Brilliant Reiview Of The First MMORPG "Outside"
Posted on Tuesday, April 15 @ 18:23:58 PST by Duke_FerrisA user over at Metafilter named aeschenkarnos cracked me up the other day with his review of "Outside". I'd love to be able to reprint the whole thing on GR, but I can't figure out how to contact him.
Traditionally Outside receives extremely high ratings by those who like to see others play it, and these people are in many cases comfortably ensconced Inside themselves. Outside was released many years ago, it was in fact the first massively multiplayer game, and yet it has always managed to avoid the double-edged Retro tag. In its favor, continual user updates have kept Outside current; there are always new things to see and do Outside. Participants are permitted, to some extent, to modify their own areas of Outside, which is a large part of the fun of the game. However it seems that in the end one is modifying Outside largely for the sake of it, and having done it, there is a distinct feeling of "now what?"
In terms of the traditional target age content metrics, Outside is remarkably high in sex, violence and challenges to traditional values, despite the strong child-focussed marketing it receives. Many would go so far as to say that for a child to develop the ability to cope with Outside is essential, as long as the harm incurred is not too debilitating. Children injured playing Outside are usually comforted by parents, and soon encouraged to go Outside again; this leads to the conclusion that somehow Outside has escaped any and all of the usual moralizing that surrounds the videogaming industry. One might say that Outside gets a free pass from the Jack Thompsons of this world.
That aside, how does Outside actually rate? The physics system is note-perfect (often at the expense of playability), the graphics are beyond comparison, the rendering of objects is absolutely beautiful at any distance, and the player's ability to interact with objects is really limited only by other players' tolerance. The real fundamental problem with the game is that there is nothing to do.
In terms of game play the game sets few, if any, goals: the major one is merely "survive". What goals a player sets, are often astonishingly tedious to actually achieve, and power-ups and gear upgrades, let alone extra weapons, are few and far between. Some players choose accumulation of money, one of the many point systems in the game, as a goal, but distribution of this is often randomized and it can be hard to tell what activities will lead to gaining points in advance, and what the risks will be.
Other players choose to focus on accumulation of personal abilities, the variety of which greatly exceeds the capacity of any individual to accumulate; again, the game requires players to engage in years of grinding to achieve any notable standard with a skill or ability. Players are issued abilities and characteristics largely at random, and it is entirely possible for a player to be nerfed beyond any reasonable expectation of being able to play the game, or to be buffed to the point where anything he or she does is markedly easier. Unfortunately over time, player abilities tend to degrade, unless significant effort is made to keep skills up. This reviewer cannot emphasise this enough: Outside requires a huge time investment to build up player abilities, exceeding any other massively multiplayer game on the market by some three orders of magnitude.
You can read the rest of it here.
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