5 of My Favourite Quality-of-Life Mechanics in MMOs
Over the years I’ve played numerous MMOs (to varying degrees of success). As a genre there are certain game mechanics that are standard and common to most games. Initially during the “golden age” of the MMORPG, there was a focus on collaborative team player. This meant that successfully undertaking group content required a spectrum of players in specific roles. This particular mechanic has diminished over the years but the genre still has numerous common tropes. Quest hubs, reputation factions, gear grinds and vertical levelling are just some that spring to mind. However, many developers in this field attempt to polish and refine these “default” systems, often with interesting results. So I thought I’d cite some specific examples of what I call “quality-of-life mechanics”. Frequently these are bog standard facets common to the MMO genre, that have been polished and refined in a particular game. Small things that just make a game more manageable and provoke a positive reaction as well.
Neverwinter: Quest Path.
It frankly annoys me the way some game designers go out of their way to make navigating around their virtual world so damn difficult. Cities are often complex with non-linear road layouts and there are frequently esoteric quirks that you just have to figure out the hard way. I’m sure somewhere there’s a self satisfied dev whose smirking at how clever they’ve been, as you run around a major quest hub in an increasingly frustrated state, looking for a particular NPC or item. However Cryptic have addressed this matter head on with the Quest Path facility in the MMO Neverwinter. If you want a helping hand this game mechanic provides a sparkly trail that takes you directly to your next quest location. It is simple, functional and also purely optional. Purists can learn their way around if they prefer. Where as casual players, those with a poor sense of direction or individuals who prefer to focus on other aspects of the game can opt to avail themselves of this service. I really wish this was available in more MMOs.
The Elder Scrolls Online: Content Scaling.
Many older MMOs suffer from a common problem. Increases in level cap, along with an ever growing catalogue of content, lead to older material becoming redundant. There is no incentive to play older, lower level quests once you have reached level cap nor to revisit completed regions and instances. Furthermore, new players cannot play with veteran friends due to their obvious level differences. This is just poor game design and it also antagonises players. However, two years after its initial release, The Elder Scrolls Online tackled this very issue in late 2016 with the One Tamriel update. This allowed players of any level, in any faction, to travel to any other PvE zone and tackle appropriately-scaled content. Hence a veteran player can now group a newbie and both will equally benefit with regard to XP and loot drops. It is literally a “game changing” achievement that makes the game far more inclusive and open ups a wealth of previously gated content. Should this not be a default system in every MMO?
Star Trek Online: Upgrading Gear and The Exchange.
Cryptic’s MMO ode to the Star Trek franchise is far from perfect. Even after 10 years it still sports numerous bugs and as a game has never really hit its full potential. However, it does get a lot right and exudes an appropriate Trek vibe. It also includes not one but two straightforward systems that improve the game immensely. The first is the opportunity to upgrade gear and even change the statistical modifiers on it. Therefore if you take a liking to a Mark I item at the start of the game, you can retain it and upgrade it as your character progresses through the 65 levels. Yes, this can be quite a costly process with regard to using in-game resources but does means that not every item is doomed to obsolescence. You don’t have to unceremoniously ditch something you’ve worked hard to obtain. And the other thing that I feel STO does very well is its own unique version of “auction house” or The Exchange as it’s known in this case. Firstly STO runs on one shard, so there is a substantial customer base to interact with. Secondly, there are no listing fees at all. Thirdly, the moment an item sells you are notified and the cash (Energy Credits) go straight into your virtual wallet. Although hyperinflation is a thing (as it is in most MMOs), at least you don’t have to worry about selling items quickly and efficiently.
The Lord of the Rings Online: Auto Loot.
I find it ironic that one of the most old school and somewhat dated MMOs around, still manages to have a game system in place that is still lacking from more recent titles. The Lord of the Rings Online added auto loot to the game with the Rise of Isengard expansion back in 2011. Until then, you had to approach a defeated foe and manually collect your loot on a per item basis or as a whole. At the most you could assign this process to a specific key and hoover everything up within a small AoE but it was a pain. Sifting through loot at source always has been and remains so a potential problem. But auto loot changed this and did so in a radical fashion. The moment you now defeat an enemy, all loot is directly placed in your bags. Again for those who wish to sift manually, this setting can be toggled off but for us busy, lesser mortals, we can just blast through an area indulging in mass slaughter, safe in the knowledge that all loot has been collected. The only thing you have to be aware of is your respective bag space, and if you screw that up there’s a very generous overflow system. Again, shouldn’t this be the norm?
So these are five examples of “quality-of-life mechanics in MMOs” that I find invaluable. I’m sure there are plenty of others out there that can be referenced. Feel free to leave comments below of examples that you enjoy and would like to mention.