purpose stumble upon these little tears in the fabric of MMOspace. Many of us enjoy the exploration components of MMOGs. We love to find the hidden nooks and crannies of the world, the small places not often visited by our fellow gamers because they're in remote locations. Sometimes in our desire to see absolutely everything in the game, we stumble across these glitches that let us see a bit more than we're supposed to see. I think it's only natural to want to pull back the veil on our unrealities and see the "Wizard behind the curtain", so to speak. But of course anytime you begin participating in things that go slightly beyond the boundary of what you're "supposed" to be doing in a game, it starts to bring up questions about exploits and cheating. Viewing the underbelly of an MMOG hardly seems like a crime, but at what point exactly do you cross the threshold that will get you into trouble? At what point are we talking about account bans?

MMOGology: Gear of war

Filed under: World of Warcraft, Culture, Game mechanics, PvP, Endgame, Warhammer Online, Opinion, MMOGology

Last night several members of my Alliance guild initiated some old school, world PvP attacks on Tarren Mill. We were bored, looking for a fight, and boy did we get one. It was fun for a while, but it wasn't long before I realized we had no chance of winning the skirmish. It wasn't a lack of skill, strategy, or cooperation that drove our faces into the ground. It was the fact that our group didn't have the gear necessary to be competitive. There's nothing more demoralizing than getting utterly pwnd by someone that you can't even scratch; despite the fact that you're of equal player level. I've realized there is a Grand Canyon sized gap between a freshly minted 70 in quest gear and one that's been raiding or participating in arena battles. It's the equivalent of a level 60 attacking a level 40. There's a very noticeable difference.

Of course, I shouldn't be surprised by this in a game that's so gear-centric. One of the primary draws of World of Warcraft is the amazing gear that you could potentially get; if only you'd spend hours and hours running and rerunning instances or competing in arenas or getting your hinder stomped in the battlegrounds thousands of times. But for casual schleps like me, the gear divide is a source of endless frustration. It becomes less a battle of skill, and more of battle of who has logged the most hours playing the game. Maybe that's the whole point of PvP in an MMOG; reward playtime over ability. But does it have to be this way?

MMOGology: Group dynamics

Filed under: World of Warcraft, Culture, Guides, Grouping, Opinion, MMOGology

Leading a group in a dungeon instance can often feel like herding cats, especially if you're playing with a pick-up-group (PUG). Unlike a guild group you don't have the luxury of knowing the strengths and weaknesses of the other players. PUGs also tend to have more members with less experience running the instance. Many instances I've run in World of Warcraft have involved at least one of the following situations: The huntard claims he must be the official puller and then won't shed the aggro to let the main tank do his job. The healer blows all his mana on the soft targets that shouldn't have aggro. The priest or warlock freaks out and fears off the mobs who flee to their comrades in waiting, join forces, and eat the reckless noobs stumbling through their dungeon.

No matter how good a player you are personally, you can't save a group from the four other morons that make up your party. Maybe once or twice you'll get off a group saving heal, or manage to get the aggro back onto yourself if you're a tank. Nine times out of ten, though, when the same craziness happens on the next pull, it's a wipe. So imagine my surprise when I joined up a with a group of total noobs to run the Blackrock Depths instance in WoW, and managed to finish most of my quests and take down nearly all the bosses with only one wipe. This was a group of extremely inexperienced players. Besides myself, only one other person there had even run the instance before. Because we were both on alts that hadn't seen this content in a long time, neither of us really remembered the details. So how can a group succeed when it doesn't have experience? How could this be possible when I'd run the same instance with veterans and higher level characters with less success?

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