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Posts with tag quitting

The Daily Grind: Do you ever just think about quitting?

Filed under: Opinion, The Daily Grind

There's been a bit of talk about quitting MMOs these past days, including an interview discussing the fact that when many Age of Conan players quit, they didn't return to World of Warcraft or any other game -- that was it. They were done. No more MMOs.

If you're satisfied with MMOs as they are, of course feel free to chime in as always, but today's Daily Grind is a special one -- we want to give a shout out to the folks who just don't think this genre is living up to its potential. Maybe you played older games and don't like current, post-EverQuest trends. Maybe you didn't play older games, but you have some idea in your head about how things could be done differently in the future. In either case, you're disenchanted -- so do you ever think about just quitting? Have you already quit? And what would it take to prevent you from leaving, or to get you back if you've already gone?

That's it, I'm quitting MMOs forever!

Filed under: Real life, Culture, MMO industry, Opinion


MMO burnout is an interesting creature. Rarely do people who quit MMOs do it quietly; it's usually crowned by a forum or blog post addressing the fact that this person has now "found a life" and are going outside more. In the process of burning bridges, these posts usually make two distinctively recycled points: All MMO players are overweight, and they never leave the house.

Such is a recent post at MMOCrunch regarding a player who has quit MMOs forever. Burnout is certainly understandable, especially in today's oversaturated market, but it's the method of the quitting that's always interesting to us. What does this say about MMOs and their impact on us, as players? Do people quit scrapbooking by burning their fancy paper and glue-on letters?

Continue reading That's it, I'm quitting MMOs forever!

World of WarcraftWorld of Warcraft
MMO MMOnkey: Why I stopped playing Age of Conan

Filed under: Age of Conan, Guild Wars, Lord of the Rings Online, Bugs, Launches, MMO industry, Opinion, MMO MMOnkey

Stopped playing because . . .
I like Age of Conan. I like the combat system that demands active engagement rather than the auto-attack, go-make-a-cup-of-coffee style of combat used in so many other MMOs. I enjoy exploring Funcom's recreation of Hyboria with its lush graphics and infinitely varied and "realistic" topography. I find the early game's seamless integration of an instanced nighttime story with a shared daytime world both innovative and engaging. I think the design team did a fine job capturing the spirit of Robert E. Howard's original Conan stories in both the look and feel of the game. Funcom got a lot of things right.

As everyone playing AoC knows, Funcom also got a lot of things wrong. Announced features like DirectX 10 support aren't in the game, many of the features that are in the game aren't working properly, technical issues cause frequent crashes for some players, in-game and tech support are apparently dreadful, bugs abound. Although Lord of the Rings Online showed us that an MMO launch doesn't have to be terrible, most of them are. I expected AoC to have these kinds of problems at launch and wasn't upset by them. With the disaster that was the Anarchy Online launch looking over their shoulders I also expected Funcom to work hard to eliminate AoC's launch problems and all indications are that's exactly what they're trying to do.

But yet I've stopped playing the game and I think game developers would be interested in knowing why.

Continue reading MMO MMOnkey: Why I stopped playing Age of Conan

World of Warcraft
The Daily Grind: When will you be done with WoW?

Filed under: World of Warcraft, Fantasy, Culture, Events, in-game, Game mechanics, Endgame, Opinion, The Daily Grind

Who knows if/when World of Warcraft will ever end? While I'm by no means a power player, if WoW disappeared tomorrow, I'd be a little saddened by all the things I hadn't gotten to experience in it. At the same time, however, no matter how often I drop in, I eventually reach a burnout state before the month is up, and I cancel service until the next time I get the urge.

So, for me, it's just a general malaise that sets in that makes me quit WoW. For those of you who've quit, even briefly, what did it? And what would make you stop playing, forever?

The Daily Grind: The end of the affair

Filed under: Dark Age of Camelot, Culture, Tips and tricks, Opinion, The Daily Grind

Stephen Totilo over at MTV's Mutliplayer blog actually canceled his WoW subscription recently, and to his surprise, actually found the experience easy and fun. He hadn't updated the game since last September, and speaking as someone who's played the game many, many times since then, I can safely say he was wasting his money. A great MMO is worthless to you if you're not playing it.

Thinking back on it, I believe I've only canceled one MMO ever, and that was Dark Age of Camelot (and I only canceled it because I started playing WoW). It was so long ago that I don't remember if I had any problems or not, but it must have gone smoothly enough. Other than that, I've pretty much considered all my subscriptions money well spent, so I haven't had to end anything.

But surely there are many more cancellations going on. When have you stepped up and ended the subscription, and for what reasons? Ever had a bad cancellation, or a really good one? And maybe we can help, too-- if there are any subscriptions you're paying right now that you shouldn't be, feel free to commiserate about them here-- we'll help you quit, if you need it. There are always more MMOs in the sea, if we're allowed to mess up a metaphor.

World of Warcraft
The Escapist explains how your guild can avoid a "failure cascade"

Filed under: EVE Online, Guilds


So you're the leader of a guild in your game of choice. All is well at first; everybody's having fun. Then, one or two people get upset about something someone said, or the schedule for a raid, or someone's failure to pay the guild hall maintenance fee. You try to contain it, but all hell breaks loose. Each player's departure leads to another's. Three weeks later, just you and two people from your office are still in the guild.

The Escapist calls this a "failure cascade" in a new article. The author of the article uses EVE Online as an example as he explains what a failure cascade is, where the term came from, and what kinds of guilds can be immune. The article is particularly interesting because it illustrates how EVE Online's open PvP combat can exacerbate the problem and lead to mass departures from the game.

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