Whatever Happened to Mysteries in MMOs?

Many early computer adventure games intermingled plot and mystery, action and puzzle – Myst, Silent Hill, Indiana Jones  and the Fate of Atlantis, Zork, Ultima, The Longest Journey.  Playing these games growing up, friends and I spent long hours taking notes, making maps, figuring out plot connections – all this alongside the combat that could crop up at any time.  Figuring out how to open the mysterious locked chest or opening the secret door, or discovering that the king is possessed was half the battle, and when you did figure it out, it was often as exciting as the most challenging combat in the game.

Even better were the games where nothing was truly spelled out for you – you found clues as you explored, and serendipitously the story or mystery emerged as you put the pieces together.  Myst was the best at this; you were simply dropped into the situation and left to stumble across strange notes, books, sounds and images, and left to put 2 and 2 together.  It was amazing.

So why is the investigation mission completely missing from the modern MMO?

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Do Today’s MMOs Have Too Many Convenience Features?

One of the comments on my last blog got me thinking about how many of the features we take for granted in today’s MMO were not so common in early games in the genre.  In the same way technology has made huge changes in real life, those same kinds of convenience features have appeared in the MMO—to the point where these features are expected, and a game is considered deficient if they aren’t included.

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Is it Possible to Build a Combat-Optional MMO?

The whole Newtown tragedy got me thinking a bit recently regarding the combat-centric emphasis of most video games.  I won’t get into a discussion here about whether combat should be eliminated from games or not – I think it’s probably unrealistic at worst, and undesirable at best.  There have been many articles about violence in games before as well; just Google it and you’ll come up with plenty.

Call of Duty or Assassin’s Creed are the games people first scrutinize (or blame) when these tragedies arise, but combat in games go back to very aborignal games – you could say RiskGalaga, or even PacMan had something of a “combat” focus – you were certainly fighting an adversary, and conflict is certainly necessary in any form of literature, and even art in general.  Combat versus monsters or dragons is a bit more acceptable, since they aren’t “real” in the sense that other people are—again, more reasons why Call of Duty or Grand Theft Auto are the ones that get the most attention.

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