Slashdot Mirror


The Future of MMORPGs

Fargo writes: "How often do you get the creators of EverQuest, Asheron's Call, World of Warcraft, Dark Age of Camelot, Star Wars Galaxies, Anarchy Online, and others in the same room together? It happened at the recent Game Developers Conference in San Jose. GameSpy pulled together notes from three days' worth of talks and drew some common conclusions that point toward where the genre is going in the future. A good read if you're interested in where Virtual Worlds are headed."

220 comments

  1. I'll tell you where they're headed... by FortKnox · · Score: 2

    ...into the firey pits of latency hell.... ;-)

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  2. I have seen the future of MMORPG's by haystor · · Score: 5, Insightful

    And here it is:

    Progress Quest

    Its not too addictive and it doesn't use up too much time.

    --
    t
    1. Re:I have seen the future of MMORPG's by sien · · Score: 0, Redundant

      That is really pretty funny.

    2. Re:I have seen the future of MMORPG's by Anonymous Coward · · Score: 1, Funny

      I'm playing right now! I just executed a preadolecent eagle scout!

    3. Re:I have seen the future of MMORPG's by bonk · · Score: 2, Insightful

      It is NOT funny! Progress is a serious and worthy goal!

      Go back to playing your puny Everquest and Ultima Online, I will be laughing at your camps and bread making while I make PROGRESS!

      http://progressquest.com/hi.php?name=CheesePleas e

      --
      I hope to die peacefully in my sleep like grandpa, not screaming like his passengers.
    4. Re:I have seen the future of MMORPG's by Anonymous Coward · · Score: 0

      My level 49 Demicanadian would destroy you! Terence Phillip Micheal Thomas knows no equal!

    5. Re:I have seen the future of MMORPG's by binarytoaster · · Score: 2, Funny

      HA! My Enchanted Motorcycle Runeloremaster OWNS YOU!!! My character Bah to all!

      Of course, I haven't had it running for about 5 days... so I've lost about 700 places in the standings.. Bleh. :P

    6. Re:I have seen the future of MMORPG's by Ty · · Score: 1


      me > all of you suckers! muhahahahaha

      my char

    7. Re:I have seen the future of MMORPG's by Chasuk · · Score: 2

      This isn't a flame or a troll, really. But:

      Isn't this an abuse of the moderation system? I mean, this might be moderated funny (and it was, for about the first nanosecond), but insightful?

      I have the Slashdot "Funny" modifier set to -5, so I'm supposed to miss such clever jollity.

      Can the moderators think a little bit before they moderate, please?

    8. Re:I have seen the future of MMORPG's by linzeal · · Score: 1

      Well from now on I'm modding all your posts as funny.

  3. My god... by Sarcasmooo! · · Score: 4, Funny

    If you look at the picture of all those guys lined up beside eachother you could swear it was taken in the 1970's.

    1. Re:My god... by kin_korn_karn · · Score: 1

      the one talking looks like Geddy Lee!

    2. Re:My god... by Tipsy+McStagger · · Score: 1

      What's scarier is the 2nd guy in from the left is a woman

    3. Re:My god... by Schmendrick · · Score: 1

      Did you read what's under the Slashdot title at the upper left of the page?

      News fo Nerds , yes that's what Nerds look like.

      And that's what the majority of Slashdot readers are supposed to look like.

      Don't you have long hair?!

      --- I'm a 20th century digital boy
      --- I don't know what to do but I got a lot of PROGS

    4. Re:My god... by duggy_92127 · · Score: 1

      The second one from the left is, in fact, a woman. ;)

      Doug

    5. Re:My god... by Anonymous Coward · · Score: 0

      I think the real question is that speaker a guy or a girl!

    6. Re:My god... by linzeal · · Score: 1

      Do you have special bar room transvestite-telling powers of something? Where did you need such skills?

    7. Re:My god... by duggy_92127 · · Score: 1

      No... the caption of that picture, from the article, is "A panel of experts debates the third generation of MMOG games. From left to right: Raph Koster (Star Wars Galaxies), Jessica Mulligan (formerly of Ultima Online), Jake Song (Lineage), and Rich Lawrence (Sony Online Entertainment)" I'm just guessing that Jessica is a woman.

      Doug

    8. Re:My god... by Anonymous Coward · · Score: 0

      Actually, it was obvious from Jessica's first word that she either IS or WAS male. She cheerfully referred to herself as the "designated deviant".

      Her input to the panel talk was also quite good, as was the input from most of that panel.

      David

  4. Broadband by wompychomp · · Score: 1

    Maybe with more and more people playing MMOGs there will be a solid base of consumers to demand some sort of solution to the U.S.'s broadband dilemma.

    1. Re:Broadband by geekoid · · Score: 2

      Most Internet consumer don't need and don't care about broadband.
      all the MMOOG player don't add up to 10% of the total internet users. MMOOG's don't even take up 1% of total online time.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  5. MMORPG's are going by sllort · · Score: 4, Insightful

    Where text muds went 10 years ago. All the problems of grief players, player killing, user grouping, experience sharing, and dynamic landscape generation were solved in text based MUDS like this one years ago. Watching the graphical corporate players re-learn these painful lessons (with the added humor factor of corporate arrogance, pride, and a PR department) has had all the humor value of watching a blind baby learn to walk.

    If you find that kind of thing funny.

    1. Re:MMORPG's are going by Anonymous Coward · · Score: 1, Interesting

      Please for god's sakes don't attempt to publicize medievia on a forum like slashdot. Medievia's owner essentially downloaded the open source codebase "Diku", removed all the copyright information (violating the Diku license in ways too numerous to mention), and then began to charge players money ("donations") in exchange for in game items, in clear violation of the Diku license. It would be a valid business model if he had written the code himself, but as you'll see from this website
      http://homepage.ntlworld.com/r.woolcock/m ed.html
      which contains code snippets from this closed source MUD, the game is a ripoff of Diku. This game has been utterly discredited in fora like rec.games.mud.diku, and it's only the lack of time and money on the part of the Diku creators which prevents them from sueing Mr. Krause, the creator of medievia. In any event, there are tens of text based MUDs which are as play worthy or better than medievia, so please don't support someone who makes money by stealing code and putting his name on it.

    2. Re:MMORPG's are going by Anonymous Coward · · Score: 0

      oh i'm sorry, did i support him? my bad. i thought i just pointed out that he did a better job than origin.

    3. Re:MMORPG's are going by Dirtside · · Score: 2

      I'm curious, how did they solve all those problems? Is there a paper or document somewhere I can read about it, or would you be willing to explain? (Not attacking you, I am honestly curious as I play EQ a lot :)

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    4. Re:MMORPG's are going by sllort · · Score: 2, Informative

      i don't think so. that's actually a shame. this page delves into it from a high level but doesn't hit the technical details. especially since they keep changing it.

      interesting details:

      there are places where no one can attack anyone (LPK), places where you can kill but not loot (NPK), and places where you can kill and loot items (CPK). walking into a CPK area always requires confirmation. additionally, players can set a "DUEL" flag which allows them to engage other players in NPK anywhere on the map, even in town, if both players have the flag set. In addition, killing another player in NPK gives you a certain amount of time during which anyone can attack you (and TRACK you) in NPK. This is called "blood time". you accrue almost none for killing someone stronger then you, and exponentially more for killing someone weaker than you. a level 124 player killing a level 10 player would spend the rest of the day with "blood on their hands".

      also read about this, a portion of the game which is dynamically re-located and re-mapped continuously at runtime.

    5. Re:MMORPG's are going by Michael+Snoswell · · Score: 1

      MMORPGs are substantially different to MUDS and MOOS. I played a lot of MUDS and stuff in the late 80s and developed my own MMORPG back in 1990+ (Cyberterm - go look it up) and whilst the gameplay is similar the implementation is vastly different. I believe the largest MUD I played in had about 180 simultaneous users (Qwest) but currently MMORPG designs are pushing 10k users per server. This isn't just a matter of scale. The whole way things are done has to be changed.

      Also, as far as gameplay goes, MMORPGs (current) are still dragging their feet compared to MUDs and pencil and paper AD&D because they are way too static and inflexible. That's why the system I developed has dynamic content generation (even way back in the early 90s). I always believed it was the GMs job to define the rules of the universe (laws of nature etc)and the player can do whatever they want within that. So if they want to wander 50 miles east and dig a hole in the ground and build a castle they can. Or if they want to establish a bakery they can.

      It's been a long road to now, but after 4 rewrites the system will be going alpha sometime late this year. We intent to allow users to develop their own content and program their own monsters, character etc based on a currency of CPU cycles, online time etc. Levelling is passe (like in my AD&D pencil and paper game I have a char who's been level 2 for over 20 yrs but he has great fun!!). The important thing is for players to have fun. We're examining concepts like object histories (this is the knife that killed Thera the seer in 486AF and was originally given to Thorin the Black in 482AF - if you have the spells to divine this!). We are also thinking of having very comprehensive "entry tests" for alpha testers to allow like minded players to the developers and our vision. Ultimately we'd prefer 10000 mature players than 100k levellers. Research has shown players are willing to pay more ($US25-50/m or more) for a high quality experience, which will also hopefully thin out the ranks. We've just finished a complete client and server rewrite but it's a slow road (yes, it's a hobby!)

      --
      pithy comment
    6. Re:MMORPG's are going by Anonymous Coward · · Score: 0

      Origin certainly could've taken pointers from a great many games when it came to their player vs. player model in UO. That aspect of UO was clearly not well thought out beforehand, and Origin had to scramble to "fix" it, along with such scaling problems as houses filling up the landscape. Many games/MUDs restrict PvP to certain zones/areas, and while this is a rather artificial approach, it serves to make player vs. player combat available when you get tired of trivially outwitting monster AI.
      I'm familiar with the medievia situation, and crediting its owner with innovation is somewhat analogous to saying MS-DOS revolutionized the operating system arena, which is both arguably wrong, and neglects its CP/M codebase and unix ancestry. But while Gates bought the rights to CP/M, medievia just did a search and replace on the Diku codebase, which is where the innovation was. It's a somewhat flawed analogy, but I think you'll see where I'm going :-) There are plenty of MUDs out there which give credit where credit is due, and are actually innovative in their own right.
      You also have to remember that the problems confronting graphical MMOGs are quite different in terms of scale and resources. 10^5 people subscribe to a game like everquest, while the traditional text MUD has at most two orders of magnitude less. And computational/memory resources are far cheaper to come by on a text game. While the PvP model I described above would've added much to UO, other features commonly found on text based games like dynamic zone generation are tougher nuts to crack because of the aforementioned scaling issues.

    7. Re:MMORPG's are going by Anonymous Coward · · Score: 0

      The auto-generation is laughable at best.

      As for Medthievia, I'd suggest against anyone actually supporting it. They're in violation of quite a few licensing agreements (Notably, DIKU and Merc, possibly others).

      Remember, kids! Code theft is bad!

    8. Re:MMORPG's are going by MindStalker · · Score: 1

      I'm just waiting for a Fancy Graphical pure MUSH, one giant freaken sandbox of fun for the geek inside us all. Of course people will program neat little objects and then sell them in the real world, but if you can sell your programs, why not.

    9. Re:MMORPG's are going by Anonymous Coward · · Score: 0

      the MUD I linked has over 10k active players. that said, implementation difficulties hardly excuse the massive newbie mistakes of not creating player grouping, player organizations with messaging and most importantly a tried-n-true pk system right off the bat.

      -s.

    10. Re:MMORPG's are going by zairius · · Score: 1

      Heh... I haven't heard about medthievia in ages.

      Supreme Bunny Overlord Zairius

  6. Tradewars: Dark Milennium MMORPG by Kengineer · · Score: 1

    Any old-timers who played Tradewars 2002 should take a mosey on down to tradewars.com and browse the screenshots and forums for the new game in development, named Tradewars: Dark Milennium. Hopefully, by this summer, we should have a AWESOME space game will be reborn into this new genre. I can't wait.

    - Kengineer

  7. Roleplaying - the TRUE Draw by Ieshan · · Score: 5, Insightful

    Sure, people do "play for the spreadsheet, filling in points", etc, but the real draw of a good game is it's roleplaying value - at least for me.

    I've been playing a Text MUD for quite a long time - Dragonrealms (http://www.play.net/dr) - and it's evolved into quite a large player base where anyone can make a mark on the community by roleplaying a character correctly.

    Hundreds of addicts, or just hundreds of satisfied people? Not sure, but the Roleplaying Genre needs to focus more on roleplaying, least we end up instead with the "experience-game-in-which-players-gain-levels genre".

    1. Re:Roleplaying - the TRUE Draw by Anthracks · · Score: 2, Insightful

      While happen to enjoy games for the same reason you seem to, I don't think the "mass market" segment--the ones who are making the game profitable and thus the ones who the game will be designed for--are motived by roleplaying. Have you actually logged into Asheron's Call or Ultima Online? The worlds are absolutely dominted by "31337 d00dz" who are at the maximum level with more or less the same skillset and equipment, precisely because they DO care mostly about filling in the spreadsheet to maximize their combat effectiveness. I would love it for roleplaying and exploration to play a primary role (no pun intended) in these games, but at the moment I don't see how that is possible. Any game that tries it will either get swamped by d00dz or simply go bankrupt.

      --
      Rock over London, Rock on Chicago. Wheaties: Breakfast of Champions.
    2. Re:Roleplaying - the TRUE Draw by Anonymous Coward · · Score: 0

      I agree, and text is the best medium to roleplay in online.

      Graphics.. Are nice, but don't work. Not everyone's an artist, and not everyone can afford to hire one. I've seen people on, say, Cybersphere describe their characters so vividly that a permanant image is etched into my mind.

      The same can't be said for places like EverQuest.. Where everyone looks the same, and everyone's using the same equipment.

      "You can't spray cheese whiz on the body of Christ!" -- Mr. Bungle of New Carthage.

    3. Re:Roleplaying - the TRUE Draw by bughunter · · Score: 4, Insightful
      Wow - is Dragonrealms still alive?

      I was heavily addicted to Gemstone III when they introduced Dragonrealms, and so I spent a couple weeks over there.

      I really liked the game, and miss the combat system dearly, and was able to design and attire a character any way I wanted, from tough to spooky to sexy (or any combination of the above). But they seemed to replace Gemstone's "kill-rest-kill-rest" experience with endless "practice-practice-practice" experience. It got tedious sitting there trying to learn how to commune with my powerstone or wand or whatever. I practiced for hours every night and got very little out of it. The game was only a few weeks old, then... back in 1996 or thereabout. Perhaps it's changed since.

      But I will have to say that MUDs (and PBEMs) have offered the only real computer roleplaying experiences I've had yet. The addictiveness is twofold - there's the anonymous (or pseudonymous) socialization that IRC has, and then there's the challenge/reward feedback of gaining expereience to level-up that most RPGs have.

      The interplay with other humans is essential to roleplaying. You can't roleplay with a computer program... at least not until we achieve true AI. Sure, you can make gameplay choices "in character" but that's not truly roleplaying. MUDs and MMORPGs will be the only way to truly roleplay on a computer for a long time.

      I'm looking forward to Neverwinter Nights, and hoping intensely that the developers will eventually support the folks who are trying to put together persistent worlds. That's the next step -- homegrown persistent worlds with a rich graphical interface.

      --
      I can see the fnords!
    4. Re:Roleplaying - the TRUE Draw by zairius · · Score: 1

      Hehehe... Roleplaying in DragonRealms? Sure it's possible, but the machanics don't really support it much. I will roleplay person who steals from little person in goblin field!

      Supreme Bunny Overlord Zairius

    5. Re:Roleplaying - the TRUE Draw by Ieshan · · Score: 2

      Zairius - any chance I could get email/AIM? :)

    6. Re:Roleplaying - the TRUE Draw by Kingfox · · Score: 3, Insightful

      Hey Bungle, get an account!

      Seriously though, you're right. Read LOTR. Isn't that an amazing and beautiful world? Watch the movie. Isn't that amazing? But which is more vivid and personal? And is the average gamer's computer really capable of pushing out the graphics, sound, and AI required to depict that?

      The fact that online text-based RPGs are still attracting new players in this day and age is a testament to the dying medium. There's a really great thesis written up about the medium I read here.

  8. Ultima Online/Everquest Engines? by MonkeyBot · · Score: 4, Insightful

    I've been playing UO on and off for about 5 years now. I tried EverQuest for a while, and although I could see how one could get into it, I still liked UO better.
    However, both companies still have an advantage over all the newcomers--they have a game engine that they have been tweaking for a long, long time. I think that when the new generation of these MMORPGs come out and drag players away from UO/Everquest, Origin and whoever makes Everquest (I forget) will wise up and start selling an engine to the next generation of MMORPG makers so that they can implement a (hopefully) more debugged game more rapidly. It just seems logical; when your itellectual property stops making money in one arena, move to another...
    ...but that's just my 2 cents, and that's about all it's worth.

    1. Re:Ultima Online/Everquest Engines? by alriddoch · · Score: 1

      Origin, now part of Electronic Arts have effictively opted out of the MMORPG market by shutting down UO 2, and focusing their development on a different style of online game. Sony Online Entertainment who made Everquest, are currently developing a good proportion of the next generation of games, so they don't seem to be in any serious danger of being pushed out of the market. Many of the people you see in this article are connected with Sony, and it seems that Sony are determined to have a large chunk of the MMORPG market.

    2. Re:Ultima Online/Everquest Engines? by jholzer · · Score: 1

      I suspect that the EQ engine is spaghetti by now with all the quick patches that have been applied to it. When they make seemingly small changes to the game it seems to cause numerous bugs in areas unrelated to the change.

      Also, why would another company want to make an exact clone of a game. The EQ engine doesn't seem to be flexable enough to allow a lot of changes to game play. All games would be the mostly the same except for graphics I would think.

  9. glipse of the future... by saint10 · · Score: 1

    MMORPGs will move towards having a real economy, where people live out their lives totally online. When you can make more money hunting monsters in a cave than coding in a cube, ill jump in too!

  10. What they really need to become. by Xenopax · · Score: 5, Interesting

    The problem with MMORPGs right now is the players can't shape the world. It would be so much fun if players could build cities, destroy cities, take power over a nation, remove a person from power, eliminate an entire species of animal, etc. Sure at times you'll have things unbalanced, but as long as you have methods to rebalance it shouldn't be an issue (like destroying a boulder that stopped a river). Also it would be nice missions involved more than one person. For instance the game could give a high level character a mission that would take too long for him to finish by himself, but he could hire lower level people for a negotiated reward to help him along.

    But like all people on slashdot I only have ideas and no plans to actually implement the crap I think up. ;)

    1. Re:What they really need to become. by Steveftoth · · Score: 1

      I agree, the problem is that design of game systems has not reached a level where we can design a stable system. Every gaming world has these rules, and the rules are designed to increase the amount of power in the world through the accumulation of experience by players. Of course all this experience comes from the infinite supply of bad guys to kill. Thus the system is by design, unstable. The only system like this is UO, but uo has a problem with overcrowding, so UO is stable by artificial limits, not by natural design.

      Real life may or may not be stable by design, but it much better then the gaming worlds that we have created. Unlike in UO, AO, or EQ, god doesn't have to intervene on a daily basis and reset the world, resusrect players, or nerf items/abilitys . (At least not to my knowledge, maybe god did, which is why the bible is so interesting) :)

    2. Re:What they really need to become. by Mike+Buddha · · Score: 2

      Also it would be nice missions involved more than one person. For instance the game could give a high level character a mission that would take too long for him to finish by himself, but he could hire lower level people for a negotiated reward to help him along.

      Obivously you're not an EQ player. There are many many quests that pretty much require the assitance of other players. Some require dozens of other players (to defeat a spectacular enemy, for instance).

      Every class has an Epic Weapon, and I don't think an Epic exists that doesn't require a huge party at some point.

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
    3. Re:What they really need to become. by Anonymous Coward · · Score: 0

      If you want to build cities, destroy cities, take over power in cites and/or kingdoms, set taxes, hire people to do your stuff, and make permanent changes to the world among other things, then check out this game:
      http://www.darkfallonline.com
      It is a MMORPG heavily geared towards the PvP fragmentation of the players. No safe zones.
      Clans can rule the world etc.etc.

    4. Re:What they really need to become. by Gnotskalle · · Score: 1

      And what's even better about it:
      NO FREAKIN LEVELS.
      It's purely skill based!
      No need to hit a monster in the head 34958345 times to upgrade your tradeskill.

    5. Re:What they really need to become. by Xenopax · · Score: 2

      Yes, I realize that there are quests that need more power, but the point is if something could be subdivided it would be much better. Like assebling an artifact that needs 500 parts, not one person would want to get them all, but he could reward people who help him out.

    6. Re:What they really need to become. by krb · · Score: 1

      from what i've heard Shadowbane (which i believe the publisher claims will be out sometime in the next few months) will be very much like what you describe. You wanna build walls in a field that spell out your name when viewd from above? Do it. That's maybe a lame example, but you get my drift. I might even recall a bit about natural aging... (i.e. the wall will fall apart over time, unless you maintain it) but i'm not sure.

      I'm not in the betas, but i've read and heard a bit, and it seems that the level of actual world interaction in this game will be substantial.

      At any rate if it lives up to what i think it is, i fear for my free time...

      -k

      --
    7. Re:What they really need to become. by Patrick+May · · Score: 1

      There is nothing new under the sun. If you want to make a lasting mark in a virtual environment, there are a number of text-based MUDs who would value your contributions. My personal favorite is Ancient Anguish. After demonstrating some familiarity with the world, players may choose to become developers and add to the enviroment. There are literally dozens of active coders and thousands of players.

      Text-based MUDs are also an excellent way to learn the basics of coding. The interactive environment is much more interesting to work in than the typical IDE.

      You can try out Ancient Anguish by telnet to anguish.org, port 2222.

    8. Re:What they really need to become. by wurp · · Score: 2

      Come see us. Unfortunately, release is probably still at least a year away. We made a very good showing at the Sun booth at GDC, though.

    9. Re:What they really need to become. by Mike+Buddha · · Score: 1

      There are quests in Dark Age of Camelot that you are required to find someone to assist you. I haven't played it since the Beta, so I'm not sure how that all panned out...

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
  11. Pull to Supervillany by Telastyn · · Score: 3, Interesting

    I've always wondered why the 'supervillain' players aren't just allowed to be supervillains... Some gameplay addition that gives them a fatal flaw, or restricts them to certain 'evil lands' when they PK. The 'good guys' could then search dungeons (after finding out about the fatal flaw at the local tavern/wise man) for the 'special thing' needed to kill the evil PKer. (note: the dungeon would be off limits to the PKer, and probably anyone 'evil' and just contain monsters and the such)

    It'd be just like the predictable, mediocre plotlines of soo many stories we all love and enjoy. The PKers are happy that they can PK people foolish enough to enter their wicked realms, and the good guys can go off and fight 'eeeevil' (for great rewards of course)

    1. Re:Pull to Supervillany by lymond01 · · Score: 1

      Easy...the "Supervillains" aren't usually the roleplayers. They're people who are out to kill other characters for fun and mischief. And you can call that roleplaying to an extent, but these folks also tend to be the people who level faster than others (more playtime) so they can easily ruin other's fun.

      Stories from PKers are often funny, but I can see how it can be frustrating from an RPers point of view.

    2. Re:Pull to Supervillany by Psmylie · · Score: 4, Interesting

      A better system might be to put a bounty on the heads of any PKers, and post the username in some sort of "post-office" type place. The person who kills that player not only gets to keep his stuff, but gets a reward (and gets to PK without being branded a PK'er). You would quite quickly see a large number of bounty hunters spring into being, along with a rapid drop in random pk'ing.

      --

      psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

    3. Re:Pull to Supervillany by Dances+with+Sheep · · Score: 1

      The problem is that it's hard to confine the supervillians to just the evil lands. By their nature, they constantly scheme to take over the world.

      Now if you could convince legions of coders that the coolest game around was to time and again desperately, heroicly save all that is good from the brink of certain destruction each time the exploits of supervillians are set into motion ...

    4. Re:Pull to Supervillany by greymond · · Score: 1

      now that is the best idea ive heard - i totally agree - i for one would find it a fun element if i could go kill a PKer and not only get his stuff but get stuff from the game for doing it.

    5. Re:Pull to Supervillany by Telastyn · · Score: 1

      Right right, the idea would be to make it so they cannot easily do so except within their evil realm.

    6. Re:Pull to Supervillany by Telastyn · · Score: 1

      I've seen this implimented, and it just makes PK-ing rampant, not not terribly less 'random'.

      The idea being that PK-ing is essentially murder, and murder is to be dissuaded. Bounties do not help as lowly characters cannot defeat the powerful villain, and in the end die, and just give them more XP. If you limit the villain's area of control, and provide a 'ultimate-weapon' sort of thing it will perhaps dissuade PKing except for those that just want to rule with an iron fist over a little realm.

    7. Re:Pull to Supervillany by Telastyn · · Score: 1

      Why is it hard? If you PK, you are labelled "PKer" (common in rpgs...) and there is a new 'auto-generated' land of evil for that particular PKer (with perhaps something to do, like send skeletons or some such out into the land to kill people and bring the evil person gold) and anyone who enters the land is fair game.

      Also auto-gen'd would be a dungeon of difficulty equivalent to the PKer, which at it's end would be a 'special weapon' to kill the particular PKer.

      Once dead, the PKer could start the game anew at level 1 with a clean slate.

    8. Re:Pull to Supervillany by Anonymous Coward · · Score: 0

      How about his...I've been playing Emlen muds for a few years now, and it's the most fun on online games I think you can have. It's very simple, there are 2 sides. The good and the evil (whities/darkies) whatever you want to call them. And basically you kill each other. It might sound too basic, but it's a lot of fun

    9. Re:Pull to Supervillany by Zach978 · · Score: 1

      In UO when you are "murdered", that is, killed while "innocent", you can put a bounty on the head of the killer. The bounties will then add up, and after 5 kills they become a "murderer" for a certain amount of time. This means they are restricted to only one town (a pirate island), because the guards will kill them on site. It also means that anyone can attack him freely and they can cut off his head and bring it to a guard to collect the bounty if they kill him. Since I left there has been expansions, some PvP lands, some non PvP lands also, I don't know anythink about how those work, etc. When I used to play though, I thought UO was a great game. Graphically it was not very strong, and there was a lot of bugs and exploits, but the concept is great. My brother has been playing for almost 4 years now.

      --

      "I told you a million times not to exaggerate!"
    10. Re:Pull to Supervillany by Quikah · · Score: 2

      All the systems I have seen had lame bounties, just gold. Usually the economy is so broken that gold doesn't mean anything. you put in some killer bounties (like good items that can ONLY be obtained through bounties) and some bounty hunter type classes and skills that give big XP bonuses when used to collect bounties and you might have a working system.

      --
      Q.
    11. Re:Pull to Supervillany by Anonymous Coward · · Score: 0

      They were going to try this with the Shadows of Luclin upgrade to Everquest. It was supposed to allow gamers to assume the identity of a random monster. I.e. at the login screen, there was an option called 'monster' or some such. If you clicked on it, you would spawn in some random zone as a random monster. Complete with the special abilities of the monster.

      It was a great idea, but I don't believe it's been implemented yet. I know there were a number of players(myself included) who were looking forward to trying this...I would think that it would be a very economical option to implement...all the 'monster' models are already built, as well as the user control interface. Any EQ developers out there know the story on this?

    12. Re:Pull to Supervillany by Monkiboy · · Score: 2, Interesting

      believe me- this system does not work. Putting money on players heads doesnt convince them not to PK- it attracts them- it says "I'm on top of the Murderer board". I was Public Enemy number 1 for quite a while on the UO server I was on- when I had enough money on my head, I logged into UO on another computer- killed myself and took the head in for the bounty. Then resurrected- took the stat-loss and started working my char again. Within a couple of days i was back in form to PK again. Believe me- there is nothing more amusing than killing a bunch of people on your own- with them complaining because they feel Im "evil" I should somehow let them kill me because they are good.. "Evil will always triumph, because good is dumb" - Dark Helmet

    13. Re:Pull to Supervillany by Anonymous Coward · · Score: 0

      No, it won't. You see, people will just team up. One will be the nasty PKer, while the others will become bounty hunters. When the price on the PKers head gets ripe enough, he gets 'killed' by a mate who then collects the nice reward. This will happen if you make it worth the while to become a bountyhunter by putting in artificial rewards into the economy.

      I'm not saying that it's a good idea to play around with, just that it needs to be tweaked into a more usable system.

    14. Re:Pull to Supervillany by Anonymous Coward · · Score: 0

      NetDevil tried to do the bounty thing with their MMORPG, JumpGate: The Reconstuction Initiative (http://jossh.com).
      Heres how it worked:

      Two areas of space: Regulated and unregulated. Unreg is basicly outside of the law. You can do what you like and nobody in the government can touch you (squads and other players might take exception to certain things and go kill you anyway, though)..
      Regulated is controlled by the government. If you attack a player but do not kill him/her, you get a temporary bounty of a few hundered thousand credits until you dock at a station (stations attack you once you enter the sector if you have a bounty). If oyu kill the pilot, you get a permanant bounty, cannot buy equipment for your ship, cannot trade with other players and your location is reported wherever you go. Bounty Hunters have a great time during squad wars, when people forget about regulated space and just go for the kill. After doing a certain amount of work, your bounty is removed (you still need to work hard to get enough of a political rating (ala respect rating in GTA2) to buy new equipment).

      This works fairly well, but some pilots still go for the 'grief' kill. The EU publisher, MightyGames, occasionally takes steps to stop griefers by banning them for up to 76 hours, removing levels and credits and reducing political rating to -100. Only the people truly dedicated to 'griefing' everyone still do this, so a bounty system is an effectice deterrant.

  12. The most important thing developers must note: by NeMon'ess · · Score: 4, Insightful
    More games are coming out, but the gaming populace doesn't seem to be joining in. The existing market is fragmenting. Perhaps there is a substantial number of gamers who are waiting for one particular game to arrive before they join online. I have my own complaint. I chose Asheron's Call and played for three months after watching friends try out Everquest. All four of us quit EQ and AC, the other three tried both first. For us, the fundamental hook of eternal leveling simply is not enough to make us play. This incessant cycle of endless battles for weak rewards do not make these games fun for us. Two of my friends play Diablo II still, so I think they if anyone should have the will power to fight hordes for hours at a time.

    What seems to be lacking for me is a real sense of accomplishment. Leveling up is not fun in and of itself. The quests I do must actually matter to the game world. The game should change because of what I do. I should have other options besides fighting to earn credits. The classic game of Pirates! comes to mind. I want to be a trader sometimes, also a politician if I desire. Not just a patron, but I want government, and generals, military commands and so on. Neocron has some of these ideas.

    Unfortunately what I want is like ten games in one. But that's exactly what every company must strive for. Releasing the hack and slash game, followed by the trading game, followed by the political game, followed by the military/bounty/mercenary/thief-type game. Last but not least, if the world has horses or cars, there needs to be a racing game, not just on tracks, but street races. All of this must be available together and integrated.

    I know I ask the near-impossible, but if the game makers want me to devote my real life to their virtual world for years to come, shouldn't their world be at least as interesting as reality?

    1. Re:The most important thing developers must note: by Znork · · Score: 2

      The problem is that if the world changes because of what you do, it will also change because of what the other 500K players do. What you do wont matter, in the end, because we all want to be heroes, Gandalf, Aragorn, Frodo, but if we all were there would be no difference and we'd be back to not making a difference.

      Or should the games cater to the 10% players who have no job or life? That's what the feeble attempts at PVP MMORPG's do. 90% of the players get to be 0wN3D by the 10% who have no life.

      Successful games will be the ones where you can do little to become special. People dont want to play the part of the victims or cheering public to other people playing heroes.

      You ask the near impossible, but perhaps some day someone will implement it. But probably not as a commercial venture, because it is unlikely to be profitable or popular.

    2. Re:The most important thing developers must note: by Transient0 · · Score: 3, Interesting

      I would of agreed with this until the Sims came around. It seems that if gameplay is challenging/rewarding enough, poeple will be quite happy to play a member of the mob. For many people the escapism/fantasy element is still there(the desire to be Aragorn) but for others, being a productive happy hobbit is escapism enough. Particularly if(as the Entropia people are trying to do) a system gets developed which fully supports gamecash==realcash, rather than just really-cool-game-stuff==cash/fraud-from-EBay. I can imagine a lot of people who might think that spending a lot of time doing challenging and rewarding but unspectacular game tasks and making real world coin for it was as worthwhile as spending a lot of time trying to be a hero and maybe just ending up with a character who dies a lot(with a possible gamecash/realcash cost for resurrection). Of course you would still want a healthy helping of heroes, or else the game might get boring(only might mind you, there are No heroes in the Sims), but still... someone might just be able to pull off a game world which actually supported a heroic framework, adoring mobs and all.

    3. Re:The most important thing developers must note: by NeMon'ess · · Score: 3, Interesting
      Nevertheless, developers are still on crack if they expect more people to play for two to three years just to level up endlessly. I think its possible to create a game where the 90% are just as powerful as the 10%. When the players decide they want to kill the evil NPC Mordrath who is in his castle deep in the mountains of Sloemp, everyone can take part in the battles to eradicate his minions from the mountains, lay seige to their towns, and finally kick his ass, which mind you will require cooperation from tens or hundreds of players.

      How much one participates in this living world is up to the player, but the designers will have to stay on their toes to keep the world interesting. I figure this can be done, but it will take committment.

    4. Re:The most important thing developers must note: by startled · · Score: 2

      "More games are coming out, but the gaming populace doesn't seem to be joining in."

      Do you have any figures to back that up? I haven't been able to get exact numbers, but subscription numbers for both Everquest and Dark Age of Camelot seem to be quite high. (EQ over 370,000 last I looked; DAoC over 150,000?) Verant recently mentioned that every successive MMOG rollout has actually increased EQ numbers, possibly because it increased interest in the genre in general.

      I highly doubt the Sims Online will take away from EQ subscribers; it'll likely increase the market by a huge amount. Neocron, Planetside, and other games with a twitch factor will increase the market once again; the space games like EVE will make it even larger; franchises like Star Wars and World of Warcraft will bring in casual gamers (if the games are accessible enough), making the market huge.

      Current numbers don't seem to support your claim, and the future looks even brighter for the genre. I agree that to be successful they need to get away from the stupid leveling treadmills you mentioned, but even if they screwed that up (which the Sims won't, for example), they'd still be able to bring in a pile of cash.

    5. Re:The most important thing developers must note: by NeMon'ess · · Score: 1

      http://gamespot.com/gamespot/features/all/gamespot ting/031502/p2_01.html
      Trey doesn't outright say the market has stagnated, but I think he raises the interesting question of the available market. Also, of the recent issues of PC Gamer magazine I recall metioned that the market seems to be slowing in growth at about 900,000 paying customers.

    6. Re:The most important thing developers must note: by cecirdr · · Score: 1

      This is not an online rpg but it meets the criteria of good story telling. Planescape torment... Is this type of good storytelling not ready for online primetime? I've never played an rpg online, it has no appeal to me right now. It has the appearance of a chat space with some hack and slash thrown in.

    7. Re:The most important thing developers must note: by Fifth+of+Five · · Score: 1

      As an Asheron's Call player for 2 years running, I've seen that team come close, tantalizingly close. There were game plots where groups of players were pitted against each other, one set trying to prevent the onset of doom while others actively sought to unleash it. The mechanics of it were very, very interesting, particualrly on the PK-only server, Darktide.

      It is possible to be other than a camp/kill/level player in AC (and in other games, I'd wager), but it requires dedication and patience. The temptation to go out and do some adventuring just to pick up quick points in order to move you towards your "real" goal is alwasy there.

      In the end, I think the games are moving in the direction you would like, but it is going to be incremental for some time to come. What is really required is a technological breakthrough that povides an order of magnitude increase in base computing power across the board (at the server, PC and Console levels) as well as a wide, reliable, CHEAP data pipe to the consumer. Until those choke points are overcome the limitations placed on game design will stand squarely in the path of designing a truly dynamic, engaging total game experience.

      Now, if I could just plug the game interface in to a socket in the back of my skull...

      --
      "Melt the ice; eat the moose; drill the oil; get it over with." -Max Boot
    8. Re:The most important thing developers must note: by MasterKayne · · Score: 1

      Something to keep in mind when thinking of "cool ideas":

      These people are not in the business of making the most exciting, involved, or cool game. They are in the business of selling subscriptions. They will do only what they think is necessary to continue to sell subscriptions. They don't care about implementing new features or "wouldn't it be cool" ideas, unless they believe that it will add to their bottom line.

      It would be neat if my local theater had a digital screen, but it will not happen. They are not in the business of creating great movie experiences. They are in the business of getting me to the snack bar so they can sell me twenty cents of popcorn for five bucks.

      It may be cynical but it's true.

    9. Re:The most important thing developers must note: by Big_Breaker · · Score: 1

      I'm an AC player too and I think that team has done a great job with the quests and a pretty good job with the advancement/class system.

      I think they could have started out with better balance between the core skills.

      Two things are missing. Firstly you can't change the world at all. The closest thing was the defense of the harold cystal (?) on TD. Secondly everyone has leveled well over target that turbine originally set. My mules are higher level than they ever thought mains would get.

      For AC 2 Turbine needs to make the world player affected and give players, especially high level ones an alternative to the leveling treadmill.

  13. Interesting questions. by gatekeep · · Score: 4, Interesting

    This article raises a number of interesting points. Not the least of which, is what are these things? Are they games, of other worlds of existence? A place for enjoyment, or a metaverse of sorts?

    In my mind, they need to evolve beyond games and give users a reason to take part rather than stat building and killing progressively larger monsters. As a beta tester for Ultima Online, and short term user of several other systems I can tell you that gets boring real quick.

    The problem, as I see it, is how to deal with that small percent of the population who want to just cause trouble for everyone else. Pkilling, newbie killing, etc will always be something people want to do. The key is to protect people from it while not breaking the suspension of disbelief that gets us so caught up in the world, and still allowing these sorts of things for those who want to take part.

    Can you imagine how boring the metaverse would be if Hiro Protaganist just slashed through all the black and white avatars, simply because he could? That wouldn't go far to lure new users.

    To continue the metaverse analogy, allowing users to carve out their own niche is a real bonus. MUDs, MUSHs, etc. have almost all had some capacity to allow the players to build the world. The metaverse allows people to create homes, buildings, hell even the Black Sun.. but in MMORPGs so far that feature has been poorly implemented. UO allows for building houses and hiring shopkeepers, but the former just cluttered the landscape, while the latter became pack animals for most players.

    In short, this article asks some good questions. I can't think of any easy answers to any of them, but it's good to see people discussing this in an open forum.

    1. Re:Interesting questions. by Sycraft-fu · · Score: 2
      The problem, as I see it, is how to deal with that small percent of the population who want to just cause trouble for everyone else

      Griefers is what my firends and I call them and yes, they will always be there. One way to deal with them is how we did on the MUD I used to admin: we banned them. There were rules about things you couldn't do. For example you couldn't kill someone X levels below you UNLESS they were dumb enough to start something. You broke the rules, first we warned you, then we helled (basically a temporary ban) you, then we erased your account and banned you from comming back.

      However a better solution is what the people from Shadowbane are going to try: count on griefers and build the game knowing they will be there. I won't bore you with tons of details but basically they are trying to design it so that griefers force you to join a guild, since they'll be jerks otherwise. IF you're in a guild, you are then protected by that guild and so on.

      It reamins to be seen if the Shadowbane implementation will work, but all in all it's a good idea: Count on the fact that there will be griefers and design the game to have mechanisms to get around them.

  14. Future of MMOGs, actual by Demonix · · Score: 1

    Personally, I think DIY MMOGs are the way to go...basically you release a toolset that allows someone to make thier own world with a pre-existing framework of rules...then you can turn the players loose in them.

    It's not massive, but it is multiplayer...and people can restrict access to thier worlds as they see fit...ending the days of l337 camper and catass man.

    Oh yeah..that's Neverwinter Nights, and its coming out in June...

    I think the MMOG 'industry' is about to get a nasty surprise.

    --
    when all is said and done, all a man has left are his blades and his honor.
    1. Re:Future of MMOGs, actual by bughunter · · Score: 3, Interesting
      NWN is close... but it is not designed to support a persistent world, it's designed for episodic adventures.

      Not that that's stopping people. I was involved with one group of people planning a persistent world set in the Forgotten Realms. And it wasn't the only one. But there were two big problems:

      First, the game isn't designed to represent a persistent world, and the game system isn't designed to be played in real time. One spell per day? Hah! Who's going to play a first level wizard. There are some ways to get around this, but as of the last developer chat I attended, none of the developers had the time to worry about persistent world problems... they had enough on their plate already. And I'm sure it's only gotten worse. Some did express interest in going back after release (and after bug patches) and looking into a persistent world addon, but it was only talk. So, everytime we turned around, there was another hurdle to overcome, or question unanswered, specifically because we wanted a persistent world.

      The other problem is cost. It costs a lot to run a server and provide the bandwidth necessary. How are you going to pay for it? Advertising? Monthly dues? Subscription fees? Sales of in-game items? Suggest any of these to your prospective audience and you'll get flamed and derided. The proposal to charge just $10/month pretty much ended our aspirations... the discussion forums where we GMs were coordinating and soliciting comments descended into namecalling and bagbiting, and I left. Eventually the project server went offline and never came back up.

      The other thing we discovered was that there are a lot of people who don't want to roleplay -- they want to hack and slash, PK, or do both while playing a Drizzt clone. I can't tell you how many people introduced themselves with a character description of "Dark Elf with two scimitars" and half of those wanted to play an evil paladin or something equally far outside the rules. We got sick of munchkins even before we got our first look at the design tools.

      Despite all that, there's going to be people using NWN to set up persistent worlds. But because it isn't designed for them, they aren't going to be very common nor very good. The best ones will probably be distributed over many interconnected servers with "portals" between them. However, until someone designs a toolkit for building persistent MUD-like worlds, DIY multiplayer online RPGs will be a thing of the future.

      --
      I can see the fnords!
  15. That's easy... by eison · · Score: 2, Funny

    Red Dwarf figured it all out years ago, watch "Better Than Life"

    --
    is competition good, or is duplication of effort bad?
  16. Maybe it's just me... by mhyclak · · Score: 1

    ...but sitting around the table with a pen and paper and a few dice is much more fun than staring at a Monitor for several hours...

  17. Progress Quest by Shadows · · Score: 0, Redundant

    Progress Quest IS the future of MMORPGs -- and it's here now.

    Seriously, I've been playing this thing for weeks now. Every waking moment -- I'm at the point where I even feel like I play it in my sleep.

    1. Re:Progress Quest by TrinSF · · Score: 2

      I was just about to post this! I think it's truly the future of MMORPG's -- it's the next step, the perfect evolution. All my friends play it *all* *the* *time*.

      I can't wait for a wireless version I can play on handhelds when I'm on the bus, or in meetings. It's *so* addictive.

  18. The problem with MMORPGs... by ZiZ · · Score: 1
    They all look virtually the same. This problem has been brought up with regards to other game genres, too...but I think the most important thing that MMORPGs would be able to do in the future is present a really new, innovative environment - one that doesn't focus on "Wander around, kill things, get stuff, sell stuff so you can wander around, killing bigger things".

    Maybe an MMORPG with some real meat to the ability to develop a world, i.e. Ultima Online 2k2 (and I mean a really new version, not just the updated client). Maybe one that has real, obvious, easy-to-get-involved with politics and stock marketing built in. Heck, maybe one like Freedom Force, where you can destroy everything, except with the addition of a building mode. Something to get out of the "Kill to get bigger to kill bigger things until you can sell your character on eBay" mindset.

    --
    This flies in the face of science.
  19. "Let me out! I'm not done making my wookies!" by realgone · · Score: 5, Funny
    ...the creators of EverQuest, Asheron's Call, World of Warcraft, Dark Age of Camelot, Star Wars Galaxies, Anarchy Online, and others in the same room together?

    Wow. Throw some heavy-duty padlocks on that door and you'll have just increased geek productivity by about 800%.

    And if they start asking for food and water, just tell 'em to /petition it...

    1. Re:"Let me out! I'm not done making my wookies!" by NeMon'ess · · Score: 1
      Better yet, throw some padlocks on the doors, but first include a bunch of top-notch desktops and order them to start working. Two years later we'll have the best online game in history.

    2. Re:"Let me out! I'm not done making my wookies!" by Mike+Buddha · · Score: 2

      And if they start asking for food and water, just tell 'em to /petition it...

      "Umm, you guys just need to spend time working on your baking skill..."

      --
      by Mike Buddha -- Someday the mountain might get him, but the law never will.
  20. Not too far, I think by FurryFeet · · Score: 1

    Two years ago, we saw several companies trying to impulse "a new way to surf the net" (cuecat, anyone?). It turned out that people were happy to type URLs and use search engines, thank you.
    My point is, there are plateaus. There are points when you have to say "this is good enough, no need to spend a lot more time and money for less return". Some call it the 80-20 law.
    I believe MMORPGs are very close to their plateaus now. There are only so many more changes that can be made without the need for mayor investent, both from enterprises and users, that I don't see happening anytime soon.
    MMORPGs are almost as good as they're going to get, at least on fun factor.
    I'm not trolling. I'm just sick of "the sky's the limit" mentality, when there's always a practical limit, and it's often closer than you want to believe.
    Sorry about the rant. I'll shut up now and return to my rocking chair.

  21. The future of online RPGs... by Izang · · Score: 1

    Online games will continue to be released in an incomplete state and their owners will fully expect the players to pay for finishing the game. That's the future of MMORPG's.

    1. Re:The future of online RPGs... by danro · · Score: 1

      Online games will continue to be released in an incomplete state and their owners will fully expect the players to pay for finishing the game. That's the future of MMORPG's.

      I don't want to be picky, but in what way does this differ from any other commercial game?
      Or any product at all. The fundamental truth of capitalism is: The consumer always pays!
      ...because real peoples real work is the only thing that adds value to the system. The rest is just distributing the riches.

      My point is that this has always been true, and will probably continue to be true.
      You always pay! Deal with it!

      Oops, sorry for the rant.

      --

      "First lesson," Jon said. "Stick them with the pointy end."
  22. More info by jayhawk88 · · Score: 2

    Check out Joystick101 for some more first-hand reports on the various talks and presentations that went on at GDC 2002. Particularly this one and this one.

  23. Where all gaming is headed. by Steveftoth · · Score: 2, Interesting

    I think that as we become more and more online, games will be the first to switch from a product like it is today to a totally service based system. You may goto a store and buy a cd that starts you off, but eventutally the game will be totatlly downloaded off the internet. It's already happening today in small amounts with EQ, UO, AC, and AO. Valve just realeased that technology that allows you to download a game completly from the internet.
    If content providers hooked up with cable and DSL providers, and provided caching servers closer to the customer, there would be almost no wait for your games. That's something I can see people paying for.
    Old school distribution is definatatly going to dissapear in the long run. Maybe not until the X-Box 3 or the PS5, but there will be a console released that you just plug into the internet, monitor/TV and wall. No CDROM/DVD drive, just games. The only thing that is stopping it today is bandwidth and the fact that Sony makes an amazing amount of money for those silver disks.
    It really makes sense because right now they are almost doing it right now. Think about how many times you have had to buy the same game but slightly updated for the new system. Is Civ III really 50 dollars better then Civ II? Most sequels are just the same game, better graphics. The only difference is that you can NOT buy the new game, but if they charged a monthly fee then you have no choice, it's pay to play. Though I hope that they will charge less since they will be able to get much better market data from the consumer if the consumer has to download the game to play it.

    1. Re:Where all gaming is headed. by Anonymous Coward · · Score: 0

      Old school distribution is definatatly going to dissapear in the long run.

      Your starting to sound like those souls who dare utter the words "Radio is going to kill the newspaper business" or "Television is going to kill the newspaper business". Its not going to happen. Frankly, I will NEVER buy software online. Why? When I hold that li'l silver piece of plastic in my hands, I know I own it. If I can order online and recieve the program now, thats great, but I don't feel like I own it. Maybe if I recieve a CD a few days later in the Mail, would I feel that works. What happens if the company I bought the software from goes bankrupt? What if their tracking system dies a horrible death? How do I PROVE that I owned that product? Possession is 9/10ths of the law...

    2. Re:Where all gaming is headed. by Chester+K · · Score: 2

      I think that as we become more and more online, games will be the first to switch from a product like it is today to a totally service based system. You may goto a store and buy a cd that starts you off, but eventutally the game will be totatlly downloaded off the internet.

      As a former Associate Producer for an MMORPG, I've had my hands slightly into the marketing and financials of these types of games and I can tell you two things:

      First, the serious players already treat their game as a service instead of a product. Witness Premium Subscriptions, which are justified as a direct copy of the Premium Service Plans you can get from more traditionally service-oriented companies.

      Second, box sales aren't going away any time soon. The profit from retail on a new MMORPG is too big of a carrot to ignore. It provides a little bit of financial help for what is already a very very financially risky business (the game industry in general, and it's many times worse when you factor in the added costs of developing and launching an MMO title). A couple companies have tried allowing downloads already, but that was mainly out of desperation.

      --

      NO CARRIER
  24. slumming it with MMORPGs by Anonymous Coward · · Score: 0
    Just as candles went from being the commoner's means of lighting their house to a symbol of class so shall standard book, paper and dice RPG sessions become the highly sought after status symbols amongst people who have no life.

    I'll be interested in MMORPGs once they have 10, 12 and 20 sided dice which are Mac-compatible.

  25. prophesizing on the Matrix(ala Gibson, not Keanu) by Transient0 · · Score: 3, Insightful

    This article is excellent, and I particularly enjoyed the intelligent focus on copyright and intellectual property issues as MMOGs slide towards greater and greater online content. Admittedly, I haven't played an MMOG since the Tradewars days, but the idea still fascinates me. The most thrilling idea surrounding this topic as far as I am concerned however, is that of inter-game compatability. It seems only a short matter of time before, at first multiple games by the same company, but eventually games by competing companies, support the transfer of characters and wealth between game worlds.

    From that point I can imagine very easily that the drive towards standards and cross-compatability would result in the creation of a standardized "meta-game" in which characters could interact devoid of any rules or constructions aside from user created content and the "laws of physics" of the virtual world. Some users, of course, would become massive creators of original content in effect turning their corners of the meta-game into games in their own right(whether free or requiring an admission fee). Of course the commercial games would still exist and could be easily entered at any time from the meta-game, but the meta-game itself would provide the perfect level for many types of interactions and for encouraging a seamless gaming experience.

    There is only one small step left from there to envision this meta-game expanding to include near-infinite non-game content and eventually replacing what is now WWW-space with an avatar driven virtual world such as that envisioned in Neal Stephenson's Snow Crash.

    Of course, everything i have just said is speculation and supposition, but my real point is that what is going on in the world of MMOGs may be something that warrants attention even from those who aren't gamers themselves. People may one day talk about EverQuest the way people to day talk about an old DoD project called ARPANet...

  26. my friend went to that conference... by Anonymous Coward · · Score: 0

    the guy loves these types of games.

    i think they're ridiculous.

    the guy sits for 6 hours every night slashing make believe rodents and other artificial beings just to go up levels. he loves to play dark age of camelot and anarky online. i ask him why can't he fight others. "because then people will be sad they're character is dead."

    these guys are for anti-social morons. weirdos...

    1. Re:my friend went to that conference... by Anonymous Coward · · Score: 0
      my friend went to that conference

      and

      these guys are for anti-social morons. weirdos...

      What does this make you?

  27. Intellectual property in user-created worlds? by narfbot · · Score: 1
    Of course, user-created content has a lot of sticky issues. Raph Koster, former Lead Designer for Ultima Online and current Creative Director for Sony Online Entertainment and Star Wars Galaxies, expressed the problem without mincing words: "Our corporations are terrified of this." Intellectual property, ownership, and copyright issues are just the beginning of the uncharted territory. More importantly, how can a game design rationalize the desire to give players creative power with the need for a controlled environment? Are the two mutually exclusive? Solving this problem seemed to be the top agenda in the next generation of games.


    Why do corporations think they can control user-created content as their own, in MMORPG's? We have enough of this problem in the real world, just with their damn license agreements.

    What an MMORPG needs is a GPL-like license, that way, all changes are made availible in return for promoting the world's depth. It doesn't have to be programming, but anything created from the world's sense of creation.

    People make worlds, to achieve their own goals, not give corps fatter pockets.
  28. 5 hours a month? by datacaliber · · Score: 1

    I agree w/ alot of the developers' comments except for one: "How do you make a player who spends five hours a month [playing] still feel relevant to the game world?"

    The easy answer is: You Shouldn't.

    The whole point of a MMORPG is to immerse yourself into a digital world. It's not like playing a quick starcraft game. 5 hrs a month isn't even enough to develop a good Diablo II charactar, and most people (me included) feel that D2 is too simple and should've been more in-depth. If someone is only willing to play 5 hrs a month then they're probably not willing to buy the game.

    trying to cater to this "vaporous" crowd will only make the game suck

    1. Re:5 hours a month? by Hassman · · Score: 1

      You're right! Only people who sacrifise real life for their virtual life should be catered to. After all, those are the people that really matter right? The ones who live in their mom's basement and live "life" though IRC romances...

      Games are a release, therefore, you shouldn't have to put an ungodly number hours into it to get somewhere. something out of it, or to begin to have fun. In other words, go outside at least once a week.

      --
      -Mark
      Dovie'andi se tovya sagain.
    2. Re:5 hours a month? by datacaliber · · Score: 1

      "You're right! Only people who sacrifise real life for their virtual life should be catered to"

      Well in a sense...yeah. The only people I know that play MMORPGs are people who devote days worth of time a month to leveling their charactar. I personally don't play RPGs because I don't have the patience to sit on my comp all day and level up.

      My point is that catering to "casual" MMORPG gamers is stupid. Stupid because of 2 reasons:
      a) Casual gamers dont play persistant games. Especially if you have to pay a monthly fee. Making the game accessible to casual gamers might result in big signup at launchtime but will ultimately fail because the CGs will leave(no point in paying for something you hardly use).
      b) the only real way to cater to CGs is to remove much of the complexity in the game. But when you remove the complexity you don't really have a MMORPG anymore, you have something more akin to Diablo 2 which is a great game but not a MMORPG.

    3. Re:5 hours a month? by NeMon'ess · · Score: 2
      Uh, hello, 5 hours a month is about 1.2 hours a week. That's nothing at all. How many people are going to pay $10 a month for 5 hours of play? Thats $2 an hour. Do you think someone will pay $120 a year for that? I don't think so. Anyone who does is an idiot, and I think they make up a very small segment of the market. If gamers don't contribute more to the game, they will never feel relevant. Its more important that developers figure out how to make the gamers' contributions relevant. If the gamer has a genuine impact on the world, and currently gamers don't, then they will feel relevant.

    4. Re:5 hours a month? by alriddoch · · Score: 1

      You seem to be missing two important points here. There are two things that the big players is the MMOG games industry are aiming for here:

      1. They are aiming to make games that appeal to as many people as possible. They already have games that appeal to obsessives. There is no need to continue to produce games exclusively for this market. The MMOG publishers want to expand their market, and they see it as essential to attract people who not interested in devoting their lives to the game.

      2. The fewer hours each player spends online, the more profit they can make. Time spent online puts load on the servers, and costs them bandwidth. Many of the developers are aiming to create games where the players can have a full experience, and feel that they are making a difference, while spending a fraction of the time online than that of the typical EverQuest player.

    5. Re:5 hours a month? by Kwil · · Score: 1

      I dunno. People pay ~$10 for two hours entertainment at the theatres these days.. so why not?

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    6. Re:5 hours a month? by InfoVore · · Score: 2
      Uh, hello, 5 hours a month is about 1.2 hours a week. That's nothing at all. How many people are going to pay $10 a month for 5 hours of play? Thats $2 an hour. Do you think someone will pay $120 a year for that? I don't think so. Anyone who does is an idiot...

      It would not make them idiots, it would make them a) casual players and/or b) people with limited time available to play. I know several people who are casual MMORG players who only play a couple of days a month. I am one of them. I average between 10-15 hours per month in my MMORG.

      Would I like to play more? No, I have a full life with plenty of interests and a good job. The 10-15 hours a month I play provides me with enough time to feel satisfied without getting burned out on the game. It is also enough time to keep in touch with my Guild friends and how everyone is doing. Do my characters advance as fast as most others? No. Do I participate in all the guild events, raids, etc? No. Does it bother me, no.

      I get as much out of the game as I am willing to put into it. It is worth the $12/month to me (by your standards I am $24/year more foolish than the average casual player). I spend much more a month on going to the movies and WAY more a month on soda. Actually, I tend to save money because I no longer buy 2-3 new games a month. My subscription fee is automagically deducted from my account, and I play when and only when I am in the MOOD to play... a very important factor. Playing a game for the sake of maximizing your time/dollar is just dumb. Playing when you really WANT to play, maximizes your ENJOYMENT per dollar.

      Politeness note: calling someone an Idiot when you don't see their Point-Of-View doesn't prove they are an Idiot, but it might indicate that you are one. Caveat Orator.

      I.V.

      --
      "These laws they're passing won't even compile anymore, let alone execute." - anon
    7. Re:5 hours a month? by NeMon'ess · · Score: 1
      The only problem I see with your argument is that you play 10-15 hours per month, not a puny 5. 10-15 hours is perfectly reasonable to me, while 5 is not. Developers who focus on getting people to play only 5 hours a month might save themselves server and bandwidth costs, but the gameplay changes should not adversely affect anyone playing more than 5 hours. Anyone who pays to play only 5 hours a month is an idiot according-to-me. That is a subjective opinion, not an objective statement of fact.

  29. Re:Slashdots editors suck by SuperguyA1 · · Score: 0, Offtopic

    why do you bother coming back?

    --
    "as plurdled gabbleblotchits on a lurgid bee" - Prostetnic Vogon Jeltz. (One man's humorous is another mans flamebait)
  30. Multiplayer Classics by Anonymous Coward · · Score: 0

    We need a Multiplayer Online Breakout. We could all log on and play as the blocks. We sit there till someone comes and smacks us with their ball.

    Or even better we could design a extremely detailed world with citys and towns and everything and then play MISSILE COMMAND! This would require a Beowulf cluster to play. (panic takes alot of FLOPS)

    1. Re:Multiplayer Classics by danro · · Score: 1

      Actually, that would be a great idea!
      Think the arcade game Tank War Europe in Neuromancer (William Gibson)...
      We'll need some holographic projectors though...

      --

      "First lesson," Jon said. "Stick them with the pointy end."
  31. Painful Memories by pyrrho · · Score: 4, Interesting

    I worked in online gaming from 1992 to 1998 and we built a MMORG that never got to see the light of day.

    During it's development it suffered from many of the things mentioned in this article.

    (1) was it a game? No one knew, it ended up being made into an interface for our other previously developed games (like Spades and Poker and Bass Lake Fishing). The RPG aspect and personal space customization were to be done later, after this was decided. So the answer was, no it wasn't a game.

    (2) it's for adults more than kids, and at the time people still thought only kids played video games (ooops, kids grow up and... still play)

    (3) we were hot enough to be bought by AT&T and then AOL... ug, death!

    (4) finally, we were around before the (commercialized) net and had a you-have-to-build-it-yourself mentality. This is not a "not invented here" syndrome, when we started making network games in 1991, you really did have to build it yourself. Email, chat, everything. We didn't survive all the help we would get, and never leveraged the explosion of the net to our advantage... instead it was a sort of tsunami that swamped us.

    (5) Violence: it sells, the 3d "revolution" in games is associated with it. Making a peaceful game hedging on community and social play, construction exploration and politics... why, it's a hard sell now, it was even harder then. Thank god for the Sims for opening this up a little, potentially.

    BTW: I still remember how to make these things... our technology could support tens of thousands of people on the hosts where there was no limit to packing, but you saw only the closest couple hundred people. It sits unused, now owned, I think, by EA. The hosts are in use for non-mmorg use, oddly enough. Inside these hosts people playing mundane card games have existence in a 3D world because the message passing paradigm is great... but they don't move in the 3D space and essentially sit in a matrix keeping track of an unpresented 3D position in the world.

    --

    -pyrrho

    1. re: Painful Memories by flonker · · Score: 1
      The hosts are in use for non-mmorg use, oddly enough. Inside these hosts people playing mundane card games have existence in a 3D world because the message passing paradigm is great... but they don't move in the 3D space and essentially sit in a matrix keeping track of an unpresented 3D position in the world.

      I'm suddenly getting visions of people sitting, chained in a cave, watching shadows thrown against the cave wall, completely oblivious.

    2. Re:Painful Memories by EQ · · Score: 1

      Lemme guess, Kesmai? (Good 'ol IOK/LOK)

      What EA did to Kesmai was criminal IMHO. Your offices in Charlottesville were pretty cool, old brick buildings and all that...

      I almost worked for you guys, but I was making too much in Telecom (HA! not anymore) for you guys to be able to afford me.

      --
      Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo! http://goo.gl/J9bkO
    3. Re:Painful Memories by SandSpider · · Score: 1

      Nah. Closer inspection reveals that he probably worked for Worldplay. Kesmai was never bought by AOL, they were bought by EA. OTOH, Worldplay had a very robust set of card games and were owned by AOL, who eventually passed control of Worldplay to EA.

      There is still a tiny pocket of Kesmai left, though Kesmai Studios is no more. The Flight Deck and Murderer's Row is still there, as is the Castle. It's just the Catacombs, the Woods, and the Stables that are gone. I don't know if you remember any of the area names, but there you have it.

      It is a shame about the studios, but I suppose I'm biased.

      =Brian

      --
      There is nothing so good that someone, somewhere, will not hate it.
    4. Re:Painful Memories by pyrrho · · Score: 1

      Kesmai, Worldplay... bleeding edge for early adopters, eh?! ooops, bled to death... hey! what are you doing with my corpse?

      --

      -pyrrho

  32. This is the Virtual Reality we heard about. by Binky+The+Oracle · · Score: 4, Insightful

    When I first stepped into Everquest, it was magical. This was the first online game I had tried and it was simply amazing that there was an actual person on the other end of that halfling.

    While the magic and novelty is largely gone, I can't help but think that these MMORPGs are destined for the business world. Five years ago all I heard about was the coming virtual reality - meetings in cyberspace... working from home with an avatar in a virtual meeting room.

    Well, I've been playing in one of those for the last year or so. With some minor tweaks and feature enhancements, this technology is ripe for virtual/avatar-based meeting spaces. Instead of logging in to the goblin city, I'll enter a building. My conference is going to be in the third door on the left (the door will be pulsing softly and there will be arrows pointing the way from reception).

    I'll enter the room and the people I'm going to meet with will be there also. I can look at the "screen" and see the presentation, whisper to the person next to me... or the person at the other end of the table for that matter, raise my hand, whatever. I might even be able to have my macro script take control and nod appropriately so I can nip off to the mall and do some shopping while it records the presentation for me.

    Yes, this is years down the road, especially for it to become an accepted business practice... but it will start with someone convincing their boss that the next staff meeting should be held in the North Freeport tavern or the Inn of Rivervale. Once it does happen, it will do more to eliminate the need for employees to be in the same place as their employers...

    And that will be pretty cool.

    --

    Slashdot comments... splitting hairs since 1997.

    1. Re:This is the Virtual Reality we heard about. by Anonymous Coward · · Score: 0

      Just imagine when the marketing people get thier hands on this one.

    2. Re:This is the Virtual Reality we heard about. by Sabalon · · Score: 2

      Gee...go after the co-workers with a sword or M-16. Give a whole new angle to team-killing.

      Seriously - sounds like overkill for having a meeting. Then again, I can run around in Doom and kill processes on my machine, so each to their own.

      "User *BANNED* from server for TKing Networking Team"

      See boss...the server won't let me in, but this 24/7 Overlord server did.

    3. Re:This is the Virtual Reality we heard about. by Binky+The+Oracle · · Score: 2

      It's certainly overkill for a meeting where everyone's in the same building, but what about a meeting where you have people in different states or even on different continents?

      This kind of technology seems like a good substitute for videoconferencing which takes up way more bandwidth and provides less functionality. Add some intuitive way to provide emotional cues when needed (smiling, laughing) or voice over IP technology, and I think this would be a pretty cool solution.

      --

      Slashdot comments... splitting hairs since 1997.

    4. Re:This is the Virtual Reality we heard about. by Anonymous Coward · · Score: 0

      Also, giving everyone avatars that are the same height, equally beautiful, etc. will focus people on the the merit of an idea rather than the impression of the person who presented it.

    5. Re:This is the Virtual Reality we heard about. by Sabalon · · Score: 2

      Still overkill. Why do I need to move around, jump, look at things to see them?

      Instead provide something like Netmeeting (that works with multiple people) - or basically any voice chat. Wanna see the presentation, put it on the common chat area, or at least a link to it.

      Then again, I guess if you have a QIII engine and a crappy video card and don't follow the directions in the presentation, you can always claim that it was rendered different on your machine.

      It's not that I don't think it'd be cool - just kinda counter-productive.

  33. Re:Roleplaying & Text MUDs by 56ker · · Score: 1

    I used to play another text MUD - Utopia - but it got so addictive I had to stop.

  34. It's not THEIR copyright they're worried about... by Anonymous Coward · · Score: 0

    It's someone elses.

    What do you do when someone lovingly crafts and recreates someone elses copyrighted work inside YOUR game? By doing that, your game is now publishing someone elses copyrighted works. That's what they're terrified of, that some jackass is going to make a perfect replica of the Millenium Falcon in The Sims Online, and they're going to get their asses sued off by LucasFilm.

  35. Just one thing.... by The_dev0 · · Score: 3, Insightful
    The only reason I don't play any of the better MMORPG's about is a reason I think alot of people will agree with. If I just paid $50 or more for a game, thats it. I have a real problem with ongoing payment (mostly because I dont own a credit card)toward a game I already own! I understand it costs money to keep the servers up and other stuff, but hey, make the game slightly more expensive on initial purchase and eliminate the ongoing payment. I won't pay to play on principle. I would maybe consider it if the game cost had a ceiling, ie: you buy the game, pay to play for 12 months, then it becomes free. When a mate showed me Asheron's Call and explained how it worked, the only thing I could hear were the cash registers going off in my head.

    So let me get this straight, you pay $50 for the game, then $12.95 every month? And how long have you been playing now? *ching ching*

    --
    Never fight naked, unless you're in prison...
    1. Re:Just one thing.... by geekoid · · Score: 2

      or
      Have the intial software you buy be a game in its own right, then charge for people who want to play online.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Just one thing.... by alriddoch · · Score: 2, Insightful

      There are more problems with the payment plan you propose than I can immediatly explain, but I will have a go.

      Firstly, these games cost more than single player games to develop. Much more. Costs relating to the current generation, and the next generation in development are between 5 and 10 times as expensive as a typical single player game. If all they got was the initial purchase price, it would not be economically viable at all.

      When it comes down to it, $12.95 per month is really not that much. When you compare it with the cost versus playtime of most games out there, then its very good value. The playtime of games is shorter than it used to be, and it looks like its going to get shorter still. I am not a hardcore gamer by any means, and I played the last two games I bought in less the a week each. I imagine that a teenager with fast reflexes and plenty of free time would have been able to finish them in a day.

      The current payment model covers the costs quite nicely. A burst of revenue early on to cover a proportion of the development costs, and the costs of setting up the servers, followed by a steady, if gradually declining revenue stream to cover the costs of updates, new content and operational costs. If anything the proportion of the cost covered by subscription is going to rise rather than fall, and the idea of a company letting you play for free after your initial subscription period is a pipe dream.

    3. Re:Just one thing.... by The_dev0 · · Score: 2, Insightful

      Good call, friend. I'm sure that there are a lot of people at home playing a quiet game of Baldurs Gate 2 or Diablo 2 as we speak. I myself have been playing the Baldurs series since release and have never played it online (I do LAN with friends, though). Even the Quake3 idea of 'bots' inhabiting the game world is better than nothing, and it would justify the price of some of these games that are basically unplayable unless you are logged on to the game server. It would also give newbies a chance to get their shit in one sock (so to speak) before jumping on-line and getting vaporised.

      --
      Never fight naked, unless you're in prison...
    4. Re:Just one thing.... by Anonymous Coward · · Score: 0

      Going to a crapy 85min movie (+15min advertisements) + large pop + large popcorn = ~$12.95
      Playing online on a company actively supporting and still developing the game. Meeting your friends, playing about 20 hours or so per month = ~$12.95

      sorry, I don't understand what you expect from an online game. granted diablo 2 was free, but then again it is actually really a simple game (what, only 8 people per world) with really easy character generation, etc. ?

  36. MMORPG these games are not. by chris_7d0h · · Score: 1

    The current genre of the titles mentioned in the article is MMOLG, Massively Multiplayer Online Levelling Games. (I admit though, some like to call new titles in this genre "More Meaningless Online Running Past Groups").

    --
    In a society that believes in nothing, fear becomes the only agenda ~ Bill Durodié
  37. MEERKAT by Anonymous Coward · · Score: 0

    you sir can not understand the situation any further either

  38. Yes, well... by FenrirWolf · · Score: 3, Funny

    I actually prefer StatBuilder. It's got a lot more stats!

    - signed, a lvl 154 statbuilder character -- you cannot comprehend how high my tree-climbing stat is!

    --

    Where's the submit button??

  39. It's the Economy Stupid by jheinen · · Score: 5, Insightful

    The central focus of all MMORPGs is the economy, and so far all of them have weak or artificial economies. The rewards of playing stem from the game economy and in order to be truly compelling the economy has to be robust and realistic. Take EQ for example. The economy is really driven by two things - experience (which can't be traded) and equipment, all of which exist in essentially unlimited quantities. Spend enough time and you can get everything the world has to offer.

    What is needed is an economy that motivates people to cooperate and simultaneously drives conflict. Think RTS combined with RPG. There should be certain resources that are finite in availablity, but necessary for progress. To get the resources you need you can either find them, buy them, or steal them. To help this along there should be factions or groups to which you can belong and from which you derive certain benefits that help you get the resources you need. This sets up a natural conflict between competing groups vieing for the same limited pool of resources. You are effectively forced to ally with others in order to achieve your aims, since it is easier to defend your resources when you group together. In order to get some resources, it might be necessary to pool resources, for example to get enough cash to purchase a piece of equipment that enhances resource production. You would essentially be investing in an enterprise and expecting a return on that investment. The game could even support a stock trading system in which you could invest in various enterprises based on your interests and desires.

    Once you have an economy figured out, everything else comes together. You don't need to provide monsters or quests, since the dynamic of the game creates them all on its own. You get people working with or against each other, which is what it should be about anyway. Other humans are going to be far more interesting and challenging opponents or allies than any AI creature.

    --
    -Vercingetorix
    "Necessitas non habet legem." -St. Augustine
    1. Re:It's the Economy Stupid by debrain · · Score: 2
      Other humans are going to be far more interesting and challenging opponents or allies than any AI creature.


      umm ... HAL?

      ;)
    2. Re:It's the Economy Stupid by Xzzy · · Score: 2

      Heh, finally someone that agrees with me. Economy is something I've never seen replicated properly in any game, anywhere. They either fail to emulate resource gathering sufficiently, or they make it too tedious, or they don't make the system zero sum (which I've always felt is vitally important, someone has to lose so someone can win).

      However, there's one big problem with your ideas. ;)

      > Other humans are going to be far more
      > interesting and challenging opponents or allies
      > than any AI creature.

      This is something I've watched a bit with the recent release of Dark Age of Camelot. The lesson learned? Players HATE to lose. If someone beats them, their first inclination is to assume there's a problem with game balance and they appeal to the developers to fix the balance. In short, players expect that they will always win. Very, very few people can soak up a loss without complaining, get back on their feet, and go at it again. They ALWAYS blame game imbalances.

      Computer controlled conflict doesn't have this flaw, or at least not nearly as badly. Players are better at accepting that a comptuer is more impartial, even in th face of suspecting the computer is artificially buffed up to make the fight a challenge (ie, compensate for poor AI). Or else, they blame the developer (which happens no matter what they do, so it's mostly down to deciding what kind of blame the developer wants to cope with).

      But I digress. As interesting as human opponents look on paper, in practice, they end up being an amazing pain in the ass to a developer, which is something I highly reccomend not overlooking. ;)

    3. Re:It's the Economy Stupid by jheinen · · Score: 2

      I would have to disagree. In EQ people lose all the time. The pain of death is lessened by the fact that you don't really lose much. You can go out and reclaim your corpse and its posessions.

      True, people don't like to lose, but if you're bothered by it that much, why play at all? If there are no losers and only winners, it's no longer a game. The key is to make the consequences of losing commensurate with your investment in the game. If you have to spend hours and hours building your character, then death shouldn't be a huge penalty. If, on the other hand, all players are basically created equal, then there is no problem. There are all sorts of ways to make death and losing not so bad. As long as you return to the game reasonably close to where you left, there shouldn't be a problem. User education is important too. It needs to be stressed that it's a *game* and that people lose. In a role-playing situation, losing can be as fun as winning if done right.

      --
      -Vercingetorix
      "Necessitas non habet legem." -St. Augustine
    4. Re:It's the Economy Stupid by j7953 · · Score: 2
      In EQ people lose all the time.

      Umm, no. They might *die* all the time, but they don't actually *lose*.

      The pain of death is lessened by the fact that you don't really lose much. You can go out and reclaim your corpse and its posessions.

      You see? This has nothing to do with the zero-sum economy as you are suggesting.

      The key is to make the consequences of losing commensurate with your investment in the game. If you have to spend hours and hours building your character, then death shouldn't be a huge penalty. [...] As long as you return to the game reasonably close to where you left, there shouldn't be a problem.

      But that is contrary to a zero-sum economy! In a real (capitalist, at least) economy, your risk goes proportional with your investment, i.e. the more you have invested, the more you can lose. What you're demanding is an economy where people have a guaranteed return on investment, or at least are protected from losing too much of their investment. This is not a zero-sum economy, at least not a competitive one.

      The main problem with a zero-sum game you'll run into is that those who have lost can simply quit the game and restart with a newly created character. This implicitly will make your game non-zero-sum: the wealth (money, objects, whatever) that they've lost to others cannot be taken away from the players who have won it, but whenever a new player joins the game, the total amount of wealth must be increased (otherwise the economy as a whole would become poorer whenever a new player joins). So you have a constant supply of extra wealth by players who join the game, lose, then quit. Note that this system is not only non-zero-sum, it will probably also be exploited heavily.

      The only option is to make sure that players never lose or gain too much, but then the economy wouldn't be competetive any more and doesn't generate any real conflicts by itself, so you'd again be stuck in a game that requires you to introduce artificial conflicts (e.g. the inifinte supply of monsters that current games have).

      It needs to be stressed that it's a *game* and that people lose.

      Not true. It's a gaming world, not a game. The fact that you don't mind losing e.g. a board game is that a board game is designed to be a competition. This means you're starting of equal and that you're competing for a limited period of time. In an online gaming world, you expect players to stay forever, so *everyone* must have some motivation to stay. "You've lost" might be fine if it's at the end of a fun game, but not if the next time you're starting the game you're starting of where you left. Imagine playing Monopoly, losing, and when you start the next time, being asked to start with only the money you had when the previous game ended. Would you want to play? That is the situation in an online gaming world.

      BTW, here is an article describing that a more competitive economy has been tried in UO, but failed due to the exact problems described by the parent post -- players don't like to lose.

      --
      Sig (appended to the end of comments I post, 54 chars)
    5. Re:It's the Economy Stupid by Aqualung · · Score: 2

      You should check out Shadowbane... they've paid alot of attention to the economy, learning from the mistakes of other MMOG's...

      --

      - Dave
    6. Re:It's the Economy Stupid by Kingfox · · Score: 3, Insightful

      The MOO I am an administrator on, CyberSphere, had an economy re-vamp three or so years ago. A player had figured out an exploit to get endless money, so we shut the entire economy down and re-did it as a zero sum economy.

      What you said about new players quitting at any point and changing the economy is a good point. We've set a limited number of 'credits' (the currency most of the people use), that slowly increases. People arriving draws money from the welfare fund, which is repleneshed by the various corporations, which gain and lose money on the stock market and through other actions. Players start on the streets with next to nothing, and most of the rich ones have created their wealth through finding a niche and exploiting it instead of through mere coded actions. Instead of performing coded automated tasks for a paltry sum, they create a role where they can milk dozens of people doing the automated tasks to gather even more resources. Muggings, implanting cyberwear, selling drugs.... a variety of characters have fulfilled a variety of self-built roles, creating interaction and conflict through economic means, and avoiding having to introduce too many artificial conflicts as you warn against.

      The only problem I've found is increasing the size of the drain. It's easy to pump money into the player economy. Creating jobs, missions, quests... it's easy to come up with a dozen detailed coded systems to provide money. It's taking the money back out that's a problem. We have rent, and disadvantages for living in cardboard boxes or such. Large apartments which hold a variety of gear or garages that store vehicles cost money. Vehicle armor needs re-building, computers break or have one-shot programs, and medicine decays. But short of staging large administrator-run raids on player hoards, I've found it hard to think of realistic ways to increase the size of the drain when a bottleneck occurs in the player economy. Once a player has 'won', they have no motivation not to sit on their hoard. And in a zero-sum economy, this stagnates the game. Many of our players have a mature attitude about it. They play and scheme and plot until they've 'won', and then stage their own defeat, allowing their gear and money to be taken by a pack of young blood. But certain people just want to sit on their stagnant throne for literally years. And I have yet to figure out how to encourage them off without being too heavy-handed.

      These kind of conflicts could not occur in a MMORPG. The game I refer to has only a few hundred players, usually twenty to forty people on at a given time. With a dozen or so active administrators, we can offer small plots, large game-wide campaigns, and custom-coded groups and events. The zero-sum economy forces a good amount of player on player action. But these things, like true democracy and communism, don't scale well to a massive populace.

    7. Re:It's the Economy Stupid by ArsonSmith · · Score: 2

      The only problem I see with a realistic economy driven game is that people are not going to stick around durring a resesion or depresion which you would have to have once people have choped down all the trees. sure you might be able to set up some kind of conservation group and not let people strip the lands, but you are going to have a depresion of no lumber for some period of time.

      With any game you really need to be able to continously grow. this also gets out of control eventualy. eventually you get to a point where you cant grow any more.

      ok off my soap box now

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    8. Re:It's the Economy Stupid by jheinen · · Score: 2

      This really gets to the heart of one of the main problems with simulated worlds in general. A simulated game world has certain limitations imposed upon it. Players are not free to do whatever they want. When you have a situation like a recession in the game world, the players can only do what has been pre-coded. They can't step out of the box and try novel solutions. In real life you might try to invent some new thing to fix the problem, or pass legislation, etc. But in a game world, unless the action has been coded for, you can't do it. So your inclination might be to invent a new tree that grows faster than old trees, but unless the programmers implemented it, you can't do it.

      So the solution seems to be to have games as open ended as possible, and users having the ability to modify the game world in new ways. I don't think we're even close to being there yet.

      --
      -Vercingetorix
      "Necessitas non habet legem." -St. Augustine
    9. Re:It's the Economy Stupid by jheinen · · Score: 2

      What about imposing a certain percentage drain on players based on their level/prestige? It takes a certain amount of cash to maintain a certain lifestyle. Food, clothing, taxes, amusements, etc. all add up, and they are higher the richer you get. Allowing players to have a ton of wealth, but not have to spend it is unrealistic IMHO. The drain doesn't have to be on specific things like rent, armor, etc. You could charge a base percentage on all wealth each time period.

      --
      -Vercingetorix
      "Necessitas non habet legem." -St. Augustine
  40. Epiphany! by Conspiracy_Of_Doves · · Score: 1

    I was reading this article and suddenly had a vision. Combine MMORPGS with Augmented Reality ! Let the game world coincide and merge with the real world. A virtual world (or several) layered on top of the physical world, visible only to those who are logged in.

    1. Re:Epiphany! by Anonymous Coward · · Score: 0

      and no one will look at you funny when you start swinging your invisible sword and yelling 'DIE GOBLIN' in a crowded shopping mall

    2. Re:Epiphany! by Anonymous Coward · · Score: 0

      I think they tried that with SPYCRAFT... while not a MMORPG, it connected to the Internet and downloaded more clues and 'story' in the game that related to the current headlines at the time.

      The tech to this was canned. I believe Spycraft was a Microprose game.

  41. Dreadful Presentation by Keighvin · · Score: 1

    This was apparently written by, a participant of elementary education only. The writing and progression were light, if not fluffy, and without competent theme or concrete style of presentation. This story effectively reduces what are clearly some intelligent and well meshed ideas into 2-second text-bit mud. Bravo, you've sucked something of worth out of the world.

    --
    Any spoon would be too big.
  42. Nowhere, that's where. by Anonymous Coward · · Score: 0

    Aside from flashier graphics and more sound, they aren't really going anywhere. EverQuest, for example.. Is nothing but a MUD. Tradeskills? Seen it. Hell levels (Which are now gone), been there, done that. Raiding planes of existance at the high levels? Hell, I implemented that myself on a mud a few years back. Only my system was cooler. :)

    What's cool to see is old school mud ideas being taken to the extreme though. The amusing part is watching player vs. staff 'battles'. Look at EQ, again, for example. Players insist the staff of GM's are 'out to get them'. The GM's are trying to do their jobs amidst a bunch of people who will claim they just suddenly 'lost' all their high-end gear for no reason. You wonder why GM's get pissy? :P

    Personally, I've never had any problems with Verant Interactive's customer service people. Hell, they've gone above and beyond for me - but maybe that's because I realize there's about 5000 players for every GM. Maybe it's because I was once a mud implementor and realize that, yes, players are out to exploit loopholes and do things the easy way.

    Erm, I'm waxing off topic somewhat. Right, well, I don't expect any earth-shattering ideas from graphical multi-user dimensions. In the long history of muds, everything's been done. It'd take a rare stroke of genius to present something totally fresh and new.

    At any rate, I think we may see an increase in normal mudding again as well. EQ, AO, DAoC, etc.. The graphics are nice, but nothing compares to the graphic processor that is your imagination.

  43. Re:Slashdots editors suck by 0xbaadf00d · · Score: 0, Flamebait

    Funny how you shit for brains are always anonymous... Get some fucking balls....

  44. Re:It's not THEIR copyright they're worried about. by narfbot · · Score: 1


    What do you do when someone lovingly crafts and recreates someone elses copyrighted work inside YOUR game? By doing that, your game is now publishing someone elses copyrighted works. That's what they're terrified of, that some jackass is going to make a perfect replica of the Millenium Falcon in The Sims Online, and they're going to get their asses sued off by LucasFilm.


    Easy:

    Most likely, the game will some kind of account/character system. The person will have an account name. Whenever someone creates game objects, it records the creator account name. If someone creates copyrighted material, they can trace it down and they can delete/disable his account, while removing all his objects.

    Really, it sounds like what I said before. Worlds will become easier to modify for the user. And there may be an ownership problem where a user creates something good, and a company wants to assume ownership, through their license agreement (you forfit all your rights of creation and ownership to them)
  45. I don't know about you, but I'm... by Saxerman · · Score: 1
    ...scared to see the people with the greatest potential to control my future all gather together under the theme of how to milk us for all we're worth. After losing a little more than a year of my life to Everquest I'm a lot more leery of these persistent on-line worlds. I mean, I lost a lot of my life to MUDs, but I managed to fit those around a real life (well, for a geek) and still get a college education out of it. During my Evercrack phase, I gained nothing but a serious loss in productivity at work, and a nonexistent social life.

    Nothing in the gamespy article gave me the feeling that these game designers were looking to make better online worlds for us to play in. This was a business meeting designed to maximize profits and reduce risks. And these people are suppose to be competitors. When major industry leaders get together like this it doesn't bode well for their consumers. "Higher prices, less content, join today!"

    I read an article in the Wall Street Journey describing how kids today no longer fall prey to conventional advertising, as if a resistance has been built up to it over the years. I'm thinking the same thing applies to the geek community, and we don't yet have what it takes to say no to these escapist fantasy worlds. I predict a dark age in computing is coming and I weep for the future of us all.

    --

    A steaming cup of soykaf would be real wiz right now.

  46. Failures in the making by Anonymous Coward · · Score: 0

    SW Galaxies has a chance of becoming huge. The omniconsole Final Fantasy MMORPG will probably hit it big, at least for a while. Everquest might keep on truckin', though I don't see much growth. WoWarcraft is a wild card. Everyone else is toast.

    I don't think the current MMORPG model is fated to last much longer. Too bad nearly every one of those games decided to model themselves after the developers' favorite text MUDs (Everquest seems suspiciously like Diku with graphics) rather than creating new systems from scratch. Mindless hacking and slashing through dumb mobs attempting to level and avoiding PK, etc., was fun on muds, but I'll be damned if I'll pay $10 a month to do the exact same thing with graphics and 7000% more 13-year olds attached.

    Games like Neverwinter Nights, and to a lesser extent Dungeon Siege, are the future. I would kill for a NWN-style Fallout game...

    1. Re:Failures in the making by HobbitGod42 · · Score: 1

      wow finally a post by an AC that shoudn't have gotten modded down! I used to play EQ.. I played about 10 hours a day... I had a lvl 29 druid and personally its not really an MMORPG its a MMOAG(massive multiplayer action game) on all the servers I played NO one RP'd at all. we had humand grouping with dark elves trolls grouping with high elves... thats not rp thats just hack slash get ph4t l3w7z...

      I like Cheese.

    2. Re:Failures in the making by AndyChrist · · Score: 2

      A massively multiplayer Fallout would make me care about the genre. I mean, the series already has a story structure ideal for a MMORPG...so much freedom with dozens of subplots, and the main storyline being resolvable anytime you want, with no more difficulty, IF your character has the power...

      What would be difficult...and amazing...is if they could have plotlines adjust for one player as other players do things.

      The ultimate, though would be MMO Escape Velocity. An acquaintance of mine said to me once "I would play that 10 hours a day." So would I.

    3. Re:Failures in the making by Anonymous Coward · · Score: 0

      There was a long-running rumor that the next Fallout game would be "Fallout Online", but unfortunately the next Fallout game ended up being "Fallout Tactics," a game whose title I can barely type without experiencing the urge to yawn and fall asleeeeeeeeeeeeeeeeeeeeeeeee

    4. Re:Failures in the making by AndyChrist · · Score: 1

      Have you played it? The demo fucking rocked. (But found me with the money to buy either that, or Quake 1-3...)

      The voice acting's declined a bit, though...

  47. The Future? MMORPG-based economies by sgtsanity · · Score: 1

    It's the future. There was even a recent survey that placed Everquest as having a larger economy than most (smaller) countries. Now if there was only some way to harness this for world peace. Think Arafat and Sharon going out and leveling up together in Everquest.

    1. Re:The Future? MMORPG-based economies by Anonymous Coward · · Score: 0

      It wouldn't work.

      Ahrafaet: d00d stfu n00b FoP (Fires of Palestine) ownz j00!

      Sharhonn: stfu ill pk ur caerbeer a$$ stup1d dr00d

      Ahrafaet: ahaha stfu n00b

  48. I want to be Werdna by Torgo's+Pizza · · Score: 1
    I think the day of being a true evil-doer is when I get to make my own dungeon and populate it with traps and evil monsters. It's been explored before with games like Dungeon Keeper or Return of Werdna. Somewhere to keep my accumlated treasure and gives good players a reason to come after me, my treasure and get experience for doing it. Best of all, it's done in the spirit of the game.

    I think this would be a great edition for any MMRPG. It's a win-win for everyone. It gives me a reason to be evil, I get to PK in a role-playing manner and adds additional quests to the game. Forget building a huge castle and manning it with defenses. Give me a hole in the ground, some imps and some other evil characters and lets start making player-created dungeons.

  49. Re:Slashdots editors suck by Anonymous Coward · · Score: 0

    Don't forget that alot of the eurotrash, canadians, and other assorted fucktards that post are communists

  50. Headline Comparison... by phyxeld · · Score: 1

    GameSpy.com:
    What's This World Coming To? The Future of Massively Multiplayer Games

    Slashdot.org:
    The Future of MMORPG's

    FARK.com:
    Multiplayer game developers declare the future of online gaming to be something like a "Fascist Disneyland."

    --
    __
    Choose mnemonic identifiers. If you can't remember what mnemonic means, you've got a problem. - Larry Wall
  51. Why not by Joe+U · · Score: 1

    Import characters from the Sims into EverQuest!

    No wait, that was a few threads ago...

    Ok, better, How about I import trains from Railroad Tycoon into Everquest!

  52. If you build it (well), they will roleplay... by realgone · · Score: 5, Interesting
    Roleplaying Genre needs to focus more on roleplaying

    I'm going to disagree, but not for the reasons you might think.

    The true jump in quality won't come from masses of gamers deciding in unison that, yes, I feel like pretending to be a sweaty dwarf named Argus McGinley of the Axehandle Clan today -- or whatever one's idea of traditional role playing might be.

    Rather, it'll arrive when these online worlds become immersive/enjoyable enough that you don't even have to think about role playing. Not consciously, at any rate. That is to say, as these games evolve and their in-game mechanics grow to be more fluid and natural (instead of the hundreds of little annoyances -- zone loads, clipping bugs, slash commands -- that constantly remind us of a game's limitations), a majority gamers will begin to act more naturally within them.

    Setting influences behavior, in a sense.

  53. NO. they should use the HBO model by WinPimp2K · · Score: 1

    I feel the payment system should go the other way.
    The game should be free - or cost at most one months subscription fee and include that first month. Then you pay a monthly fee for as long as the company can keep your interest. And all of the "expansions" should also be free - after all you are paying a monthly fee, the least you should expect for your money is new programming.

    Heck, if I were to pay for HBO or Showtime, I'd drop it very quickly if I only got to see the same movies as were available when I first signed up. HBO and Showtime (and other "premium" channels) understand they have to offer something new to keep my interest. They even offer free trial periods to help get people to sign up for their service.

    --

    You either believe in rational thought or you don't
  54. Genre Merge by or_smth · · Score: 1

    Judging by the posts here, I can see that not much of the slashdot crowd really likes the current generation of online games. I agree anyhow, as every single new MMORPG is just Everquest in a different world. It's boring, anyone can see this.

    There is one place left to go for it, and that lies in Player-Vs-Player combat. The problem with Everquest is that after you get to a certain level in the game, there is no where left to go, no motive to keep playing. What's left? It needs to be be PVP.

    More and more games are going to have to get away from this idea that people will want to play forever to kill monsters. AI will never have the thrill of being able to know that you just did something to another guy sitting at his computer somewhere, it will never be able to call up your buddy and go on about the kill, and it will most definitely will never get the real players to be respected.

    What we need is to merge the genre of MMORPG with the FPS genre, not to make it totally the same, but to have an eternal quake game that keeps your statistics and items is just what we need (not to mention want). We need dynamic leveling, where if a mage wants to be a mage he customizes all his statistics by working on only the things he needs to. Seperate HP, Mana and endurance from levels. Most of all, put the players more in control, so they control the world.

    People are going to realise that fighting monsters is not what an online community is about. People need people, if only to kill.

    (As a note, the thing that has been the thing that has kept Meridian 59 alive and kicking with its 7 year old doom-looking graphics is the mechanics of PVP. It still has the most loyal fanbase in the world)

    1. Re:Genre Merge by The+Cat · · Score: 2

      I can see that not much of the slashdot crowd really likes the current generation of online games.

      You're kidding, right? A few weeks ago, an Everquest story had people falling over each other to claim they had spent the most.

      Ironic that the same group says "if you publish it, we will copy it, and you will not be allowed to profit"

  55. 5 hours/month?! by Logic+Bomb · · Score: 4, Funny

    I was sort of amazed at the line about making users who only play 5 hours a month feel involved or meaningful to the game universe. I can't imagine an entertainment persuit less suited to extremely casual commitment than RPGs of any variety. This is particularly true for the medium in discussion, which continues to run 24/7. If you're in a D&D group, at least the action stops when you go home. MMORPGs inherently only appeal to people with a fairly particular interest and a high level of commitment. For goodness' sake, the whole point is to *immerse* yourself an another universe! How do you immerse in just 5 hours? ;-)

    1. Re:5 hours/month?! by geekoid · · Score: 2

      "How do you immerse in just 5 hours? "
      stop playing after 300 minutes... ;)

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  56. I think Meridian 59 had it right... by J23SE · · Score: 1

    In that it mimicked small text-based RPG's and actually developed a community that multiplied its attractiveness tenfold. To gain popularity, MMORPG's will have to tend to the player-centric mentality that is common in all video games... otherwise, the player becomes a useless extension of the world. This can be done one of two ways:

    1. Create a close-knit community, with many fragmented servers and about 1000 people max per server. Allow some sort of mass communication to make it like a chat room, build a small enough world so that people are constantly interacting, and display the status of people often (x was killed by y, etc). Mass communication will develop the community, and cooperation will flourish as a result of this communication and a relatively small world. I play Meridian 59 to this day with hundreds of others... the close-knit community setting sets it apart from RPG's like Everquest and AC by offsetting the monotony of leveling.

    2. Allow complete control of the game world... This would require a humongous dynamic world, in which players could construct and destroy everything as they saw fit. This would propel interaction to new heights but would require a *lot* of innovations about pretty much every aspect of MMORPG's... So I think that's a bit off.

    Current RPG's often amount to little more than single player games with no plotline. Community *is* the driving force behind these games, and it needs to be incorporated as such, or MMORPG's will remain as level fests and not as games.

    Any RPG's coming out that try to veer away from this formula? I know UO2 was going to innovate in several areas, but sadly Origin decided to wage war against UO2's huge fan base and dedicate efforts to revamp its aging UO franchise... Blah... The success they could have had with UO2... *sigh*

    P.S.: Shameless plug: Meridian 59 link (it's alive again!), if anyone is interested: http://meridian59.neardeathstudios.com/index.shtml

  57. Seems like I've seen this story before by Anonymous Coward · · Score: 0

    Well, if news stories on Slashdot are any indication, the future of MMORPGs is the constant asking of the question, "What is the future of MMORPGs?"

    I'm sick of hearing about it.

  58. Re:Roleplaying & Text MUDs by binarytoaster · · Score: 1

    I don't see how it's so addictive you'd actually have to quit. There's a limit to what you can do in a given hour, and really if you log in every hour you aren't going to gain a whole lot.

    Currently, I log in about 3 times a day and spend 5-10 minutes managing my province, then bounce out. It's a game where the amount you play does directly affect how well you do, but you get major diminishing returns on the time you spend after about 20 minutes a day.

    Example: You can only send four or five attacks out, and that's assuming you found targets that have defenses low enough that you can break them with the troops you have four times. Remembering that the troops you send will therefore not be defending your province for the next real-time day or so.. and all this is is running the information from that province through your formatter and deciding how much you need to send to break them.

    So you're a mage. You have a limit: number of runes you have, or amount of mana. Cast enough spells and you can't cast anymore for at least an hour - and an hour's regeneration gets you maybe two more spells.

    Thieves? Just stealth... but you lose thieves if you fail, and sometimes even if you succeed. And you have "mana" too... a limited number of operations, and the more you attempt the less effective you'll be. You'll need to spend money to train new thieves, but first you have to wait for the soldiers to be drafted from your population, which requires realtime too - and money, which, surprise, takes realtime to be earned.

    So there's not much point to playing this game more than, say, a half an hour a day... Even given that, it's a great game, and I suggest you check it out. Utopia Have fun :)

  59. Forget MMORPG! Check out MURPEs! by SilverThorn · · Score: 1

    The art of the MultiUser RolePlay Environment/Entertainment (MURPE) focuses in on the unique role-play perspective, rather than just being a hack-n-slash game like Everquest and most other so-called MMORPGs. MMORPGs will prob hang around for a year or two, but MURPEs are more along the lines of MUDs, which have been around since the late 80's.

    --
    Artificial intelligence is no match for natural stupidity.
  60. Arianne OpenSource MMORPG by IDante · · Score: 1

    It's good to know that there is GPL'ed mmorpg game project called Arianne. By now it's in alfa2 stage, but later WE will shape future of mmorpg genre ! Bwahahah! Join us! www.arianne.cx

    1. Re:Arianne OpenSource MMORPG by Anonymous Coward · · Score: 0

      Another interesting GPL'ed alternative is NeL. NeL is a MMORPG platform developed by Nevrax for a game called Ryzom.

  61. Re:Roleplaying & Text MUDs by 56ker · · Score: 1

    Yes - you're right - but I was playing it for up to 4 hours at a time. But at the stage I was 1000+ acres I was getting more runes than I could possibly need & I had to keep building on the new land to keep my taxes at a reasonable level - also constantly adding to the army to keep the dpa the same. When there's about 4 provinces all trying to cast about 3 negative spells on you at once it can take a while to sort out the damage. Anyway - it is addictive - trust me.

  62. Who controls and patrols? by ancarett · · Score: 1

    It is interesting to see the attention paid to policing these virtual worlds. Currently, they are trying to do most of that with volunteers. A few paid staffers or contractors (GMs) oversee a larger force of volunteer guides.

    The upside to volunteer guides is enthusiasm and game knowledge. Downsides include poor training, spotty supervision and questionable legality. Game users regularly complain about the lack of guides online. These "Disneylands" certainly aren't patrolled 24/7.

    Everquest is attempting to address this problem with the launch of their premium Legends server: where they promote a dedicated CS staff. Even they aren't promising 24/7 coverage, though!

    --
    ancarett, historian and zombie gamer
  63. my prediction by wbg · · Score: 1

    they will find a shorter name for massivly multiplayer what was the rest???

  64. good read... by Anonymous Coward · · Score: 0

    Michael...couldn't stand it could you? Couldn't go a few days without telling us something else is ...a good read

    Were you absent in writinng school the day they talked about using your imagination when typing?

  65. Regulation/Prohibition Like Online Gambling by meehawl · · Score: 2

    The people on this panel seem to have ignored the most pressing issue looming up, and that is the monetization of the MMORPG object tokens.

    Up till now MMORPGs have been too low on the radar to register for fundies who like to ban this sort of thing, politicians who want a piece of the action, and the mob, sorry, Vegas, who want all of the action.

    When you have outfits like Entropia blatantly charging people for their addictions, this is when matters come to a head.

    It's already been suggested that's why companies like Mythic are so eager to ban online auctions of their "objects", because this turns them into at least retailers, and probably casino operators.

    Now because of the weird alliance between the mob, sorry established casino operators, and the unusual number of puritanically minded prohibitionists in the US, online gambling is effectively banned, or regulated out of the country.

    It's existed for a while, but operators generally have to set up servers in dubious countries and share rack space with porn merchants.

    If MMORPGs go on developing their virtual economy, then they will soon be subject to at least taxation, probably regulation, and possibly prohibition.

    --

    Da Blog
    1. Re:Regulation/Prohibition Like Online Gambling by Anonymous Coward · · Score: 0

      "It's existed for a while [wired.com], but operators generally have to set up servers in dubious countries [wired.com] and share rack space with porn merchants."

      That's ignorant! We porn merchants host in the USA because we need the bandwidth to send you your goat-fucking porno!

  66. age? by tomstdenis · · Score: 1

    Isn't there a point [after age 12] when playing RPG's is just a bit sappy?

    Saying things like "my Elvin clan will get midevil on your black mage dwarfs" is just a bit socially inept when you are of the age to vote.

    Tom

    --
    Someday, I'll have a real sig.
    1. Re:age? by Anonymous Coward · · Score: 0

      Man, get the hell out of slashdot. How'd they let a prude like you in?

  67. Character experience vs. Player experience by mystran · · Score: 1
    This is really about RPG's, but applies also in MMORPG's..

    In good old RuneQuest (pen and paper =) there is a experience system that works somewhat like this:

    When you (successfully) use a skill, you get a "XP mark" to that skill, but only once per a quest. It also has a combat system where almost anyone with enough luck can kill almost anyone (or anything) making combat always dangerous even if more experienced people will be less likely to die. There are few other things also, but those are the most important.

    Now, when we started, we had quite short quest (or adventures or whatever you want to call them), and it was common to players to try to utilize every skill once to be able to gain experience quickly.

    However, as time went by, quest became longer and this "check experience gains moment" became more rare. Because of this, you often got the combat "marks" from the first battle for a specific quest and after that there was no experience gain from other fights.

    Because of these things there was to changes in the way players played their characters: They no longer fought any extra combat, since there was no experience gain but a danger of death (one good blow can kill in RQ). Instead, they started doing things to gain marks to the more rarely used skills.

    Examples would include starting a (little) bar fight to get a XP mark to bare handed combat, but also things like searching herbs, making weapons, worshipping gods, trading, playing, singing, hunting, and well, anything that there is a skill for in RQ.. this also included things like "wait a minute, i think this wall is not too strong, if go through it we won't have to wake up that troll" and "no way i'm going there, let's go back and hire an army".

    People want to get experience. But most of them don't just want to became better in fighting. I think the problem in present MMORPG's is that fighting is the only thing that you can became so good that other notice you.

    Building cities isn't necessary to make people famous. If you could became the best damn swordsmith in the whole world, and your friend was a mage so good that together you could make blessed simitars so powerful that only the ancient artifacts would be more valuable..

    I propose less combat experience, more fatal combat, more other skills, no skill limit for things other than fighting (some kind of more close to perfect skill system maybe), and ability to make items at least as good as those found in dungeons..

    It really doesn't hurt if nobody is interested to risk their characters life for a sword in a dungeon that can be bought for the local smith. It just removes some stupid combat.

    --
    Software should be free as in speech, but if we also get some free beer, all the better.
  68. Ideas for MMORPG's by Blikkie · · Score: 1

    Like some people allready mentioned most people still think (with reason) that the best online Roleplaying experience are still the text-only MU* and Play By E-Mail games, but I think it isn't realistic to assume they can just be scaled up to MMORPG's, as most MU*s I know don't have much more then a 1000 users online at one moment. There has to be some moderation to keep low on the damage and the spam that can be caused by ill-intending users, but it is virtually impossible to actively watch everything that happens. Maybe the rogue players could be held in trackt with a slashdot style of moderating players, with a possibility of playing with only positively rated players. The old article on everquest economy in here (392K PDF file) has some nice views on the future of MMORPG's and how people interact on them. Actually some of the findings in the article prove that a large majority of the players will, just as I have seen in MU*s, create an own set of unwritten rules that allows the game to be quite self-regulating anyways

  69. Today's MMORPG devs have it all wrong... by Patoski · · Score: 4, Interesting

    Most developers agreed that in small communities you can rely on the user base to police itself. But large-scale games with tens of thousands of users logged in at any given time can't be counted on to effectively self-manage. Conclusion? Control the environment. Just as Disneyland keeps its attractions clean and ejects any troublemakers from the park.

    Trying to police and control your player base is a waste of time. 100,000 motivated subscribers will always find ways to circumvent arbitrary barriers and rules that game developers put in their way. Implementing these barriers steals valuable developer time and resources not only to implement these barriers but to also patch and maintain the barriers against their cunning player base. If you would instead give the player base and incentive to do the policing for you they'll do a far better job than a flotilla of developers could. I'll give you an example...

    "In the land of Yore there lies a forest where the king's finest stag's graze. These stags are known throughout the world for their tasty meat and great horns both of which are highly sought after abroad (and are Yore's top exports). Now only the king and his servant's are allowed to kill stags in the forest as the stag population is cautiously controlled so as not to thin the heard too much. Commoners (controlled by player's) have been killing the stags illegally and ruining the game's economy. Do you...

    A) Make the forest and no kill zone and technically implement this solution? Or

    B) Deputize trustworthy members of the player base and pass laws against venison trading (punishable with prison terms for the character etc) by anyone except the king's men?

    With A) your players will most likely figure out some clever way to either lure the stags out of the forest and kill them or figure out a hack which would allow them to kill stags in the forest. You'll end up spending all of your time fixing exploits that your players find and devs spend less and less time making the game more enjoyable and more time 'fixing' their game.

    With B) you get an armed guard for the stags which never sleeps nor rests. Oh, and by the way you just made your game a lot more fun and interesting! Your player's are chasing dirty rotten thieves all over the forest and countryside to make them pay for trying to ruin their beloved land!

    Some of you are probably wondering what stops a grief player from simply creating another account and griefing again? Simple, limit the number of player accounts a person can have per per credit card. In this way you limit grief players in the amount of trouble they can cause (although a little trouble can be fun and interesting). IMO it shouldn't be about trying to control user's and their experience. It should be about developer's injecting the right amount of reality into the game (where there are consequences for your actions) w/o removing the fun from the game. Game developer's: please allow players to police their own with the occasional encouragement and incentive from you to do so. The current model of "control the user's experience" is clearly broken and something needs to be done to fix it. MORGs are very costly to develop and company's don't like taking chances on unproven theories such as mine. I would very much like to see an atmosphere of experimentation and risk taking expand into the world of graphical MORGs much as was/is seen in the MUD community. This is one reason why I'm working with WorldForge. I would dearly love to promote an indie gaming scene where innovative games are created and interesting concepts tried. To take players where commercial game developers dare not tread.

    --
    G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
    1. Re:Today's MMORPG devs have it all wrong... by Chester+K · · Score: 2

      Deputize trustworthy members of the player base and pass laws against venison trading (punishable with prison terms for the character etc) by anyone except the king's men?

      Oh, you mean like Guides, Counselors, or Advisors? Are you willing to deal with the flack when one of them either makes a wrong decision, or turns rogue and starts abusing their powers?

      There's no such thing as a totally trustworthy player. All of the major online games have had to deal with people who had gotten fairly deep into their volunteer systems only to turn around and massively abuse the privelages and abilities given to them.

      Relying on them as your only method of keeping the game clean is folly; and worse, makes you liable for whatever they do. It's a much safer decision to put that power to function as a representative of the game world (and thus, the company behind it) in the hands of someone who is being paid and is legally responsible for their actions.

      --

      NO CARRIER
    2. Re:Today's MMORPG devs have it all wrong... by Patoski · · Score: 2

      Oh, you mean like Guides, Counselors, or Advisors? Are you willing to deal with the flack when one of them either makes a wrong decision, or turns rogue and starts abusing their powers?

      No, I mean players just playing the game however they see fit. Just give the deputies the ability and open permission to kill folks poaching in the forest. There would be no duties, no schedules... Therefore they aren't a volunteer for the company. They're just playing the game like everyone else except the deputies have a few special abilities therefore the company wouldn't be liable for what a player does in game.

      There's no such thing as a totally trustworthy player. All of the major online games have had to deal with people who had gotten fairly deep into their volunteer systems only to turn around and massively abuse the privelages and abilities given to them.

      Of course not... Just like there's no such thing as a person who tells the truth 100% of the time. Players abuse other players all the time and the companies aren't liable for their behaivor. Again, people abusing their privledges will be handled in game. A trial by their peers and subsequent jail time for the offending character (perhaps a life sentence or even execution [implementing permadeath tends to make an impression but that's another debate]). Wow, players can choose to be wandering magistrates if they want? Now there's a switch... Don't like the magistrate's decisions? Get together a petition and run him out of office! This produces interactivity and player dynamics that makes the game more interesting! The only interacting players do now is arguing on who gets the next spawn. Blech!

      Relying on them as your only method of keeping the game clean is folly

      I haven't heard you say how its folly yet. I have a rich and long history of MUDs behind me that says it will work.

      and worse, makes you liable for whatever they do.

      Again, you're not liable for the player's actions bc they aren't your volunteers, they're just ppl playing a game. Players have been abusing other players ever since MMORPGs first went online. You can reduce it dramatically but it will never be stopped completely.

      It's a much safer decision to put that power to function as a representative of the game world (and thus, the company behind it) in the hands of someone who is being paid and is legally responsible for their actions.

      And therein is the problem with modern gaming companies! All the companies take the status quo and the middle road which is the safest. This is why we're stuck playing the same game in every single MMORPG produced by large studios.

      Kill stuff and level... Wait for spawn... Kill stuff and level... That's all the current crop of games provides. Oh, joy how creative...

      You're advocating the status quo which is *clearly* broken. Players are *really* unhappy now with their gaming experience bc of virtually non existent support when they look for redress to some wrong. The reason for this is that the game companies can't hire enough service reps to police even a small fraction of the player base and enforce rules. Enlist your players to help in this policing and you have a whole new ball game.

      --
      G. Washington on Government "it is force. Like fire, it is a dangerous servant and a fearful master."
  70. Massively Multiuser Online Satchel Project (MMOSP) by I+have+nutsack · · Score: 0

    I'm engaged in an ace project which proposes to create a system by which our Nüsse(tm) brand 'nut transportation satchel' users may engage seamlessly with other users.

    The basic idea is that users attach our patented device to retrofit their nutsack, enabling wireless 802.11a communication via not just wireless LAN, but also via the existing network of cellular communications towers through the use of our award-winning transparent signal translation layer.

    By this, users will connect to a massively distributed nutsack to nutsack (N2N) network, allowing our users, for the first time, the ability to truly make a mark on this world with their nutsack.

    Cheerio!

    --

    -------------------
    I am a highly intelligent squirrel
  71. The Future by hughjamton · · Score: 1

    I've been reading these comments & laughing. Back in 1989 myself & a bunch of naive developers spent LOTS of time & inbibed a LARGE amount of herbal stimulants whilst trying to crystalize our ideas on what to include in a 'killer' app. We we're too dumb to realise the limitations of technology circa 1989, hmm .025 mips nice ! BUT the basic idea that GDC discussed were the SAME as the ideas we thought of back in '89. These ideas are not new. I've got a book on my shelf from 1990ish about how to produce computer based wargames, written by the head cheese at SSI at the time. He mentioned a TEXT based online simulation he'd help create that simulated the 100 years war, (Punch-up between the English & the French between 1300 & 1400ish). The basic system was unreal, they modeled the details for 1500+ noble families across both France & England. Estate management was CORRECTLY modelled. Players could opt to become member of the clergy & aim for advancment to Archbishop or Cardinal . They could be a simple knight who hoped to build a power base through battle or allicance. But the BEST bit was that the English king was 'voted' for by the English players, whilst the French king was randomly chosen. The point being that the real French monarchy of the period, was as nutty as as a shithouse rat. So, you could end up with the English king 'played' by a 45 year old accountant, whilst the French king was a 13 year old schoolkid ! The whole universe was completely open, a humble knight could become the Marshal of France through courage & skill, likewise a humble cleric could become Archbishop of Canterbury ! My point is if we could create this sort of vision 10+ years ago with VT100 terms & PDP's & 16Mhz processors, why the fsck can't we have something similar now but with kick-arse 3d graphics ? FYI the book is .... 'The Complete Wargame Handbook - How to Play, Design & Find Them' - James F. Dunnigan ISBN 0-688-10368-5 Answers on a postcard to ... aross@compsoft.co.uk

  72. Skinner Box - it's the thing of the future by Anonymous Coward · · Score: 0

    Here is some interesting reading as to why makes an MMORPG work. People argue about games being too much hack-n-slash, too little role-playing or a combination of the two but I think the real question is what makes a player hooked? According to the Skinner Box idea, getting hooked is accomplished by slowling increasing the difficulty of the game while offering random rewards. Everquest ("Evercrack") has done very well with this approach. I think the future of these virtual games is bleak. It will involve painful, long chores and amazing rewards...although there will always be a chance to get a better reward in the future. Now if you'll excuse me I'm going to log onto Evercrack and clear VP for several hours(I wish I were joking).

    "A final psychological theory regarding the appeal of MUDs is termed "the Virtual Skinner Box." [19] This concept is based on the writings of the psychologist B.F. Skinner, who developed an idea known as Operant Conditioning. In Operant Condition, a subject is coerced into performing complex tasks by repeatedly doing much easier tasks. The key is to provide frequent "positive reinforcement"--rewards--for the easier tasks. The subject is then eased into fewer rewards, as they have to perform increasingly elaborate tasks. In MUDs, early rewards come in the form of obtaining low level abilities and objects, which are plentiful, for the gamer's character. [19] Gradually, the reward system enters the background and players will play for lengthy periods before receiving tangible benefits. [19] Hence, the "Virtual Skinner Box" is designed to addict a player from the start. In general, the above three ideas illustrate how MUDs have sparked debate in terms of what the human mind finds appealing."

    The Norrathian Scrolls: A Study Of EverQuest.

  73. World War II Online- MMORPG System? by Mittermeyer · · Score: 1

    Technically World War II Online fails the role-playing part of MMORPG. Yes you do play the part of an armed forces person who moves up in rank in their chosen country and armed service branch, but you don't really get the RPG trip. There is no economy per se other then the marketplace of getting a desired piece of hardware that is limited by logistical constraints. The person each player plays is really themselves tearing around 1940 France. The normal combat result is most likely a bullet or .88 round in the back thanks to the lethality of 20th century warfare and a player base that is not sufficiently rewarded for living.

    So why bring it up here? Because it's underlying fundamental design could be readily used for RPGing.

    For instance, the game literally allows you to start out in an English sea village, catch a boat across the channel, and walk from the French coast to Germany in 1:2 scale. So it has room that would allow for a lot of player interaction and situations to develop.

    The game is being built to track logistics to the point where capturing a key rail junction can impact the enemy all across the front. Obviously that can be used to 'fix' a lot of RPG headaches- markets could actually be represented, and the impact of the frost giants smashing all your riverboats will cause everyone to go hungry- better go gettem.

    The physics are utterly accurate. Recently the programmers set off a 56 kt weapon in the game by just scaling up the numbers on a normal HE round- it blew a mountain off and rained down debris for minutes.

    The tools are being developed which will give volunteer commanders the ability to manage their forces, thus actually incorporating military organization into the game. Even now, you don't get missions from game designers, you get missions from fellow commander players.

    All of this means that it could be the big MMORPG engine to lay on whatever design an inventive game company can come up with. For instance, just thinking about the game, you could do Cold War Spies on exactly the same terrain- or Terrorist Hunts, come to think of it.

    Finally, each side is really really compelled to whale on the other. Part of it is a game on WWII automatically conjures a lot of passion. Also, it is supremely wonderful to watch your opponent go nuts as you frustrate their carefully orchestrated attack, but that's just me.

    Whatever the RPG game is, it should be compelling on some level for the target audience.

    --
    ________________________________________ History Must Not Fall Into The Wrong Hands ___________________________________
  74. I highly doubt it by Sycraft-fu · · Score: 2

    Several reasons:

    1) These engines and more specificalyy their server backends are highly customized. The backends are designed to play THAT GAME and nothing else. Customizability was never a thought. It probably wouldn't even run on different hardware. Since the client software is useless without a coresponding server, it'd pretty much be an all or nothing deal.

    2) MMORPGs are a recuring revenue stream. When people buy the game they keep on paying until they are bored. Therefore it is not in your best intrests to have any competition at all. You don't know how many people I kew a year or so ago said "Ya I hate lots about EQ, but it's the only thing available" and then jumped ship to DAoC when it came out.

    3) Mature in this case also means outdated. I can't speak on UP because I've never seen it, but the EQ engine really shows it's age. Several guys at work play it and there are some real problems. Yes they enhance the graphics, etc, however when you really look at it, there are some major problems. IT takes a lot of power for something that looks so bad (even with the new graphics).

    Due to the highly customized nature I just don't think you'll see the engines getting sold. IF someone wants to make a game like this, it's going to be mostly custom anyhow. They might start by picking up a 3d engine, but in that case there are things like Quake 3 for sale. As for the bulk of the code, it's going to be their orignal work.

    1. Re:I highly doubt it by voncheesebiscuit · · Score: 1

      I agree that none of the current batch of engines is likely to be sold, but I think once these companies start to release 2nd and 3rd generation titles, the time for selling the engines will come.

      Its similar to what happened with single player games...when cutting edge (at the time) games like Doom and Descent came out, nobody sold their engines because everything was highly tuned for those titles. As time goes on and the 2nd and 3rd generation of FPS came out, engines like Unreal and Quake became more generalized and hence became commodities that developers could sell.

    2. Re:I highly doubt it by Sycraft-fu · · Score: 2

      While I can't think of any names now I am 99.9% certian the Doom enigne was sold for some games. Like I said, the highly customized and teh anti-competitive nature of MMORPGs makes sale less likely. There is a lot of programming on those servers and it is likely very non-portable and the client is reliant on it.

    3. Re:I highly doubt it by holt · · Score: 1

      Heretic and Hexen were both based on the Doom engine. Also Strife, an RPG-type game made by Rogue Entertainment.

      Also, Chex cereal made a game using the Doom engine which they gave away for free. Kinda a funny little thing.

    4. Re:I highly doubt it by CableModemSniper · · Score: 0

      OMG i remember that game. it was sooo cool.

      --
      Why not fork?
  75. Scalability of player experience by Allen+Varney · · Score: 1

    I did design work on an unpublished online game about six years ago. Even then, the company I worked for had pinpointed the endemic MMORPG problem of "only players who live online can enjoy the game." In the games I'm familiar with, spending many hours a day in the game was, and remains, the only practical way to advance -- but what's worse, such getalife players also actively interfere with the enjoyment of casual players who play a few hours a month. The heavy player gets all the quests and equipment, upstaging the casual player to the extent that the casual guy can't do much except set up a bakery or something.

    The solution we had is the same one Neverwinter Nights is about to introduce: modules. Free-standing adventures, similar to individual Quake episodes, would reward experienced players who replay them multiple times, but would still offer a rewarding experience to the casual player, independent of the player's standing in the game world. Sure, the heavy player is having a deeper experience, but the point is, that deep experience wouldn't interfere with other players who wanted to have fun with less involvement.

    I expect that the likely success of Neverwinter Nights will help popularize this meme. About time.

  76. MMROPGs by laserweasel · · Score: 1

    I read somewhere that the average MMROPGer quits after about six months. Isn't a coincidence that's how long unemployment lasts after they lose thier jobs from not bathing and skipping out for guild meetings?

    --
    ["Marge, I agree with you - in theory. In theory, communism works. In theory." - Homer]
  77. Your argument is flawed. by fireboy1919 · · Score: 2

    Dispite popular belief, MMORPGs did not start when you started playing UO.

    UO and Everquest are both game engines that have only been around for about 5 years. MMRPGs have been around for about 15-20, but they're all text based. The "engines" are already fully evolved, and in some cases are more complicated than Everquest's or UO's.

    And they're free.

    For some people, this interface is a problem, but really its only a temporary one. Because they're free, development is slower - less people are doing the development.

    But that doesn't mean its not happening. Its quite likely that these rich, powerful systems will replace UO as soon as graphical interfaces are easy to deal with.

    If you don't believe me, consider that the only text-based system that works quite well with a gui now - majormud - is actually quite successful as a commercial product system (this one you have to pay for though).
    If Origin and Everquest would release their game engine code, it would quickly be swallowed by the older mmorpgs and no one would pay for it.

    Even if they don't, its only a matter of time before its all free because people like me would like to use their free time to work on this, and are quite entertained by creating worlds and having others interact in them.

    --
    Mod me down and I will become more powerful than you can possibly imagine!
    1. Re:Your argument is flawed. by Anonymous Coward · · Score: 0

      IMHO, you're not 100% correct. MUDs != MMORGs. MMORGs are meant for thousands of players whereas all textbased MUDs are from 10 to maybe 500 at max. MajorMUD maybe have more than that but EverQuest is being played by hundreds of thousands of players. It's a whole different ballgame. Personally, I doubt any MMORG can offer the expected quality simply because of the number of clueless players. I have also yet to play a textbased MUD that has had an evolved enough engine, but the funniest ones to play are usually those that are not overly complex. The ideas in the article are spot-on on the difficulties on complex design, contra "simple" lego-like design, which requires genius to make.

    2. Re:Your argument is flawed. by fireboy1919 · · Score: 1

      No, not anymore. MUDs are completely scalable because they use the same system that MMORPGs do - different cities for different races, different class management to do the scaling, and even different servers for different areas. This technology exists, though it isn't used much not because it can't be, but because even the biggest MUDs only have about 500 people playing at once.

      The only exception to this is, once again, MajorMud.

      These games are all pretty much completely scalable to any level - 100,000 is the same as 500 if you've got the server space.

      --
      Mod me down and I will become more powerful than you can possibly imagine!
  78. Scary Shit by bryan1945 · · Score: 2

    All of this emphasis on building online communities.... no wonder real life communities are going to shit. Think about it- how many people do you know online, now how many people do you know in your neighborhood, and how well in each group?

    For those of you who have balanced lives, not bother replying telling me you do, I know that there are plenty of people who have satisfying online and real life interactions.

    I'm pointing this out for the people who are immersing themselves in an artificial word, and probably don't even think about talking to their neighbors.

    As unreality becomes more real than real.

    --
    Vote monkeys into Congress. They are cheaper and more trustworthy.
  79. It's the Other Players Stupid by Sun+Tzu · · Score: 2

    You've hit on the central concept of Starship Traders. Relative to these modern games, however, it's hopelessly simple. It relies entirely on the other players to make it interesting. While there is a fledgling graphical interface, the vast majority of players still use the more refined text interfaces, either browser or telnet.

  80. Give Me Lego (Toys vs Games) by phreaklegion · · Score: 1

    I remember reading the manual to some old Maxis 'game' (perhaps SimEarth?) where they discussed the difference between a game (i.e. football) and a toy (i.e. a ball). Football has lots of rules covering every aspect of how you go about playing it. A ball has no rules...except the ones you make for yourself. Maxis (at the time) aimed to provide me with a toy. I could play SimEarth (for example) in a variety of different ways that were fun for me. Lego had the same idea (at one point) - give me blocks and I'll build whatever I want with them. Of course, now Lego is more focused on modeling - if I buy an X-Wing kit, I'm probably only going to build an X-Wing.

    I think that this is at the heart of the some of the problems with MMORPGs. Right now, the developers are making games which they want to be treated like toys. They're making 'football', saying 'anyone can play with this however they want', and then wondering why people get upset when they go to play with the ball and some 300 lb guy tackles them.

    While I acknowledge that there are plenty of people who just want to play a game, I think there's a market of people who want a 'toy' as well - a world where there aren't rules beyond how the world works.

    Breaking down the arbitrary rules of these games would go a long way to making them better. I'd much prefer systems I can play with myself - particularly economic, community and justice systems.

    Also, it would be nice to give players the ability to deal with problems, rather than letting the 'gods' (the developers do so). For instance, PKs/grief players...rather than create rules (no PK, PK and get 'flagged', etc), let the players enforce some consequences.

  81. Small communities? by DoctorNathaniel · · Score: 1

    "Most developers agreed that in small communities you can rely on the user base to police itself. But large-scale games with tens of thousands of users logged in at any given time can't be counted on to effectively self-manage. Conclusion? Control the environment."

    I would have the thought that the the correct conclusion is: "Have small communities." Current environments work on having a server of some kind, with lots and lots of people that log in. Naturally, there are a lot of dick-heads. I remember many a night spent on Bungie.net or Battle.net having fun, but many more wading through the large numbers of idiodic, foul-mouthed children determined to make everyone else miserable.

    Therefore, I think that the techology would be better following the old MUD example: sell the server software for low cost (ahem: open source?) and have lots of little environments develop. MUDs aren't really in vouge anymore, but that's mainly because the technology is dated, not because it's a bad idea. Interactive fiction made the jump to the modern puzzle game; I don't see why MUD games can't make the jump to graphical multiplayer environments.

    ---Nathaniel

  82. Ultimate MMORPG by wedg · · Score: 2

    IMHO, the Ultimate MMORPG would be The Sims + EQ (or your favorite flavour of fantasy RPG). Essentially - you get to build and change the environment, find grain control of everything, and plenty of interaction.

    I would love to go raid my Neighbor's luxury home which he just built, but forgot to put doors on.

    --
    Jake
    Dating: while( 1 ){ call_girl(); get_rejected(); drink_40(); } return 0;
  83. Concerning that meeting... by mysterice · · Score: 1

    On that day as well myself, and a few others meeting a specific age group and other criteria (namely being male, not working for anyone in the gaming or ad industry, ect.) did a couple hours in a group (one of several) to talk about what we wanted in MMORPG. It was leaked out (the poor guy was obviously very tired having dealt with us gamer's all day) that it was for the XBox and that it would be an Everquest knockoff of some sort.

    On a more amusing note: The main thing the gamers wanted as a feature was NO LAG.

    --
    --- www.krackintoshlabs.org ---
  84. It's just you by Anonymous Coward · · Score: 0

    it' sort of like drawing dirty pictures instead of staring at a Monitor for several hours...

  85. Free Software vastly overlooked by loic2 · · Score: 1

    It is interesting to see that Free Software is apparently not an option for anyone. People at the GDC talk about giving their players the ability to create things. They should realize that it works best when you don't actually grant the user a controled creation tool. By sharing the software, releasing it under a Free Software license, people will come up with creative ways of doing things and the game will evolve. I guess this concept is some kind of alien to those people immersed 24/7 in a proprietary software culture. Well, that gives a nice competitive advantage to the small initiatives such as www.crystalspace.org or www.nevrax.org. Internet was built on Free Software, virtual universes will truly emerge on the basis of Free Software.