At this point, you should come to expect that the weekly Saga of Lucimia MMORPG blog posts will be diatribes about the good old days and how horrible everything in MMOs are. In this week’s editioin, the blog post talks about Saga of Lucimia group dynamics and the need for players to reach out to one another again.
In the weekly blog, creative director Tim Anderson discusses a livestream of Saga of Lucimia’s Release 10 gameplay he shadowed, watching as a group of three players were stuck in a failure loop of attempting to recover their lost items from groups of enemies intended for 6-8 players.
In the blog, Anderson lamented the reaction of chat that the game was frustrating and appeared baffled by the players’ insistence to not reach out to chat or other people in the game for help. The story did end happily for the beleaguered players in question; Anderson personally assembled others to come to the group’s aid with the right personnel and make their way through the encounter.
According to Anderson, this isn’t an outlier case, but something of the norm for players of the game. “I spent a good 50% of my time over Release 10 helping groups recover their corpses,” he recounts. “It didn’t matter to me that I wasn’t making forward progress with my own character. I was sharing in adventures. Stories these players will go on to tell in the weeks and months to come. Maybe longer.”
That, ultimately, is the crux of why Saga of Lucimia groups are hardline focused on having a holy trinity makeup in spite of claims that the MMO is a frustrating experience. “[This is] a scenario that never would have happened 20 years ago during the heyday of EverQuest, when grouping up with other players was the norm as opposed to a rarity, and players weren’t afraid to reach out to others, even strangers, to find creative solutions to their problems,” writes Anderson.
Ignoring the horse-like gnashing of teeth about Ye Good Olde Dayes, Anderson has a fair point in that people are now immediately afraid to reach out to one another for help no thanks to conditioning.
This conditioning isn’t just the fault of MMORPGs that have lots of solo content and group finder features, however. It’s also arguably more by virtue of the fact that people are afraid to engage in open chat in a game for fear of being ostracized, called out, harassed, attacked, or otherwise reminded that hell can often be other people. Particularly when those other people can remain anonymous and lack the ability to install a filter between their disgusting brains and their keyboards.
Hopefully, then, Saga of Lucimia’s previously explored stance on toxicity and actual application of that talk will make reaching out more natural to players of this particular MMO.
Source: official site
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