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Pioneers Of MMORPGs Discuss Genre Evolution

Thanks to GameSpy for their new article charting the pioneers of MMORPG gaming, and discussing with them the "major quantum leaps" needed "to grow from two million North American MMORPG gamers to ten million." MUD co-creator Richard Bartle argues that "...so many MMORPGs have become so intently focused on automating and artificially motivating players to engage in the game-world that at times, the experience feels a little too 'Disneyfied.'" The solution, the article suggests, is to focus on "more human elements", "more life and realism into AI-driven NPCs", and stress "user-generated content" in the next generation of MMO titles.

23 comments

  1. Better Than Life by KDan · · Score: 1

    ... is it?

    Daniel

    --
    Carpe Diem
    1. Re:Better Than Life by Attaturk · · Score: 1

      Is this /. or MUD-Dev? From the responses to all the MUD/MMORPG related topics I'd say we have more players here than anything else.

  2. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0

    I for one welcome our new vampire archer elf overlords!!!!!!!!!

  3. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 2, Funny
    The Modern "nerd" is capable of Roleplaying AND being your typical Womanizing barhopper, its close minded idiots like you that give nerds and geeks a bad name.

    i have several DND charactors, i play once a week on average, i don't play MMORPGs because i can't afford a monthly fee, but some people can

    I also go to the bar 2-3 times a week and most nights i bring home a woman, and i'm not talking about fat and ugly women, i mean Hot ones.

    i don't look or act like your traditional Geek, but i assure you that i am one, i have no problem being up until 4:00 in the morning to code, then the next night going to the bar. heck, sometimes i'll come home from the bar at 3:00 AM, get layed by a good looking chick, push her out the door and tell her "i'm call her", then, in a half-inebriated state, code for 4 more hours until sunrise, then play DND with some buddies for the day. Its happened before, and it will happen again.

  4. There, SecondLife, etc. by PapaZit · · Score: 1
    That's already happening. We're seeing much more social MMOGs emerging: they're much closer to MUSHes than MUDs. The other characters that you interact with are real humans. The downside of this is that unless you want a PK frenzy, you need to impose artificial combat limits.

    Check out Virtual Worlds Review for an overview of some of these emerging environments. (I have no affiliation with VWR, but I have played some of the games they discuss)

    --
    Forward, retransmit, or republish anything I say here. Just don't misquote me.
    1. Re:There, SecondLife, etc. by Winterblink · · Score: 2, Interesting

      Yes, but are they any good? The Sims showed that people like virtual life games, The Sims Online showed that online versions of it can be done horribly wrong. Games like "There" sound interesting, but how much fun is it to come home from a long hard day at work to sit on a VIRTUAL beach? :)

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
    2. Re:There, SecondLife, etc. by PapaZit · · Score: 4, Interesting

      I really like There. Disclaimer: I'm far more familiar with it than I am with the other "social MMOGs". As I understand it, everything I say also applies to SecondLife.

      I've played a few of the other MMORPGs like Everquest and Anarchy Online, and the "level treadmill" always annoyed me. I have a job in IT. I spend days doing stupid crap so that I can implement something cool. The last thing I want in a game is something where I spend days wandering around killing boring monsters so that I can have something cool.

      In There (yes, the name gets annoying really fast in spoken conversation), you can either put a lot of in-game time toward earning money, or you can just plunk down real cash to buy "Therebucks" (T$) that can be used to purchase anything in the game. So, people with jobs can actually enjoy the game. In EQ, the people at the top are all 15-year-olds (or unemployed dotcommers who are too proud to work at Burger Kind) with lots of free time. In There, the most respected people in the game are the friendliest, so the annoying "I wish I could PK here" crowd that rules in AO or Everquest is marginalized.

      Most importantly, "stuff" or "level" aren't the important part: the people are. There is currently in beta, so it's not open 24/7 yet, but when it's open, I can jump in at any time and get into my choice of coversations with people from half a dozen different time zones. Unlike IRC or a MUD, There was designed assuming modern hardware: you can put on a headset and use voice chat, and there are a ton of 3D expressions ("emotes") and outfits. Somehow, the extra realism prevents a lot of the more annoying behaviour that you see on IRC even though it allows for a whole new level of obnoxiousness. I don't know why -- maybe it's just more obvious when you piss people off.

      Like real life, people are judged on appearance. If you run around in a leopard-skin thong and a t-shirt that says "spank me", you'll attract a different crowd than you would with a tux. :) Unlike real life, you can have any appearance you want, so it's not horribly unfair.

      The other thing that's nice: there are places to explore. The game's pretty, but some of the best stuff is player-created. There are times when I don't want to chat. When I'm in that mood, I hop on my hoverboard and cruise the islands looking for cool creations. I like to explore: one of the things that annoyed me most about Everquest was the knowledge that I'd never be able to endure enough levelling to ever see some of the cooler parts of the game. In There, I can teleport to any location in the game instantly. The tricky part is finding the cool stuff for the first time, but I enjoy that.

      In answer to your question: sitting on a virtual beach is no fun at all UNLESS you're doing it with cool people from around the world who'd never make the trip to do it in real life. How much fun is it to scale a mountain or explore an alien landscape without packing or breaking a sweat?

      --
      Forward, retransmit, or republish anything I say here. Just don't misquote me.
  5. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0

    uh, like, what fantasy game did you just describe? i want to play it.

  6. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0

    uh, its called "real life" maybe you should try it sometime

  7. Bad Article Title by vjmurphy · · Score: 2, Interesting

    What they really mean is "pioneers of the graphical MMORPG." They barely touched upon MUD/MUSHes and the like in the first article.

    And, actually, none of the games are really RPGs at all, since no one ever RPs in the G. Yes, there are exceptions, but for the most part, all the people playing EQ, Galaxies, Camelot, etc, are just looking for the loot and experience. They are trying to "beat" the game, not actively participating in it.

    The real problem with these graphical MMORPGs is that they are all based upon the concept of leveling a character in some way, or reaching some goal that can be measure by a little progress bar.. That goal ends up really creating a bad dynamic for the RPG portion of the game. Luckily for the game creators, there isn't a lot of RP in them.

    When playing various MUSHes, the goal was to be a good role-player: there weren't necessarily any benefits beyond the happiness of being a good roleplayer, and having people respect that.

    MUSHes also allow you the ability to create any type of character, since there's no graphical limitations.

    Roleplaying in the Everquest and Camelot suffers from being level based, with some RP tools thrown in. They aren't flexible enough for users to create actual characters.

    --
    Vincent J. Murphy
    Spandex Justice
  8. let human beings attract other human beings by kipple · · Score: 3, Interesting

    just give everyone the possibility to develop add-ons to the game, make it portable, and let the thing go. a single programmer or a limited team of them cannot think about every possible situation or every possible way to attract people.
    but a whole world of programmers in a lot of countries maybe can do it.
    make the game easily customizable and playable in many countries (language support, country servers), and let the whole thing evolve.
    don't worry too much about piracy issues - if the game is good, people will buy it. make licenses available online to buy. let people try it by providing 20 days licenses to play in a smaller world.

    just my .02 euros

    --
    -- There are two kind of sysadmins: Paranoids and Losers. (adapted from D. Bach)
  9. I'm sorry... by Anonymous Coward · · Score: 0

    for this being horribly offtopic, but does anyone thing of the phrase "Mmm more pig..." when they see this acronym?

  10. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0

    also known as wishful thinking.

  11. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0

    this shiT be hilarious...

  12. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0

    Pretty cool of you to take time out from your busy schedule of banging sluts to troll on slashdot.

  13. Evolving online games by HanseShadow · · Score: 1

    Although, an online game can evolve and does not need to be a new product, as this article suggests. That is the beauty of persistant online worlds.

    Ultima Online has changed to allow players more expression in a persistant world. It originally did not ship with many of the features it has today, such as customizable housing, vendors that can be dressed up by players, more AI features on higher level creatures that are unique to them, an extremely extensive magic item system, etc. This is on top of the enormous content already in the game. Something that Second Life does not have (and much of the player generated content seems shallow aside from visuals, imho).

    Professional content over armchair designer content has been much more appealing, imho. A good mix of the two is something that goes a long way for folks. :)

  14. Re:Role Playing is for Faggots by Anonymous Coward · · Score: 0


    thank god for this uplifting post!

    A++ post!

  15. what mmors need by erax0r · · Score: 1

    I started my mmorpg career in december of 97 with a game called Ultima Online. I never thought myself as a roleplayer or even thought id be interested in any roleplaying games. Surprisingly I was instantly hooked. I couldn't put the game down. I cannot think of another game where I actually have fallen asleep at the keyboard only to wake up a couple hours later and continue my playing. What made ultima than so great? The community. One of uo's main points that kept me in the game was the pvp and the long term goals. For example: in that time period it was extremely rare to come across a grandmaster blacksmith. Occasionally one would be setup near the britain smith and offering his service to the fellow players. THIS WAS A HUGE EVENT! Obtaing grandmaster was not an easy feet and those who were gm's were treated as kings. Thats just one example. Another was the unrestricted pvp. You step outside of town alone your likeley to get mugged. When you died everything you were carrying at that time was left on your corpse for free loot (including house keys I might add). So this in turn forced you to travel in groups when ever you left cities or decided to go adventuring! I myself played the role of a PK in an extremely organized guild that was very succesfull. Here is my idea of the next perfect mmorgp: 1) unrestricted pvp outside of TOWNS (NO LAME PVP ZONES, TOWNS ARE SECURED BY GUARDS THATS IT) 2) more important long term player accomplishments. 3) as little npc activity as possible. The more focus put on the individual player the better. Uo has since evolved into the typical mmorpg. Complete w/ almost 0 pvp and a very "disney" type feel to it. This was not the way it was originally designed. These developers need to grow some balls and start making their games less care-bear-ish. In the real world you can do whatever you want. Yes there are penalties but the point is you can do whatever you want whenever you want. We needs this in another mmorpg!

    --
    .[[erax0r]]. .[[/burn.]]. .[[/bros.]].
  16. User created content? Been there, done that. by Doctor+Cat · · Score: 1
    and stress "user-generated content" in the next generation of MMO titles

    Stress user-created content? We've been doing that since 1996 in our game! Engage smug-mode.

    Guess it's time to move on and add whatever's going to be the next trend, before everyone else figures it out.

    Ok, ok, disengaging smug mode. But I thought I earned at least one quick "I told you so" after all that work. Back to the code mines now.

    --

    Furcadia - A free online game with user created content, DragonSpeak scripting, & more.

  17. Re:Role Playing is for Faggots by ChickenAintDone · · Score: 1

    Posted like a true AC, where people who know him can't call him out.