After thinking it over, I was remiss in not linking the Se7en Samurai article which responded to The Common Sense Gamer’s first article mentioning the topic. I avoided it only because I felt it was WoW specific, and I was trying to stick to my current game of choice. It seems, in my analysis, to take exception to TCSG’s characterication of WoW as some sort of control group for the study of “asshats and battlenet kiddies.” Se7en Samuri’s rebuttal is concise and friendly–there are a lot of good players in WoW.
Kilanna, in a comment to my original article, mentioned that some EQII servers bear a similiar reputation–players have “less than completely enjoyable gaming experience[s] due to a minority of the population.” While I have not played on other EQ2 servers, I have had my share of bad experiences on good ‘ole Crushbone. I mentioned sometime ago that I was actually threatened by another tradeskiller for selling armor at too low a price in the early days of the game. I think that kill stealing, node stealing, and other infractions are still fairly common in EQ2. The fear seems to be that large numbers of player inundating the MMO world will lead to the most egregious behaviors becoming more commonplace.
P@tsh@t has written on this topic as well–it appears the original post from TCSG is taking on a bit of momentum. P@tsh@t has a bit of a different take, and is worth a read–his idea of player feedback is a good one. He also defined the real difference between console-style gaming and the PC persistent world:
No, its definitely the fear of asshatery that contributes to my bias. Most multiplayer console games haven’t had the opportunity for the most fundamental characteristic of MMOs: persistency. Without persistency, there is effectively zero disincentive for asshatery. There are simply no persistent social consequences. Be bad, get kicked, relog with a new name, full reset. No consequences.
TAGN has a unique perspective, as usual, on the feedback option–apparently he meets asshats in all sorts of places. His narrative is worth a read if your interested in a feedback feature for MMOs.
To clarify my stance on the issue, I think group dynamics are incredibly important–and when I say group perhaps I should substitute “server.” The number of different people in a given “room” or “channel” will contribute to how people behave. Statistically, the more people playing a given game, the more likely one will see anti-social behavior, i.e. asshattery. I do believe growth is good, on the whole, but ignore commands and toggling channels will still come in handy, if we do not see the “player feedback” option offered by P@tsh@t implemented.
Posted by Gaff
Posted by Gaff 







Posted by Gaff 




Everquest II Nostalgia
March 30, 2007Perusing former posts and pictures, I have come across a few screenshots of what I tend to think of as “the good ole days.” Actually, the game has improved significantly, not just in terms of gameplay, but in scope and depth. I have kept these pics to recall the good times and the grind we all experienced–I will float a few out now and then. With the revamp of Deathfist Citadel, I thought I would share a couple from one of my guild’s numerous trips to that zone. I will soon return to finish the two HQs requiring Emporer Fyst.
The intense fight and teamwork required for the Emporer Fyst fight/zone is one of my favorites, aside from the lag created by every orc ever spawned in Zek running willy-nilly about the castle. I also loved tanking in halfling form, for the sheer irony of it all. I hope the lag has been fixed by the new zone. Note: in the first pic, the fight with the Emporer, I’m wearing the old fulginate vanguard plate. The second two pics are from my first trip into the zone, still in my trendy carbonite vanguard from tier 3. The red mobs would not completely destroy you at that time–you could still take a couple hits from much higher level mobs–another change to the game.
And where have all the access fights gone? Sure, it’s great to be able to zone into any zone at will, but it always made you feel a little special to actually quest your way into say, the Enchanted Lands while still in tier 3 gear when few others earned that right until later. TAGN published an analysis discussing the ship side of the game, which touched on the whole boat issue some months back as well. But the fight was the thing!
I was all of level 27 or so when I earned my Zek and Enchanted Lands access–all the cool kids had it!
Favorite nostalgic moments? Let’s hear about it.