NERD RAGE about WoW and MMO gaming, all in english.

If you really want to read it, voice over in AVGN style.


I fucking HATE World of Warcraft and MMO raiding, I FUCKING hate it.

The idea of MMO gaming first came out from the classical table top games,
which is to put many players in a same world to play together,
and the world will be ever changing correspond to the players' actions.

It was a spectacular idea, but nearly impossible to achieve in the world of
TRPG because all the calculations and considerations were done by human minds.

It is hard for a Dungeon Master to keep his attention on more than 5 players at once,
and more people means more calculations to do which makes the whole gaming process a
prolonged, overextended torture. I have seen a DM hosting a game with 10 players at once
, it was a disaster, especially when it comes to combats, you can go watch some porno
or take a nap every time you finished your turn, and coming back just to find out
its not your turn yet!

Anyway, so the idea has to be putted away for a long period of time, until the day
internet gaming came.

The most important advantage of computer game RPGs and video game RPGs over the
traditional table top RPGs is of course, the speed of calculation. Computers are
no doubt far more superior at this than our feeble human minds, such feature
greatly reduced the time required for gaming and allowed us to play more game contents
in the same giving amount of time than table-top RPGs.

As a result, we have the Ultima series, the Might & Magic series, the Wizardy series,
the list can go on and on, yadah yadah.

But they all came with one great regret: they are all single player games. Because back then,
there was no way to link two or more players in different places together! And if
you want a bunch of people to gather their asses around a console or computer to play RPG,
they might rather play the real TRPG! (trust me its more fun)

So when internet connections became fairly common in gaming industery, the idea of letting
a bunch of players play together in one same world was revived again, and in 1997 there came
Ultima Online, the first real MMORPG ever.

Well, the graphic is just ok even by 1997's standard; the internect connection to
server is really unstable-- you lag or disconnected from time to time; the interface
is not so friendly and hard to get used to; from the aspect of just a RPG, it sucks.

However, it really DID linked everyone together! Now we can all play in a same world
that would change due to our deeds! Instead of telling your friend "I killed a dragon,
come to my house and let me show you how I have done it", you can piss on that
mother fucking dragon or spray your name all over it so the whole (server) world
would know! It's a REVOLUTION!

But it also comes with a new way of paying for a game: UO requires its players to pay
subscribtions, the monthy fees to continue playing their characters.
Well, according to them, it requires lot of labor and money to maintain the MMO server,
and we dont own the characters and loots in game; we just rent them from the company.
Eh, thats new, but as long as the game remains fun I think it's... ok?

Well, then we have EverQuest in 1999, the father of all modern day MMORPG.
As what have stated before, the most important thing of MMORPG is to keep
its players interested so they would continue to play and subscribe, there are many
ways to do this, including making the game extremely hard so it took longer for players
to achieve their goals but not hard enough to break players' hopes of ever reaching it;
or to keep adding new stuffz after the end-game contents so players will be lured
to pursuit it.

EverQuest used both, and thats the begining of this endless asshole nightmare of MMO Raiding

Usually, what it means by "adding new stuffz" is to add new enemies, new encounters,
new dungeons, and new loots. Why? Because IT IS EASIER THAN ADDING NEW FEATURES!
IT DOESNT EVEN REQUIRE MUCH CREATIVITY!! The game producers only need to balance the numbers
rather than making something whole new, and sometimes they dont even care about the balance!
They just need to pile these fucking "NEW" stuffz and gears up one after another, and dumb players
would keep subscribing because they want to see this "new contents"!

New contents MY ASS! Those are just new ass-licking money sucking numbers!!

EQ therefore turns MMORPG into, really, an EVER going EVER lasting process of raid and QUEST and
loots and gears, change of the world because of players' actions? I am sorry, you will have to buy
the new expansion to see it.

And of course, they make a whole lot of money from it.

Following EQ, we have the World of Warcraft in 2005, the current pinnacle of MMORPG.
It totally got the spirit of rip players off to continue playing their game of EQ. This game
adds new dungeons and loots much more frequent than EQ, it just came out one after another
with increased number, the "inflation" of numbers in WoW is like printing money whenever
WoW needs to stimulate its players to continue play the game.

On vanilla WoW, 6K HP is considered capable and ready for end game contents;
In TBC, this number becomes around 12K; in WotLK, 30K; and in Cataclysm (the current built)
this number increased to no less than 150K!! The game itself has became easier and easier over
all these years in this crazy money-printing process but the monsters' number scale increased
as well so its not really as uber as it seen.

WHAT WERE THEY THINKING? Simple enough: players LOVE large numbers like monkeys
love a lunch today than tomorrow, despite the total amounts are in fact the same, and
adding large numbers is totally free in the world of MMORPG! You just add a few more digits
and everything is done!

Wait, what about the game features? The ever changing world that correspond to players'
actions? SCREW THAT! WE WANT BIGGER NUMBERS!! AND THESE ARE TOO TROUBLESOME
TO DESIGN AND WONT MAKE MONEY AS EASY AS SIMPLY ADDING NUMBERS!!

And there we have the current world of MMORPG. Ironically, almost every single game of this
genre would write on their box or advertisement and claims "experience the ever
changing game worldof sci-fi, fantasy, modern background, poop-eating-mother-fucking imagination"
, but NONE of them actually allows its players to do such thing. The so-called "ever changing world"
only means craps like resource nodes popped in different places, monsters spawned from time to time, and thats it! Thats all!
Its like a big fraud of Barrack Obama's "Change", and we were just pursuing gears and numbers after all this!

WHAT WERE PEOPLE WHO PLAY THESE GAMES THINKING?!

WHY IS MMO THE WORST GAMING GENRE EVER?
BECAUSE YOU PAID A LOT OF MONEY AND TIME FOR IT, AND STILL NOTHING IS YOURS!!
ITS LIKE RENT A BITCH TO FUCK WITH!!
YOU REMEMBER WHILE WE BOUGHT SOME CLASSIC GAME CARTRIGES LIKE MARIO 3, ZELDA, AND MEGAMAN?
WELL THE CARTRIGES ARE YOURS, YOU CAN PLAY WHENEVER YOU WANT AND QUIT
WHENEVER YOU DONT!
EVEN COMPUTER GAMES LIKE STARCRAFT WORK THAT WAY!
BUT NO, NOTHING LIKE THAT HAPPENS IN THE WORLD OF MMO!!
YOU HAVE TO PAY THE FUCKING MONTHY FEE EVEN IF YOU JUST WANT TO TAKE A LOOK AT YOUR OWN CHARACTER!

PEOPLE WASTE HUGE AMOUNT OF TIME FOR SOME PIECE OF CRAP THATS
NOTHING BUT SOME DIGITAL BINARY COMBINATION! AND WORST YET THIS ISNT EVEN THEIRS!
THEY HAVE TO PAY THE FUCKING MONTHY FEE JUST TO SEE IT! AND GOING AFTER THESE FUCKING GEARS
IS THE ONLY WAY YOU GET TO SEE ANY CONTENTS AFTER YOU ACHIEVED TOP LEVEL!
THIS WORTHLESS PIECE OF SHIT IS THE PURPOSE OF THE GAME!

MMO IS AS FAR AS I CONCERNED THE WORST FORM OF GAMING
AND BEST FORM OF MONEY SINK THAT EVER CREATED!!

WORLD OF WARCRAFT? MORE LIKE WORLD OF MOTHER-FUCKING-ASS-LICKING-SHIT-EATING-TIME-WASTING BULLCRAP!!

FUCK THIS GAME! (throw it out of window)







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