Category Archives: Immersion

Burning through the pages

It’s Monday morning as I am writing these words, so be warned dear reader, because this is a grumpy Monday morning post. To honor code and good manners, I should ask first mayhaps how you have been, or more precisely how your weekend was and where your path has taken you – across the planes of Telara? Or maybe down into the Maelstrom of Azeroth? Up a mountain somewhere here on planet earth, down to the city, out to the sea?

And did you burn a lot of content along the way? 

When Gods become consumers

Once upon a time there was an MMORPG that gave players a basic, functional setting and stage: a beautiful world of rock and stone, with maps and towns, woods, mountains and seas and a few roads to travel them. And the woods would be populated by beasts and animals and the towns would be bustling with vendors and tradefolk and the odd, suspicious looking traveler or merry minstrel in front of a tavern. And from there the world was the player’s: to explore, to do with and shape as he cared for, to build alliances and establish trades, to command and conquer, to build or destroy, to settle treaties or rage war against one another, within a ruleset and handful of laws.

And so life on that world was never-ending; as endless as the playerbase cared to make it and create their own adventures. There was no content to “finish” and no final goal to “beat”, because the heart of the MMORPG was a second world, not a high score or ending credits like for other, traditional games. Content was created while and through playing, making the player not just a hero inside a story, but hero and God of a much greater story.

That was a long time ago.

If you can burn through it, it’s because it tastes of nothing

Reading through Wolfshead’s most recent article, I came a cross a line that outraged me like no other, elaborated in more detail in a short commentary over at Gamasutra. And it wasn’t so much the whole shallow explanation attempt behind Blizzard’s reasoning, but the wording itself, the greater mindset and concept behind lines such as these:

“And so I think with Cataclysm they were able to consume the content faster than with previous expansions, but that’s why we’re working on developing more content.”

“We need to be faster at delivering content to players,” he added. “And so that’s one of the reasons that we’re looking to decrease the amount of time in-between expansions.”

Our player, the consumer. Our player, that hungry animal who’s wolfing down our content so fast, we have to keep throwing it at him faster and faster.

Without realizing it, the developers have not only reduced their playerbase to an insatiable cookie monster, but degraded themselves and their product to nothing but a fast food-delivery service, more scripted than ever, less dynamic and alive than ever. And like with all food that is so processed that’s it’s completely “dead” and devoid of any nutrition, Blizzard need more and more of it to keep their spoiled yet malnourished customers content. They have created their own vicious circle and now they suffer from the pressure to deliver at increasing speed. An entirely self-created pressure, because they want to do everything and let us do very little.

The player is no God in their world. He does not interact with it, only consume, he does not co-create anything, not cook his own food. It’s like eating 5 burgers a day and no workout on the side either. What’s the point of fantasy worlds if they start resembling downsides of the real one? Will future developers be forced to create “Slim-Fast”-servers to re-introduce overfed players to a more balanced MMO “lifestyle” and re-adjust things back to a more active and healthy playing environment? Metaphorically speaking?

Burning through the pages

Tonight after my work’s done, I will rush off to the local bookstore in town to pick up the sequel of “The Name of the Wind”, Patrick Rothfuss’ formidable debut fantasy novel of his Kingkiller Chronicles. I have burned through the pages of the first book this weekend, over 600 pages in merely two days – it’s been this gripping and entertaining, and overall I was just happy to read some solid high fantasy again after a longer drought in this particular corner of the genre. The second book is apparently even longer and I have no doubt that I will devour it like the first one. Then it’s over and finished until the author releases the next part in a couple of years.

And that’s okay – because it’s his story and his world, he’s the master of all things there, of a story that’s already been told. I’m merely a spectator he’s inviting to enter, I can make it a walk or rush-through, but either way my time there is limited. And you wouldn’t go and ask for more from a book; one volume, one ride for which you pay one time.

It’s okay to consume a book.

The beast that wrecked wonderland. Or: Oh noes, I’m an RPer?

The blogosphere is loaded on fundamental design questions and debates lately and it’s not just events like Blizzard’s most recent Call to Arms announcement that make us wonder about where the future of MMOs lies. The more I’m reading, the more I realize how conservative I am – and how I really hopped off the bandwagon somewhere around the Burning Crusade. Very few game design changes have actually appealed to me since then. Maybe I’m just not the average MMO gamer anymore. Maybe I have become too “oldschool” for this genre.

Scrap that “maybe”.

I’ve tried to put a finger on this sentiment lately, but I couldn’t quite find the right word. This recent post by Green Armadillo is a great example of the overall problem though: I really do resent the fact that dungeons have become a synonym for lootbags in MMOs. That is SO far apart from what dungeons used to stand for, game designers might as well stop putting any effort into dungeon design if drops are all that matters. And now, as if loot, gold and tokens weren’t enough, you even have to bribe people further to play cooperatively in there. Sic transit gloria mundi?

That’s just the tip of the iceberg which fast-food, drive-thru MMOs are developing into, with their dungeon finders, achievement points, welfare loot and in-built quest helpers. Big fat red arrows across your fantasy world. Flashy text hovering over your stupid head. Min-maxing guides for teh win.

All the things I want are almost completely opposed to the current trend: no quest helper, no maps, no fast leveling, no soloing major content, no anonymous grouping, no welfare loot, no cookie-cutters, no bottomless bags, no epeen titles and silly achievement points. Instead, more need to cooperate. More need to play intelligently. More consequences when not playing cooperatively or intelligently. More customization. Lore rather than loot. More need to travel without an instant map. More wetting your pants on the way. Proper outdoor PvP. Less linearity and more player-generated content. Player housing. More campfires. A bag-pack with bandages you actually use.

And then it dawns on me, the inevitable conclusion: my wish-list strongly resembles the 100+ pages long RPer’s wishlist that was up on Blizzard’s official RP forums a few years ago, a collection on how to improve the game for roleplaying (unfortunately that topic is long gone). Is to wish for these things, to be an RPer in today’s post-WoW MMO world?

I’m not an RPer in the strict sense. I do play role-playing games, but I’ve always played on PVE servers. I cringe a little at the whole “in character”-stuff some people really take to extremes on dedicated servers. On the other hand, I’ve absolutely no problem with players who enjoy their MMOs that way, it’s just not my cup of coffee to make up a past history for my character, attend ingame weddings or talk in Shakespearean English. But when it comes to everything else that adds atmosphere to fantasy worlds, yes I do want that. It’s been there before.

So, am I an RPer now? A traditionalist? How do you call MMO players like me today? And is it really me who needs a new name?

But finally, I realized what this whole mess is called that’s currently happening to the genre (thank you Spinks): the beast that’s wrecking wonderland is called “Gamification”. It’s been going on a lot more rapidly on consoles ever since the XBOX went live and now it’s made its way into PC MMOs too. And I really shouldn’t be surprised: just the way traditional RPGs have become a rarity on console ever since, the classic MMORPG is doomed to disappear. I never realized the parallels in such clarity. MMOs might be part of the world of games, but they never played by the same rules, their virtues were always of a different kind. They were virtual worlds; not linear, scripted scenarios with the goal of instant gratification, stilling players’ achievement hunger and collection drive whenever they please. Those games were about setting, narrative, simulation and cooperative longterm goals. But there’s a whole new mentality out there today, a new type of gamer walking down my virtual streets. A gamer with different values than me.

And I’m fine with it, really – you can collect achievements ’til kingdom come for all I care. But if game studios start developing more and more MMOs for you rather than me, then I have a problem.

And no, I don’t want to start playing MUDs or write fanfiction.

I wish we could be friends

The other night, I found myself dancing frivolously next to a Tauren at the Eventide bank in Dalaran, laughing and cheering. Obviously we were both bored out of our wits, which happens more frequently to players these days, and as we were both wearing our special pre-Cata event costumes it seemed like a fun thing to do. At this occasion I’d like to say once more that the Darkspear Pride is possibly a million times cooler than the Gnomeregan one. Yeah I know, I chose the wrong faction.

That little, silly intermezzo lasted 5 minutes before the Tauren warrior /waved a goodbye at me, disappearing. And I couldn’t help but feel a little sad about the fact that the Alliance and Horde are doomed to never be able to communicate or interact any more in WoW than in such fleeting moments and gestures. I never felt that Blizzard did a particularly great job with their faction model and the language barrier is one big part of that. So I’m supposed to hate the Horde, I got that….wait, why is that again?

Good vs. Evil in MMOs

Unlike Ferrel from Epic Slant I don’t believe that division is a bad thing in MMOs; I think we both agree though that it is mainly about how you approach such division in games. I’m all for a little conflict and I believe there’s a lot of potential in implementing opposing factions of “good” and “evil” in a game – it’s a driving force of the fantasy genre after all. However, the way Blizzard tried to manage this in World of Warcraft is one of the great examples of how not to do it. I was always baffled at the parallel society the Horde and Alliance form in the game, with hardly any interaction besides some forced outdoor PVP zones, battlegrounds and arenas and no relevant impact whatsoever on the world we all play in. I don’t think most of us care whether our enemy in a BG is horde or alliance at this point and that kinda proves my point.

If you want to include the element of ethos in a game, you need to establish things like freedom of choice, consequence and impact. Players should become good or evil, because they choose to play the game in a certain way, taking different paths that will impact on the world they play in and on their own character’s development as a whole. Fable has managed this in a rather nice way in 2004, whereby every player starts the same way and chooses his own path from there. Your character’s playstyle will influence future choices, quests and even your looks will adapt to how you play. The world around you will offer different options and consequences depending on whether you’re of noble or foul spirit.

All that WoW does for me on the other hand, is say “here’s a Tauren, now hate him” – without any immediate motivation or reason for me to do so. It’s actually quite racist if you think about it: I’m supposed to hate another player not because he did something evil in my time, but because somebody else tells me so or because it’s written in some old lore of the game. I’m not sure I want to play a dickhead like that to be honest (which the Alliance already appears to be according to WoW lore).

If you want players to pursue each other with a passion and fuel the fire of conflict in your game, there needs to be a clear and immediate motivation for that. This you can only achieve by letting all players, independant of more cosmetic factors like race, choose how to play the game and installing different paths, rewards and restrictions from there accordingly. In Ultima Online for example, the game would flag players gone rogue in different colors (for example after killing other players) for a set duration, depending on which your options in the game would change. Entire guilds would be created around protecting yourself from criminals on whom you could set bounties in cities. Criminals would in return form bands and while the game would punish them (for they would be pursued by city guards), there was still incentives to go red, for example lootwise.

PVP is not the only option

I think UO showed one of the more “authentic” and open approaches to conflict in a fantasy MMO; there were regulations but there was still a lot of freedom of choice and the element of chaos. Most will agree that this is preferable to pure racial conflict whereby enemies cannot even communicate. Stark images of trying to talk to my cats come to mind when gestures and sounds are all I have to communicate with the Horde. And I have a very hard time hating animals.

Even if you loathe any form of PVP action in online games, there are better ways to manage conflict than how we’ve seen it done in WoW so far. The problem with places like Halaa in Nagrand for example, was that nobody actually cares that much to capture the place repeatedly.

We need choices for good and evil in a game, incentives and rewards and we need them to impact on the world we play in. If I’m supposed to hate or fear somebody, it should be because he did something to deserve that – dancing in front of a bank with me, even dancing badly, doesn’t exactly qualify.

I don’t know what future MMOs will do about ingame conflict but I’m looking forward to new concepts.

World of Warcraft secrets: Dalaran’s sparkle

“This topic is dedicated to all the special and secret NPCs in WoW, out there serving tirelessly, overlooked and undiscovered.”

There is not a lot that is secret in the World of Warcraft and it’s always made me a little sad. This world we play in is vastly explored, analyzed, documented and datamined all over internet websites and communities. I’ve never played any MMO where such myriads of information were available on every aspect imaginable. This is obviously what you’ll get with an MMO that’s played by ~10mio people, but it’s not just that: World of Warcraft is a very functional, pragmatic game and there’s not an awful lot of superfluous or “useless” content, certainly not on the cosmetic side of things. But some of the best things in life are just that: useless. Or I actually prefer the term “pointless”. Many pastimes and hobbies that we pursue are merely for our own fun and entertainment. WoW is such a pastime too.

Yet, the truth is that inside the game precious little is actually pointless or surprising: most maps for example feature all the necessary posts to make the player’s leveling progression as smooth as possible: You have your inns, your vendors, flightmasters and questgivers stationed at strategic points. Most of them do nothing but repeat generic lines as you click them to open their service windows. The same goes for buildings and shops in cities and really pretty much every other site. This is what we’re used to and we don’t even examine all the NPCs around us closely as we enter a new zone or questgiver camp. And why would we? It’s not gonna be any different from the last 100 times, right?

We can rely on Blizzard to tell us if there’s really anything “special” going on: if an NPC does anything extraordinary, there will be clues and signs to make us aware of it. If there are important places we should go to, we can be sure a series of quests will take us there. It is hard to miss much in the World of Warcraft. Blizzard takes care of that.

I know this is the nature of games that have been played to death and WoW does actually a pretty good job at things like Easter Eggs or non-generic zone design. But for most parts the game is very predictable, with little randomness. Somehow I miss that there’s not more pointless things that are spread far and wide over the world for no good reason, maybe only to be found by those that seek them out.
Why was there never a single questgiver stationed on any of the flying islands in Nagrand? Why is the Darkmoon Fair such a complete letdown when people long for minigames in WoW for years? Why is there nothing going on anywhere under the ocean? Only a few things I’ve wondered about in the past.

Dalaran’s secret

This is why Dalaran is special. Now you see, I don’t like Dalaran, I’m actually with Stumps in this. Nonetheless I will always have one pleasant memory attached to Dalaran forever and that is the memory of one little gnome, one humble, unremarkable NPC that was special. Maybe you know about him, maybe you don’t. I have talked to many that haven’t and that’s why I think he is worth an hommage at this point: I am speaking of Sheddle Glossgleam.

Sheddle Glossgleam is located on the second level of the Threads of Fate cloth armor shop in Dalaran. He is your standard low-profile vendor NPC, selling shoes for emblems of valor without much decorum. If you click him, he’ll open the usual vendor window accompanied by a generic service line. And that’s it.

Almost. There is also the chair. There are chairs all over the city, you say? That’s true, but then they ain’t quite like Sheddle’s chair!

Once you sit down on the chair beside Sheddle, he will walk over to you and polish your shoes, applying a cosmetic sparkle-buff to them that lasts for 60minutes! I don’t know how many times I have visited him just to get my shoes polished before a raid or how many times I got someone whispering me “where can I get that boot enchant?”. In fact “shiny shoes!” has become somewhat of a running line in my guild. Yes I love you, Sheddle Glossgleam!!!
Not just shiny shoes

You see, my friends have laughed at me for this in the past, but the fact that I’m a female who likes to get her shoes sparkled up is only 50% of why I love this NPC. What I really love about this silly trifle is that it’s actually something special and unexpected. If you never bother to sit down on chairs in WoW and don’t chance on this information randomly on a website, chances are you will never know about the little gnome in Dalaran. There is no exclamation mark over Sheddle’s head, there is no other NPC sending you on a quest to get your shoes polished. Sheddle won’t tell you about it either. There is no hint whatsoever inside the game about what’s gonna happen if you sit down on that chair!

Sheddle Glossgleam is a little secret. He is a surprise. One of those utterly pointless yet delightful things in a game that is usually so eager to inform you about everything. Dalaran sparkles a little more because of him.

Who else is out there?

I’m glad I discovered Sheddle because that experience suddenly made me a lot more aware of the world and NPCs around me. They came alive again, like they hadn’t for a long time. I started to wonder “what else might there be that I have overlooked in the past? What other NPCs are there, only sharing their secrets with those that seek to find them?” I sat on every other chair in Dalaran just to make sure.

So where are they?? What special places in WoW have you found that are hiding away secretly to be discovered by those with open eyes and inquisitive minds? Which NPCs have I overlooked on my speedy journeys and never known for their silly, unexpected services? I’d really love to know.

Why do you play another race in MMOs?

Following several discussions on ‘gnome representation’ in WoW the other week, I ended up noticing how different some MMO players choose what race to play from myself. Since it was gnomish debates that got me thinking about this, I’ll take the gnome race in WoW as an example:

I would never roll a gnome in WoW. And while I agree that the gnomes are rendered somewhat goofy and ‘a-sexual’ (or childish) in this particular game, that has nothing to do with it. Even if gnomes were testosterone- and estrogen-pumped starlets of human sexuality, I wouldn’t roll one (or rather that would be one more reason not to roll one). And I actually think gnomes are awesome, some of my alltime favorite NPCs are gnomes and I’ve loved the whole theme of gnomes as tinkerers and engineers introducing more ‘modern’ technology (steam-engine zeppelins!) to the fantasy genre, ever since Mount Nevermind of the Dragonlance series back from the 1980ies.

But no, I would never roll a gnome, no matter how cool and fun they are. I wouldn’t roll a dwarf either, nor a nightelf or any other race for that matter, simply because I don’t feel “represented” by them. In almost every given MMO I’ve played for longer in the past, I have played a human female if such was possible. I need to identify with the character I play – I am that kind of player. Now I know that race and looks are very superficial and cosmetic: if I was to chose the WoW race that is most likely “like me” in humor or lifestyle (the way it’s presented by lore or NPCs), I would probably roll a troll. But then I don’t care so much about lore and NPC representation; I believe that my char is more of a vessel that’s gonna get its personality from me, if that makes sense. The way I’m playing MMOs, my character is just a projection of my real self and so I will fashion my ingame looks after the real thing if I can. All the Syls in the past, be it in Final Fantasy Online, Age of Conan, WoW or some other MMO, have had the same hairstyle, color, complexion, height (if available) or whatever other cosmetic aspect. I am also rather particular about my ingame name like that.


Am I just boring?

I bet there’s a fair few of you thinking now: Wow, how boring! And in a way I agree, it IS really boring, isn’t it? Maybe if I played alts (which I don’t), I would roll another race, I have mules in WoW that are grumpy dorfs or dashy nightelves after all, it was fun to create them. But the character I mean to play and spend most of my ingame time with needs to be “me”. Identification is closely linked to immersion and immersion in MMOs is a very big deal to me.

So, I realize that we do not all pick our characters in the same way; there are many WoW gamers that choose races like gnomes and nightelves (or horde races) exactly because they like to play someone else in a game. And I can totally understand that – it’s fun to assume a different race, it’s a change from being a “boring human” all the time, right?

It just doesn’t work for me that way. I “like being myself” as silly as that sounds and what I’m looking for in MMOs is taking myself into fantastic realms that I can share with others. And different races are so very much a part of that experience for me too: what would the fantasy genre be without them? I love racial diversity, I’m just not looking for escapism from myself when I pick my character. Maybe that’s self-fixation, or narcissism if you will, I certainly wouldn’t call it race-fixation however. What I like too about this, is that when I look back on my past ventures in all the MMOs I’ve played, it feels like the same character, me, has journeyed through all of them which makes my experiences and memories feel much more like a consistent story (and humans are usually always available as a race choice).

Coming to think of that, I feel this is mostly important to me in MMOs where we are so deeply invested in our alter egos: I have played a lot of Japanese console RPGs when I was younger and as the hero was usually set there, I’d be a male teenager called ‘Ryu’, ‘Link’ or ‘Crono’ (sleepy head!) without experiencing any loss of story because of it.
Still, if I am able to choose, I will always choose to play a female character and most likely a human. If an MMO featured male characters only, I probably wouldn’t play it. It’s why we get so much character customization in this particular genre of games: our alter egos are our avatars, our manifestations and developers account (sadly in various degrees) for this demand for customization which is all about identity and individuality. That said, I would draw the line at playing human models that look simply hideous for the same reasons and I’d choose to play an Arisen in Allods (for reasons of awesumness).

So I wonder, how is it for those WoW players that have been running around as shorties, elves, tauren or trolls for years? Did you instantly identify with your character, no matter how different it looked from you? Or do you feel some of the non-human races of WoW actually represent you a lot better?
Or is this maybe not what you’re looking for at all, are you looking to role-play in a way (not in the sense of you rolling on an RP server), getting some time off the real me?

Why do you play another race in MMOs?

I’d really love to hear some views on this and whether I am the only person playing a human character for reasons of identification and immersion.

We remember the hard times

Lately there was quite a bit of discussion on gend……..errr, I mean, there was quite a bit of discussion going on about where the MMO genre is going and also, about people being bored silly with WoW while being unhappy with the increased “dumbing down” of the game by Blizzard these past few years.

I’ll admit that I am one of those that have an issue with the continuous ‘casualization’ of WoW; not because I need to feel so l33t over more casual players and think they shouldn’t experience the same content as I do, but because I feel a sharp loss of ‘authenticity’ and immersion as a consequence of the related changes since WoW launched in 2004. And I don’t label myself an elite player, far from it.

I am not going to pink-glass vanilla WoW here: there was certain imbalances and unnecessary downtimes that were plain annoying and I wouldn’t want those back. However, I feel that Blizzard’s increased endeavor to make the game more and more accessible and easy to play for a mass market audience, ever since halfway through TBC, has killed a lot of what I consider the ‘soul’ of the true MMORPG experience. A topic that has possibly echoed most of my own feelings in brilliant detail was Wolfshead’s article on EQ3 and the future of the genre in general.
Was everything better back in the days? No. Neither was everything worse. It is rather depressing that oldtimers like Everquest and Ultima Online are still regarded as the games with the most content depth and immersion in the MMO genre up to this day.

When I think of how 5mans are being run in WoW nowadays, it seriously makes me cringe. While it’s far from being my only issue, I think it serves as a good example: queue up for an instance, wait a few minutes, zoom into some cross-server party of which hardly anyone will even say ‘Hi’ in partychat, steamroll the instance, cash your badges and leave, rinse and repeat – it’s like the zombie hour of MMOs.

  • People don’t speak to one another. And if they do, it’s most likely about gearscore or damage meters.
  • People don’t die anymore. And if they do, it is such an unheard of, outrageous thing that the tank and healer are most likely to ragequit after the first wipe because they got NO TIME FOR THIS!
  • People don’t even need to travel to the instance anymore. And if they did, they wouldn’t notice the world around them and its beautiful maps, because their super-fast epic mount flies at “ludicrous speed” somewhere up in the clouds.

Some bloggers have actually compared this way of gameplay to a “one-night stand”: no emotions involved, get in and out quickly, mutual benefits, no strings attached. And why would you invest anything more on people from different servers anyway? It’s an almost complete anonymity, even if you behave like a stupid troll there won’t be consequences. Just yesterday Grumpy described a very similar atmosphere in WoW’s battleground PUGs where communication and teamwork are at an all time low.

Now you could say “but this is all optional, you don’t need to use the dungeon finder if you don’t wish to play with strangers”, but that’s not it really. You play with strangers in MMOs all the time, it’s kinda the POINT. And whether I use this feature or not, it is there and it does impact on the community (lolz I said “community”) as a whole. It is also just one symptom of a spreading disease – and I’m saying this as somebody that is still in love with the world of Warcraft.

Of value and cost or: heroes and dragons

The underlying issue of most of my own points, but also those of other players, comes down to a strong disparity between effort (or challenge) and reward. The irony in WoW’s case is not that the game is too hard and frustrates players by rewarding them too little, but that it is on the contrary so fast and full of opportunities that you do not feel rewarded anymore, as there is hardly a challenge.
As human beings we attach value in relation to what a certain item costs us – value and cost being two very separate things in this case. If it takes you a long time to gain a reward or if it was hard to obtain and required you to overcome many obstacles, you value your reward more, as part of an accomplishment. Well, there is no accomplishment without a struggle: there are no heroes where there is no dragon.

So, where is the feeling of adventure and achievement in playing the game in its current state? When was the last time you really struggled questing in a new map, calling a friend to aid you? When was the last time you had several corpseruns in a 5man because communication on pulls and CC was so crucial? How much effort went into collecting your current set of gear? I had to think hard – the last time we struggled in a 5man was in Magister’s Terrace back in TBC. The instances in WotLK make me feel a lot of things, but certainly not heroic.

We are currently over-loaded on fast opportunity and reward in WoW, to a point where cooperation and teamwork isn’t a key feature anymore. You can solo and pug your way through almost everything with little struggle, downtimes or consequence. Even if you don’t pug, the low difficulty level itself is detrimental to any team building effect: you build strong teams over struggling together, not steamrolling together!

The fact that rewards not only don’t feel like rewards anymore, but also don’t look very rewarding, is doubly ironic: we all look the same nowadays, no matter how we play the game. Our gear tells no stories anymore. It seems the more we are given, the less we got. And then there are those goons that do not even know (or remember) what a party is and how instances used to be, quitting raids over a few deaths or failing horribly whenever they visit an oldschool instance.

When times were tough and memories were epic

I don’t know about you, but personally I lose all sense of adventure when the co-relation between challenge and reward, need for cooperation and teamwork, fear of death and requirements of for example travel, become so secondary in a game. There are no essential struggles, no moments of big consequence or fear – these factors being of course all co-dependent. WoW feels further and further away from the classic MMORPG experience and there goes my sense of ‘authenticity’ down the drain together with immersion.

In his article Wolfshead compared his experience of playing a (good) MMO with watching a horror movie – I find this quite a fitting analogy. If I play in a fantasy world, I’d like some excitement, some tension and moments of terror. I’d like to be scared, calling on my companions to beat a challenge together. Or in other words, I’d like to run and scream in terror; because fear is part of adventure. What follows after, is an epic feeling of accomplishment, reward and fun shared with those that assisted you – or alternatively a feeling of shame and embarrassment over being such a chicken. It is those moments we remember in MMOs, not the easy kills, not the fast loot: what we remember is the really tough times.

I remember how my guild beat Vaelastraz after weeks and weeks of wiping in BWL, and the tremendous relief we felt to have overcome this obstacle together. I remember being scared shitless trying to cross duskwood as a lowbie, waiting for my party to escort me. I remember endless hours and corpseruns in Stratholme, BRD and UBRS because those instances were actually hard for any group. I remember grinding my way to exalted with goddamn Silithus, which is quite possibly the worst thing I ever did in this game (I have still not quite recovered), but I DID IT!

It is the times of our worst struggles and the feeling of achievement in overcoming them as a group of heroes set in a fantastic and scary world that make our best memories in an MMO. I want more “MMO-RPG” and less fast food, please. I want times to be tough and adventures to be epic!

I want memories that last.