When MMOs Slip Into Maintenance Mode
The first thing you notice when you log into Brandywine server is that there’s a fight taking place in chat.
This is not an exaggeration. The game that the server is a part of, Lord of the Rings Online (or LOTRO), somewhat recently added a global chat channel which serves as the default means of communication in the game. So, take however many people are online, reckon that circa 70% of them will keep the chat channel open, and that’s how many people are listening/talking at one time.
An acrid stench of stagnation hangs over the chat topics. People argue over arcane grudges stretching over nearly a decade of the game’s existence. They know each other’s alts, so when one side of an argument switches characters in an attempt to back out, he or she is called on it as soon as the alt’s name shows up. I’ve seen players come back from bannings, be greeted warmly, only to immediately launch into a public tirade clearly aimed at getting banned again. PvP arguments spiral out of control at the drop of the hat.
Perhaps shockingly, the channel is not actually that crowded, just loud. The fact is that not that many people play LOTRO anymore. Enough to keep the doors open and intermittent new content coming, but not so much as to make a default global chat channel an absurd endeavor. So it’s noisy, yes, and does just enough to make the server still feel as though it has a teeming population, but it’s by no means the ceaseless cacophony of white noise a comparable channel in World of Warcraft might be.
Which is the point, I suspect. The advent of the free for all channel is a tacit admission that the server populations aren’t what they once were. If they were, such a channel would be impossible to implement. With the set up now, there’s a pleasing rhythm to the inane arguments and trade spam which lets you suspend your disbelief that the game is packed to the gills. The loudness masks the stagnation.
LOTRO is teetering on the edge of maintenance mode, the point in an MMO’s life where the patches and new content slow to a trickle or stop completely. The game is alive; there are players on the servers, obviously, and Turbine seems committed to putting out content as often as their stripped down team is able. But all of it feels like spinning tires going nowhere, held together by the inertia of what’s come before, not what’s on the horizon.
The nature of the game’s content is a perfect example. There hasn’t been an endgame in LOTRO in years now. A new zone or expansion pack is released, you level through it, and then you do the same content you were doing in 2010. This isn’t the WoW version of doing the same thing, where everyone grumbles about raids and daily quests. No, this is doing the exact same dungeons and raids you were doing, just with more hit points on the bosses and new tokens to grind for.
LOTRO now recycles. It recycles mechanics, in the form of simply upping the level limits to old content when they raise the level cap. It recycles art, sprinkling lovely new vistas with seven year old building textures. The community recycles itself, in the form of the decadent arguments and discussions, repeated over and over until any meaning other than the repetition is lost.
A lot of this can be traced back to Turbine’s fateful decision to go subscription optional. They were, until that point, the second or third (depending on who you ask) most popular MMO in the United States. Once they went in for a prominent cash shop, selling everything from individual zones to stat boosts, the entire tone of the game began to change. It was less about keeping subscribers, even as their revenues increased, and more about finding ways to eke out a few bucks from the players.
This led to game design decisions which, if you traced them to their logical conclusions, ended up leading to an optional but recommended for your sanity purchase from the shop. For instance, items once meant for selling to a vendor ended up turning into trade-in items for experience. So, to level up quickly, you now hang onto the items. This causes a lack of inventory space. Which can be alleviated (where else?) in the cash shop by purchasing more room. You can still sell those items; you really shouldn’t.
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