ID:65034
 
In the last year, I've played 5 different MMORPGs, which is a pretty damn sad realization that I just had. I feel that as a sort of community service, I should give a few of my opinions on each of the games.

World of Warcraft, by Blizzard Entertainment


Everyone and their goldfish has at least heard of World of Warcraft, if not played it. It's the largest three dimensional game in the world today (and will probably still be tomorrow) with over ten million subscribers.

I personally liked playing World of Warcraft, I just hated the community. The only way for a somewhat intelligent person to have fun, is if they find their clique. From what I saw, the only place for intelligence was a leader type roll (which I dislike in most circumstances), or in a tight knit group of other intelligent people.

I probably would have played for longer if I had found either of those, I played 90% of the game by myself, which wasn't that bad. Although most of what I did was grinding low level instances (the lowest 8 instances I did by myself) for gold, which I used to buy generally useless stuff.

While grinding by itself is buckets of fun, it didn't encompass all of my gaming time. A few hours a week were spent in the hyper-competitive Battlegrounds, which are fun, until you find a bunch of twinks which are people who use their high level characters to immensely overpower a low level character, who they then use to destroy other equally low leveled characters.

Summary: The gameplay is decent, the community is not.

Mabinogi, by Nexon


I'm not going in any specific order for this list, so I decided to go with the fourth largest MMORPG now.

Mabinogi follows the same basic formula as most other Korean MMOs, You pay money, you get good, fast. The game has some of it's own tweaks that makes it different from some other MMORPGs.

For starters, the game has three races, Humans (oh wow), Elves, and Giants. Humans, predictably are balanced, elves are fragile and nimble, Giants are effectively walls of flesh. To go along with that, Elves are pretty much forced into being ranged fighters, and a Giant melee fighter is the norm.

One of the more interesting things, is the characters have Age. You can start from age 12 to age 18. At age twelve, your stats are much lower than what they would be at age 18. Roughly 168 hours (actual time) after the character was born the character gains one year of age, which increases their stats (and up to a certain point), their physical stature.

They do a little bit of creativity with their skills. The more you use them, the more experience you get with them. If you get 100 experience (of all the numbers they could have picked...) you are allowed to level up the skill. Assuming that you have enough Ability Points, which you gain every level, from certain quests, and when you age-up. The thing that makes this creative, is that you will not ever have enough Ability Points to upgrade all of your skills, you can only upgrade a handful of them when you need to.

There are also jobs that you can do, Part-Time Jobs. You are given a task by the shop keepers, which are generally simple (the tasks are easy too) and take a few hours. (in game time) The jobs are doing simple things, like killing eggs, sewing armor, getting armadillos, and forging clothes. The jobs give Gold and Experience for your character.

Summary: Try this game, it's different. The art is nice, the gameplay is different, it has a few systems that are pretty good. Try it, it's free (unless you want almost-useful stuff)

Voyage Century Online, by IGG


This game is one of my favorites, for little to no reason. It's just a fairly simple game, that is easy to grab hold of, and has fun, slightly satisfying gameplay.

The game takes place, generally, in the eastern hemisphere. You start out as a commoner, which changes in less than two minutes, to one of five classes that you can pick, which have very little differences. The only differences I can think of are what weapons you're suggested to use, and what clothes you can wear (Although there are equatable level clothing for each class)

Most of the game should take place at sea, because that's the more interesting part. But alas, it doesn't. Of the 40 hours I've spent playing it throughout the last week, I've spent maybe 5 of them at sea, which is a shame, because sea combat is fun.

The game's skills are fairly runescape-esque. You use them, you gain experience for them. But every 3 levels (I may be wrong about this) you gain a Stunt Point, which are used for getting Stunts, of all things. Stunts increase your character's Stamina, or their Carrying Capacity, or their ability to preform the skill.

Combat is fairly simplistic at low levels, hit, be hit, rinse, repeat until death occurs. At slightly higher levels, it gets slightly more complicated, with the usage of potions, and fighting Stunts, which do various things, like paralyze the enemy, or increase your attack power.

Sea Combat is very simplistic, giving you basically, three options to what you can do, Shoot, Ram, or Grapple. Shooting is fairly self explanatory, you shoot your incredibly short range cannons at them. Ramming, is also self explanatory, you use the ram on the front of your ship to ram the other ships, doing massive damage. Grappling is a stupid idea. It's throwing a Grappling Hook (of all things) onto the other ship, and engaging in combat with them that way.

Land Combat is boring, but great for making quick low risk cash, goats drop hats that sell for more than cannons. Sea Combat, is comparatively exciting, when you're surrounded by enemy ships that are doing next to nothing to your ship's armor. Ship combat get's intense when you just keep a combo of attacks going, firing from the port and starboard, and ramming every ship in sight. That is, until some flagship appears, and destroys your ship fairly quickly.

Piracy, while not outlawed explicitly, it is disliked. If you attack a nation's ship, while you might beat it in that fight, the nation will specifically send ships (made of awesome and destruction) to kill you, and imprison you, for hours at a time.

Summary: Sea-based game, land fighting sucks, sea fighting rocks, piracy is not accepted, try it, it's free. (unless you want to look cool, then it's expensive-ish)

Dofus, by Ankama Games


This game is slightly different, in that it's 2d, and turn based. The game itself doesn't give any breakthroughs, but it's fairly entertaining, and cheap as hell (at $6.9 a month)

One of the biggest things in the game is their class selection, having twelve classes. The classes are almost balanced, but the healer is useless.

Combat in the game is turn based, based on your character's Initiative. The person with the highest Initiative goes first, and is allowed to use their AP, or Action points in their skills. You start out with 6 AP per turn (no roll-overs), and can get more from equipment sets. If you would like to move, because combat is on a grid, turned something like 85 degrees clockwise, you can use your MP, or Movement Points, of which you start out with three, and can gain more from equipment sets.

Combat is entertaining when you're with a group of friends, tearing through a dungeon, of which there are 42.

If you feel that the game is too easy, you can elect to play on a Hardcore server, where the soundtrack is intense. Not really, but if you die, you're dead. The only real consolation is that you gain 3x exp and 3x money, and the drop rates of items are higher.

The game also has professions, of which there are 22 basic professions, and 11 specializations. You can pick one of six professions to start out, and to grab another you need to get to level 30 with the profession. The professions allow you to create almost anything you would use the the game, though they take a large amount of time (getting to level 20 in lumberjacking took me all of 8 hours).

There are also Guilds in the game, which can take over territories, and use them to collect resources from it. Although taking over a territory involves beating the other guild in combat, which is a fairly intense fight in all cases.

Summary: 2d turn based combat, ridiculous number of class/profession choices, cheap entertainment

EVE Online, by CCP


This game is also one of my favorites. I've played this game for a few months, sometimes for 10 hours straight.

This is one of the best game I've played, the gameplay is exciting at times, and fairly satisfying when you accomplish something.

The game itself is in Space, but not in space as we know it. The space it is in is through a wormhole, which apparently puts millions of particles in space (which means ships stop quickly if you cut the thrusters...), and makes objects in space never orbit.

In EVE there are four races, the Amarr, the Minmatar, the Caldari, and the Gallente, and they never really seem to get along, so they fight constantly. Morale: Even in the space-tastic future, we can't get along.

Combat is fun, but fairly simple in practice. You have people with short range guns, long range guns, missiles, lasers, torpedoes, smart-bombs, dooms-day devices, drones, repair drones... Fine, it's not simple, it's complex as hell to be able to consistently win against people

You can do things besides blowing space pirates out of the... not-air. People who have no sense of urgency at all can do Mining, which takes a long time to make money, or Trading, which takes an equally long amount of time to make money. If they're feeling daring, they can take up a bit of piracy, and attack player ships, and destroy player ships, that they worked hard for, and are now pissed off that they lost their ship, and quit EVE because some pirate blew up their ship and they're raging about it right now, pirates suck.



So, yeah, those are my thoughts on 5 MMOs that I've played over the last year, The EVE one is short because I took a two hour hiatus and lost motivation to write things down.
Some minor issues with this:

While Blizzard boasts 11 million+ subscribers, that is in fact not accurate. That number both counts inactive accounts (i.e. my 3 inactive accounts, f.ex), as well as accounts never activated (i.e. box sales). Also note that there is an estimated over 4 million gold farming accounts.

Studies on this indicate that WoW only has about 5-8% of that active at any time. World of Warcraft, despite popular belief, is not the most popular MMORPG at all. Maple Story has *87* million account registrations, in comparison. Fantasy Westward Journey hit 2-3 million concurrent users, which WoW never has.

They do however make more money than any other MMORPG, at an estimated $500 million+ revenue for 2008. However, thats not what you said ;) Even if it had all 11 million active, it would still not be the largest *game* in the world. Not even computer game.
Eve Online can sometimes be too big of a game and sometimes get complicated. In the end, it was too much for me and I never played again.

I still dabble in WOW though.
Alathon wrote:
Some minor issues with this:

While Blizzard boasts 11 million+ subscribers, that is in fact not accurate. That number both counts inactive accounts (i.e. my 3 inactive accounts, f.ex), as well as accounts never activated (i.e. box sales). Also note that there is an estimated over 4 million gold farming accounts.

Studies on this indicate that WoW only has about 5-8% of that active at any time. World of Warcraft, despite popular belief, is not the most popular MMORPG at all. Maple Story has *87* million account registrations, in comparison. Fantasy Westward Journey hit 2-3 million concurrent users, which WoW never has.

They do however make more money than any other MMORPG, at an estimated $500 million+ revenue for 2008. However, thats not what you said ;) Even if it had all 11 million active, it would still not be the largest *game* in the world. Not even computer game.

Wrong. World of Warcraft has 11.5 Million MONTHLY SUBSCRIBERS. That is, they have 11.5 million people who are currently paying to play the game.
They do not count inactive accounts or those that have been disabled for whatever reasons.
It has a world record for being the most popular MMORPG of all time! (Most popular as in, it has the largest number of people playing it at a time)

As for Maple Story, it actually has about 50 million accounts, in total, in all of it's versions. This is not how many active accounts, just how many in total. It does not exclude accounts that are banned, or people with multiple accounts either. Korea apparently has 14 million accounts, but only 200,000 of them are actually active. If we go by these figures, it probably has a total of less than 1 million active players.
BUT, these figures are only given by the companies that publish the game (and there are multiple companies, so this number is likely inaccurate due to this)
It is a commonly known fact that Korean MMORPG publishers like to... Well, make up bullshit a lot of the time about their game (I once saw a Korean MMORPG that had never been released anywhere but Korea claiming to have 700 million players, and Korea only has a population of about 45 million).
I'm sorry, The Magic Man, you're just not correct. Please look it up if you're going to try and correct me. I happen to have done quite a bit of research within this area.
Alathon wrote:
I'm sorry, The Magic Man, you're just not correct. Please look it up if you're going to try and correct me. I happen to have done quite a bit of research within this area.

Then start posting some sources.

If you want sources for everything I said, Wikipedia it, then look at the bottom of the page for links to valid sources.
http://gigaom.com/2009/02/01/top-10-money-making-mmos-2008/

http://gigaom.com/2007/06/10/is-wow-the-most-popular-mmo/

http://gigaom.com/2007/06/10/is-wow-the-most-popular-mmo/ (refers to http://www.raphkoster.com/2007/06/06/ nyt-looks-at-kids-worlds-again/ )

From a Blizzard press release on what defines a subscriber:

"World of Warcraft subscribers include individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired prepaid cards. Subscribers in licensees' territories are defined along the same rules."

This means that box sales are counted for 31 days (Oh, funny how press releases on sales by Blizzard on WoW are always made less than 31 days from Christmas!)

This also means that it has absolutely NOTHING to do with the amount of active players. Nada. Nothing.

There you go.
Firstly, that second article is 2 years old. Not only that, but it does not say WoW does not have x many milions of players. It says it does not have x many millions of monthly subscribers (IE, people who pay to play monthly).

Secondly. Box sales are ONLY counted when as it says "they are within their free month of access". This does not start when the game is purchased, it starts when you register an account for the game.

Thirdly... As far as I can see, they count the total number of active users based on who is currently paying to play the game. Which I would assume is a fairly accurate assumption to make because lets face it. Who is going to pay to play a game, and then not play it?

Obviously, since they are only counting active accounts based on subscriptions, and not actual play time (unless that play time it paying by the hour or whatever) there will be some inaccuracies. But I honestly doubt it is as inaccurate as you are claiming, nowhere near it. I'd say give or take half a million at most.
Which I would assume is a fairly accurate assumption to make because lets face it. Who is going to pay to pay a game, and then not play it?

And this is where you're dead wrong, unfortunately. Once again, statistics done by professioal companies supports the notion that based on numbers, only about 5 - 10% (and thats a generous estimate) of WoWs playerbase is ever active at the same time.

Thus, once again, not making WoW the largest game around. Not by player count, nor by active players online. I said from the beginning that they make the most money, thats not something I dispute at all. But you're selectively viewing the links I posted.

And curiously, how many do you honestly think get the game for Christmas and DONT register an account pretty much the same day? I've worked within the game distribution industry long enough to have talked to people from Blizzard and realize exactly what they're doing. They're not exactly secretive about it, its blatantly obvious to anyone who has studied it.

Which is why you see several major names openly stating things like that, and companies selling statistics clearly suggesting it (rather, within statistical certainty and the number of samples taken, proving it).

The thing is, the average consumer has absolutely no desire to view these things with the sort of scrutiny that I've just presented. Blizzard have always been incredibly good at selling, and this whole player count thing is just another sales gimmick. You're tossing around numbers like 11 million, but the number of active accounts in North America under the above rules is only 2.5 million.

Now subtract a conservative 250,000 from that due to Christmas box sales (Thats uberconservative by the way, based on their box sale numbers), who register their account within a full *month* of getting the game (Read: Almost every single one), and you're down to 2.25 million. Now factor in gold selling accounts, and you're most likely down to about 1.8 million - 2 million.

Now factor in the fact that people aren't online always; average consumer playtime for WoW ranges in the area of about 1.25 hours a day, with a general retention rate of 6 months per customer.

1.25/24 is 0.052 (Oh look, 5%!), and 6 months to retain a customer fits with being able to get games in for Christmas sales and summer vacation. Account bans are done on the flip side of these two periods, running up to them. Why ? When they ban accounts, their sales rise. A large quantity of those who are banned simply purchase a new WoW key, especially true for the gold farmers banned, which are companies. Their sales rise, accounts are activated and their statistics rise in time for - Oh look, christmas sales and press release on player count! If they wanted to actually prevent people from playing WoW via the bans, they'd ban the other information they have freely available (Mac IDs, IP ranges, Credit cards, full names, emails, etc) - That isn't the case. They ban in a manner that both serves its purpose in-game (Purge gold from the game, lowering inflation) as well as out of game (Raise sales stats for that period)