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Alrighty folks. Yet another "help me find an MMO" post. This one I'm actually hoping to provide a little more information over what others have posted.
So a bit of back story: I grew up in the golden age of MMOs in the early to mid 00s. Damn near six new ones every month, always something new to try, something exciting to check out, and all the publishers, all the developers, were trying to figure out what what would work and what would not. AeriaGames was the publisher I latched on to the most heavily, as you'll notice below. And as time passed, publishers found more and more what's going to work and stuck with it, games petered out, but all was well - people were finding what games they liked.
Now, however. I'm bored. There is nothing that holds my attention longer than a couple of weeks. I go back to BDO the most because Olvia is typically the most fun. I dabble with Warframe on odd occasion, but... it's the same grind. I can't bring myself to care. TERA, now TERA ruined me for MMOs, completely and utterly. The Action MMO style they coded was AMAZING. Tab-targeting is super boring and it's hard for me to play some, if not most, tab-targeting MMOs.
Then they fucked with the story when they moved the plot along.
I can't hardly touch the game anymore.
PWI I keep coming back on rare occasion. Atlantica has, had?, a special place in my heart, it's a great game, but it's ultimately boring in terms of engagement and the travel times, omg. DMO I picked back up because I've been bored, but I'm probably going to uninstall soon. It's pretty much the same story for everything on the first list - I love something about it, but... eh?
I'm sure depression has something to do with this and why I can't keep my attention on anything. But like. If you can take a look over the following two lists and have anything in mind, or just want to probe around on reasons why I stopped, feel free to share your own thoughts, please. I'll take any feedback I can get.
And, as always, these lists aren't entirely exhaustive due to the amount of time that's passed and the constantly fluctuating market of the 00s.
Edit: Forgot SWTOR.
- Pirate King Online/Tales of Pirates
- Star Trek Online (PWI)
- Perfect World International
- Atlantica Online (NDOORS/Nexon)
- Grand Fantasia (AeriaGames)
- WolfTeam (AeriaGames)
- Shaiya (Not sure if AeriaGames or Gamigo)
- Digimon Masters Online
- Hellgate: London
- Requiem: Bloodymare
- SoulWorker (Steam)
- MapleStory (private server for a day, NO idea what I was doing, a friend pulled me along and had me rush things)
- Defiance 2050
- Closers (Steam)
- Final Fantasy XIV
- AdventureQuest (would you even consider it? Idk)
- MechQuest (again, idk, but why tf not?)
- Mobile Suit Gundam Online (JPN)
- Luna Online (uncertain publisher)
- Forsaken World (PWI)
- DOMO (Dream of Mirror Online, AeriaGames)
- Shin Megami Tensei: IMAGINE Online (AeriaGames)
- Scarlet Blade (AeriaGames)
- Stone Age 2 (AeriaGames)
- Kitsu Saga? (AeriaGames)
- THANG Online
- Global Agenda (the serverfiles got corrupted in May, the Discord is still active-ish though)
- TwelveSky (AeriaGames)
"Why are there so many female Mercy mains?" - A man's take on Ammers10's post and female competitive gaming
[This is neither an attack, nor a deconstruction of Ammers10's text. Just a (imo) correction and an update on certain things. Many points Ammer made were entirely legit, just missplaced considering the subject -> The source of the great amount of female Mercy players/competitive players]Again. Most likely the chance that anyone cares is not that high, but I still like to see that discussion be revived, as I found it to be very interesting.
"Why are there so many female Mercy mains?"
- Video games have traditionally been marketed towards boys, resulting in boys acquiring long term, transferable mechanical skills
- Growing up in the 90's and early 2000's, most video games (especially shooters) were marketed towards boys, not girls. This point is entirely correct. Companies marketed and still market their games (shooters and competitive games) towards males. Especially taking into account everything r12+. But why is that? This is not the source of said "dilemma", but already a cause. The source lies within the biological difference between man and woman. I will specify what I mean later on1. Hence People believe that competitive attitude and aggressiveness is a male attribute. Through a long process we find this deeply ingrained into most societies, ultimately leading to the thinking: Competitive, aggressive, violent games + trying to attract less competitive females = marginal or no rise in profit.
- Many boys grow up learning shooter skills. So playing DPS (aiming intensive role) comes naturally. Training is also an important Key point. I agree, but generally the natural male advantages discourage many females pretty fast to begin with, a form of strong competition is found rarer in females.
- So what does one play when they want to contribute to the team and play with thier friends? You play something that does not require a skill that you never learned growing up in the first place. Correct. As it is quite rewarding and doesn't have direct competition.
- Gender schemas taught to boys vs girls from a young age
- Boys are encouraged by society to be aggressive and enjoy competitive activities (physical and digital both). It's considered normal for boys to like these things. Again. Not wrong, but also not the cause. According to empirical evidence, published through a paper by Nabanita Datta Gupta et al. (2011)2 men are more competitive than women. It was also discovered that men and women are more likely to compete against women. Then again this is merely empirical data without actual natural scientific back up. Different factors still reside outside of that data and the experimental designs that are bound to it. Who says that this isn't influenced exclusively by said society? Biology does! Specifically a study done at the university of Texas at Austin (2006)3, which says "After a man loses a challenge, whether or not he is willing to get back into the game depends on changes in his testosterone levels[...]"4 This specific study creates a correlation between the level of testosterone and the will to compete, hence implying that women are biologically less competitive.
- Girls on the other hand are generally socially conditioned to be caring, considerate, and nurturing, and to be demure rather than assertive. (Edit: Other users have pointed out testosterone plays a role in making boys more aggressive and attracted to competitive activities, whereas the lack of it in women does allows them to naturally be less so.) Glad she added this last part to her statement. I still decided to add that part once again. Backed up by scientific data. There still is some other thing I wanted to add, regarding the "Girls are socially conditioned to be caring [...]" part which I would not formulate like that. I wouldn't go as far as saying this behaviour is socially conditioned, but socially supported. I couldn't find any study considering this topic in relation to humans, but very well in relation to non-human primates, which display a higher amount of care on female side, due to the natural will of successful procreation. While the males' reproductive success is limited by the number of female partners they mate with (which adds to the discussion of male competitiveness), the female primates' reproductive success is limited by effort and time put into the offsprings care.5
- Cultural norms surrounding gendered behavior
- Women are more likely to make compromises to keep the peace or to encourage teamwork. This is a product of social conditioning (at least in America) as well. Again not neccessarily a product of social conditioning. A byproduct. Due to stronger male competitiveness.
- Female friendly character design
- The design of the characters in Overwatch is very diverse and female friendly. None of them are blatant sexual objects (except Widow who embodies the femme fatale trope). There are all kinds of body types and ages, mothers and daughters, and even a mecha centaur. Fully agree. When choosing a character or class to main, a lot of women will choose one that they somehow identify. I don't see many women picking roadhog (Kappa). Another one I hear people mentioned that they think girls play a lot is D.Va. [...] Is it really that surprising that she appeals to so many women? Appeals to more men though. Excellent Korea weeb/gaming nerd bait. Also perfect for all the japanophiles with the new skin (Kappa).
- Fear of stereotype reinforcement.
- Couldn't agree more
Other reasons for the overall lack of girl gamers
- "Patterns: A Video Game, an M.R.I. and What Men’s Brains Do"6
- Girls are biologically less pleasured by playing video games According to a study by Fumiko Hoeft et al., men feel more pleasure when playing video games, thus also explaining frequent addiction. Two groups of men and women were playing video games, while hooked to a Magnetic Resonance Imaging Machine. Results show that the mesocorticolimbic system (transmitting the neurotransmitter dopamine = lucky lucky, happy happy)of the man's brain was more active, resulting in more motivation and hence better results 7
Possible Answers to the Problem of few female competitive/aggressive role gamers:
- Choice of competition by gender
- According to Nabanita Datta Gupta et al. both, women and men prefer to compete against women. This would lead to an imperfect solution of choosing your game, based on whether you play against males or females. The study shows that the percentage of participation in competition varies, according to the information on the opponent's gender. This solution would certainly segregate genders and cause and uproar in todays' society
1 University of Texas at Austin (2006). "Men's testosterone levels predict competitiveness", 2006.12.04. found at Medical Xpress, https://medicalxpress.com/news/2006-12-men-testosterone-competitiveness.html
2 Nabanita Datta Gupta et al. (2011). "Gender matching and competitiveness: Experimental Evidence", 2011.04.26
3 University of Texas at Austin (2006). "Men's testosterone levels predict competitiveness", 2006.12.04. found at Medical Xpress, https://medicalxpress.com/news/2006-12-men-testosterone-competitiveness.html
4 University of Texas at Austin (2006). "Men's testosterone levels predict competitiveness", 2006.12.04. found at Medical Xpress, https://medicalxpress.com/news/2006-12-men-testosterone-competitiveness.html, ll.1-3
5 Peter J.B Slater et al. (1993). "Advances in the Study of Behavior: Volume 22, 1993.04.20.
6 Headline "Patterns: A Video Game, an M.R.I. and What Men’s Brains Do" by New York Times, Eric Nagourney, 2008.02.19.
7 Fumiko Hoeft et al. (2008). "Journal of Psychiatric Research - Volume 42, Issue 4: Gender differences in the mesocorticolimbic system during computer game-play", 2008.03.