{"id":2127,"date":"2009-11-18T09:45:51","date_gmt":"2009-11-18T15:45:51","guid":{"rendered":"http:\/\/lungfishopolis.com\/?p=2127"},"modified":"2009-11-10T12:30:07","modified_gmt":"2009-11-10T18:30:07","slug":"the-increasing-ubiquity-of-mmo-mechanics","status":"publish","type":"post","link":"https:\/\/greghowley.com\/lungfish\/2009\/11\/the-increasing-ubiquity-of-mmo-mechanics\/","title":{"rendered":"The Increasing Ubiquity of MMO Mechanics"},"content":{"rendered":"
Many years ago, when I had a friend who was into the original Everquest, I remember him explaining the notion of “aggro” to me. The creature in the game would attack whomever had done the most damage to it. Seems simple – makes sense. Since then, I’ve heard the terms “mob”, “dps”, “instance” and “raid” bandied about often enough that I understand them. And I understand Aoe, buffing, and min-maxxing from my long years of playing Dungeons & Dragons. Nonetheless, I need to be honest: since I’m someone who assiduously avoids most online games, some of these terms elude me. Their increasing use in single-player games makes me a bit uncomfortable. And this type of gameplay can get stale very quickly.<\/p>\n
I noticed this recently when reading some online FAQs while playing Final Fantasy XII. The walkthrough talked about kiting, about casting ‘bubble’ on your tanks, and about aggro. Sigh. I’m not arguing that the whole tank\/dps\/healer system isn’t effective – it obviously is designed to be the most efficient way to defeat monsters. But what I’d like to see is a game that’s designed to disallow or defeat what has become the dominant party configuration, simply because too much of the same thing gets old.<\/p>\n