• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Research help: what's it like to play an MMO?

I've only ever played MMOs for a few days, back in 2001, so I don't really know what they're like these days, how the communities work, and what trends people see. But I'm thinking of writing a story involving an MMO, and so I'd like to get people's insights into the nature of the beast. I also plan to take up a roommates offer to play a WoW free trial (but I won't inhale!), to get a sense of the basics. However, I doubt I'll get an in-depth understanding very quickly, so I'd like a bit of help.

I'm less concerned with the gameplay aspects, more with how playing the game adjusts your social interactions. What game terminology have you adopted into your everyday speech?

How do you balance online gaming friends with real world friends?

How do the relationships compare?

Have you ever met a person from the game in real life? Sought out such meetings?

What's the in-game messaging system like? How do people communicate? Chat only? Ventrilo? An 'email' esque system?

What's it like being part of a community of millions, all of whom play the same game, but on different servers?

Any advice to a total noob to online RPGs? Any suggestions on things I need to experience?
 

log in or register to remove this ad

How do you balance online gaming friends with real world friends?
I am not sure exactly what you mean. Especially since they can easily overlap.

How do the relationships compare?
They are different, and yet not. Often, people you befriend online will be very open about certain things, that people you know in RL wouldn't say. Sometimes it is easier to talk to a stranger, even though this stranger might know you quite well.

Have you ever met a person from the game in real life? Sought out such meetings?
Around 2000 or so, we started making guild meetings once a year. At first, we had like 10 people there, mostly from Scandinavia. But already two years later, we had 45+ people for a week, coming from all over the world to meet the people they spend enormous amount of times with online. I have been to the wedding of people I have met online, just as several (6-7) attended my wedding. One of my best friends today is a guy I met through Everquest.

What's the in-game messaging system like? How do people communicate? Chat only? Ventrilo? An 'email' esque system?
Back in EQ, it was just text. You can send private messages, or chat in a channel (for example a guild channel). Today, more and more use Teamspeak and Ventrillo, but afaik, it's still mostly for raids. The day to day business is still handled in chat.

What's it like being part of a community of millions, all of whom play the same game, but on different servers?
Never thought about it. But official WoW boards makes baby jesus cry ;)

Any advice to a total noob to online RPGs? Any suggestions on things I need to experience?
Playing WoW for a few days will not give you anything near the "real" MMORGP experience. TBH, the best thing about those online games is the friendship and fun you have in a great guild. But you won't get that with a free pass and a couple of hours. In fact, you will probably get a pretty poor idea of the game.
 


How do you balance online gaming friends with real world friends?

How do the relationships compare?
Generally, if I'd had a whole bunch of real world friends that I was busy with, I don't think I would have gotten as far into the game. However, in my later years of college, all my friends were moved away or working night shifts or otherwise unavailable, and so WoW became a part of my life. And of course, I was dragged into it by real-world friends.

The relationships vary wildly. There are people that you only know by character name. And then there are people who are as close as any other friend, with the added benefit of being completely outside your social circles and so you can tell them anything.
Have you ever met a person from the game in real life? Sought out such meetings?
I haven't, but I could easily see myself as doing it. I made at least one good friend inside the game, and we maintain contact through the internet, despite both of us having quit (and returned and quit again) the game.
What's the in-game messaging system like? How do people communicate? Chat only? Ventrilo? An 'email' esque system?
There is voice chat. . . I find it never works as well as can be hoped. Chat for people who are online. You can be running a variety of different chat logs at a time. So you might be holding separate conversations with your guild, your party, and your individual friends all at the same time. The mail system is okay for dropping a note to someone who's offline. But if you know them well enough, you're better off e-mailing them outside of the game.

I played WoW for a couple of years, but I never saw anyone chatting "In-Character" so to speak. Just something to consider.
What's it like being part of a community of millions, all of whom play the same game, but on different servers?
Honestly, ENWorld is a similar experience. A whole bunch of people gathered around a single game, but you quickly learn that not everyone is playing the same game as you are. It can be a common reference for discussion between two strangers, but it's not a very deep link,seeing as it is shared by so many people.
Any advice to a total noob to online RPGs? Any suggestions on things I need to experience?
As has been said, you're not going to see much in the trial. And some of the features are limited to prevent abuse. But I'd advise at least starting up an alliance character and running them into Ironforge. Hang out and watch the chat logs for a while, and see the other characters run and ride past you.
 

Well, when I was playing MMOs it wasn't for the 'massively multiplayer' part. It was for the game mechanics and game style, and the open-ended content, primarily.

The multiplayer aspect of it for me was mostly good for unscripted events - whereas in a single player game most things are going to be scripted and similar on replay, in an MMO just having someone else wander past a little too close to your encounter can change things, depending on the game. I wasn't one of those people who wouldn't group, but one of those people that prefered to explore and 9 times out of 10, grouping kills the opportunity to say, "What's that over there?" and wander off to check it out. Grouping also makes it tougher to walk away from the game, if you group with people for a specific purpose (quest, item, or to gain a level), either temporarily (ie, I want to take a break and eat) or for the day (ie, I need to do things in real life.) I wasn't against grouping, just against being constrained by being in a group.

I liked being part of a persistent world that would change over time, especially those worlds with wide, open content (or at least, large zones) to explore and lots of options to try out. It was well worth the subscription price just because the added content and scope of the games kept me from buying tons of single-player games every month or two out of boredom. I didn't mind being seen, and known, or interacting, but didn't want to be "stuck" with anyone, tied down... probably due to my first experiences in the original Everquest where people would group up and then stand in one place, repeating the same tactic for hours.

The level of interaction in MMOs for me, in regards to the the people and ideas you might be exposed to, was roughly equivalent to that of a message board like this one.

The social effect can be a negative under some arrangements. This was the most negative: Matrix Online had this system where the most powerful and time-invested would influence the storyline, and this resulted in people with no life or sophistication, only interested in accumulating more power and influence in an MMO, taking the whole storyline and community in very stupid directions. Everyone else would go along with what these people wanted to do because with that degree of time-spent-in-game influence came the opportunity to meet with NPCs from the movies and take part in big events.

Anyone that disagreed with them became literally hounded and hunted. Some of us, who didn't want to be jerked around by every red herring or bit of false information the power gamers were dumb enough to fall for, still to this day are considered pariahs among a handful of gamers that still care for some reason. Seriously.

I did a google search out of curiousity for my character's name and MXO-related search terms just last year, years after everything that went down, and found that I was being blamed for things that happened even after I stopped playing the game completely. (Does anyone still play anymore? Does it still even exist?) For the sin of disagreeing, I somehow became some kind of traitorous boogeyman. I wound up in fanfics. Right up to the end, years after I quit, there were message boards theorizing which character I was playing as and how I was going to sabotage them. So apparently they went on hounding some other poor players thinking they were me. It amuses me now, more than anything, that I did so very little (just spoke up often against the conventional "wisdom" and disagreed with the most popular players) but was attributed with doing so much. But as I thought I had made a few friendly acquaintences in that game it was also a bit disappointing to see how they would regard me after the fact.

The whole situation, I feel, was the result of bad social interaction design. I don't know why they thought MXO players would be any more sophisticated than any other MMO players and make sensible narrative choices rather than gameplay optimized choices.

But otherwise, my social interactions in MMOs were relatively bland and forgettable. There were some whose names I remembered years later, but for the most part my recollections of various players and social events seem to have blended together over time.

As for the rest, it never really interfered with my real life when I was playing MMOs but I have seen it do so for many, many gamers. The relationships, obviously, don't compare. It absolutely did not affect my speech in real life (I'm also a bit of a language and vocabulary snob, though, and typing out something like ROFL makes me cringe), and I wasn't one of those people that would tell the average person on the street I'd meet about my gaming experiences.
 

Anyone that disagreed with them became literally hounded and hunted. Some of us, who didn't want to be jerked around by every red herring or bit of false information the power gamers were dumb enough to fall for, still to this day are considered pariahs among a handful of gamers that still care for some reason. Seriously.

I did a google search out of curiousity for my character's name and MXO-related search terms just last year, years after everything that went down, and found that I was being blamed for things that happened even after I stopped playing the game completely. (Does anyone still play anymore? Does it still even exist?) For the sin of disagreeing, I somehow became some kind of traitorous boogeyman. I wound up in fanfics. Right up to the end, years after I quit, there were message boards theorizing which character I was playing as and how I was going to sabotage them. So apparently they went on hounding some other poor players thinking they were me. It amuses me now, more than anything, that I did so very little (just spoke up often against the conventional "wisdom" and disagreed with the most popular players) but was attributed with doing so much. But as I thought I had made a few friendly acquaintences in that game it was also a bit disappointing to see how they would regard me after the fact.

Okay, that's kinda cool. I mean, it must've been frustrating at the time, but it makes for a funny story.
 

I got into MMOs because I like to play games with other people. I was seeking a social experience. Unfortunately, most of the people who play World of Warcraft (generally, all of the people who socialize) are kids or young teenagers and they are anonymous, unsupervised and mean. I want nothing to do with them. I've done a little branching out into other games, because apparently WoW is considered the AOL of MMOs, but they haven't been that great either.

One of the reasons I chose WoW was that some people I already knew were playing or were thinking about playing. If I didn't know anyone playing the game and I had been exposed to its community, I would have quit.

I make a conscious effort to avoid adopting the MMO "culture," but sometimes I notice my friends using MMO terms and I wonder if we all do it on an unconscious level.
 

Like anything else, different people play the game for different reasons, will have different experiences, and will be affected differently. For example, I play WoW largely as a solitaire endeavor, and if I do join a guild it's mostly just to chat with people. I don't tend to get very connected with people in MMOs. I've brought two characters to level 70 almost exclusively through solo play.

For a while I played around with an RP guild called the Academy of the Arcane. It was structured as a "school," complete with "classes" (basically, meeting you could RSVP for where a senior member of the guild would give people tips on playing their class, in-character). That was an interesting experience. I've been a part of a guild called Ordo Serpensis which was largely just a social guild, and I didn't do very much with them. I've been a part of a raiding guild called Infectious, as I was trying to get more into the game and gear up for raiding. It didn't really work out, once that character hit 70 I just got bored with it.

Anyways, I think the potentially most interesting and unique-to-the-medium experience of the three would be the raiding guild, so that might be worth exploring.

As I'm sure you know, classes fulfill roles. The three main roles are DPS, heals and tanking. Some classes are well-suited to one role, though are not restricted to it (e.g. in WoW, warriors are good defenders, but can DPS; priests are great healers and can also DPS). Other classes, though, are capable of filling two or even all three roles. These classes are referred to as hybrid classes. Druids, for example, are the quintessential hybrid class, and depending on your spec and gear they can be exemplary tanks, healers or DPS.

I've never been on an actual raid, so most of my info comes from 5-mans (smaller dungeons) and what I've read. The tank is the keystone of any group, no matter the size, and can also be one of the more difficult and stressful jobs. If the tank fails, unless whatever you're fighting is almost dead, it's almost assuredly going to result in a TPK. For this reason, there's a lot of pressure put on the tank.

There's a support role called an off-tank. This is someone whose job it is to take some of the heat off the MT (main tank). The off-tank might be responsible for keeping some minor foes busy while the group focuses on a more dangerous one, or might be responsible for grabbing "adds."

Another important pseudo-role is CC (crowd control). Many classes have effects which can effectively remove a monster from a fight for a limited time; mages can polymorph enemies into sheep, rogues can sap enemies, hunters can lay a trap to freeze enemies, etc.

Some terminology:

To "con" something is to gauge its level relative to your own. Short for consider. Sometimes this is explicit (as in WoW, where although a mob might con yellow (meaning it's slightly above your level), you can also see its exact level), and sometimes it is not (e.g. in EverQuest, it just tells you that something looks tougher or weaker, with rough degrees). Conning is usually done on a color system; red and purples are often very tough, yellows are usually slightly above your level and should be easy enough. Whites are about the same level as you. Blues and greens are often lower level, and grays are so low level as to be trivial.

A "mob" is an enemy. Usually used as a single enemy. I believe it stems from MUDs, where it was short for "mobile."

A "pull" (noun) is an enemy or a group of enemies who can be pulled in a discrete unit.

To "pull" (verb) is to grab a pull. This is typically done with a ranged attack, and frequently by someone other than the tank. If the situation allows, it's usually preferable to allow the tank to make the pull, even if it means running up to them and aggroing them.

"Aggro" (a.k.a. "Threat") (noun) is a measure of how much of a target you are to a mob. Aggro is mostly built up in three ways: damaging, healing, and taunting. Tanks usually employ a method of taunting an enemy to add "virtual damage" to their threat, and make them appear more threatening to the mob, causing it to stick to them. This is not always an actual taunt; for example, in WoW a paladin has an ability which increases the threat generated by their holy damage, so if they do 100 holy damage, it might cause as much threat as 150 damage.

"Aggro" (verb) is to gain the attention of a mob. The tank wants to get and keep aggro; the others want to avoid it like the plague in most cases.

"Spec" is short for specification or specialization; in a nutshell, it's the role you've tuned your character to play. For example, a paladin in WoW might spec for tanking or healing. A player might also "respec," which means to change the way their character is specced. This might be a minor change, perhaps just juggling a few suboptimal choices to more efficient ones and maintaining your chosen role, or it might be a major change so that you can take on an entirely new role or strategy.

"Buffs" are persistent enchantments which increase a player's or mob's abilities. Debuffs are the opposite (e.g. poisons, curses)

"HoT" and "DoT" are Heal- and Damage-over-Time. These are kind of like a crosses between a normal attack or heal and a buff or debuff; they tend to have high efficiency from a cost stand point (e.g. high damage-to-mana ratio) but take time to deliver their full payload.

A "tick" is every time a HoT or DoT happens. For example, a HoT might heal 100 damage every 3 seconds for 15 seconds. This means that it has 5 ticks, and each tick is 100 health.

To "Proc" is for a special ability to trigger, usually (but not always) an ability tied to a piece of equipment rather than an innate ability of the character. For example, a sword might have a random chance to cause a fiery explosion for extra damage, or to freeze an enemy. When it does so, you would say it has procced.

Every MMO has its own jargon, but one common element is the ever-prevalent acronym. This is especially true for names for places. Any WoW player who's played long enough will know what BRD, LBRS and UBRS mean instinctively (they're all dungeons-- blackrock depths, lower blackrock spire, upper blackrock spire). In City of Heroes, the biggest, baddest mobs are AVs (arch villains). Every MMO will have a rich-- and unique-- lexicon of acronyms. There are of course acronyms common to many MMOs, such as the above HoT and DoT.

I'm sure I'm leaving a lot out, but I hope that's a good start.
 

Just watch the WoW episode of South Park - It'll tell you everything you need to know. . . :cool:

Pretty much. But humans can't be hunters, dammit!

Seriously, though, it may not have achieved complete verisimilitude, but it was still a great episode and rang true in many ways.
 

Wow! Thanks for the lesson. :-D

I have little experience creating new lingo for a setting, so this will be fun. I'm trying to write a sci-fi story set in the near future, and I want to involve gaming, and I figure MMOs will have broader appeal than old fashioned D&D. I look forward to coming up with all sorts of detail for the fake game I'll be creating.
 

Into the Woods

Remove ads

Top