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	<title>Comments on: Tao of the MMO Gamer</title>
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	<description>a group of adventurers on an epic quest</description>
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		<title>By: Tapas Gaming &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-59009</link>
		<dc:creator>Tapas Gaming &#124; Kill Ten Rats</dc:creator>
		<pubDate>Wed, 22 Dec 2010 15:59:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-59009</guid>
		<description>[...] Anybody that has followed this blog for awhile knows that we tend to have cycles of gaming and writing. I am currently going through a little downtime with MMOs. Perhaps it&#8217;s my subconscious prepping me for the intensity of 2011, the year of MMOs. I still have been gaming, even with MMOs. Yet, it&#8217;s been very different. I have not sat down for a long 2-4 hour session on a single game in quite some time. The seemingly endless Steam sale is only making it worse. [...]</description>
		<content:encoded><![CDATA[<p>[...] Anybody that has followed this blog for awhile knows that we tend to have cycles of gaming and writing. I am currently going through a little downtime with MMOs. Perhaps it&#8217;s my subconscious prepping me for the intensity of 2011, the year of MMOs. I still have been gaming, even with MMOs. Yet, it&#8217;s been very different. I have not sat down for a long 2-4 hour session on a single game in quite some time. The seemingly endless Steam sale is only making it worse. [...]</p>
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		<title>By: MMO Restaurants, Again &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-35013</link>
		<dc:creator>MMO Restaurants, Again &#124; Kill Ten Rats</dc:creator>
		<pubDate>Tue, 10 Nov 2009 13:13:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-35013</guid>
		<description>[...] of death had been there for weeks.  My only hope is, as always, the next risk-taker doesn&#8217;t just copy what is already permeating the successful local lunch [...]</description>
		<content:encoded><![CDATA[<p>[...] of death had been there for weeks.  My only hope is, as always, the next risk-taker doesn&#8217;t just copy what is already permeating the successful local lunch [...]</p>
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		<title>By: New DDO Business Model &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-31941</link>
		<dc:creator>New DDO Business Model &#124; Kill Ten Rats</dc:creator>
		<pubDate>Tue, 09 Jun 2009 17:18:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-31941</guid>
		<description>[...] This is relevant to my interests.  I liked Dungeons and Dragons Online enough, but like so many other MMOs, it was just not worth the subscription to me.  Now Turbine is offering a new business model that seems to borrow a lot from Wizards101, which is a fantastic thing.  My favorite business model is by far the &#8220;buy content packs&#8221; that Guild Wars, Wizards101, and lifetime Lord of the Rings Online players have.  It seems that Turbine will offer &#8220;convenience items&#8221; as well, but they are quick to premptively reply that the best items come from playing.  I am not as happy about &#8220;convenience items,&#8221; but I see it as a necessary evil when converting a subscription-based game in to a &#8220;buy content packs&#8221; type of game.  Can&#8217;t stop progress. [...]</description>
		<content:encoded><![CDATA[<p>[...] This is relevant to my interests.  I liked Dungeons and Dragons Online enough, but like so many other MMOs, it was just not worth the subscription to me.  Now Turbine is offering a new business model that seems to borrow a lot from Wizards101, which is a fantastic thing.  My favorite business model is by far the &#8220;buy content packs&#8221; that Guild Wars, Wizards101, and lifetime Lord of the Rings Online players have.  It seems that Turbine will offer &#8220;convenience items&#8221; as well, but they are quick to premptively reply that the best items come from playing.  I am not as happy about &#8220;convenience items,&#8221; but I see it as a necessary evil when converting a subscription-based game in to a &#8220;buy content packs&#8221; type of game.  Can&#8217;t stop progress. [...]</p>
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		<title>By: Ethic</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30061</link>
		<dc:creator>Ethic</dc:creator>
		<pubDate>Tue, 03 Mar 2009 03:24:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30061</guid>
		<description>I had one of the W101 devs ear for a bit and I was asked for feedback during the beta. I commented on the grouping dynamic and how I wished you could form a group if you wanted. One of my problems was that any random person could jump into a fight and possibly leave one of your group members out of the battle. His response was:

&quot;We didn’t include grouping.  One of the goals was to really make this a cooperative game and we felt that letting folks join and help battles really fostered this.  With the teleport to friend function we see a lot of folks make friends in the game and then teleport and quest together.  Of course, you have called out the downside which is sometimes another person can jump in and leave a member out.&quot;</description>
		<content:encoded><![CDATA[<p>I had one of the W101 devs ear for a bit and I was asked for feedback during the beta. I commented on the grouping dynamic and how I wished you could form a group if you wanted. One of my problems was that any random person could jump into a fight and possibly leave one of your group members out of the battle. His response was:</p>
<p>&#8220;We didn’t include grouping.  One of the goals was to really make this a cooperative game and we felt that letting folks join and help battles really fostered this.  With the teleport to friend function we see a lot of folks make friends in the game and then teleport and quest together.  Of course, you have called out the downside which is sometimes another person can jump in and leave a member out.&#8221;</p>
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		<title>By: Ravious</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30059</link>
		<dc:creator>Ravious</dc:creator>
		<pubDate>Mon, 02 Mar 2009 17:03:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30059</guid>
		<description>I fully agree that W101 really needs better social tools.  The thing that really turned me off was the lack of partying.  Partying (and guilding) does impart some sort of player to player inclusivity that just can&#039;t be found with /tell&#039;s.</description>
		<content:encoded><![CDATA[<p>I fully agree that W101 really needs better social tools.  The thing that really turned me off was the lack of partying.  Partying (and guilding) does impart some sort of player to player inclusivity that just can&#8217;t be found with /tell&#8217;s.</p>
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		<title>By: Capn John</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30058</link>
		<dc:creator>Capn John</dc:creator>
		<pubDate>Mon, 02 Mar 2009 16:57:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30058</guid>
		<description>Julian&#039;s story describes what made WoW very enjoyable for me, and if you don&#039;t want to read his response it boils down to one thing: community. It&#039;s very easy to compare Julian&#039;s experience with his friends at their local diner to a Guild in an MMO, where you keep coming back time after time not because of the awesome place, but because of the awesome people. And it&#039;s not the people that run around IF begging for gold (they&#039;d be Julian&#039;s cabbies and the diner&#039;s staff), but because of the people in your Guild, the ones with whom you&#039;ve formed rock solid relationships, such that logging in on a Friday &amp; Saturday night isn&#039;t like sitting down in front of the TV, but is more like spending an evening with good friends.

What an MMO needs to be able to do is hold you long enough that you can meet up with these people, but it also needs to give you the tools to stay hooked up. Before I quit WoW there were times I&#039;d be logged out for weeks at a time, and when I finally logged in I&#039;d have Guildies practically YELLING my name, welcoming me back. That&#039;s what keeps you coming back, keeps you logging in night after night, week after week.

Wizard 101 is a fun game and I&#039;m really enjoying it, when I log in, but as Saylah mentioned on her Blog the two of us had a devil of a time hooking up in game. As in-game friends we can send each other private tells and we can see when the other is online (just like WoW) but we were not able to add each other as friends in-game without virtually standing in front of each other. We had to be able to click each other&#039;s avatar in order to become in-game friends, and it was weeks before that happened.

There&#039;s no Guilds in W101 so even though I&#039;ve made several adult friends in the game and we can chat with each other when we&#039;re on, there&#039;s no Guild Banter going on in the background a la WoW.

That&#039;s what W101 really needs, and it&#039;s what other MMOs need if they want to not just attract players, but keep them coming back for more, and more, and more.</description>
		<content:encoded><![CDATA[<p>Julian&#8217;s story describes what made WoW very enjoyable for me, and if you don&#8217;t want to read his response it boils down to one thing: community. It&#8217;s very easy to compare Julian&#8217;s experience with his friends at their local diner to a Guild in an MMO, where you keep coming back time after time not because of the awesome place, but because of the awesome people. And it&#8217;s not the people that run around IF begging for gold (they&#8217;d be Julian&#8217;s cabbies and the diner&#8217;s staff), but because of the people in your Guild, the ones with whom you&#8217;ve formed rock solid relationships, such that logging in on a Friday &amp; Saturday night isn&#8217;t like sitting down in front of the TV, but is more like spending an evening with good friends.</p>
<p>What an MMO needs to be able to do is hold you long enough that you can meet up with these people, but it also needs to give you the tools to stay hooked up. Before I quit WoW there were times I&#8217;d be logged out for weeks at a time, and when I finally logged in I&#8217;d have Guildies practically YELLING my name, welcoming me back. That&#8217;s what keeps you coming back, keeps you logging in night after night, week after week.</p>
<p>Wizard 101 is a fun game and I&#8217;m really enjoying it, when I log in, but as Saylah mentioned on her Blog the two of us had a devil of a time hooking up in game. As in-game friends we can send each other private tells and we can see when the other is online (just like WoW) but we were not able to add each other as friends in-game without virtually standing in front of each other. We had to be able to click each other&#8217;s avatar in order to become in-game friends, and it was weeks before that happened.</p>
<p>There&#8217;s no Guilds in W101 so even though I&#8217;ve made several adult friends in the game and we can chat with each other when we&#8217;re on, there&#8217;s no Guild Banter going on in the background a la WoW.</p>
<p>That&#8217;s what W101 really needs, and it&#8217;s what other MMOs need if they want to not just attract players, but keep them coming back for more, and more, and more.</p>
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		<title>By: Longasc</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30056</link>
		<dc:creator>Longasc</dc:creator>
		<pubDate>Sun, 01 Mar 2009 22:57:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30056</guid>
		<description>I agree on the change of Zeitgeist. I am no longer looking forward to the next MMO.

I am looking not only for the next generation of MMOs, I am waiting for a totally new mutation, a leap ahead in evolution.

Till then, I will play single player games.

I guess you are right, more specialized MMOs with alternate payment options could be the future.


The problem of all these AAA MMOs based on subscriptions and time intensive gameplay: People can only play one. So a huge playerbase is already bound to their AAA MMO of choice. In the western world this is WoW, but EVE has also a very addict playerbase.

I guess we will see many smaller MMOs, the stone old game NAVY FIELD is still going very strong and they seem to make good money with their &quot;not so optional&quot; premium-items-but-free-to-play-strategy.</description>
		<content:encoded><![CDATA[<p>I agree on the change of Zeitgeist. I am no longer looking forward to the next MMO.</p>
<p>I am looking not only for the next generation of MMOs, I am waiting for a totally new mutation, a leap ahead in evolution.</p>
<p>Till then, I will play single player games.</p>
<p>I guess you are right, more specialized MMOs with alternate payment options could be the future.</p>
<p>The problem of all these AAA MMOs based on subscriptions and time intensive gameplay: People can only play one. So a huge playerbase is already bound to their AAA MMO of choice. In the western world this is WoW, but EVE has also a very addict playerbase.</p>
<p>I guess we will see many smaller MMOs, the stone old game NAVY FIELD is still going very strong and they seem to make good money with their &#8220;not so optional&#8221; premium-items-but-free-to-play-strategy.</p>
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		<title>By: What He Said &#171; Tish Tosh Tesh</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30049</link>
		<dc:creator>What He Said &#171; Tish Tosh Tesh</dc:creator>
		<pubDate>Sat, 28 Feb 2009 15:33:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30049</guid>
		<description>[...] Viva la revolution indeed.  At least this one just has digital blood in the imaginary streets.  I&#8217;m not looking forward to the pain involved in the awakening of the real world&#8230; but that&#8217;s another article. Possibly related posts: (automatically generated)No Title [...]</description>
		<content:encoded><![CDATA[<p>[...] Viva la revolution indeed.  At least this one just has digital blood in the imaginary streets.  I&#8217;m not looking forward to the pain involved in the awakening of the real world&#8230; but that&#8217;s another article. Possibly related posts: (automatically generated)No Title [...]</p>
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		<title>By: Ravious</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30028</link>
		<dc:creator>Ravious</dc:creator>
		<pubDate>Thu, 26 Feb 2009 11:03:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30028</guid>
		<description>I think you are close to something, Michael, but your stance on F2P/RMT having lesser community is not wholly true. I would guess that communities in subscription games stay together longer, but that&#039;s not saying much since, IMHO, we have not had a fantastic F2P/RMT game as of yet (unless you count Guild Wars, and there are super strong communities in there).  Most F2P/RMT games have come from Asia, and Asian players do not play or communalize like American/European players.  It&#039;s a totally different mindset on how to play the game.</description>
		<content:encoded><![CDATA[<p>I think you are close to something, Michael, but your stance on F2P/RMT having lesser community is not wholly true. I would guess that communities in subscription games stay together longer, but that&#8217;s not saying much since, IMHO, we have not had a fantastic F2P/RMT game as of yet (unless you count Guild Wars, and there are super strong communities in there).  Most F2P/RMT games have come from Asia, and Asian players do not play or communalize like American/European players.  It&#8217;s a totally different mindset on how to play the game.</p>
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		<title>By: Michael</title>
		<link>http://www.killtenrats.com/2009/01/22/tao-of-the-mmo-gamer/comment-page-1/#comment-30019</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Thu, 26 Feb 2009 00:06:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=3023#comment-30019</guid>
		<description>I&#039;m currently playing two AAA MMOs at the moment: WoW and WAR. I&#039;m fortunate that I can afford to indulge both habits. If I had to make a choice it would be hard, as I enjoy them for different reasons (WoW for community, WAR for PvP). I played WoW for two years exclusively, I simply didn&#039;t touch other games. Only now that have I started branching out into other games (Fall Out 3, WAR). WoW was &quot;my world&quot; because both for the richness of the content and the community I found. 

One thing about the subscription model: it encourages a more stable player base than F2P or other models. In paying $15 p/m players feel they need to get their $$$ worth. Average time spent in an MMO can be measured in months. If they are good, years. 

To state the obvious, MMOs by definition are about community: without people they are barren theme parks. I have low level alts in both WoW and WAR, and the early staging areas are noticibly barren. Small packs of overpowered twinks roam the PvE content, pwning mobs and grinding towards level cap (&quot;My guild needs a healer/tank&quot;). Grouping for instances/PQs/dungeons is impossible. So much IP lying unused. 

Which is why I&#039;m not too sure F2P or RMT MMOs are that viable: yes they will get large numbers of players churning through them, but for short periods of time. Weather it is a F2P, RMT or subscription game without a community they wil not survive.

Obviously game play, stability, class balance and an engaging world make all the difference. 

In short F2P/RMT MMOs will be the domain of PuGs. Lots of toons, but not much in the way of social networks and weak communities (&quot;Hello JohnSmith123 meet JohnSmith890, JohnSmithe123, and JohnSmith3456). 

We now talk about WoW/MMO tourists hitting games like AoC and WAR and deserting them not long after.. well F2P/RMT MMOs will be even worse as players lack the incentive to stay (no box/subscription investment to keep them in longer, no communities to keep them engaged). 

Publishers/developers may get an income stream from them in RMT, but really mostly they will be an unsatisfactry and empty experience for gamers. &quot;Oh look, another F2P WoW clone.... (yawn)&quot;.</description>
		<content:encoded><![CDATA[<p>I&#8217;m currently playing two AAA MMOs at the moment: WoW and WAR. I&#8217;m fortunate that I can afford to indulge both habits. If I had to make a choice it would be hard, as I enjoy them for different reasons (WoW for community, WAR for PvP). I played WoW for two years exclusively, I simply didn&#8217;t touch other games. Only now that have I started branching out into other games (Fall Out 3, WAR). WoW was &#8220;my world&#8221; because both for the richness of the content and the community I found. </p>
<p>One thing about the subscription model: it encourages a more stable player base than F2P or other models. In paying $15 p/m players feel they need to get their $$$ worth. Average time spent in an MMO can be measured in months. If they are good, years. </p>
<p>To state the obvious, MMOs by definition are about community: without people they are barren theme parks. I have low level alts in both WoW and WAR, and the early staging areas are noticibly barren. Small packs of overpowered twinks roam the PvE content, pwning mobs and grinding towards level cap (&#8220;My guild needs a healer/tank&#8221;). Grouping for instances/PQs/dungeons is impossible. So much IP lying unused. </p>
<p>Which is why I&#8217;m not too sure F2P or RMT MMOs are that viable: yes they will get large numbers of players churning through them, but for short periods of time. Weather it is a F2P, RMT or subscription game without a community they wil not survive.</p>
<p>Obviously game play, stability, class balance and an engaging world make all the difference. </p>
<p>In short F2P/RMT MMOs will be the domain of PuGs. Lots of toons, but not much in the way of social networks and weak communities (&#8220;Hello JohnSmith123 meet JohnSmith890, JohnSmithe123, and JohnSmith3456). </p>
<p>We now talk about WoW/MMO tourists hitting games like AoC and WAR and deserting them not long after.. well F2P/RMT MMOs will be even worse as players lack the incentive to stay (no box/subscription investment to keep them in longer, no communities to keep them engaged). </p>
<p>Publishers/developers may get an income stream from them in RMT, but really mostly they will be an unsatisfactry and empty experience for gamers. &#8220;Oh look, another F2P WoW clone&#8230;. (yawn)&#8221;.</p>
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