MMOs - time-wasting or innocent fun?

but how many games like Battlefield would cause you to say "Nah I don't want to go out tonight" in comparison to an MMO?

Probably about equal amounts.

This myth that surrounds MMO's that they are intolerantly addictive and "playing them too much ruins your life" is bull. Any game can do the above and it's the person that is the issue, not the game, I've met people like that about Gears of War, CS:S hell even Garry's Mod.
 
Both to the OP's question.

Thats also true, though its still a shame when a relatively new player is made to feel that they have specced their character "wrongly" as a result of it.

Well there are people who might not have spec'd as optimally as possible but aren't really bothered and are having fun... but then there are new players who are actively gimping themselves which in turn makes the game much harder than necessary due to poor talent/specialization/gear choices, they should be helped by people.
 
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Probably about equal amounts.

This myth that surrounds MMO's that they are intolerantly addictive and "playing them too much ruins your life" is bull. Any game can do the above and it's the person that is the issue, not the game, I've met people like that about Gears of War, CS:S hell even Garry's Mod.

Well yeah, there's always addicts everywhere of course :p

I mean a higher amount of people will probably opt to stay in on an MMO in comparison to an FPS, myself included (Probably why I decided to terminate my MMO roots for the better of myself :D)

It's more obvious on certain games, such as Vanilla WoW which had guilds with mandatory raid days, and those were a lot of guilds at the time. But all games do have people which sit on all day and night.
 
Well there are people who might not have spec'd as optimally as possible but aren't really bothered and are having fun... but then there are new players who are actively gimping themselves which in turn makes the game much harder than necessary due to poor talent/specialization/gear choices, they should be helped by people.

Not entirely sure I agree with that though, all of the warrior specs are effective, just as all of the shammy specs are effective. But there comes the belief that one particular spec is better than the others and so people declare spec A to be the "correct" spec, which new players then change to because they've been told its the spec you are supposed to be, which only further propagates the belief that its the "correct" spec. When in truth any of the spec is viable and the person could have remained with the spec they enjoy the most.
 
When is the next UO or EQ coming to save us from this hell?
When UO and EQ appeared they tended to be played by people that had done some form of role playing in the past, be it DnD or something else.

This meant, at least in the early days, the journey to max level and "lewt" was as important as the end game. People enjoyed spending 3 hours getting from one side of the continent to the other as it was an adventure in itself as well as an achievement to finally get there.

People would take the time to develop and play "characters" with a background as part of the fun, something that is sadly missing more often than not with "toons" in most games now.

Unfortunately at the moment MMOs might as well ship with a /level 50 command to get people to max level as fast as possible. Frankly I don't get the attraction of racing past (and often missing) bucket loads of content to just rinse repeat the same old raids over and over but to each their own I suppose.

The days of reading the background and story to quests is long gone. Now it's about grabbing as many quests as possible in an area, have the quests highlighted on a map so you don't even have to read what it is you're supposed to be doing and go kill everything that moves collecting stuff to complete 3 quests at the same time.

If UO was launched now with up to date graphics etc it would fail on it behind. It's was a sandbox environment, open ended and no obvious way of "winning".

Shame really but I suspect the days of an MMO being a "role playing" game are gone, even on games with role playing servers.

Not necessarily a bad thing, just the way it is. As someone else said, MMOs are no longer online role playing worlds, they are FPS with career progression.

Bah humbug... kids of today.... :)
 
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MMO - Pressings lot of buttons for hours.
FPS - Pressing lots of buttons for hours.
RTS - Tying to press as many buttons a minute you can for hours.
RPG - Pressing lots of buttons for hours.

You dictate how long you play and if it's fun .

Making it sound differetn because it's an mmo is silly, when starcraft came out I can remember playing it more, when CS was in beta I can remember the late nights, then wow came out and yes, I played it loads but I could be playing any other game for the same amount of time. Heck you should see how much time my brother spends on ME1 and ME2.


Edit: It's just MMOs offer a ingame community presence, unlike a lot of other games.
But I play most games with my friends on skype so who cares about that :D
 
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When UO and EQ appeared they tended to be played by people that had done some form of role playing in the past, be it DnD or something else.

This meant, at least in the early days, the journey to max level and "lewt" was as important as the end game. People enjoyed spending 3 hours getting from one side of the continent to the other as it was an adventure in itself as well as an achievement to finally get there.

People would take the time to develop and play "characters" with a background as part of the fun, something that is sadly missing more often than not with "toons" in most games now.

Unfortunately at the moment MMOs might as well ship with a /level 50 command to get people to max level as fast as possible. Frankly I don't get the attraction of racing past (and often missing) bucket loads of content to just rinse repeat the same old raids over and over but to each their own I suppose.

The days of reading the background and story to quests is long gone. Now it's about grabbing as many quests as possible in an area, have the quests highlighted on a map so you don't even have to read what it is you're supposed to be doing and go kill everything that moves collecting stuff to complete 3 quests at the same time.

If UO was launched now with up to date graphics etc it would fail on it behind. It's was a sandbox environment, open ended and no obvious way of "winning".

Shame really but I suspect the days of an MMO being a "role playing" game are gone, even on games with role playing servers.

Not necessarily a bad thing, just the way it is. As someone else said, MMOs are no longer online role playing worlds, they are FPS with career progression.

Bah humbug... kids of today.... :)

I guess... I just need to come to terms with the fact that those days are gone.

R.I.P. MMORPGs. We will remember you well.
 
MMOs almost always feature "grinding" or other time-consuming actions as some of their major components. This leads some people to believe that the games are a waste of your life as there is little instant gratifcation or achivement to be had. But is this true? :) MMO fans please defend your hobby. :)

(I am not posting my opinion yet as I don't really have one!)

Forums, time wasting or innocent fun? :P
 
People enjoyed spending 3 hours getting from one side of the continent to the other as it was an adventure in itself as well as an achievement to finally get there.

Modern MMO's with fast travel make sense and annoy me at the same time.

I rolled a wizard primarily in EQ to make in game gold teleporting people around, their alternative being to spend a whole evening travelling overland & by boat so they could be at the entrance of the dungeon for the next day!

Getting to level 50 in EQ was also a journey in itself ;)

Most recent MMO's are easy mode, probably rightly so, but nothing compares for game experience like real setbacks on death, shared corpse runs and continuous 10 week named camping - Phinny I'm looking at you! Older and wiser now, just don't have that kind of time.
 
death penalties need to come back it forces people to do research and know their character because idiots and nubs dont get groups
 
mmo's can require a certain degree of commitment compared to normal games, the more time you put in the more rewarding it can be. If your enjoying it its not a waste of time - The same can be said for anything, not just mmo's.
 
I guess... I just need to come to terms with the fact that those days are gone.

R.I.P. MMORPGs. We will remember you well.

Most people won't know what you're talking about, FoxEye. I have a sneaking suspicion you, I, and Tombstone will.

MMO's were first intended to be built as worlds. These worlds didn't care whether you 'made it' or didn't, they weren't playgrounds where you're lead about by a quest log. There were no quest NPC's conveniently placed right before your eyes with a ! sign. You had to go out, find your adventure, and make it your own story. You got a group, and went into a dungeon not because you had a quest, but because you wanted to kill some cool stuff with friends and level up. Community was EVERYTHING in old skool MMO's.

There was a zone in EverQuest called Plane of Fear. Raid zone. Just zoning into that place could make or break your raid. A lot of raids fell apart because they couldn't handle the break in. And when your raid fell apart you had to get to your corpse and collect all your gear, otherwise you'd lose it all. When that happened, you would sometimes need to call in the help of another guild. I am talking about a 4 hour corpse run here. And this is before you've even got to a named (elite).

Of course, the rewards were awesome. But you had to be absolutely on top of your game to get them. You brought your 'A' game to Fear, anything less would get you reamed. Player skill and knowledge were the determining factors here, not dps and gear stats,

That was EQ1. UO was even more hardcore, but the focus there was in PvP. Not the 'capture the flag' horse **** you see in modern PvP MMO's. There were no instances you could hide in in UO, no leaderboards, no rewards. You PvP'ed because you chose to. UO was a 'take all your gear, take screenshots, and post them on your guild website' PvP. You PvP'ed not because there was some points in it, you PvP'ed because they were the ENEMY. This was true world pvp, and from it sprung inter-guild politics and server politics that made you feel part of something special. It wasn't just about ganking, there were ramifications for doing what you felt like doing.

My point? There is no way players of today would be able to handle such worlds. They're simply too soft, too used to addons and too used to convenience to even contemplate areas like Plane of Fear. And that's just PvE. Imagine a lvl 12, badmouthing a lvl 50 and the 50 having the ability to deal out justice the way they see fit. Barrens Chat would cease to exist. This would be a community policing themselves, and making up a political structure. Sure, go ahead and ninja that BP. Are you ready for the consequences?
 
One could argue that all games are waste of time. I mean playing on your favourite maps on Battlefield with your favourite setup and deploying same tactics isn't grinding? You're enjoying the overall experience of it all so what's the difference?
 
Most people won't know what you're talking about, FoxEye. I have a sneaking suspicion you, I, and Tombstone will.

MMO's were first intended to be built as worlds. These worlds didn't care whether you 'made it' or didn't, they weren't playgrounds where you're lead about by a quest log. There were no quest NPC's conveniently placed right before your eyes with a ! sign. You had to go out, find your adventure, and make it your own story. You got a group, and went into a dungeon not because you had a quest, but because you wanted to kill some cool stuff with friends and level up. Community was EVERYTHING in old skool MMO's.

....snip loads of stuff to save space....

My point? There is no way players of today would be able to handle such worlds. They're simply too soft, too used to addons and too used to convenience to even contemplate areas like Plane of Fear. And that's just PvE. Imagine a lvl 12, badmouthing a lvl 50 and the 50 having the ability to deal out justice the way they see fit. Barrens Chat would cease to exist. This would be a community policing themselves, and making up a political structure. Sure, go ahead and ninja that BP. Are you ready for the consequences?
Ahhhhhh... happy days :)
 
Thing was when UO was out, there was a large enough player base to support the world PvP. This was not due to the fact UO had a big following (ok it was one of the main reasons) but there was no other MMOs out there.

It's now all to easy. Like you said instanced pvp wtf is that, its basically 3rd person counter strike with out the boom head shots.
 
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