
Ragnarok Online Philippines Open Beta, Personal Screenshot of 9÷21÷2003
Now that we’ve moved on from account creation and account management as a barrier to entry in MMOs, it’s time we talk about another important barrier to entry: the game mechanics surrounding the MMO you’re playing or trying out.
As a term, “game mechanics” has certain connotations, so let’s define the term for use in this article. In this particular article, “game mechanics” shall refer to both internal (in-game) and external (relating to the game) aspects of MMO that a player can perceive and possibly use but not directly influence or change.
One common factor among MMO enthusiasts is that each has his own set of needs and expectations when it comes to playing a game. Because they are needs and expectations, satisfaction from the player can be derived when those needs and expectations are met through either research of the game in question or actual play. These needs and expectations also change through time, sometimes necessitating either an internal change from the player or an external change in the type of game played.
What am I talking about? Let’s take a look at the game mechanics of a couple of MMOs I’ve been through and how they relate to player needs and expectations for further insight.
I first started playing MMOs in 2003 when Ragnarok Online had a Philippine version created for it and released as an open beta. Now, as I was a college student then and money wasn’t exactly rolling in, a free open beta of an MMO was a godsend. Also of great import was the fact that, at the time, I did not have a dedicated gaming computer, so there were limitations regarding what I could actually play, hence no high-graphics games for me.
The gameplay was more or less a skill-mashing festival, and forced a lot of grinding upon the individual player if he wanted to get anything cool, but at the time, it didn’t matter so much. I had free time, and I also had patience, so acquiring 120 pieces of a specific type of lumber that could only be acquired by killing undead trees in a zone filled with other people wasn’t a biggie, even if it was annoying.
When it finally became ready to release the game a few odd months later and prepaid cards were distributed to stores for play, I was less than enthusiastic about purchasing the time cards because my needs and expectations remained the same. At first, I accepted an internal change, which was to suck it up and use my allowance to play. When it became evident, however, that the grindfest was becoming more of a problem than an annoyance, I stopped entirely.
In this case, the needs and expectations were for essentially free play, regardless of the quality of the gameplay involved. When an aspect of the game changed and something had to give, I chose to adapt by leaving it.
In 2006, I gave World of Warcraft a spin, and spent seven months straight playing the game for approximately five to eight hours a day. I was fresh out of college and looking for a full-time job, and I had some disposable income through a part time job tutoring. Because I had disposable income and a gaming computer as a graduation gift, my expectations changed somewhat. I didn’t want the grindfest of Ragnarok Online Philippines but something new, and something with a good story that would keep me preoccupied when the jobs weren’t forthcoming.
Again, it was a fresh new world, and I’d grown to be part of a guild, one that also helped define what I wanted from the game: a sense of community. For a newcomer to WoW, the game was everything I was looking for. When I hit level 60 though, the game started to have shades of Ragnarok in it, with the weekly runs to Zul’ Gurub for loot and progression.
I left the game in August of 2006, not only because I was getting tired of the grind, but also because I had found a solid full-time job. As a person, I had changed, and because the game could not change with my needs and expectations, I also chose to leave. (Note: I did come back for the expansions, but always left after hitting the level cap.)
Now that we’ve discussed WoW, we can move on to a very short phase in my MMO life: two weeks of Age of Conan. I was swept in by the fervor of a friend at work, and for all intents and purposes really liked the game and could play it in bite-sized chunks. The thing was, Age of Conan at launch had one of the most awesome starting areas and my favorite type of combat mechanic… but it then tapered off in terms of quality after Tortage.
This time, the game fit my needs and expectations perfectly, but did so only to a point, and when that point was reached, it couldn’t sustain my interest.
And so we come to Lord of the Rings Online, and my current set of needs and expectations. In its current incarnation, LotRO definitely holds my interest not because I’ve read the books (I tried but failed), but because there’s literally an epic story for your characters to follow outside of the source literature. The Warden class I researched on plays almost like AoC’s combat mechanic, plus it’s entertaining regardless of how much or how little time you spend on it. Also, Turbine’s customer service and developer blogs show that they’re pursuing their customer’s interests to the best of their abilities and actively listening to their base. More importantly, I’m part of a mature kinship that understands I can only play when the situation allows me to.
The barrier to entry here may not be as evident, since I’ve played some of these games for longer than a passing glance, but the basic premise is there: the game mechanics of an MMO must appeal to an individual’s set of needs and expectations, otherwise, that individual may choose to adapt to the situation by leaving the game entirely.

I relate to this in a lot of ways. For some reason MMORPG is the genre I just don’t give up on. I try every beta I can, I try every F2P game I can.
And, really, I never really wind up liking them. I think it’s just the potential for these games is so great… but it’s hard to find one that really appeals to you. I tried and tried with WoW, but it just never happened for me.
The stars align for LotRO with me. I think, as you mentioned, the epic quest-line is a big part of that. Sure, I’m doing something thousands of others have done before me, but I at least feel like I’m having an impact. Running through areas and having NPCs call out to me adds to that.
So sure, I’m committing genocide amongst the boars, but at least I’m also making a difference for the fellowship in my spare time haha.
A MMO needs that special something that sucks a player in, this can be different for different players of course.
LOTRO is working for me at the moment. I am still low level and I think the world itself feels very real, and I really love virtual world aspects.
I am missing this feeling in Aion at the moment and thus get terribly bored by the kill and farm quests or the lack of any quests. Sometimes I wonder why I am logged in at all, probably to progress my char which is not very fun to me at the moment. You probably heard me complaining on Twitter today.
I’ve just come out the other side of the sixth Aion beta and this has been playing on my mind. I’ve found it to be very run of the mill.
The beauty of LOTRO in my opinion is that the ‘endgame’ continually shifts with the story. From Carn Dum, to The Rift and onwards, the endgame keeps evolving, as does the story.
I’ve dabbled in many other MMOs since I’ve been playing LOTRO, but I’ve never stayed away for long. As one kin mate said, ‘you just have to keep coming back’, this being the same kin mate who has officially left the game twice now.
[…] Stillwater’s Blog of Games and Geekery Games, geeky things, and some personal musings all in one handy package « Barriers to MMO Entry, Part 1: Account Management and Subscription More Borderlands Goodness: The Claptrap Web Series, Episode 1 » Two Games I’m Looking Forward To August 24, 2009 Sorry for not posting, folks. I took up a position writing for MMeOw.net, and that’s also been eating up my time along with schoolwork, so I haven’t been able to post much. The Barriers to MMO Entry will be continued shortly, but an MMeOw version can be found at this corresponding link. […]