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."

8 of 220 comments (clear)

  1. 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
  2. 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.

  3. 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 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. 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.

  5. 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?

  6. 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.

  7. 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