Why MMOs Need Exclusive Content

One of the biggest trends to sweep MMO gaming is accessibility. It’s all about making sure everyone can do everything now. Yet, I think there’s a difference between the two. Accessible does not mean that everyone can do everything. Rather, it means that everyone has the reasonable opportunity to try. There’s a difference there, but it’s hard to tell from the direction the industry is taking us.

I’ve been thinking about this for a while now but my return to WoW really brought it back to the front of my mind. One of the biggest aspects of the genre that got me hooked and kept me coming back for more was the mystery of it all. When you first step foot into an MMO for the first time, there’s a lot to take in; the gaming gods have gifted you with a world filled with adventure and the unknown. Not knowing what’s around the next corner gives way to the anticipation of what’s to come.

That not knowing, not understanding, has an appeal that’s slowly lost on the way to the level cap. As you see more and more of the game, the mysticism starts to fade and you begin recognizing the scripts mobs will play through, aggro radiuses that vary by mob type, how very routine the seemingly random was previously. In short, the magic disappears and you’re left with a game. That’s not a bad thing– I’d even call it necessary.

The problem, as I’ve come to recognize it, is that we now know too much about what’s to come. There’s no question about whether or not you’ll be able to experience everything because Blizzard’s already told you you can. You probably even have friends that have told you about it. There are few, if any, hurdles to getting involved, outside of planning your time and finding a guild. There is no heirarchy of guilds anymore, only raiding or non-raiding. If you’re in a raiding guild, it’s really only a matter of time before you see all the game has to offer.

On one hand, opening up the doors like this is a very good thing. I’m not against accessibility. One of the greatest shames to Vanilla WoW is that so few people got to see the best content (myself included). Add to that insane rep. grinds, attunement quests, and the general problem of organizing 40 people, and you have a recipe for a headache.

Yet, one of the things I recall most fondly from those days is that there was always the possibility of something more. I think of MMOs as a series of doors. Along the leveling path, you open up many of them, always receiving a string of new “ahh” moments. Like all man-made things, however, they hallways is finite and eventually it comes to an end. Except, the exclusivity of raiding meant that it didn’t end. There was always that next door because, more likely than not, you would never be able to see all of the content the game had to offer; it held back, kept a little bit of mystery, and gave an elusive, yet extremely rewarding, goal.

A 40-man during downtime

Even if it wasn’t reasonable to achieve, it was still nice to know that you could always move up. And if you do, there’s all the more reward for achieving it.

Now, I’m not saying we should go back to the days of 1% of players being able to experience what is arguably the most spectacular part of the MMO experience. No, rather, I support varying the raid experience. By most reports, that’s what’s happening in ICC now and I applaud Blizzard for it. Raiding should offer a steep incline in difficultly the further you get into it. By the end of any given expansion pack, there should be at least a couple really and truly exclusive instances that only the most dedicated of players get to experience– at least for a while.

I also think that players should be rewarded for “playing” harder than others. I know that it results in the unemployed and pre-college folks getting much more powerful, but, frankly, I think they deserve it. If someone puts more time and effort into something, it only makes sense that they should get some clear benefit from it. I didn’t play for 40 hours last week, so why should I get the same thing as the player that did? I’m not saying that the rewards should be game breaking or balance altering. Simply, that all players should not be created equally. If you work hard in the real world, you get rewarded for it. The same should apply to virtual worlds.

In conclusion, it’s not our job to judge players because they get to spend more time on in a game than we do. I think it’s the job of the game, however, to provide for all variations of player. Something is also indelibly lost when accesibility turns an open-ended question into a closed-circuit.

Does that make me a conservative gamer? I’m not sure, since I also believe in creating plentiful options for players with less time. I think, really, it’s about options. The less we polarize and more provide, the better we’ll be. Happy Monday, folks!

Win a free copy of Fallen Earth – Plus Swag!

This is just a quick post to let you all know about a contest my buddy Ferrel is running. As you may know, he’s a co-host on the A View From the Top podcast and an all around guild-leading guru. Well, Icarus Studios took notice and gave him a crop of free Fallen Earth account keys, t-shirts, padfolios, and more to hand out.

All you have to do is send in a question to his Ask a Guild Leader segment and you’ll be entered to win. Plus, the chances are good that your question will be featured on the air during their next recording. So, get them in! Fallen Earth is a great game and worth a try, even if you’re on the fence about it.

Head on over to his contest page and check it out. Good luck!

What Happened to LotRO – How We Arrived at Free to Play

Wow, I’m shocked. When I read the news on Massively this morning, I had to sit and let it sink in for a minute: LotRO is going Free to Play this fall. Wow. Which was quickly followed by, how will this impact the game and what does this mean for my lifetime subscription?

More importantly, why? When this change happened with DDO, it was because the game was floundering. Yet, Lord of the Rings seems more alive than ever. I never feel alone in a zone because my chat log is constantly piping up with new messages. More than that, there actually seems to have been a resurgence of players lately, as they return from stints in other MMOs and big console titles. Maybe it’s just a matter of perception, but I never felt like LotRO was doing poorly. Actually, the game seemed much more alive than many of the other MMOs I’ve played recently.

So, if it’s not a matter of subs, then it has to come down to profit. Either DDO has begun outearning LotRO or the conspiracy theorists are right: lifetime subscribers are hurting the game. Yet, I simply don’t believe that lifetime subscriptions are that bad of a deal; it’s a guarantee to the developer for, at cheapest, 13 months of subscription time. At best, it would be 20 months. I honestly don’t think the average MMO player stays with any more than a single game that long, consistently. Unless, of course, it’s their Home Game which is another matter entirely.

I think the most likely option is that DDO is doing incredibly well for a game that sat on Death’s door not more than a year ago. Turbine has said that going F2P has resulted in more subs than when it required those subs to stay alive. That can only mean that players are loving the cash shop model. Now, apply that same philosophy to a game that is commericially much more well-regarded.

The risk, though, is that existing players will feel alienated by the business model change. There are already forum threads popping up from players who feel slighted by the lack of content updates lately, which we can only assume is a result of the pending restructure. After all, if we pay for the continued development, and then that development is put off to fund a restructing of the product we’re paying for, it’s easy to feel a little ripped off. Now, I’m not saying that’s what they’re doing, but the fact remains.

I personally see this as a good change. One of the things that attracted me to LotRO in the first place was that they put out lots of new content quickly. That hasn’t been the case this last year, while development for DDO seems to be at an all-time high. Once the game turns free to play, they’ll almost certainly release more content to capitalize on the cash shop model. Let’s consider too, the game will be more active than ever now. Having trouble finding a group for a low level dungeon? I bet that won’t happen as much after the change.

I’ve always felt that LotRO is a game that deserves more attention than it gets. If this change earns them that, I say good for them.

But, not all is sunshine and roses. The type of content DDO produces is different than what we’ve come to expect in Lord of the Rings. An “Adventure Pack” is generally a set of quests/dungeon(s) to occupy the player for a short amount of time. Our usual book update usually features several great adventures, a dungeon or two, game updates, and a new feature of some kind. The difference is content is much more likely to make older, existing players, feel nickel and dimed. Yet, when you consider that none of these packs will be required and, arguably, remaining a subscriber through the change will result in more content for your buck than ever, it’s not that bad.

I do feel a little bit slighted as a lifetime subscriber, however. When I paid my $200, I paid for a game in the vein of a traditional, subscription-style, MMO. For better or worse, a cash shop game is almost a whole different beast. I almost feel like my toy is being taken away and replaced with something “just as good.” But, in the end, that’s a little silly. I’m still getting lots of fun content for “free” and, so long as the quality stays as top notch as it’s been, I’ll be more than satisfied. Honestly, I can see myself being drawn in more than I am now to see all of the new bits and peices they add to the game. Still, this is the feeling of apprehension that I know many of we lifetimers are having.
We have to remember, as well, that Turbine has a plan in place. I’m quite sure they’re aware of the possibility to alienate existing players. I don’t think they’d take that risk unless they thought they could give enough to keep us happy. Turbine is a company whose reputation precedes them; they listen and respond to their players.

I’m going to let my trust guide me on this one, away from the nervousness about the unknown and towards the excitement for more fun content.

PS: I know many of you are concerned about what this change means for you. A Casual Stroll to Mordor has an excellent article up that breaks down how the changes will effect every type of player. Thank you to them for compiling it.

A Sucker for a Bargain

Have you ever found yourself uttering words similar to these?

“Whoa, take a look at the price for this game! I can’t pass that up! Sure I have a lot of other games to play right now, but I’m positive I’ll get to this one eventually.”

You know you want it

You know you want it!

So you buy it.

And then you never play it. Heck, sometimes the shrink wrap doesn’t even come off.

You, my dear Reader, just might be a sucker for a bargain.

I’m sure that I’m not alone. You see a good deal for a game you’ve had your eye on and you buy it. Or you see a good deal on a game that was just borderline good (maybe even bad? Nah!), and you can’t pass up the price ($5 for S.T.A.L.K.E.R.) so you buy it.  Next thing you know, you have a list of about 20 games that you want to play, but might never get to.

Here’s my current list of shame: Torchlight, FIFA 10, Europa Universalis, Dead Space, Super Street Fighter IV, Aion, S.T.A.L.K.E.R, Resident Evil 4, House of the Dead 2 & 3, Mass Effect 2, Spellforce 2, and Chronicles of Riddick.

[Edit: Dawn of War II Gold, $20 this past weekend? Sold!]

ME2

Possible game of the year and you haven't played me?

There are some pretty good games there, and I want to play them; I really do. So what’s the problem?

Some of it has to be attributed to the fact that my free time no longer matches my income. It wasn’t so bad when I was younger or even when I was first married. There was always some free time here and there. Now, forget it. After 9 years of marriage and two children, game time has been reduced to the wee hours of the night. But there is that part of me that still seems to think I have the free time that I had when I was a teenager.

I also know that, for me, the increased availability of game-related information (websites, podcasts, and blogs, etc…) has made me more aware of what is out there and more likely to get caught up in the excite

ment of a new game. Excitement plus Deal equals Purchase! This wasn’t happening when it was just me, a few friends, and a 3 month old Gamepro magazine. I hardly knew what was currently out there, never mind what was coming 2 years down the road.  Of course, technology also plays a role in my third reason.

The rise of websites/services like Steam, Direct-2-Drive, and the Amazon Goldbox has played a direct role in my increased gaming purchases.  It’s so easy now: just click Buy, Download, and Play! Those magical little numbers go from one account to another, and then they pass me the wonderful data that I need to play their game. They even offer to keep my credit card on file for my “convenience”! I can’t deny it; I am weak.

And let us not forget that every weekend Steam and Direct-2-Drive decide that they value our money friendship so much that they offer up special deals to torment thank us. I mean who wouldn’t want this solid collection of Sega Genesis games for $3? Crazy people, that’s who (just pressed BUY…crap).

Anyone else out there a sucker for a bargain? Let me know that I’m not alone! Maybe we can form some sort of support group…or just trade un-played games or something.

A Lack of Pants in Hyboria

This is the future, Funcom. THIS.

Anyways, back to AoC. Contrary to popular thought, Age of Conan is not just a game about naked girls and jungles. There’s a fair amount of blood in there, too. More importantly, there seems to be a severe lack of pants throughout the first couple of levels. Seriously.

I start the game washed up on a beach after the slave ship I’d been riding in somehow managed to sink (how rude). Cue dramatic music and a “our hero might be dead” scene. Once on the beach though, I proved to be pretty spry for only having a loincloth. Two minutes after regaining consciousness, I got to beat up some poor guy with a 2×4 left over from the ship.

Back to the pants. The guy I beat up, wearing pants, somehow had them fused to his body, so I was stuck in my loincloth. When I went back to the girl who’d sent me to kill him in the first place, she has the gall to ask me for an escort to the city. Being the naked gentleman I was, I agreed. On the way, I fought pirates, monkeys, and some variation of hellspawn. I kid you not, I spent the first 20 minutes in-game bare-assed. Every other piece of armor dropped. I went through three weapons.

Freezing in the cold jungle wind.

Right before I get to the city, one of the hellspawn drops some shorts and I was saved. Now, why a daemon would need shorts, I don’t know. Still, I wasn’t about to argue — smell or no smell.

Perhaps there’s something to be said for going free and loose, though, because I’m pretty sure the quest girl propositioned me right before we parted ways. There was some talk of money and favors– I don’t know. I was a little distracted, collecting bananas.

Oh, and then, get this, I’m at the city gates and they won’t let me in. What the hell, man? I go through all that, and I’m told I still look like a slave. Well, Mr. Favor-for-a-Favor-Fake-Accent-Man, SLAVES DON’T WEAR CLOTHES. They wear loincloths. Get it right. And manacles? I’m a fucking Cimmerian. Screw a guy for trying to start a new fashion trend. HELLO? Barbarian?

But, long story short, I made it into the city, visited an old woman in the dead of night, and hooked up with a guy in a bar about some long weapons training.

Thus ended my first night in Age of Conan.

Oh, and the graphics were good. 40 frames a second of pantsless splendor. On high settings. If you’re going commando, you’ve got to do it in style.

Now, back to bananas…

First Days in EQ2

Happy Monday, folks!

As I mentioned on a recent episode of our podcast, I never quite felt like I gave Everquest 2 a proper chance. Several of my friends and favorite bloggers play it almost exclusively, so I’ve always felt a bit of a gap in my MMO knowledge by not having played more of it. Well, never fear, because that’s officially changing!

My routine of dungeon running in WoW leaves a lot of open space in my gaming schedule, so last Thursday bit the bullet and re-upped. In truth, my new motherboard/processor combo was set to arrive on Friday, and I wanted the opportunity to see the performance shine; it was a little splurge to feel good about my other, bigger, splurge on the new hardware. Lo and behold, I was right. I’m now rocking on “Very High Quality” graphics settings and getting 30-50+ FPS outside of towns and villages. Not bad compared to the 20ish I was getting on “High Performance.”

But, back to my experiences.

If the whole game looked this this, I’d be sold for good.

If all of EQ2 looked like this, I'd be sold for good.

Let me get this out of the way first, unless you have a fast processor and decent graphics card (the latter being more important, it seems), EQ2 fails to impress — that is, if you value good graphics, which certainly varies from player to player. For me, anyways, I was initially let down. When I first created my character, some month or two ago, the game had assessed my system as suiting the “High Performance” setting, which really does the game little justice. Ground clutter is in a small circle around you. Textures seems to ram into one another with no blending. Shadows are at the most minimal across the terrain. In short, coming from WoW and LotRO, it felt like I’d stepped in a time machine back five years. And, at that, with modern day hardware, I was still getting a choppy play experience.

Fast forward to today. I’m now running with a 3.0GHz processor, 4 gigs of semi-slow RAM, and a 260GTX. With this set up, I’m able to kick the graphics up enough to where the game looks much, much better. There is still the issue with texture ramming, but it’s something I think I can get used to. On “High Quality,” character and building models look SO much better that the original “step back” effect is almost eliminated. It’s just a shame that the game is so processor dependent. I can’t help but feel like the game could do a lot better if they were to get performance in line with the graphics level. As a new player, those months ago, it was a major turn-off to play the game that way. If you’re coming from WoW, brace yourself.

The more important question, though, is how did it play. I’m happy to report that I’ve been having quite a bit of fun this time around. The combat is colorful and full of flair. You know, it’s a small things, but I appreciate a little bit of flash in my combat. When you have the same hotbar-focused, button mashing, gameplay in every game, it’s nice to get a little bit of eye-candy. Questing is pretty standard, but that’s to be expected. They seem to have a little bit of charm to them, though. One quest, for example, has you lure lizards into the tendrils of a flesh eating plant. Another has you investigate a small mine lead by Tucan Sam impersonators. Overall, it’s nothing new, but enjoyable enough to not be cumbersome.

There’s a lot the EQ2 offers that other games don’t. I mean, the game is filled to the brim with content. They seem to put out expansion every six months and regular patches on top of that. I’m looking forward to checking out some of the big name activities other players have told me about: mid-level raids, tons of dungeons, fully customizable housing, extensive crafting, and more.

I don’t know whether the game will ultimately be for me. I’m still having a lot of fun in WoW, and I still have lots of leveling/dungeon running left to do on my DK. But, since I’ve lacked the motivation to push too far into Angmar in LotRO, this might just give me something other than Split/Second to fill my free time.

It occurs to me now that it probably seems pretty shallow of me to come back with a positive write-up like this. After all, the only thing that’s changed is that I can turn the graphics up a little bit. I guess I have to admit to being a little shallow. It’s a little hard to step down, visually, once you’ve gotten used to the art style and fidelity of one game. But, as the more devoted among us are quick to remind, it’s the gameplay that counts. Let’s put that to the test :-)

On Bioware and MMOs Having “No Point”

In a recent article in The Escapist, SW:TOR designer and writing director Daniel Erickson states that he thinks most MMOs out now have no point; that they lack a story to define our actions and, thereby, amount to a series of errands on the checklist of some faceless NPC.

This comment disturbs me.

Have Bioware been paying attention *at all* to MMOs other than their own? Almost every major MMO out there has a coherent story that they base the major quest lines around. WoW’s narrative evolves with every major patch. LotRO follows the single most well known fantasy story of our time.

It bothers me because they seem to be insinuating that every quest should relate to a larger narrative. Now, in theory, that’s great – if you don’t want that many quests. How exactly do you make every quest in a game relate to the main story? Come on, Mr. Erickson, let’s be real. If every quest in the game contributed to the main narrative, you’d wind up with one of the most diluted and convoluted stories in the history of video games.

Not to mention, people would simply burn through it no matter what. There is a reason for the amount of pointless tasks in modern MMOs: they slow you down and eliminate the need to grind. Yes, you might have a bunch of “kill ten foozles” or “deliver these candies” quests, but they are a necessary evil.

Okay, this really has nothing to do with the post, but, as a former computer science major, it amuses me.

There is an idealistic mindset that believes we don’t need chores in our games – and it’d certainly be nice if Bioware could create a totally all-encompassing story experience – but the fact is, without “chores” you have grinding or a breeze to the level cap; you get a content light game that will be derided as unfinished.

I’m going to predict right now that SW:TOR will have plenty of staple MMO quests. The only caveat may be that they try to veil them in a thin story veneer… like every other game on the market does. Sorry Bioware, just because you have a good reputation doesn’t mean that you’re perfect. These kinds of statements, while seemingly innocuous, set up an unreasonable expectation. There is no way they’ll live up to the bar they’re setting for themselves.

But, the more important point that these statements underline is this: there is a point to MMOs. MMOs are about character and social progression, plain and simple. They’re about chasing the eternal carrot on an unending adventure within the story-context of the game-world. I mean, the point of an MMO is evidenced in the entirety of the systems that make it up. I think a case could be made that the existing “point of MMOs” is more important than the fourth pillar. A game without a clear cut sense of progression, even at end-game, is a failure.

Will story cut it? Maybe once.

Don’t get me wrong. I’m looking forward to TOR as much as the next guy, but you have to appreciate the philosophical underpinnings to the statements they make about MMO design. Maybe they’ll hit it out of the park, but, in my opinion, they’re shooting themselves in the foot by proclaiming their utter awesomeness at every turn.

The best thing they could do right now would be to clam up for about two months. Give us nothing. Now, won’t that make us go stir-crazy for your game without actually telling us to?

SWTOR Companions. Love or Hate?

It has been known for awhile that SWTOR will be utilizing companion characters to aid in a players story.  Visible shoulder angels and devils to help us decide or feel the consequences of our decisions a little more effectively.  While at first I saw them more as interactive pets, it seems that they will be much more part of the game than I originally speculated.  Not only will they be helping your story progress, but you will return the favor.  Some will challenge you and others will be your ‘tank’.  You will be able to upgrade their gear and strategies.  You will also have multiple options as you progress through the game as to who your companion character is.  Awesome!

The more and more I read about this system, the more and more I love it.  I’m finally starting to see those KotOR-esk gems appear in SWTOR, and that just gets me even more excited. Companions are taking on the feel of Mass Effect or KotOR squad members.  Key roles along your development, but also personalities to be developed/explored on their own.  The newest information snack from Bioware also mentions the possibility of developing your companions into love interests.  I have to admit, that is one of my favorite parts to their single player titles.  Sure the action and missions are great, but its the love sub plots that usually keep me playing the first two thirds of the game.  I just like spreading the love, be it hitting on alien babes or carebearing opposing factions.

All of this info has really strengthened my feelings about SWTOR.  I am trying not to hype up and ruin the game for myelf though. One thing this update really shows me is that the immersion into the world is being taken very seriously.  I’d go as far to argue that the squad interactions in the Mass Effect and KotOR series, made the games.  Well, the stories made the games, but the immersion provided by getting to know the characters, made the story.  This is my favorite part of Bioware.  Its also worth mentioning (as the article does) that this is not only congruent with Bioware, but also the Star Wars IP.  Almost every character in the original movies had their companion character.

Companion characters wont be some ‘pet’ that you occasionally talk to, but seemingly an interactive part of each player’s development and story progression.  We will have the chance to hate them, love them, and undoubtedly get them destroyed by angry wookies. Which is a huge sigh of relief for me. To top it off, they will be assets to a group providing minor healing or tanking. Just one more check in the box that shows us Bioware going the distance to put their trademark story telling right in the middle of the MMO world.

Im really looking forward to seeing the immersion it creates.  What do you all think about the idea of companion characters?  Are you like me looking forward to the choices and depth they give to your story?  Or do you feel that they will be just another element of the mmo needing micromanagement and providing irritating cut scenes?

Let me know your thoughts.

Thanks for reading.

Yogi

First Impressions: Split/Second (PS3)

Since I’ve been piecing together my new and improved rig the past couple of days, I thought I’d take a minute and recommend to you a game that I’ve been in fallen in love with: Split/Second.

Now, before I go on, let me make a disclaimer and say that I’m not a fan of racing games. Well, since my days of working in an arcade, anyways (I loved some of those). Driving Sims don’t do it for me; I have a car, driving a virtual version of it in a game doesn’t really ring my bell.

Enter Split/Second, a game good enough to convince me to go from ‘rental’ to ‘purchase’ three days before it was due back. Split/Second is a high-intensity racing game that focuses on the speed and flair of racing as only Hollywood can show it: fast cars and big explosions.

The main trademark of the game is the Power Plays. Power Plays, in short, let you blow the track to hell and back, taking down the other racers in the process. By drifting (sliding around corners) or riding nearby to another racer, you earn points that you can use towards executing these plays; if you save them up until your power bar is maxed, you’re able to initiate some of the most powerful explosions of all. These range from detonating a nuclear power plant, to totally changing the direction of the course. One blocks off the lane you’re in and sends you down an airport tarmac as a passenger jet speeds at you in mid-land.

Real blockbuster stuff.

I don’t know if the cars are real or not, and I don’t really mind; usually, I would. This game isn’t about realism, so much as it is about getting to the core of what made racing games popular in the first place: speed (and boy does it feel like you’re going fast) and the thrill of intense competition.

The game also features a full-fledged online multiplayer system, so you can race with players from around the world. The only real drawback is that the progression system pales in comparison to the likes of Blur. You’re also limited to only racing with vehicles you’ve unlocked in the Single Player campaign, but it’s so good, I don’t even care – though, I’m sure some people do.

As an MMO player, I’ve found the game to be an excellent change of pace from the slowed combat of questing. It’s very different and, yet, seems to address that social desire I crave in games too—even in single player, though multiplayer is obviously better. The game does this by displaying the names of your opponents prominently above their position: you always know who you’re racing, and you will develop a nemesis. Online opens it up to voice chat, which is surprisingly appropriate compared to the likes of Call of Duty and Halo.

So, if you’re interested in spending a little time with your console, and are looking for a exciting, rewarding, and, most importantly, refreshing game experience, I recommend Split/Second for at least a rental. It takes a little practice, but, once you get the hang of it, it’s easy to sink in to.

New Races are Bad Content

I think I might be missing something, crew. I simply don’t see why adding new races makes for an exciting expansion pack. This isn’t specific to WoW, either. This applies to every game that’s ever added a new race as a selling point for a new product. What is it about adding a new skin, ready to hide under new armor, that makes someone say, “I’ve got to play that?”

The natural reason would be lore, I suppose. That assumes, however, that the lore is compelling enough to make me replay the same content just to experience it. Though this isn’t MMO specific, let’s take WoW’s TBC expansion which added Blood Elves and Draenei to the game. Each race, I assume had some kind of background in the RTS series. Yet, much like works of short fiction, content within MMOs should be able to stand on its own, outside of external sources. I would argue that both of those races had very little basis in Warcraft the MMO. So, other than sheer aesthetic, what compelling reason is there for a WoW veteran to give up their main to re-roll? Racials. That’s it. A few tiny skills that will go unused at the later levels.

The only way new races make good content is if they offer something new to the player. Unfortunately, the player’s expectations of balance demand homogonization. You can’t have give certain races meaningful bonuses without also buffing the existing ones. Not unless you want public outcry on the forums, that is (though, I personally think we cater too much to the vocal minority). So, the result is a re-skin plus a couple of throwaway skills/traits. Extra gold for goblins, anyone? That might have been good four years ago, but, today, it’s less than compelling.

Don’t get me wrong. I certainly think it’s possible to make a new race interesting enough to play. You could make a new class fun with a few simple aesthetic skills, like the Worgen wolf-form. The problem, though, is that visual tricks lose their shine over time. Longevity is the key to making a new race worth playing.

There’s also something to be said for simply adding more options. The hope is to always acquire new players, after all, and it’s nice to see more than a few standard options at the character creation screen. Yet, such small additions to the game seem like a better fit for a patch than an expansion. In that case, I might even understand get excited about it too. Races, at their core, are nothing more than a customization option and don’t really require their own starter areas. That’s the kind of addition that looks great on a content patch and “alright” on an expansion list. I want features with expasion packs.

In their current state, however, the addition of extra races into a game is little more than a gimmick. It’s a bullet point on a features list that needs padding. I respect the time and effort that goes into modeling and programming new models, but I have to think that the time would be better spent including more meaningful additions to the game.

New classes, though, now there’s an idea…

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