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The Trouble with MMORPGs

jasoncart writes "The trouble with MMORPGs is a humorous account of one gamer's struggle to find and assume his place in the rapidly evolving societies which form a part of the online RPG explosion. Ultimately, it is also a lament for the loss of direction that is the scourge of the genre."

403 comments

  1. Me too, so bored of RPing online. by soluzar22 · · Score: 4, Insightful

    I got to the same stage as this author about 6 years ago. I spent lots and lots of time playing MUDs - (remember MUDs? Nahh, didn't think so!) before there even were such things as MMORPGs, and while I loved it at the time, after a while you've just done it all, seen it all, and just don't want to do it again. As a result, I've never bothered playing any of the graphical MMORPGs. They can't be that different from MUDs really, can they? I mean, in the enjoyment factor?

    I enjoyed the social scene on my favourite MUDs but apart from the jadedness factor, they were a huge time (and money, this was pre-unmetered internet) sink.

    -- Soluzar

    1. Re:Me too, so bored of RPing online. by happyfrogcow · · Score: 1

      By same stage, do you mean an error message from a web server? Thats all I got from the page. lousy /. effects

    2. Re:Me too, so bored of RPing online. by Shakrai · · Score: 1

      I remember MUDs back in the day :) I logged over 8,000 hours in three years (that's almost eight hours a day!)... and that's just when my favorite MUD upgraded to a code base that tracked time logged in!

      Scary to think what kind of time we used to have on our hands before jobs, lives, and responsibilities cropped up ;)

      Farewall my text based friends. Like IRC and Usenet, you will be missed :(

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
    3. Re:Me too, so bored of RPing online. by j0217995 · · Score: 1

      I've found my enjoyment has shifted. I still play on various MUDs and still enjoy them. However I have moved from the actual running eq and quests to working on developing my favorite mud. Its where I have learned how to code several langagues and work with databases that I would never had the opportunity or desire before.

      I agree that jobs and responsibilities have helped in the shift from the day to day exping and getting eq. Who has time to spend 5 hours on a single piece of eq when family, work, friends and other jobs are calling you.

      I have always been that level 10 when everyone I know is a level 50 uber player. I the person that will always ask for help because the 10 minutes I am, maybe the only time I have that day for a game. That is why I will never again be some uber gamer.

    4. Re:Me too, so bored of RPing online. by soluzar22 · · Score: 1

      I sometimes wonder if I should give MMORPGs a go, but then I read an article like that, and I think my gut was right all along. :-)

      On a side note, what makes you say that usenet is dead? I read and post to one newsgroup regularly still, and there's another three or four I track without posting.

      -- Soluzar

    5. Re:Me too, so bored of RPing online. by smittyoneeach · · Score: 2, Interesting

      I watched my roommie in college waste a solid week of his life on these things. I'm in greater danger from Sid Meier products.
      The MMORPG that might be tempting would be an accurate historical one.
      What if you could go back in time to, I don't know, Homer's Greece and tool around with Jason ISO fleece?
      I hope that there aren't any archeology/history professors on /., because if they teamed up with the right coders, you could have a killer app.
      Even more frightening is the threat of the players learning something. Useful. About reality. Fear!

      --
      Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
    6. Re:Me too, so bored of RPing online. by Aliencow · · Score: 1

      I think he means he does't have time to read Usenet anymore..

    7. Re:Me too, so bored of RPing online. by nautical9 · · Score: 2, Interesting
      One of the best features of some MUDs I've played was the fact that after reaching a certain point in the game (level, quest goal, whatever), you could become one of the games content creators.

      You'd be given access to a rudimentary scripting language, given a "starting point" in the online world (a door, a cave entrance, whatever), and could create your locations and quests from that point on.

      Your creation would be "moderated" by other random people who have also been granted this benefit, so as to avoid buggy or inappropriate areas, but aside from that, you could do pretty much anything.

      Granted, the MUDs I would play typically only had about 100 people (30-40 who be online at peak times), so managing this amount of new content was relatively easy. MMORPGs would have a harder time dealing with this I'm sure, but it could be done much like /.'s moderation system.

      It made for an ever-expanding and truely dynamic gaming universe, and kept it interesting. Some quests were typical hack-n-slash, others completely story-based, others purely puzzle oriented, and everything inbetween. And by only allowing this ability after reaching a certain point/level in the game, each content-creator was likely to be interesting in extending the game, and not trying to screw it up (of course, this was before Macro's were commonplace, so to reach a high level meant actually playing the game).

      I think I'd actually be interesting in one of these new-fangled graphical MMORPGs if they'd incorporate a similar feature, if only as another creative outlet for me to explore.

    8. Re:Me too, so bored of RPing online. by zfractal · · Score: 1

      I was thinking something like that would be very cool, perhaps something based on ancient Greek or Roman mythology, or something akin to The Odyssey. Not necessarily that you'd learn anything, but MMO's seem to be based on one of two genres - medieval fantasy (dragons, etc.) or scifi.

      Something along more historical lines would be more interesting I think. For example, ancient times (as mentioned above) or the Old West.

    9. Re:Me too, so bored of RPing online. by Sparr0 · · Score: 1

      Go try Second Life. the entire game is about player created content. people design and build 3d objects that can be scripted to move and interact with each other, the world, and the players. the combat and such isnt too advanced (or even present in most areas), the basic game is more in line with The Sims than with Everquest, but its still a neat game to play with. Even if you dont like it, its a great place to gain more perspective on possibilities in MMORPGs.

    10. Re:Me too, so bored of RPing online. by RickL · · Score: 1

      I tried EverQuest briefly.

      I spent so many hours fighting beetles and snakes to slowly level up. If I went against anything much tougher, I'd be prying my sword from my cold, lifeless hands.

      I found the fighting part boring, and most people I encountered were of the "0wnz j00" variety.

      What sucked me in though, was the scope and detail of the world. What I really wanted to do was to see it. When I did venture out along a well traveled path, I'd soon be dead after nightfall.

      Ironically, when I played MUDs (LambdaMOO mostly), the exploring part quickly became tiresome, but the social aspect was interesting. Eventually, I lost interest in that, too.

      Ultimately, I decided I don't even like online roleplaying. I just want to be myself. Sometimes I show different aspects of myself under different user names or in different contexts, but it is still me. I am not a level 20 orc-slaying warrior, nor do I want to play one online.

    11. Re:Me too, so bored of RPing online. by cens0r · · Score: 1

      Trade Wars... ahh the memories...

      --
      Jack Valenti and Orrin Hatch will be first up against the wall when the revolution comes.
    12. Re:Me too, so bored of RPing online. by Awptimus+Prime · · Score: 1

      Yeah, that was probably me and my posse of monks waiting for you outside the city.

      On the PvP server, we'd get a band of about 10 monks to beat up anyone who crossed our path outside of Quenos. I'd often take a beetle eye or a few gold for the privelege of not being leeted upon.

      Was some good times..

    13. Re:Me too, so bored of RPing online. by Anonymous Coward · · Score: 0

      An Old West MMORPG would definately be cool.

      I was thinking a pirate setting might be interesting as well. Guilds could have their own ships, capture other guild's vessels. Pillage towns. Monsters could range from sea-creatures, to regular land monsters, to an entire enemy ship that your group would have to fight.

    14. Re:Me too, so bored of RPing online. by Anonymous Coward · · Score: 0

      MMORPG name = "The Good, the Bad, and Your Mother"

    15. Re:Me too, so bored of RPing online. by Glonoinha · · Score: 1

      -What sucked me in though, was the scope and detail of the world. What I really wanted to do was to see it. When I did venture out along a well traveled path, I'd soon be dead after nightfall.

      You need to try Star Wars Galaxys. I'm about as lame as you are and I enjoy SWG quite a bit - for exactly that reason. The barrier to entry is pretty much non-existant with respect to levels, no death penalty, and if you just want to crank up the eye candy and walk around and explore the metaverse ... that's cool. Granted you need to kill a FEW things to gain access to some of the theme parks (Jabba's palace, for example) but they are really not that difficult or time consuming (hour or two, maybe three or four if you want to get up close and poke Jabba in his belly.) The only limiting factor is cash to buy shuttle tickets between planets, but if you wanna be a regular ol' guy that goes around the Star Wars galaxy just checking things out - you can do that ... it is an incredibly beautiful and rich rendition of the Star Wars era - simply amazing on a high powered computer.

      --
      Glonoinha the MebiByte Slayer
    16. Re:Me too, so bored of RPing online. by Codifex+Maximus · · Score: 1

      Heh, I loved TW2002. I played the heck outta that and became ruler of the universe a few times. (Ruler by the fact that no one could come and go without my approval). I had all the starlanes mapped and beconned. Oh well time goes by.
      Now it seems that there is another Trade Wars like MMOLRPG called EVE.

      Don't know how it plays but I might give it a try.

      --
      Codifex Maximus ~ In search of... a shorter sig.
    17. Re:Me too, so bored of RPing online. by Geekbot · · Score: 1

      They are the exact same as a MUD. If you think putting a pretty GUI on a MUD makes it any better, think again. Instead of typing E to go east, you spend 5 minutes of making your character walk to the east. UGggh, I'm way to lazy to play MMORPGs. Heck, I was too lazy to even get my MUD characters advanced.

  2. I want a MMORPG based on this! by Anonymous Coward · · Score: 0

    Crushed: The Doomed Kitty Adventures!

    And it needs orcs that look like this.

    1. Re:I want a MMORPG based on this! by Anonymous Coward · · Score: 0

      Dude I love that comic. it's histerical!

      Have you ever played the D&D Mod?

    2. Re:I want a MMORPG based on this! by Anonymous Coward · · Score: 0

      Aaaagh! Furries! Don't click on that "kitty"-link lest you become infected with the furry plague!

    3. Re:I want a MMORPG based on this! by Anonymous Coward · · Score: 0

      Which reminds me, how come noone's come up with pr0n mmorpg? Or is there one and I just don't get out enough? I'd think a pr0n mmorpg would make a killing, and noone ever gets bored with sex...

  3. Better Games by Yenhsrav_Keviv · · Score: 0

    I'll stick to quake and counterstrike.

    1. Re:Better Games by Anonymous Coward · · Score: 0

      Counter-Strike sucks bigtime, it's the worst game ever.
      Yack, makes me puke.

    2. Re:Better Games by Anonymous Coward · · Score: 0

      Hey, the 90's just called for you. They want their games back.

  4. 6 comments....flatlined by Anonymous Coward · · Score: 0

    slashdotted.....

  5. Slash dotted already... by PixelThis · · Score: 1

    Anyone care to post a mirror or the article text?

    1. Re:Slash dotted already... by Anonymous Coward · · Score: 3, Informative

      Article text for those who can't get in:

      If game developers knew about me, they'd try to bottle what I have - I am the equivalent of MMORPG litmus; an acid test. I've played most of the big ones - UO, EQ, AC, DAOC and now SWG, and I've exhibited the same reaction to almost all of them. You see, I'm always the fish that got away.

      It always starts so well. I install, register. Spend an age perusing arcane and obscure sites to find the elusive best combination of STR and DXT and INT for that uber nuking mage or damage soaking tank. I make the decision, create a character. I change my mind, re-roll and start again. I do this several times, until everything is just right. But finally, I'm happy. I enter the game world.

      And am immediately lost and confused. No MMORPG ever has managed to ease me into a game. Maybe I'm obtuse, but invariably someone takes pity on me and points me in the right direction - the rat/snake/mouse/snail killing fields, where I begin to cut my level 1 teeth with the other "n00bs". In UO and EQ, this was a delight - it was all new, we were all new back then. This was before the days of power levelling and macro'ing your way to level 40 before the game was even out. No. Back then, we ALL did our time in the rat fields. But despite the obvious menial nature of the task, it is still fun. The levels come quickly, new skills are learned and used, new items acquired and the next goal is only just around the corner. This is the MMORPG honeymoon period - the time where the grind is not just bearable, it's actually enjoyable. But like the real thing, the MMORPG honeymoon can't last.

      It begins to creep in, almost unnoticed. The levels are further apart. You begin to notice that newly acquired skills are carbon copies of the old ones, with a different coloured icon and a two percent damage increase. You start to get 'class envy' - that feeling that almost every other race/class/profession is better off than you, and that the developers have it in for you and your kind. Suddenly, you find yourself looking for groups because you're bored of soloing, or soloing because you can't find a group, or crafting because you can't be bothered with either. You try out all the little distractions the developers have put in the game to make things 'deep', only to find they're broken, bugged or plain pointless. But you're a trooper. You stiffen that upper lip and press on, certain that if you can only hang in there the good times will arrive and the game will be FUN again.

      It is at precisely this point, that me and others like me will part ways with our more determined MMORPG brethren. I, you see, am a quitter. And that's why developers should listen to me, because it is me and those like me who cannot be retained after the free month. Simply put, if I'm paying for it, then it's a winner. And I tell you all honestly, I'm TIRED of quitting. I want to proudly display my level 75 death mage to all and sundry. I want to tell bored "n00bs" of how I acquired my shiny Boots of Relentless Perseverance + 2 after a three day battle with a fire giant. I want to be that guy - I have it in me, to be that sad.

      But frankly, and I mean this in the nicest possible sense, all the MMORPGs out there bore me senseless after two or three weeks. So where are they going wrong? Well, if you're still reading at this point, I'm going to tell you. Here follows Nick's list of MMORPGs do's and dont's... so without further ado, and in no particular order...

      1) DON'T use me as pest control:

      I've killed them all - rats, spiders, snakes, snails, wasps, worms, beetles etc. And more to the point, I've BEEN killed by them all. I'm tired of this crap - I know MMORPGs must have a sense of progression and therefore start small, but can't I start a bit higher up the food chain? For God sake, in real life I could give most decent sized mammals a good hiding and I don't even possess a shock spell or whirlwind attack. Let me fight something bigger.

      2) DO allow me to play how I like, when I like:

    2. Re:Slash dotted already... by Anonymous Coward · · Score: 0

      It's actually easier for me to load the article than to load slashdot pages. (Yeah, I know, that article pages are static and the slashdot pages I'm loading are dynamic...)

      p.s. 500 Internal Server Error!!!

    3. Re:Slash dotted already... by Anonymous Coward · · Score: 0

      amen dude

  6. Re:fp mofo by Anonymous Coward · · Score: 0

    Way to go. You're such a 1337 d00d. When I grow up I want to be just like you.

  7. Slashdotting... by GoofyBoy · · Score: 1, Funny

    .. the real-life webserver PK'er.

    --
    The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    1. Re:Slashdotting... by Anonymous Coward · · Score: 0

      And what's really "funny" is that he submitted this story himself. Did you not think it would get traffic? Little underprepared are we?

      Slashdotted after 16 comments... sign...

  8. text of article by Anonymous Coward · · Score: 5, Informative

    If game developers knew about me, they'd try to bottle what I have - I am the equivalent of MMORPG litmus; an acid test. I've played most of the big ones - UO, EQ, AC, DAOC and now SWG, and I've exhibited the same reaction to almost all of them. You see, I'm always the fish that got away.

    It always starts so well. I install, register. Spend an age perusing arcane and obscure sites to find the elusive best combination of STR and DXT and INT for that uber nuking mage or damage soaking tank. I make the decision, create a character. I change my mind, re-roll and start again. I do this several times, until everything is just right. But finally, I'm happy. I enter the game world.

    And am immediately lost and confused. No MMORPG ever has managed to ease me into a game. Maybe I'm obtuse, but invariably someone takes pity on me and points me in the right direction - the rat/snake/mouse/snail killing fields, where I begin to cut my level 1 teeth with the other "n00bs". In UO and EQ, this was a delight - it was all new, we were all new back then. This was before the days of power levelling and macro'ing your way to level 40 before the game was even out. No. Back then, we ALL did our time in the rat fields. But despite the obvious menial nature of the task, it is still fun. The levels come quickly, new skills are learned and used, new items acquired and the next goal is only just around the corner. This is the MMORPG honeymoon period - the time where the grind is not just bearable, it's actually enjoyable. But like the real thing, the MMORPG honeymoon can't last.

    It begins to creep in, almost unnoticed. The levels are further apart. You begin to notice that newly acquired skills are carbon copies of the old ones, with a different coloured icon and a two percent damage increase. You start to get 'class envy' - that feeling that almost every other race/class/profession is better off than you, and that the developers have it in for you and your kind. Suddenly, you find yourself looking for groups because you're bored of soloing, or soloing because you can't find a group, or crafting because you can't be bothered with either. You try out all the little distractions the developers have put in the game to make things 'deep', only to find they're broken, bugged or plain pointless. But you're a trooper. You stiffen that upper lip and press on, certain that if you can only hang in there the good times will arrive and the game will be FUN again.

    It is at precisely this point, that me and others like me will part ways with our more determined MMORPG brethren. I, you see, am a quitter. And that's why developers should listen to me, because it is me and those like me who cannot be retained after the free month. Simply put, if I'm paying for it, then it's a winner. And I tell you all honestly, I'm TIRED of quitting. I want to proudly display my level 75 death mage to all and sundry. I want to tell bored "n00bs" of how I acquired my shiny Boots of Relentless Perseverance + 2 after a three day battle with a fire giant. I want to be that guy - I have it in me, to be that sad.

    But frankly, and I mean this in the nicest possible sense, all the MMORPGs out there bore me senseless after two or three weeks. So where are they going wrong? Well, if you're still reading at this point, I'm going to tell you. Here follows Nick's list of MMORPGs do's and dont's... so without further ado, and in no particular order...

    1) DON'T use me as pest control:

    I've killed them all - rats, spiders, snakes, snails, wasps, worms, beetles etc. And more to the point, I've BEEN killed by them all. I'm tired of this crap - I know MMORPGs must have a sense of progression and therefore start small, but can't I start a bit higher up the food chain? For God sake, in real life I could give most decent sized mammals a good hiding and I don't even possess a shock spell or whirlwind attack. Let me fight something bigger.

    2) DO allow me to play how I like, when I like:

    I keep unusual hours. It's a by product of being

    1. Re:text of article by Paolomania · · Score: 2, Informative

      If I'm right, then some time next year, Blizzard will show us all what we've been missing.

      Along those lines, Blizzard has just updated the WoW site with an overview of how their quest system will work.

    2. Re:text of article by Anonymous Coward · · Score: 0

      dude. check out a tale in the desert. like it or not, theres a free 24 play-hour trial, and free download. (win and linux). www.atitd.com

      indie company, low advertising budget, great great game.

      i think at the very least you owe it to yourself as a MMORPG fan to try it, but i think you might find it refreshing. and it addresses lots of concerns of yours above. the largest being that you DO make a difference. really.

    3. Re:text of article by Dave_B93 · · Score: 1
      Didn't you get the part about him saying don't make it like a job?

      I played a tale in the desert and at first it was good. but to get any of the cool things (that I enjoy) required tonnes of hours online working with other people and trusting them with stuff you'd worked hours to create. I was a fan of the school of architecture. I was in a guild. One of the guild members must have spent most of his time playing because he was always on saying "we have to finish this, we have to finish that" One day he quit, and gave away all the stuff I'd worked hard ( in my own way ) to make.

      Who knows, it might be different now, for sure you could do well in the discipline of Combat without much of a group but i wasn't into that. I guess it depends on what you want to do.

    4. Re:text of article by cranesan · · Score: 2, Interesting

      >>I've played most of the big ones - UO, EQ, AC,
      >>DAOC and now SWG, and I've exhibited the same
      >>reaction to almost all of them. You see, I'm
      >>always the fish that got away.

      The fish that got away? How much money did the game companies get, for selling this dude the box set to each game, and 6+ months of monthly service... the article talks about how the players are losing out, but as long as we consumers pass along the message that what they give us is profitable they will keep churning out as much crap as they can.

      Did you know SWG is the most expensive MMORPG, and that they had a period where instead of working on and fixing all the customer service tickets, they said "We just fixed a couple bugs, so we are going to delete all the tickets. If your problem is still here, then please make another ticket". What the hell is that???

    5. Re:text of article by ooPo · · Score: 0

      It sounds like this guy doesn't like MMORPGs. Why does he keep playing them?

      'Doctor! It hurts when I do this!'
      'Well don't do that.'

      Sheesh. Play something else.

    6. Re:text of article by j4ck50n · · Score: 1

      dude, you must have had this written and ready to go...

    7. Re:text of article by PainKilleR-CE · · Score: 3, Insightful

      I think that portion of the article is a good example of what is wrong with a lot of MMOG players. They find they don't like what they've already played, yet they still look towards the next game as if it's going to solve all of the problems. The author of the article already knew far more about WoW than I had even known was available about the game, and was writing about it as if he had already played the game.

      WoW may or may not solve some of the problems with MMOGs, but it's not out yet and no one will even have any idea if it does until then. I still have problems with the payment model, even though I've tried 3 games for myself (UO, EQ, and PlanetSide), and my girlfriend just saw the payment model for herself last nite when I was showing her some of the information on Final Fantasy XI, and thought they (or I) were insane. She could've understood either the up-front payment or the subscription model, but the combination is too far out there, and I tend to agree. Even if I had to pay slightly more than normal for the first month, or subscribe for a minimum of 3 months at the start I could understand it, but $50 + $X/month is just too much. Luckily, I managed to find each of the games I've tried so far for less than $50, but in each case it certainly meant waiting quite a while (though less time with PS) after the launch, or even the stability problems being reduced.

      PlanetSide had much less of the level treadmill and the 'pest control' aspects, but still started you off as basically cannon fodder rather than a useful individual. It also had a very short build-up until you reached the maximum level, and no content beyond the basic storyline (and a very sparse world with hotly contested areas that change hands constantly).

      At the start of EQ, it seemed like there was something to do immediately, but then I realized after a couple of hours that I wouldn't be able to complete my first quest until I had levelled up a great deal (I couldn't even start on my way towards the area I needed to get to to start the quest without facing enemies that were significantly more powerful than I was). Oh, and getting killed by insects and bats was not my idea of fun, not to mention having to kill so many of them to get to level 3 (woohoo! ding!).

      UO felt like a world that was already well established in which there was nothing to be done, and immediately presented me with a wolf to attack my character and another player that decided to help the wolf out. Oh, or a rabbit, which also had a 50/50 chance of killing my character.

      I don't need to be all-powerful when I start a game, I just want a sense of something to do and a feeling that my character is maybe slightly more powerful than I really am in some way. It doesn't matter if it means that an orc in WoW has the same power (both in attack power and defensive power) as a bat in EQ, at least I would get killed by a swarm of orcs instead of a swarm of bats. If I have to commit genocide to level up, though, there's still something wrong. Genocide should be reserved for high-level characters (and committed quite easily against bats and low-level orcs).

      --
      -PainKilleR-[CE]
    8. Re:text of article by fallingdown · · Score: 1
      "If I'm right, then some time next year, Blizzard will show us all what we've been missing."
      I can agree with the guy but any credibility he had with me went out the window when he started talking about "the next big thing." There will ALWAYS be a NBT, especially with MMORPGs. It's all hype. The games are never as good as the hype and as soon as LINEAGE II comes out, I'm never buying another MMORPG. I mean it. I'm serious this time...
    9. Re:text of article by Anonymous Coward · · Score: 0

      I completely agree. I work all day. When I play, I want to play. I am sick of MMORPG skilling that is too much like a job and not enough fun. I know when I fire up the old macros that I'll be quitting the game soon. As you so eloquently point out, if the leveling were fun, there would be no reason to macro. I think the problem is that the game developers have a difficult time distinguishing challenging from tedious.

    10. Re:text of article by Quixadhal · · Score: 4, Insightful

      I hate to say it, but ALL the so-called MMORPG games are based on 12 year old technology. They used to be called MUD's, used to be free to play, and required only a telnet client to play. The had this awesome graphics engine called "imagination" that let you read efficient little text descriptions and picture scenes that have yet to be created in any 3D game to date.

      SWG innovated by offering in-depth crafting and non-combat experience? Please. BatMUD did this a decade ago, and is still around and going strong. All of the things that these new graphical games are experimenting with are well-established ideas from text-based games.

      I know, text games aren't COOL enough for today's kids. If it doesn't induce nausea at 120FPS or more, it's boring. Try playing one though. Yes, there are lots of them out there, and many of them are cookie-cutter garbage. But some of the larger ones really do provide good gameplay, and well crafted environments. Plus they don't cost you $50 to try.

      I have also tried several of the MMORPG's, and the only one I ever went back to was DAoC, mainly because I liked the overall feel. I don't play them as much (since my cable modem is slow all too often), but I do hop on every so often when I want some eye-candy.

      *I* am the favorite player of the company. I pay my $12/month and probably play about 20 hours or so, as opposed to the uber-leveler who plays 12 hours a day every day just to see if they can max out every class before the next expansion. :)

    11. Re:text of article by Fricka · · Score: 1
      Excellent article!

      However I feel the original author left out one important part of a MMORPGs "hook" to me:

      Exploration

      If I really am "entering a world" I want to feel like I am. I felt that way in early EQ. And to those who have posted, "How different can a graphical MUD be from one that isn't graphical?" The answer is much different, we are largely visual people (come on guys, you know that is true ;) ) and adding "eye candy" is an immediate hit.

      What's even better is adding eye candy that is an intriguing landscape, where you can feel like you are possibly the first person ever to have come to this exact corner, to see this exact view. That is an easy hit MMORPGs can give us.

      Exploring a world without having to slay Dragon 1 2 and 3 just to enter the area, is also something a casual player can do. Perhaps I'm biased because I do things like this in real life, but I was thrilled to appear to be able to ascend the "mountains" in DAoC instead of hitting my head on the "world's ceiling" as in EQ.

      Give me the mountains, the tiny little nooks in caves in which I find a quiet rest spot, and I'll go there to take a break from the leveling grind, perhaps it might even entice people to :: gasp :: roleplay more.

      If you'd like to see my take on the MMORPGs I saw at this year's E3, see my article: Building a Better Mousetrap.

      --
      ~Fricka
      OffLineTshirts.com
    12. Re:text of article by Zurd · · Score: 1

      As a hobbyist game designer, I can say that it's not necessarily that they don't know the difference. People play these games for hundreds of hours, and it's hard to write hundreds of hours worth of engaging and interesting content. You have to strike a balance between the two, and the longer you play a game, the more the balance of your personal experience is going to shift towards the repeatable stuff.

    13. Re:text of article by Om242 · · Score: 1

      Quixadhal said: "SWG innovated by offering in-depth crafting and non-combat experience? Please. BatMUD did this a decade ago, and is still around and going strong." ........... You're absolutely wrong. You know how I know? I played BatMUD 10 years ago actually. :) Their 'crafting' (if you want to call it that) class (or 'guild' as it was refered to) was called "Merchant", and they didnt craft anything. They repaired armor, and weapons. They Featherweighted armor and weapons. And then they cast the all-mighty "MIP" (Money Is Power) on players at 10% charge (converted all the gold the player had to experience points). But guess what? They didnt get squat for experience for all that. They still had to go out and fight. And fight they did a lot. Usually taking up a secondary class (Reavers) or something. heh heh heh But I have to admit... MUDing back in the day was far more fun than MMORPGs today. Except... 1) Going on massive (50+ player) guild raids in EQ. MUDs simply couldnt top that. 2) The 3D engine really enabled some killer group dynamics that in the MUDing world is tough to beat. For me to explain why this is so, I'll have to write a 100+ page book. Anyway... other than all that... good to see some old BatMUDers are still out there! :) ++Om

    14. Re:text of article by Raptor+CK · · Score: 1

      Perhaps the whole genre is just broken.

      See, I played one online "RPG" that I truly enjoyed. It wasn't massive, but it was multiplayer. I ran around with people I didn't know and killed monsters. Then I did it again. I collected items and money for my trouble. I couldn't multiclass, and the quest was always the same, and most of the monsters were fairly predictable.

      The game? Phantasy Star Online on the Dreamcast.

      It's not a deep game, but I'll be damned if it wasn't fun.

      --
      Raptor
      "Procrastination is great. It gives me a lot more time to do things that I'm never going to do."
    15. Re:text of article by crispenigl · · Score: 1


      I was Crispen on Batmud and could not agree with you more!

      BatMud was so far ahead of its time. Batmud combat and leveling system from 1990 is more advanced that the Graphical muds of today.
      The graphical muds are so simplistic and combat requires little or no team work. Batmud - you had to work together!

      unless you were a necro.. but that was another story....

      Cool to see a batmud reference - i havent played in year-- stopped after one of the conversions - but i wasted 2.5 years of my life to batmud!

      I even made one of those text intro screens!

    16. Re:text of article by Carnivorous+Carrot · · Score: 1

      One of the good things about UO (I remember being jealous of a Quake clan member who got into the beta) was the occasional invasion.

      It's the dynamic nature that will bring back a lot of people -- that you could do something by fighting back an invasion.

      The current games are the complete opposite of an RTS. In EQ (as "in Soviet Russia") you are the chump who hurls himself against units spewed out by machinery. No way to destroy the machinery, no way to push back the frontier of evil from the opening of the city.

      And if you do find a way to do that temporarily (such as by tagging a guard, making them run after you, effectively bringing them to what you want to kill) you get punished by the GMs.

      There is absolutely no sense of excitement after you get used to the newness of things. Even an expansion pack is just another set of differently skinned things, like going down to the umpteenth level of the original Diablo, wow, how exciting, a different colored dog that spits a different color spit at you. Wow. Another land with meaningless monsters that appear out of nowhere, preventing you from making the area safe for Little Red Riding Hood to walk around. (Retard-o-matic EQ Sony even removed the ability to set your pet up like a guard where they'd go off and kill anything, threatening or otherwise, that got nearby.)

      --
      "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
    17. Re:text of article by Carnivorous+Carrot · · Score: 1

      > and it's hard to write hundreds of hours worth
      > of engaging and interesting content.

      Yes, so stop writing it!

      The solution is slapping them in the face and they don't see it.

      Quake & descendents don't have hundreds of hours. A lazy player will take 40 to solve Quake. Quake III doesn't even know what "content" is.

      What's exciting? The dynamic interaction. Because things are dynamic, they can power you up quite a bit. Since EQ is anything but dynamic, they have no choice but to make you as wimpy to the monsters as a porcupine is to a Diablo II barbarian. (Note the virtual reversal of roles in the games!)

      The solution? Not an idiotic PvP switch, but remember what's exciting: the unexpected!

      That means some PvP, if it can be designed correctly (DaoC was a start, but they still forced you to level treadmill before even dreaming of being involved in Realm vs. Realm.)

      It also means things like invasion events. EQ has those, but only very rarely, because they designed the system poorly requiring GMs to manually guide things for the most part.

      Dynamic, and it can be handled properly and automatically. Don't just schedule an orc invasion at 9 pm every night. (Or 9 pm +/- 2.5 hours at random.)

      I will also describe one cool pseudo-event on EQ, and one incredibly lame super-event on EQ.

      The best was as a gnome in Steamfont, "Feddy Duger" came by us who were, cough, camping the dragon skeleton. (On retrospect, someone must have trained him.) After a vicious battle by 9 of us, down he went! Exciting! Unexpected! Not sudden death!

      The worst was the opening of, I don't remember what. Some Dark Elves took over one of the forests near the Hobbit city (sorry, Halfling), and the human city next to it. The first wave was fought back by us! Then some slaughtering elves popped into existance (story must be moved along) and killed us. Near the human city (High Pass, I think it's called), I was invisible getting my corpse on the way back to the woods, when the slaughter-elves tore through there killing every single PC. See, they were killing the High Pass people to kick them out.

      The only problem? They left every single NPC alone, even the guards, who also left them alone.

      Incredibly lame, you just died, didn't even get to see a guard fight (even if they'd be scripted to be a tad wimpier than the elves so they'd lose.)

      Just the elves slaughter every PC, then freeze and stand there dumbly, as they and the guards did nothing. Then they disappeared. OMFG, how lame.

      --
      "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
    18. Re:text of article by rifter · · Score: 1

      It sounds like this guy doesn't like MMORPGs. Why does he keep playing them?

      'Doctor! It hurts when I do this!'
      'Well don't do that.'

      Sheesh. Play something else.

      Because he likes RPGs, SCIFi, Fantasy, and computer games, that is why. You would think a MMORPG would be the answer to such a person's prayers, but it is not. You know, I think a major reason this doens't work as well is that most adventure games normally have a good solid story, but most MORPGs do not. Paper and dice RPGs rely on a GM who creates a decent story and interaction with likable humans (likable by *you* the RPG player). Successful MUDs have historically had elements of both (and even when the stories sucked, people came back if they wanted to talk to others who were in that game).

      Actually, I have noticed that DAOC is soliciting suggestions from players both for quests and for game development. There is a very good line of communication between the developers and the players because they know it is about the community. We will see how things work out for them. Then again, the problems of the levelling system are definitely there.

    19. Re:text of article by rifter · · Score: 1

      Excellent article!

      However I feel the original author left out one important part of a MMORPGs "hook" to me:

      Exploration

      If I really am "entering a world" I want to feel like I am. I felt that way in early EQ. And to those who have posted, "How different can a graphical MUD be from one that isn't graphical?" The answer is much different, we are largely visual people (come on guys, you know that is true ;) ) and adding "eye candy" is an immediate hit.

      What's even better is adding eye candy that is an intriguing landscape, where you can feel like you are possibly the first person ever to have come to this exact corner, to see this exact view. That is an easy hit MMORPGs can give us.

      Exploring a world without having to slay Dragon 1 2 and 3 just to enter the area, is also something a casual player can do. Perhaps I'm biased because I do things like this in real life, but I was thrilled to appear to be able to ascend the "mountains" in DAoC instead of hitting my head on the "world's ceiling" as in EQ.

      Give me the mountains, the tiny little nooks in caves in which I find a quiet rest spot, and I'll go there to take a break from the leveling grind, perhaps it might even entice people to :: gasp :: roleplay more.

      If you'd like to see my take on the MMORPGs I saw at this year's E3, see my article: Building a Better Mousetrap.

      I have to agree with you. I think one of the main reasons I started playing Everquest and later DAOC was the scenery and music. In both games I enjoyed travelling the landscape even at low levels much more than fighting. It was also a challenge to go through areas where fighting would get you killed just to see something cool. I was recently trying to get a beginning character to stonehenge in daoc (which, for the uninitiated, is a high-level dungeon in the daoc world with high-level monsters roaming and guarding the whole Salisbury Plain). And who could forget the Naked Gnome race on everquest where the challenge was to create a new Gnome character and with no armor or weapons race from one end of the world (where gnomes live) to the other? That was a neat idea and very inspirational to me.

      I find it is very interesting how people act in these games compared to real life. I enjoy scenery in real life and would love to climb mountains. But most of the people in the game are just concerned with levelling. I was playing with a friend and I was telling him "check out that sunset!" But he was more concerned with his experience bar! :P

    20. Re:text of article by linkdead · · Score: 0

      MMORPGs aren't too bad really. It's never going to be "Just like AD&D", the sooner that is accepted, the sooner you will find the good in the given game.

      All these games have one common point, friends. They all have a guild/clan system ingrained into it, and in many instances only groups of people can reach certain areas/deal with the big evil dragon/badass. It's not all about the loot, or the high levels, it's about the people you meet, and the things you do alongside them.

      Sure it's nice to crag about your shiny mithril armor you just found in some dank cave off of a random corpse. There's nothing wrong with that. It's when a MMORPG player looks at ONLY loot and ignores the needs of others (most likely his own guildmates) that things will go wrong. In those events, people will fight and ultimately a portion of the membership in the guild may leave...never a good thing.

      in all games you ahve your hardcore players.. in shooters like quake and counter-strike those are the guys who can snap around faster than you can even see and cap multiple people with unerring accuracy. The kind of acuracy you would call cheating, except he's sitting right next to you at a lan party, so you can see that he isn't using an aimbot.

      In an MMORPG the hardcore are often "uber-guild" members. Every game has a few uber-guilds, and they are often very well known. They are the more extreme of the players, raiding dungeons that few others have, possessing the most powerful of each class, and also working their asses off to get all that. All to say they are the best.

      But as far as MMORPG design, there is no right or wrongway to do it. It has to be fun enough to hook you for a few months, but have enough social aspects to get you staying on to help your friends. It is, after all a social game. If it wasn't, why have it online at all?

    21. Re:text of article by Shardis · · Score: 1

      Well, I don't know about that particular mud, but I have played mud's 10 years ago, and there were a decent amount around that were still more advanced than any MMORPGs out today - skill wise, playerwise, classwise... Just about every way but graphics.

      These days, it's no comparison. There are muds out there that blow away any other MMORPG out there as far as gameplay goes, except for graphics. Just my humble opinion also though. ;)

      "Going on massive (50+ player) guild raids in EQ. MUDs simply couldnt top that."

      Well, yeah, things tend to be on a smaller scale just because you wouldn't be able to see or keep up with all the text whizzing by, but not always.

      I've been involved with quite a few MUD "adventures" that have directly involved at least 100 players. And yes, botting was highly illegal also. One got up to 350-400 according to the admins... sure looked that way to me, although I was only able to track about 300 myself when I reviewed the log - not that I'd have been able to see all of them anyway... Talk about hitting the server! lol. Events that large do tend to be few and far between though.

      Anyway, it all depends on the game and if it's any fun for you as a player, graphics or no. :)

  9. Trapped in purgatory Beer and excellent music by Anonymous Coward · · Score: 0

    Trapped in purgatory
    A lifeless object, alive
    Awaiting reprisal
    Death will be their acquisition

    The sky is turning red
    Return to power draws near
    Fall into me, the sky's crimson tears
    Abolish the rules made of stone

    Pierced from below, souls of my treacherous past
    Betrayed by many, now ornaments dripping above

    Awaiting the hour of reprisal
    Your time slips away

    Raining blood
    From a lacerated sky
    Bleeding its horror
    Creating my structure
    Now I shall reign in blood!

  10. Addicts, true addicts, don't quite by grasshoppa · · Score: 2, Interesting

    We simply hang in there, hoping it will get better, blaming ourselves for the lack of content in their game.

    "It's our fault", we say, "that I am not enjoying this as much as I did when I first started. If I just hang in there, and believe, it will all be ok"

    We're sorta like battered wives, except we pay for the privledge.

    --
    Mod me down with all of your hatred and your journey towards the dark side will be complete!
    1. Re:Addicts, true addicts, don't quite by sTalking_Goat · · Score: 1
      yeah I stopped paying for SWG. The whole reason I started in the first place was the promise of true pPlayer Run Cities. and wouldn't you know it the shipped the game without it...

      Lucas and company as just making it easier and eaiser to get over my Battered Star Wars fan delusional thinking.

      I'll be downloading Episode 3.

      --

      My days of not taking you seriously are certainly coming to a middle...

  11. Re:Soledad O'Brien on CNN's "American Morning"?! by Anonymous Coward · · Score: 0

    rudi bakhtiar is way cuter

  12. Back to MUDs by Shihar · · Score: 5, Insightful

    Simply put, MMORPGs are years behind MUDs. MMORPGs these days are glorified versions of Diablo. Even the most trade skill savvy MUDs really have just reduced trade skills into a Diablo equivalent... press this button so many times and win a prize. MMORPGs do not have consistent or coherent worlds. They rely purely upon addictive game mechanics and social communities built within the game to thrive. Personally, I went through the stage where I tried out addiction and found it to be less then enjoyable once I stepped back and realized how utterly boring these games were.

    These days, I stick to MUDs. MUDs are light years ahead of MMORPGs. For instance, the MUD I normally play, ArmageddonMUD http://www.armageddon.org/ has a coherent world, enforced RP, and permanent death. No MMORPG comes even close to this. The game is NOT built around slaughtering thousands of NPCs. Just like in real life, it will only get you dead.

    The day that MMORPGs will become worth while is when they find a formula other then pure addiction to keep people active. I think A Tale in the Desert is a great leap forward. Combining that sort of game play in with traditional action and adventure is where I believe it is at.

    Personally, I will go back to MMORPGs the second one manages to pull off true permanent death. MUDs have been able to pull it off and keep the game enjoyable, yet MMORPGs have not even been able to make the effort. Permanent death forces the game world to be coherent and for combat to less then mindless. I think that we have many years to come before MMORPGs can pull off what MUDs have already done.

    1. Re:Back to MUDs by Hecubas · · Score: 1

      Heh, I've tried playing Armageddon MUD many a time. Frankly, getting killed by half-giant assasins who suddenly sneak up on you was not my bag. It's really sad because they took my favorite DnD theme world, made a kick ass skill system, and then forced the players into pure elitist roleplaying. WTF is the point of having a skill based game that forces you to sit around in the town square all day engaging in mindless banter with the other schumcks while looking out for elven pick-pockets?

      I'm thinking that people looking for permanent death are in the extreme minority. I recall the annoying process of character approval in Armageddon as one of the factors that finally drove me away (besides all the dumbass PK's). Permanent death also makes you avoid risks and seriously slows done the game play, and most people don't have that sort of time to invest. I grew extremely tired of getting quite far in Armageddon, only to be PK'd by some random half giant power gamer (ok, I'm a little bitter). There seemed to be a dual standard in that game.

      However, I don't think MMORPG's are far off from catering to all types of players as you suggest. For example, EverQuest has a couple servers dedicated to player vs. player and one for roleplaying. One of their later expansions caters to the casual games who only have a couple hours to play at a time. I don't think it would be too difficult for them to dedicate another server for "hardcore" play, if that sort of thing is your bag.

      --
      hecubas

      --
      Hecubas
    2. Re:Back to MUDs by Pxtl · · Score: 1

      Personally, I'd rather a compromise - make permanent death possible, but not the end-all and be-all.

      For example, make it wild-westish. Killing a man in cold blood is illegal and actually punished, but duelling is fair, and may be to death or to first blood or whatever.

      Alternately, give the player some feasible explanation for resurrection. Personally, I'd love a "sims" ish approach where I can manage more than one character, so all the posessions of my "family" persist, even if the individual characters die. You are encouraged to develop all your characters to have back-ups, and allow the skill-improving system let your higher-level characters teach your lower-level characters.

    3. Re:Back to MUDs by Shihar · · Score: 1

      I am not sure what year you played Armageddon, but twinkery is something that very rarely happens these days and generally results in an immortal sized beat down. People die, and people die often. That is the point of the game. It isn't to build mad skills.

      As to sitting around and town square all day, I can assure you I have done no such thing. Some people to get their rocks off sitting in taverns all day talking about what noble is doing what. I personally play rough and tough mercenaries. My last mercenary lived for a total of 15 IC years. Over his life time he worked for half of a dozen different organizations, two of which were illegal. He worked as a spy at one point and a bounty hunter at another. He hunted down a magiker and killed a rogue half-giant raider. He survived no less the four assassination attempts. He finished off his life in a seedy merchant house which he turned traitor against the house after they executed two of his close friends for treason. His last days were spent on the run from Allanaki Templars and Merchant house assassins in the 'rinth.

      I don't know about you, but I sure as shit have never had a story to tell like that about an MMORPG, and that was just the quick and dirty version. The game enforces strict RP simply because without it you can't have what I just described. I will happily trade my ability to get m4d skillz if it means that there is more to the world then just wandering around killing things. Don't get me wrong. I like to kill stuff, I just like to have it actually have a reason. Killing NPCs or even randomly killing PCs is boring a shit. If I am going to kill someone, I want it to be because they sent an assassin to kill me and I am in a race to kill them first.

    4. Re:Back to MUDs by Ziviyr · · Score: 1

      The game I liked, Medievia 3, death killed you roamed about in ghost form for a holy place and then prayed.

      Then a god/*itch named Sultress stripped me of all my items, then the whole economy was reset and a wilderness area between zones was created with overpowered NPCs that cheerfully hunted you down to the edges of reality (and it became Medievia 4).

      It was so cool before the upgrade... :-\

      --

      Someone set us up the bomb, so shine we are!
    5. Re:Back to MUDs by Glonoinha · · Score: 1

      Ya get laid much, Bob?

      --
      Glonoinha the MebiByte Slayer
    6. Re:Back to MUDs by Darth · · Score: 1

      For example, make it wild-westish. Killing a man in cold blood is illegal and actually punished, but duelling is fair, and may be to death or to first blood or whatever.

      actually, in the american old west dueling was illegal.

      Also, outside of one incident with Wild Bill Hickock, i cannot think of any actual duel in the american old west that involved a showdown in the streets (as is always portrayed). I guess you could include the OK Corral, but that wasnt a duel.

      Personally, i'm absolutely in favour of permadeath. I'm also absolutely in favour of harsh penalties for murderers.
      I dont expect to see it in a MMORPG anytime soon though.

      Alternately, give the player some feasible explanation for resurrection

      this is one thing Star Wars Galaxies does. Some people dont like them using cloning to explain resurrection, but i cant think of a better way to do it in a Star Wars game.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    7. Re:Back to MUDs by Bleck · · Score: 1

      Personally, I will go back to MMORPGs the second one manages to pull off true permanent death. MUDs have been able to pull it off and keep the game enjoyable, yet MMORPGs have not even been able to make the effort. Permanent death forces the game world to be coherent and for combat to less then mindless.

      The problem with permanent death in an MMORPG is that players treat a for-pay service using different standards. I've played MUDs for years, and if the dreaded lag monster killed me, oh well, I cursed my crappy university connection for a few minutes and got on with life.

      However, if I'm playing a game that costs $10 a month to play, and I just lost my uber-character because of network lag or (even worse) a server bug / character hack / pretty much anything ... well, now I'm much more likely to call up and demand my money back. I may not get it, but I'll probably cost 'em plenty in calls to their support lines.

      Anyway, none of that means it can't be done ... but it's not as simple as just saying, "hey, let's make death permanent!"

      --Tom

    8. Re:Back to MUDs by Shardis · · Score: 1

      Well, Medievia kind of had to make some radical changes because of the licensing involved and the fact that it started out as a DIKU mud. ;) (I think it was DIKU, it's been years since I've played and it got removed from the "credits" command and everywhere else even more years ago.)

      I agree though, Med was fun for me when your one player could actually do something and make a difference.

      I love online games for the actual interaction with people instead of lame scripted opponants, but I hate being forced to group up with tons and tons of people just to be able to level (meaning it's an actual code enforced requirement, like it is now on Med).

      Still, I don't know many other muds out there that could handle 400 people banding together to take out a killer dragon that had been terrorizing the realm. Great memories...

      Ozy was an amazing coder, before he felt he had to leave over the licensing thing...

  13. Fat kids discover the outdoors by Anonymous Coward · · Score: 4, Funny

    If this genre doesn't die soon you can get ready for GENERATION LARD - kids who will spend 18 hours a day having sex chat under the auspices of slaying dragons. While they will quickly get over the psychological issues of male/male sex chat posing as teenage lesbian sex chat, it will be hard for them to physically cope with excessive masturbation being their only form of exercise.

    1. Re:Fat kids discover the outdoors by the+Man+in+Black · · Score: 1

      While they will quickly get over the psychological issues of male/male sex chat posing as teenage lesbian sex chat, it will be hard for them to physically cope with excessive masturbation being their only form of exercise.

      Troll, nothing, that's HYSTERICAL. I wish I had mod points, because anything that makes me laugh out loud gets automatic "Funny" modding.

    2. Re:Fat kids discover the outdoors by Anonymous Coward · · Score: 0

      That's a very simplistic view of a very serious problem, and it really dosen't help, 'Fat kids discover the outdoors' indeed.

      You fail to realise that to reach to outdoors, that the width challenged must be able to pass through the front door, and so here lies the real challenge...

  14. The articles misses the main problem: by Jason1729 · · Score: 4, Insightful

    Don't make me pay for the game twice:

    If you charge a monthly fee to maintain your virtual world, that's okay. Just don't charge a second time for the game itself. The "game" in the box is just a client to connect to the real game on the server. It's as stupid as if AOL charged $50 for those CDs they give away and then charged their monthly fee.

    By charging $50 just to get one's foot in the door, you chase of 90% of the people who would try the game if it just cost the first month's fee. At least some of those people would stick around.

    Jason
    ProfQuotes

    1. Re:The articles misses the main problem: by phlyingpenguin · · Score: 1

      Not all do, I believe Anarchy lets you download an enormous demo, and the game I'm currently in, Rubies of Eventide lets you download the game for free as well. While RoE doesn't have the exposure that SWG or Evercrack has in a store, I think it has a higher IQ level in game b/c of it being a smaller community.

    2. Re:The articles misses the main problem: by Elwood+P+Dowd · · Score: 1

      That $50 box might be the best way for them to get their game into the retail channel.

      --

      There are no trails. There are no trees out here.
    3. Re:The articles misses the main problem: by phlyingpenguin · · Score: 1
      fsk me in the arse for not selecting html OR previewing!!

      Rubies of Eventide - Just to prove I can do it mommy!!

    4. Re:The articles misses the main problem: by Razor+Blades+are+Not · · Score: 2, Insightful

      Nope.
      People generally believe free things are of lower quality than things they pay for. 90% of people will believe that the slick box they paid $50 for is worth that $50.

      If it were free, then they might also start to wonder about how much they're really paying for it through that monthly fee.

      Furthermore, the games are generally of low enough actual quality that the company has to cover their costs up front as much as possible, in order to cover those who drop out after the first month - a large percentage of their inital player-base due to the aforementioned low quality.

    5. Re:The articles misses the main problem: by DrEldarion · · Score: 1

      Either that or give away more than one free month with the box. If there were, say, three free months added in, it wouldn't be that big of a deal - it would end up working out about the same anyway.

      Of course, all that the people at the company see is, "but we'll be losing out on [2 months of subscription fees|$50 / box]!"

      More importantly, though, is a TRIAL. How many times have you wanted to try a game, but definitely didn't want to spend $50 for it just to see how good it is? A three-day trial would be enough time for a person to decide whether they like the game or not, and it would most likely be profitable for the compnay since the player will still be in the addictive "honeymoon period" described in the article and have more of a chance of buying it.

      -- Dr. Eldarion --

    6. Re:The articles misses the main problem: by syzygy_001 · · Score: 1
      E&B (Earth and Beyond) tried to address this, they had (have, not sure haven't played in a LONG time) a buddy registration system, not a new Idea... may games encouraged you to sign up friends, but E&B put a nice spin onto this old idea.

      They ENCOURAGED you to get a hold of the CD's (officially, by borowing them from your friend) then for a very low cost (if memory serves me $5-10) you could electronically buy a new serial number.

      You still had the monthly fee but the startup on the game was very minor assuming you could get a hold of the Game CD's.

      This also helped out those who had multiple gamers in the house... with EQ and other games you needed to go out and buy the CD again for every person in the house who wanted their own account, I have 2 copies of most of the EQ CD's myself before I finally broke that addiction :)

      Also the "buddy" who you listed on your referal, got some credit and AP (Ability Points) to spend in game for giving EA a new paying customer (Another nice touch IMHO).

      I think E&B had it right, and I hope looking forward other MMORPG's borrow this idea.

    7. Re:The articles misses the main problem: by the_mad_poster · · Score: 1

      That's great for gamers, but it doesn't fit into the current channel that retail understands. How would you get a company to put a $0.00 box on its shelves? Even if you go the route of making them pay the first month up front, that's still what - a $20.00 box? Not much profit for the sellers unless they give the software out to the retailers for nothing. And they can't sell it at $50.00 a pop and then give you two months for free or they'd go out of business before they could get everyone's 3rd month subscription unless they convinced everyone to extend their existing subscription within the first month.

      On top of that, they make a good bit more short term profit, I imagine, by charging you $50.00 for the box and then having you cancel after your first free month, especially if you didn't play much.

      Yet another example of where the current market fails to provide capability for supporting new channels of distribution. Software is a massive headache for marketers, distributors, and resellers almost everywhere.

      --
      Alito: A vote for Alito is a punch in the eye to put that bitch back in her place!
    8. Re:The articles misses the main problem: by stratjakt · · Score: 1

      Have you seen the checkout counter at Best Buy, EB or CompUSA lately? There's a ton of freebie/demo stuff there. PS2 demo discs for 2 bucks. Game soundtracks for 2 or 3 bucks. Playable demos, AOL discs..

      So stick your MMORPG there for a buck or two.

      Though anyone who would play it would have no problem downloading it.

      It's greed. They want 50 bucks from you even if you decide it sucks after the first 10 minutes and never sign up.

      --
      I don't need no instructions to know how to rock!!!!
    9. Re:The articles misses the main problem: by brkello · · Score: 3, Insightful

      I totally disagree. Your complaint is valid and I don't think anyone would mind a drop in price, but I don't really think that is the real problem with MMORPG. If you want to fix your problem, then people need to form sort of boycott not buying until they do this. While people are willing to shell out the cash, there is no need to change (even if you think they would profit in the end). I think they would lose money for exactly the reasons discussed in the article. Most players are going to quit because they get bored. Therefore if the company loses that $50 chunk up front, they will be losing money when everyone quits after their free trial period is up or after the first month of playing.

      These games need to be fun in both the earlier stages when everything is new and fast and the latter stages (right now when you are high level everything is slow and tedious). If the game is fun to play for a longer period of time, more people will stay, giving more profit to the company. But how do you do this? The article brings up good points. I also think if MMORPG stole some ideas from single player games. Stick in some major quests, when you beat it throw in a CGI sequence that continues the plot for your character. Keep adding these for higher levels and maybe have some quests that are so tough, only the highest level players could dream of completing them and make it actually have an effect on the overall game world. For example, have a giant dragon ravage the country side. Everyone will have to run from it except the highest levels. Eventually, when someone beats it, it is gone. Maybe make it explode treause all over the whole viftual world. Or have some quest that would be incredibly difficult to solo. And the first character able to do it gets to build their own castle adding more npcs and quests for all. I think these features are something that would keep me in a game, because like the author, I quit these things after a month too.

      --
      Support a great indie game: http://www.abaddon360.com
    10. Re:The articles misses the main problem: by Jason1729 · · Score: 1

      the games are generally of low enough actual quality that the company has to cover their costs up front as much as possible, in order to cover those who drop out after the first month - a large percentage of their inital player-base due to the aforementioned low quality.

      So what you're basically saying is that the upfront cost means the game sucks because the company needs to recoup their costs right away. It's better to wait until a game does come out with no upfront costs because then they have faith that people will want to stick around.

      People generally believe free things are of lower quality than things they pay for. ... and ... If it were free, then they might also start to wonder about how much they're really paying for it through that monthly fee.

      These statements are contridictory. People will think if it's free it's of lower quality and they'll feel they're being charged for it in the monthly fee. If they think they're being charged in the monthly fee, they'll realize it's not free.

      The truth is they *are* paying for it out of the monthly fee, but that's not a bad thing. AOL users not only pay for their own "free" CD, but also all the others that just get thrown out. They don't think because the CD is free the service sucks. Regardless of your opinion of AOL, they are a huge sucess because they give away their software so aggressively and make it up on the monthly fee.

      Jason
      ProfQuotes

    11. Re:The articles misses the main problem: by Psmylie · · Score: 1

      "fsk me in the arse"

      I'd like to opt out of that, if you don't mind.

      You're right about Anarchy Online, that's how I started playing. You download it, and you get a free trial to play it. I didn't last for long once I had to pay for it, though.

      --

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

    12. Re:The articles misses the main problem: by the_mad_poster · · Score: 1

      I absolutely agree with your last statement, but I also think it's (currently) more than that. It would be a HUGE risk to give the disc away for free AND give the player the first free month like they expect (how many people would be driven away by having to pay for their first month - I know I was driven off by it on a demo disc I got a few years back) and giving them less than that (like a free week) isn't going to be enough to hook them and secure their money.

      I guess that leads me to expand to this: the problem is threefold:

      1. Distribution must bring in some income to ensure short term survival while the game's base grows.
      2. If distribution cannot bring in income, the players must provide some capital to cover expenses and ensure short term survival.
      3. The game must be entertaining enough to hook you quickly and keep you hooked (basically, the article writer's gripe) to ensure both short AND long term survival.
      In other words: come up with a better distribution channel and make your games more fun. I think the main problem is the latter, just like the article says: current MMORPGs just aren't a value in most gamers' eyes. I can understand that too. Fleeing through the town gates from a furry bunny so the guards can save my pathetic ass just isn't fun and isn't going to get me to pay for another month. Blowing away my buddies in FP rail-gun competition is. Why pay a monthly fee to NOT have fun? Actually, here's an idea: give away demos where you get to play at a higher level to start out for a week. Give the player +3 Armor of Smiting Everything and +2 Big Ass Sword of Enchantment, plus a couple cool spells. Or, put them in a big ass tank and let them go nuts with other demoers. Then they have a goal to play toward. They know if they dedicate enough time it WILL be a lot of fun for them. But.. make the game fun in the meantime too.
      --
      Alito: A vote for Alito is a punch in the eye to put that bitch back in her place!
    13. Re:The articles misses the main problem: by Razor+Blades+are+Not · · Score: 1

      No. I'm saying people generally don't think things through properly. (including me, many times) There's an *emotional* feeling that things that are free tend to be of lower quality. Marketing people capitalize on that.
      If something looks good, but is "free", people might actually spend the 10 minutes it takes them to think things through and realize that they will be paying for this for the duration of their usage, rather than merely upfront. That's why my two statements aren't contradictory.

      I don't suggest that the upfront cost is a direct cause of the game sucking. However, a company factors in the high turn-over of players into their margins and a high-upfront cost is a good way of recouping for a game with a high turn over. In general, better games should have a lower turn over and companies should be able to charge less up front. In practice, this doesn't happen because no matter how good or bad the game is, the publishers will still stick with the model that gives them the most cash.

      P.S. AOL *was* a huge success because it marketed to less net-savvy "average" people. How many geeks use AOL? By making the internet easy for normal people to get used to, they made a lot of money. However, as the average user becomes more netsavvy, AOL is becoming less necessary, and consequently they're not doing as well as they used to be. (Of course, now Time-Warner acquired them, we'll never know the exact bottom line).

    14. Re:The articles misses the main problem: by Delron+Da+Thugg · · Score: 0
    15. Re:The articles misses the main problem: by TTMuskrat · · Score: 1

      The $50 you are paying has the price of the first month calculated in so technically its not a "free" month since you did pay for the box.

      If you look at it that way you are only paying $35-$40 for the game client, reference materials (maps, instruction manuals, cd, and bright shiny box for you shelf.

      --
      Support bacteria! It's the only culture most people seem to get.
    16. Re:The articles misses the main problem: by nahdude812 · · Score: 2, Interesting

      I disagree with this. Although I'm less likely to make the initial investment required to play a game which requires a software purchase, plus monthly licensing fees, once I make that crucial purchase, you'd better believe I'm going to be playing it for several months.

      I currently refer to this as the Star Wars Galaxies syndrome. Lots of people paid for a game that was ready for beta 3 when it hit the shelves. They played in a world that was incomplete and buggy, and the initial weeks saw crucial nerf after crucial nerf. To date, there is still a question if they've yet programmed the Jedi class since no one has unlocked it yet. So with all of this, you'd think the world would be totally empty. But it's not. Why? Because people paid $50 or $60 or whatever the price was initially, and they are trying to get their money's worth out of it since they have no chance to get a refund on that money.

      All of the MMORPG's that I've downloaded have resulted in the same thing for me: I've quit after the free trial ended. I don't go for the monthly installment plan, because it doesn't hold my interest that well. It would if I was already invested, but not if I'm not. This is true of Lineage, Rubies of Eventide, and even with Star Wars Galaxies (I was in beta you see, and I didn't buy the game).

      Everquest: I paid for Everquest. And I'm still paying for it. Initially I paid for it to buy the CD in the shiny box. When my free month was up, I hadn't totally made up my mind about the game, but as I was already financially invested, I figured, in for a penny, in for a pound, and let the subscription roll over. By the time I felt I had gotten my initial investment's worth out of it, guess what? I had a level 30-something cleric. No way I'm gonna give THAT up! It's only $10 a month, and still mildly amusing.

      Plus I'm psychologically invested between my progress and the friends I'd hate to say goodbye to. Did I make those friends in my initial month, during the free trial? Nope. The friends I made during that time I'd have been easily able to say goodbye too, it wasn't until I'd spent several months with them on an almost daily basis that they began being worth more than the monthly investment.

      So I might as well keep playing, I have friends and accomplishments here.

      Now it's 3 years later, I have a 61 necromancer with his second level title, a 55 cleric, a 53 druid, a 53 bard, a 36 monk, a 36 ranger, a 36 mage, two accounts, plus my wife's account, plus my brother's account (he pays for it, but lends it to me), plus my brother in law's account (he quit, but I pay for his account since I use it).

      I guarantee, if I hadn't made the initial investment, I'd have quit at the end of the first month. Now every 6 months they're releasing an expansion, and I'm running around buying tons of copies of it for all of my accounts, and paying all those monthly fees. It creeps up on you, but you gotta get them hooked, and that takes more than the free trial period. Oh, and I'm hooked.

    17. Re:The articles misses the main problem: by harborpirate · · Score: 2, Insightful

      I have to agree with you that pricing is not the main problem, though I dislike the current pricing structure of MMORPGs enough that I refuse to play them.

      I think you finally hit on the right idea in the second to last sentence. The only feasible answer I can think of is player created quests.

      Player created quests would have to have specific conditions in order to fulfill them, with specific reward(s) specified beforehand, and would have to be managed through the game itself. Thus both parties could be sure that the quest was actually fulfilled, and other players who accepted the same quest could be notified that someone had already completed it.

      Obviously, rewards for these quests would have to come from the player who commissioned the quest, rather than the game itself.

      I believe the next generation of MMORPGs will include this functionality in some manner. Admittedly, even player created quests will only hold players a little longer, and there are a lot of issues with them to be surmounted:

      How does a player find someone who is offering a quest?

      What prevents a player from offering a quest, and upon completion, even if they are required to give the reward, simply killing the other player to get their reward back?

      What impetus is there for players to offer quests? Why would the player not accomplish whatever task they want done themselves?

      These, and a lot of other questions need to be answered - but I suspect MMORPG developers will start to come up with at least workable solutions for them. When they do, MMORPGs will get a lot more interesting, but I'll still refuse to play them under the current price gouging... I mean structure.

      --
      // harborpirate
      // Slashbots off the starboard bow!
    18. Re:The articles misses the main problem: by Darth · · Score: 1

      they can do that because $5 - $10 is about the profit they are making from the initial box sale anyway. After they cover the duplication costs, box costs, free month, and shelf fees for the stores, they are making about $6 on the box you bought.

      This way, they avoid all those costs and get the profit directly from the customer (and the fee for the first month). So, it acutally reduces their costs and saves them money for you to use a friend's cd and purchase a new serial number.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    19. Re:The articles misses the main problem: by Darth · · Score: 1

      Either that or give away more than one free month with the box. If there were, say, three free months added in, it wouldn't be that big of a deal - it would end up working out about the same anyway.

      Of course, all that the people at the company see is, "but we'll be losing out on [2 months of subscription fees|$50 / box]!"


      what they see is that doing this would probably bankrupt the game.
      If they sell the box with 3 free months, they are actually selling it at a loss and cannot expect revenue for 3 months for that customer (if at all). This, combined with the churn rate for players in MMORPGs would probably kill the game outright.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    20. Re:The articles misses the main problem: by Anonymous Coward · · Score: 0

      you are only paying $35-$40 for the game client, reference materials (maps, instruction manuals, cd, and bright shiny box for you shelf.

      All of which is useless if you don't pay the monthly fee.

    21. Re:The articles misses the main problem: by Geekbot · · Score: 1

      I'd say this is wrong for the following reason, among others...
      If someone pays $50 bucks for a product and thinks it sucks, they are going to still play it for awhile thinking they better at least get their money out of it. The company is hoping this guy sticks around long enough to profit from or better yet get hooked.

      If someone gets the CD for free, and thinks the game sucks, they will quit. Why waste time. Nothing invested, nothing to lose.

    22. Re:The articles misses the main problem: by Anonymous Coward · · Score: 0

      This has been mentioned in the thread above. You're absolutely right..from the company's point of view.

      From the consumer's point of view, that means the company is charging so much just to trap you, so the game sucks.

      That means from the consumer's point of view, it's even worse to buy the game.

    23. Re:The articles misses the main problem: by Melchior_of_wg · · Score: 1

      If you have a quest system as involving as that, I don't think it would be hard to add some similar systems to make things even more interesting. Large castles like that could attract various NPC 'events', like camps of bandits who attack visitors. The castle masters could, upon getting information about current happenings, offer quests involving scouting (to map out enemy movements), sneak attacks, mounting defenses and such. Similarily, you could have quests inside the castle where the local smithy is looking for rare materials. The problem is that it would be rather involving, and require people to spend quite a lot of time getting up to date because things would change often.

    24. Re:The articles misses the main problem: by TJWitz · · Score: 1

      I think that the idea of players offering quests is a good one, however I don't think the issues you bring up are sufficiently difficult to handle. When the character giving the quest gives the quest, the game world takes and holds the reward from them. If the quest isn't completed, they get their stuff back. If it's completed, the game world transfers the reward to the quester. Motivating players to give quests is as simple as creating a reward for someone to give them out.

    25. Re:The articles misses the main problem: by Anonymous Coward · · Score: 0

      Right, and a lot of people are willing to pay the $5+first month's fees to try it out, so it vastly increases their profits. So why don't other companies do that.

    26. Re:The articles misses the main problem: by Darth · · Score: 1

      probably because of advertising. Having a box on store shelves grabs the people who dont read gaming mags and gaming sites. They are browsing in CompUSA or Best Buy and see it on the shelf and buy it. If they instituted a system where you could use a friend's cds and buy a new key, they'd cannibalize their store sales.

      That wouldnt be a big deal for the company, except that if they cannibalize their in store sales, the stores wont like it. They run the risk of pissing off their distribution channels and that could have a significant negative effect on the company's other games' abilities to reach their markets.

      that's just a guess. i dont really know what's going on behind the scenes, but i figure they did it with E&B because their sales were so poor in their regular distribution channels, it didnt matter. They were trying to save a failing game.

      --
      Darth --
      Nil Mortifi, Sine Lucre
    27. Re:The articles misses the main problem: by SpongeScrodSpareCock · · Score: 0

      tere y00 g0 again fagb0t....j00 r teh FAG. A MILLION pulsing PENISES go INTO j00r TWITTERING anus


      --


      |*l33z kOm3nT in m4h j00rnehl
    28. Re:The articles misses the main problem: by harborpirate · · Score: 1

      Clearly you aren't thinking like a programmer :)

      How does a player find someone who is offering a quest?

      Sure, you could offer some sort of search functionality, but how does that fit into a game of the fantasy genre? All of a sudden we have computers that can search out available quests? It completely contradicts with the feel of the game. Creating a method that feels authentic to the game is going to be damn hard, believe me.

      What prevents a player from offering a quest, and upon completion, even if they are required to give the reward, simply killing the other player to get their reward back?

      You sort of answered this one, with the idea that the questor would receive their reward from a "holding area" within the game, and would be magically given to them the instant they completed the quest. But does this make sense? If I'm told to fetch a guys lost horse and he'll give me 500 quizaloots, shouldn't I have to bring the horse back to him and then get the reward from him personally? If I find the horse, is it suddenly magically transported to the owner? And if I have to bring the horse to the owner, again, why doesn't he simply kill me? Again, this issue isn't as easy as it first appears.

      What impetus is there for players to offer quests? Why would the player not accomplish whatever task they want done themselves?

      You answered this one as well, and your answer is the easiest solution. But again, it doesn't really fit with an "authentic" universe. Does a reward make sense for offering quests? Whos giving out the reward? The game? Certainly this doesn't make the game seem any more real. It prevents us from suspending our disbelief.

      The only thing I can think of that would help developers of these games a lot would be a karma system. Offering quests would increase karma, killing players who complete them would drop the karma (a lot). This would help solve questions 2+3, but question 1 is going to require a lot of thought for the developer who pursues player created quests, especially in a traditional fantasy type universe.

      --
      // harborpirate
      // Slashbots off the starboard bow!
  15. The trouble with UO was... by Sir+Haxalot · · Score: 1

    they brought out Age of Shadows, it totally changed the game (for the worse), and everyone left, anyone else used to/play UO here?

    --
    I have over 70 freaks, do you?
    1. Re:The trouble with UO was... by genner · · Score: 1

      UO has been going down hill for a long time. The orginal creator saw this, and left the compant blaming EA for the overall suck that plagues UO now. Remember the good old days, before 3d clients, before trammel, before housing restrictions.Life was sweet back then. Back when you didn't have belong to a Faction to Kill people. Back when thieveing involved stealing things of value off other players, not picking up rares off the dungeon floor. EA killed my inner child.

    2. Re:The trouble with UO was... by beacher · · Score: 1

      I quit UO immediately after AoS was released. UO has been rapidly declining into the world of "bright and shiny" object acquisition, and the players were eating it up. West Britain Bank looked like someone ate a case of playdough (all the colors) and vomited on screeen. Over the past 2 years, they've made more unstackable items and the players went on a frenzy to have one of everything of the new items. Then AoS brought out the housing database with completely customized houses (think 1-3 graphic objects per square). Between the unique items, the number of items that couldn't be stacked, the number of items that a house pushed out, they probably created 10-20x the amount of data that the database and the client had to process.

      The Lag monster was always nipping at your heels before AoS, but AoS really put some teeth into him - of course it didn't help that Magic Resist was completely nuked as well.

      Lag + No Effective Resist = Death = 4 year player quitting because I could never solo the lag monster.

      -B

    3. Re:The trouble with UO was... by Sir+Haxalot · · Score: 1

      I quit UO immediately after AoS was released
      Same. I was thinking about qutting even when pub 16 came out, but AoS finalised my decision.
      of course it didn't help that Magic Resist was completely nuked as well.
      Ya, that was terrible. I here they've sorted it out now... but it doesn't matter anyway, as most players have left now.

      --
      I have over 70 freaks, do you?
    4. Re:The trouble with UO was... by bishiraver · · Score: 1

      I used to play UO. Hell, I beta tested it, like I've beta tested just about every other MMPORPG out there (the only exception is DAoC). I quit about a year after it was released... it was by far the longest hold any of these games had on me. This was in the Dread Lord days, when you had to be careful who you associated with. Keep in mind, I wasn't one of these people.. but this sense of adventure and danger really enhanced the game for me. DAoC's RvR sort of put this in, but it was nerfed and pointless. Capture the flag to what end? So your realm could gain access to the super-duper dungeon? Lame. What MMPORPGs need is an excitement factor, and less of the camping factor. And more of the story factor. There's a good article that's about a year old on Gamasutra about putting stories into mmporpgs. (free reg. required)

  16. Studies by Scoot+G · · Score: 2, Interesting

    We did a study on this in my Social Issues In Computing class last year. Online RPG'ing is a scary thing. People get sucked in and lost the ability to coherently act outside of the game. Who do we blame? The gaming organization? I don't think so. They are just good at what they do. It is like when Coca Cola put traces of cocaine in their soda. They were just good at getting people addicted...then the whole cocaine is illegal thing came to notice. Oh well.

    1. Re:Studies by Anonymous Coward · · Score: 0

      Hey dumbfuck, coke never "put cocaine in thier cola". The just didn't start taking the cocaine out until it became illegal.

    2. Re:Studies by Oliver+Wendell+Jones · · Score: 1

      Dude,

      Check out Snopes.com and you'll find that Coca-Cola didn't add cocaine to their soda, it was part of the original formula (Coca leaves and Kola nuts) and was originally designed as a medicine, not as a beverage.

      You'll also find that the chemists at Coca-Cola worked hard to remove every last trace of the 'cocaine' part of the coca leaves extract, but management felt there had to be some coca leaf extract in the formula so they could keep their every important Trademark.

      --
      A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
    3. Re:Studies by Anonymous Coward · · Score: 0

      They were just good at getting people addicted...then the whole cocaine is illegal thing came to notice.

      Nice idea, but slightly off in your timeline. Cocaine was totally legal when it was a part of Coca-Cola. You could get it at the pharmacy like so many abused drugs today. Eventually someone decided that it was a bad thing, and they made it illegal.

      As I understand it, the Coca-Cola Company is still the only legal importer of coca plants. They use a non-addictive extract of the plant in Coca-Cola. "Always the Real Thing"

      (For this and other fine stories: "One River" by Wade Davis)

    4. Re:Studies by hyphz · · Score: 1

      > Nice idea, but slightly off in your timeline.
      > Cocaine was totally legal when it was a part
      > of Coca-Cola. You could get it at the pharmacy
      > like so many abused drugs today. Eventually
      > someone decided that it was a bad thing, and
      > they made it illegal.

      Also, coca-cola was originally designed as a nice-tasting way of taking medicinal cocaine. The idea that cocaine was added to make the soda addictive is totally bass-ackwards.

  17. MUDs had it right... by normal_guy · · Score: 2, Interesting

    One word: JediMud. The economy was barter-based, the world was dynamic and quests were DM'ed by former players. The best part of all was you could only get as high as level 30 (still 40-50 hours of play) before being forced to become immortal or remort. After remorting you got a 1-point bonus to one stat. That kind of system would really cut down on what I consider the worst aspect of MMORPGs, lifeless nerds playing for 80 hours a week and effectively 'ruining the curve'.

    --

    Linux: Free if your time is worthless.
    1. Re:MUDs had it right... by Anonymous Coward · · Score: 0

      Even with that system, you still ARE a lifeless nerd playing 80+ hours a week...

      Just look at the pictures for most of the JediMUD IMM+ people: Onivel, Conseq, etc. etc. Playing 80+ a week makes it hard to get out and get some aerobic exercise...

      Also, the JediMUD world really wasn't dynamic. Nothing really changed much. Content was very limited, with new content very slow to get included in the game (if ever, thanks to the megalomaniacal Doc) - levelling up a toon on the chessboard over and over got old fast. You can only make x number of quests using the same content before it gets old.

  18. Re:Soledad O'Brien on CNN's "American Morning"?! by Anonymous Coward · · Score: 0

    god yes! i'd hit it in a second

  19. Re:fp mofo by Anonymous Coward · · Score: 0

    you just sound jealous to me.

  20. Next? by Raven42rac · · Score: 1

    What is next? An article from a net "pundit" declaring MMORPGS dead? Every other article anymore is "is the internet dying?" "is bluetooth dead?" "is _____ dying?" Okay I am going to become a "genius" right now, you heard it here first "Wi-Fi is dying." There you go, slap a beret and some horn rimmed glasses on me now, I am officially a "genius".

    --
    I hate sigs.
    1. Re:Next? by Anonymous Coward · · Score: 0

      What you should say, but I have beaten you to it, is 'People who say "___ is dying" are dying' and become the "3j33t" pundit of the internet, perhaps even recieving fan mail and some marriage offers from a couple of psychos.

      N.B. Marriage offers in reply to this post are void in funniness ratings - I have already proposed to myself and accepted.

      Put all that in your pipe and smoke it!

  21. Doctor, it hurts when I do this by Anonymous Coward · · Score: 0

    No MMORPG ever has managed to ease me into a game... ...You begin to notice that newly acquired skills are carbon copies of the old ones, with a different coloured icon and a two percent damage increase. You start to get 'class envy' - that feeling that almost every other race/class/profession is better off than you... Suddenly, you find yourself looking for groups because you're bored of soloing, or soloing because you can't find a group, or crafting because you can't be bothered with either

    Well stop doing it, dummy! This guy seems to be a sucker for punishment. Most of us figure out what game genres suit us and which to avoid. I, for one, hate the MMORPG genre for all the reasons described above, but know enough not to keep buying into them.

  22. The big problem is by hrieke · · Score: 1

    That in the end the game system is the same:
    Do x to get y
    OR
    Kill n monsters to level up.

    So in the end, you're doing highly receptivity tasks for less and less return. This is not to say that these types of tasks don't have a place in the game play (or in real life either, you don't start out as an Karate black belt and must practice to perform better and better, but after a while, you've done it all and your skill doesn't rise - a gross simplification, but a useful one).

    Where I think these games fail is in team building and community building.
    Most of these games have falling into this trap, and I think the industry is waking up to this fact and are trying to actively advoid it by designing new adventures (content) which focus on the players and their interaction with each other.

    I actually think that W:ET has the right idea with XP increases, you can level up quickly in your class, after that, your skills are how fast you can 'twitch' and shoot (and that it is TEAM based! and Yes there is kill to level up, but these are limited (But I hate the run the clock down theme there, but I'm digressing!)).

    --
    III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIIIV IIVIIIIIIVIII...
    1. Re:The big problem is by Blakey+Rat · · Score: 1

      What is W:ET? And what is with people on the Internet just making up damn acronymns thinking that everyone will be able to read their minds and tell what it is?

      Is that like, "Warcraft: The Extraterrestrial?" Or something?

    2. Re:The big problem is by hrieke · · Score: 1

      Wolfenstien:Enemy Terrority.

      --
      III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIIIV IIVIIIIIIVIII...
  23. my main problem with MMORPGs by baneblackblade · · Score: 0, Troll

    is that pretty all of them seem to use the same engine. the "Keep paying us after you bought the game" engine. I've beta tested Earth & Beyond, which was pretty cool until the beta ran up and they asked me to pay them for the rest of my life. I played Anarchy Online for a while until they asked me to pay for the game until the end of the world(s). I'd probably actually go out and play a MMORPG or two if I could just buy the game once.
    the other problem I have with MMORPGs is that they are so dependant on working with other people. There are even quests that you can't go on without having a certain number of people in your party. There is no soloing. none at all. well, unless you want to be that level five guy who always gets PKed.
    and the worlds are hardly versatile at all. If it's a game like Anarchy Online where there're two warring factions that supposedly hate eachother etc etc etc, well, you see people from either side partying up and going off adventuring all the time. and while the news posts say that one side destroyed some facility or other of the other side, well, nobody actually does. It's all made up by the guys writing the news posts.
    so...yeah, if somebody could just fix the games so they were more like an actual RPG (preferably with a real-time combat system so you don't have click on an enemy, go get breakfast, come back, heal, click on another enemy...) and less like monopoly (where everything's already bought up so you keep paying them as long as you play) then they might be good games.

    1. Re:my main problem with MMORPGs by Alizarin+Erythrosin · · Score: 1

      The problem with the faction thing is that if you actually DO get people to get polarized to a particular faction (or clan or guild or whatever) and actively protect/RP that faction, it'll all just degrade into a bunch of arguing and whining. I see it all the time as an immortal on a MUD. Clans will start warring, and in the end, it all degrades to "He killed me when I was AFK!" type whining or swearing at each other. People take it personally (it seems that Europeans do more do then others, just my experience) and start attacking others verbally.

      --
      There are only 10 kinds of people in this world... those who understand binary and those who don't
    2. Re:my main problem with MMORPGs by Chibi+Merrow · · Score: 1

      I'd probably actually go out and play a MMORPG or two if I could just buy the game once.

      The problem there is that how does the company stay in business if they have to maintain a server for thousands of players to play on but their only revenue stream is the initial purchase?

      In that case, they have to attract new players to the game to pay for the old ones that are still playing... but the new players require new capacity be added, which costs money... It's a never-ending cycle.

      Had you said (as other have) that you shouldn't have to pay for the client and instead just pay for the monthly service, I'd agree with you completely!

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    3. Re:my main problem with MMORPGs by hyphz · · Score: 1

      > The problem there is that how does the company > stay in business if they have to maintain a
      > server for thousands of players to play on but
      > their only revenue stream is the initial
      > purchase?

      Oo, I don't know, ask Blizzard (battle.net)..

    4. Re:my main problem with MMORPGs by fitten · · Score: 1

      IIRC, battle.net is not much more than a gathering place that you go to to hook up with other people... not much more than an IRC server or something. You don't need a lot of machines to do that and they really don't do much except provide a meeting place. I don't know much about battle.net but from what I've seen the few times I've used it, I imagine that it can be handled by not much more than a couple machines.

      The last I heard, the SOE EverQuest farm was over 1000 machines (maybe even more than 1500 now) that make up their server farm. That many machines requires a few IT personnel and also the MTBF of hard drives and other equipment will definitely be an issue as I imagine that there are a number of hardware failures per week that need replacing and such. It also requires a bit of real estate to set it all on and a fairly large supply of electricity.

      I could probably run battle.net in my home, to be honest.

    5. Re:my main problem with MMORPGs by Bendebecker · · Score: 1

      They need an RPG environment that actually interacts with the user instead of just being static.

      --
      There's a growing sense that even if The Future comes,
      most of us won't be able to afford it.
      -- Lemmy
    6. Re:my main problem with MMORPGs by realdpk · · Score: 1

      battle.net does not compare to any MMOG I've ever played. You don't play it on a single, massive world. You play on very small, X-player worlds where X is less than like, 8 (I think? Maybe it's higher now, but it's not in the thousands).

      Big, major, huge difference there.

      MMOGs need to make content for an entire world. battle.net makes content and duplicates it thousands of times for each game.

    7. Re:my main problem with MMORPGs by randyest · · Score: 1

      The problem there is that how does the company stay in business if they have to maintain a server for thousands of players to play on but their only revenue stream is the initial purchase?

      How about by selling in-game items (maybe even skills and other types of benefits) for real cash?

      Some of those with a life and a job who can't spend 80 hours/week grinding away in the game might fork over $5 for that +1 Sword of Defenestration they've had their eye on.

      Then, of course, it follow that players should also be able to sell items to each other, for real money, on ebay or maybe even on an auction site maintained by the game developer, who would then get a little cut of the selling price of the items bought from other players.

      Someone will shake things up with new ideas like this, and if they succeed in implementing it right, I might actually play one of these games for longer than the trial period.

      --
      everything in moderation
    8. Re:my main problem with MMORPGs by Backov · · Score: 1

      "this sig is about you"

      would work better.

      --
      In the law there is no overlap between theft and copyright infringement whatsoever.
    9. Re:my main problem with MMORPGs by Anonymous Coward · · Score: 0

      How about by selling in-game items (maybe even skills and other types of benefits) for real cash?

      This is the dumbest idea I have read so far. These are games that kids play that often keep them off the streets. Begging Mom for five bucks to get a new sword is just silly. Pay per play is gone let's keep it that way.

    10. Re:my main problem with MMORPGs by Chibi+Merrow · · Score: 1

      I'd almost agree with you if there wasn't a story that went along with the signature that had some sentimental value. The suggestion is appreciated, though!

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
  24. MMORPG and MUDs will always fail. by Half-pint+HAL · · Score: 2, Insightful
    Really, you can't expect programmers to generate enough coherent scenarios to keep players interested, can you? If these games were to involve interesting plots, you'd keep running into people who had done exactly the same things as you, except that the demon/warlord/killer pig had a slightly different name. Hang on -- doesn't that happen anyway?

    No, human intervention is required to customise the experience, GM style. Smaller worlds are needed with restricted take-up of gamers.

    Either that, or stick to the preprogrammed off-line games....

    --
    Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    1. Re:MMORPG and MUDs will always fail. by Patrick+May · · Score: 3, Informative
      Actually, some MUDs, including Ancient Anguish encourage experienced players to become developers (a.k.a. wizards). This leads to an ever evolving game with a constant influx of new areas and projects.

    2. Re:MMORPG and MUDs will always fail. by Ian+Wolf · · Score: 1

      Having done the UO thing way back I came to the same conclusion as the reader. Your assertion that there are limits to the stories that can be devised, is right on. Most of the MMORPG's are retreads of the same damn thing.

      The only decent online RPG that has held my interest is Neverwinter Nights. The availability of countless modules (some are very good and some suck) on the internet has really helped add to the game. Atleast once or twice a month, some friends and I play a module over the net as a party. It kind of brings back the nostalgia of playing D&D in middle school without the stigma of carrying around a Crown Royale bag full of dice. :)

      --
      "The words of the prophets are written on the Slashdot walls."
    3. Re:MMORPG and MUDs will always fail. by PhoenxHwk · · Score: 1

      Agreed. I played on a mud called DragonStone (dragonstone.org) for years, and became an immortal after a while. Besides creating areas/items/monsters, I also did a bit of hardcore coding (anything from hunting down bugs to adding new features).

      Fun stuff. Good times.

    4. Re:MMORPG and MUDs will always fail. by golgotha007 · · Score: 1

      "The words of the prophets are written on the Slashdot walls."

      that's the spirit!

    5. Re:MMORPG and MUDs will always fail. by Anonymous Coward · · Score: 0

      >Actually, some MUDs, including Ancient Anguish
      >encourage experienced players to become developers
      >(a.k.a. wizards). This leads to an ever evolving game
      >with a constant influx of new areas and projects.

      Yeah, then spend 6-8 months waiting for it to go through the approval process, unless you kiss some Wizard in one of the 2 or 3 approval committee's asses to get it pushed through.

  25. Re:fp mofo by Anonymous Coward · · Score: 0

    dude you suck even more than the AC. get a fucking life! only a loser like yourself picks on the details between flamebait and flames.

  26. Re:Soledad O'Brien on CNN's "American Morning"?! by Anonymous Coward · · Score: 0

    RUUUDDIII BAH-AH-Ah_AAAAAAHKTIAR!!!!! SPLURRRTT!!!

    ahhhh................

    dams she's fine

  27. Re:Soledad O'Brien on CNN's "American Morning"?! by Anonymous Coward · · Score: 0
    Mmm... cute, yes, but too flawless.

    Like her Middle Eastern looks, though.

  28. Re:fp mofo by Anonymous Coward · · Score: 0

    i am so thirty one thousand, three hundred and thirty seven.

  29. Lowered expectations by kird · · Score: 1

    power gamers in these games whine, bitch, and moan. always have, always will. sit back and enjoy the game, if you dont want to kill that bug ten thousand times then don't! quit bitchin about it already!

    --
    ----------- destroy evil immediately!
    1. Re:Lowered expectations by Razor+Blades+are+Not · · Score: 2, Interesting

      It's not the power gamers who suffer the most. Sure they bitch and moan that they don't have their Sword of Ultimate PKing yet, and they've only camped the Monster of Incredible Drops for three days straight.
      Yes, this kind of bitching is annoying.

      But it's the fact that there is often *nothing else to do* in these games which pisses the average player off. The average player wants something new and interesting, or at least wants a near constant set of rewards, to keep them playing.
      As the writer of the article suggests ...

    2. Re:Lowered expectations by Bendebecker · · Score: 2, Interesting

      That was what was so great about the old arcades. If you didn't like the game, you just stopped putting quaters in it. If you didn't like a game, you didn't stand in front of the box bitching and moaning, you went and played another. If you didn't like any of the games, you got your ass out of the arcade.

      --
      There's a growing sense that even if The Future comes,
      most of us won't be able to afford it.
      -- Lemmy
  30. Some advice for the article's author by Weaselmancer · · Score: 4, Insightful

    But you're a trooper. You stiffen that upper lip and press on, certain that if you can only hang in there the good times will arrive and the game will be FUN again.

    You, sir, should avoid cocaine at all costs.

    Weaselmancer

    --
    Weaselmancer
    rediculous.
    1. Re:Some advice for the article's author by Anonymous Coward · · Score: 0

      So, Weaselmancer my friend, are you saying that it takes a certain psychological makeup to avoid becoming addicted to cocaine? What about crack? I thought crack at least was so addictive that it was hard for anybody not to get addicted to it.

      Are you speaking from experience, or just trying to make a joke? If experience, how severe are the withdrawal symptoms from cocaine? How much did you use it? Why? Was it, on balance, a positive experience for you, or looking back do you think you would have been better off leaving it alone?

      I'm an AC, and I want answers.

    2. Re:Some advice for the article's author by Loki_1929 · · Score: 1

      I think that's the funniest thing I've read in weeks.

      --
      -- "Government is the great fiction through which everybody endeavors to live at the expense of everybody else."
    3. Re:Some advice for the article's author by Weaselmancer · · Score: 4, Insightful

      I'm an AC, and I want answers.

      Normally I wouldn't respond, but you don't sound like you're trolling so why not? AC, you shall have your answers.

      So, Weaselmancer my friend, are you saying that it takes a certain psychological makeup to avoid becoming addicted to cocaine?

      Nope. What I'm saying is that some kinds of people are more susceptible to addiction than others. Any twelve stepper would tell you the same. And this guy sounds like an addictive personality. The whole "keep at it until it's fun again" is textbook. People who OD usually are thinking something similar.

      What about crack?

      The author shouldn't do crack, either. :^)

      Are you speaking from experience, or just trying to make a joke?

      I was modded 70% funny, 30% insightful and that reflects what I was feeling when posted pretty accurately.

      And I am not speaking from direct experience - I've never done the coke/crack thing. But a lot of my friends growing up did. Oddly enough, most of them now (you guessed it) play EQ. Compulsively. They think nothing of "camping" some imaginary monster for 2 weeks at a time just to get the Toenail of Yendor that gives you +1 to your knitting skill. It boggles me.

      Weaselmancer

      --
      Weaselmancer
      rediculous.
    4. Re:Some advice for the article's author by ashkar · · Score: 1

      I am speaking from the perspective of a nicotine addict and nothing more, thankfully. I have not done crack so I can't speak for that, but coke I can.

      Coke never got my attention it a real soul-gripping manner; I had fun with it sure, but it never gave me severe withdrawal problems. Nicotine, while something that I have temporarily conquered and can manage to enjoy once again, will probably always be staring me down in a battle of wills.

      The only severe withdrawal I've ever seen from cocaine was with a friend of mine who was also concurrently recovering from alcohol and painkiller addictions so it's not a solid base for judgement.

      Due to my experience, I would say that cocaine is less addictive than nicotine, about the same as alcohol, and more addictive than acid, x, weed, or the various perscription drugs. Remember that everyone is different so these may not and probably will not be the same for anyone else.

    5. Re:Some advice for the article's author by lonesome+phreak · · Score: 1

      I've known a few people like that too. Collected unemployment, did crank, and player EQ. Pretty messed up at the end of his six-month "vacation". I don't even know if he's still alive.

      --
      Maybe we DID take the blue pill. You wouldn't remember anyway.
    6. Re:Some advice for the article's author by Viking+Coder · · Score: 1

      The three stages of playing MMORPGs (addiction):

      1) Fun
      2) Fun with Problems
      3) Problems

      --
      Education is the silver bullet.
    7. Re:Some advice for the article's author by Anonymous Coward · · Score: 0

      Whoa, get off the crystal meth...

  31. The most expensive chatroom of all time. by i_r_sensitive · · Score: 1

    Ultimately, this was allways my biggest pet peeve.

    Wrong tool, wrong task syndrome.

    It's almost like the only people MMORPGs appeal to are the type of people who use spreadsheets for data warehousing.

    It would seem to me that irc was cheaper and easier to use, but...

    --
    "Talk minus action equals nothing" - Joey Shithead, D.O.A.
    "Talk minus action equals /." -
    1. Re:The most expensive chatroom of all time. by Anonymous Coward · · Score: 0

      It's almost like the only people MMORPGs appeal to are the type of people who use spreadsheets for data warehousing.

      Please explain.

    2. Re:The most expensive chatroom of all time. by i_r_sensitive · · Score: 1

      Basically, wrong tool for the job.

      The spreadsheet thing is a hold-over from when I used to do a lot of cleaning of snail mail data. I'd routinely get Excel spreadsheets from clients which would contain 20,000+ addresses and phone numbers.

      I know why this would happen, the people knew how to use Excel, but didn't know how to use Access. But because they didn't choose the right tool for the job, they would end up contracting my employer to do data clean-up and set-up for specialized purposes. In effect, they were paying my employer to have me dump the data, and put it int the right tool and generate the required output. The job required reasonably complicated filtering, sorting, and output formatting, the job did not require any calculations or formulae. All of which militated using a database in lieu of a spreadsheet.

      In many cases, clients ended up paying us more to do data cleanup than their own copy of Access and getting two or three of their own people to courses would have cost them.

      Considering most of them probably bought full-up Office suites, not using the right tool for the job makes even less sense. On the other side of the web, paying for UO and then spending large quantities of time chatting made no sense. While you could role-play over ICQ or similar, UO was created for that purpose, and was better suited for that job. The converse is true for ICQ, it was a far far better vehicle for chatting than UO.

      In point of fact, I know folks who did both, chat for long periods of time on UO, and role play over IRC. While role playing over IRC might make sense if your favorite milieu or rules system didn't mesh with the MMORPG's available, I really don't see any advatange to using MMORPG clients as high-overhead chat-clients. After I stopped playing UO, I played some of the private servers out there, and many specifically addressed this behaviour, since it could affect game-play for other folk on the server.

      --
      "Talk minus action equals nothing" - Joey Shithead, D.O.A.
      "Talk minus action equals /." -
  32. Levling madness by Foofoobar · · Score: 1

    yeah well when I jump on a treadmill, I expect to lose weight... not gain it.

    --
    This is my sig. There are many like it but this one is mine.
  33. Problem with MMORPGS Today is by tarnin · · Score: 4, Interesting

    They try and tailor each game to nothing more than time sinks. The longer your play the more money they make. This right there takes the "fun" factor away and adds in the grind. Why do the developers think its fun to go on a 14 hr raid to maybe get a piece of eq that I might need at some point in my characters life. Also, after the initial time sinks have been reached, instead of rewarding you they add more! Look at EQ and DAoC. Both of which have added pay for expansions that do nothing more than give you more pretty pictures and a TON more time sinks.

    At some point they have to realize that time sinks do not equal long term cash. Maybe back in the day when EQ and UO were the only game in town could this be done. Now, there are litterly hundreds of new MMORPGs on the horizon lining up to get a piece of the pie.

    Devs!! It's time to remember that we play these games for FUN not for another grind akin to our every day lives.

    1. Re:Problem with MMORPGS Today is by Anonymous Coward · · Score: 0

      > The longer your play the more money they make.

      Uh... no. The more hours you play per month, the more bandwidth and other computing resources you use and the more calls to support you make.

    2. Re:Problem with MMORPGS Today is by destine · · Score: 1

      They try and tailor each game to nothing more than time sinks. The longer your play the more money they make. This right there takes the "fun" factor away and adds in the grind. Why do the developers think its fun to go on a 14 hr raid to maybe get a piece of eq that I might need at some point in my characters life.


      Ahhhh... The time sink. It's not really about how long you play, but rather for how many months you keep your account. They do need to make money after to support their workers. The more people play per month, the more money they lose. Think about that for a minute. Bandwidth costs money. And people here seem to think that all corporations have infinite amounts of money and bandwidth. Well while it's true that Sony in the case of EQ isn't a small company, they took a chance and invested in this guys idea. Now their goal isn't, nor should it be, to waste their investors money on something that won't in turn make money for them.

      Another instance of the Time Sink you will see in games like D&D from waaaaaaaaaaaaaaay back in the day. The point of the game is not to win, but to progress a character forward or more importantly, the characters story forward. I've played D&D for well over 10 years now and I've never had a character above 12th level(I've only had about 12 characters). Talk about a time sink. RPG's are goal oriented games. And goals shouldn't be terribly easy.

      I think, actually, with EQ, the first expansion added a new race and gave you higher levels. The second one increased your level a little more. The third one added new powers and spells the fourth one added a new race and the fifth one added an entirely new way of questing and dungeon crawling.

      Also, how long has EQ been out there? 4 and half years now or something like that(I sincerely don't know) and they are consistently turning a profit. People have to enjoy the game for them to stay around. They have friends there, they have a community. If community doesn't matter to you and you can't stand questing then of something like everquest is just going to seem like a bunch of giant timeseeks. Maybe Diablo is more your speed or something that's more instant gratification. Me I enjoy sitting and talking to friends, the quests give me time to sit and chat to those I haven't seen in awhile. To me, 9.95 a month was cheap for that. The Velious expansion awed me.

      That said, I don't have time to everquest anymore. I have friends, a job, real life, and I've decided to go back to school. All of that combined means I have 0-time at home or at least when I do, I'm not going to spend it in front of the computer. They've these new fangled things called books that I'm trying to read more of but they are SUCH a timesink.

    3. Re:Problem with MMORPGS Today is by Lord_Dweomer · · Score: 1
      You are correct that MMORPGs are nothing but time sinks. And they are designed in such a way to be psychologically addictive. Want proof? Read this. Until I see a game that breaks free from the model described in that essay, I won't pick up another MMORPG.

      --
      Buy Steampunk Clothing Online!
  34. I'll never play these... by Anonymous Coward · · Score: 0

    just because the people who do play them look like someone out of an anti-drug ad. "Dude, don't ever start playing everquest bro, I quit my job so I could sit around and play it more."

  35. MUDS are still alive today.. by Gortbusters.org · · Score: 1

    and a great one is DurisMUD.. durismud.org 6666

    --
    --------
    Free your mind.
  36. Just take the game out by sammyo · · Score: 1

    Are these really *games*? Chess is a game, it is infrequently re-invented but continues to have a rather significant fan base. All of these online games and video games are more like a movie, need a new director every few years.

    The MMPORGIES(sp? :-) need to be more like sitcoms or no actually more like interactive soap operas. No one cares how many kill points, they care how you use them on a buddy that they want to play a practical joke.

    Go find LambdaMoo, get a character, there are a couple thousand folks that have been mooing for over a decade. It's more than a chat room, more than a game, less than real life. (no reverse that ;-)

    1. Re:Just take the game out by hyphz · · Score: 1

      > The MMPORGIES(sp? :-) need to be more like
      > sitcoms or no actually more like interactive
      > soap operas. No one cares how many kill
      > points, they care how you use them on a buddy
      > that they want to play a practical joke.

      What, you mean like The Sims Online?

      That was a train wreck, entirely because if the game doesn't support levelling intrinsically it'll appear elsewhere. In TSO, the first few people to make houses had their houses become popular party locations, which meant they got more simoleons (because having other people using your stuff gives you them) which meant they could expand them which meant they stayed popular. Many players just gave up when they realised that there was no point developing their house because nobody would come over.

    2. Re:Just take the game out by Tackhead · · Score: 1
      > What, you mean like The Sims Online?
      >
      > That was a train wreck, entirely because if the game doesn't support levelling intrinsically it'll appear elsewhere. In TSO, the first few people to make houses had their houses become popular party locations, which meant they got more simoleons (because having other people using your stuff gives you them) which meant they could expand them which meant they stayed popular. Many players just gave up when they realised that there was no point developing their house because nobody would come over.

      You've just described SWG. Terrain engine and chat client - walk around a planet and talk to morons. Sims in Spaaaaaaaaaaaaaaace!

  37. This guy is preaching to the choir... by Xentax · · Score: 4, Interesting

    ...as far as I'm concerned, anyway. I'm in the last stages of burning out on SWG big-time. As usual, that's more depressing than surprising, I knew going in that they'd have to really bust ass to keep me interested beyond a month. Considering how many other 39.99 or 49.99 games have only held my attention for a month or two, though, that's not a terrible thing, just another bad game to stack beside the various bad games and bad movies that come and go between the rarer good stuff.

    I also share the author's hope that World of Warcraft will actually BE DIFFERENT than the mass-multi's we've seen so far. I sum up my feeling on that as: "If anyone can do it, Blizzard can".

    But that still leaves me wondering *if* anyone can. I mean, how can the content creators ever hope to keep up with the powergamers? It takes 10 or even 100 times as long to create a robust, interesting, and distinctive quest or mission as it does for a typical player to complete it (at least, that's the sort of numbers game developers have tossed out when asked). Solutions like EQ epic quests aren't the answer, because they force the player to join enormous guilds in order to access significant amounts of the game's content, forces an amount of play (in terms of per session and per day or week) that is more than many players can afford to give.

    So, have the releases thus far been unable to keep it fresh and interesting because of incompetence or poor design choices (as the author claims), or is actually an unsolvable problem?

    Xentax

    --
    You shouldn't verb words.
    1. Re:This guy is preaching to the choir... by Knara · · Score: 1

      The problem, as far as I'm concerned, is that players are forced to rely too much on developers to create questos. I say, give the players a hugely comprehensive world with a set of rules for that world that discourage treadmilling. Then let them loose to create their own quests and their own virtual environment. Easier said than done, but I think when this is put in place, we'll have the real sort of MMORPG that people are looking for.

    2. Re:This guy is preaching to the choir... by Anonymous Coward · · Score: 0
      But that still leaves me wondering *if* anyone can. I mean, how can the content creators ever hope to keep up with the powergamers? It takes 10 or even 100 times as long to create a robust, interesting, and distinctive quest or mission as it does for a typical player to complete it (at least, that's the sort of numbers game developers have tossed out when asked).

      The only solution I can think of is to have the players create the content. It probably wouldn't do to have a "create quest" feature in the program - the quest creation has to be more integrated into the gameplay. I think that the way to this is to have a richer playing dynamic.

      Think about it - the normal linear story (movie/book) has something to the effect of "evil guy steals something, good guy tries to retrieve it, obtains item, and rescues girl too." What you need to do is not only have the players play the good guys, but also alow them to play the evil people to.

      Award people for stealing a valuble item, then hiding it in a protected area. Kidnapped someone? - have some points. The reward for being a successful bad guy is not only for doing the evil deed, but also for making it difficult and *fun* for the good guys to come to the rescue.

      Besides, being an evil guy and planning the heist would be as much fun as recovering the lost shit as a good guy.

    3. Re:This guy is preaching to the choir... by Xentax · · Score: 2, Interesting

      I've been waiting for a game to include a better player bounty system.

      Obviously, it couldn't be as simple as 'bounty' -- as in, killing the target. But having a game mechanic for players to create 'needs' and for other players to accept the mission(s) to complete them, would be very cool.

      A couple games are starting to at least scratch the surface on this as far as crafting goes -- like SWG's bazaar and vendors (I know, they didn't do it first, but it's the most recent first-hand example I'm drawing from). The flip side -- *ordering* specific items -- isn't quite there yet.

      Add similar capabilities for finding items, killing creatures, finding/capturing/killing players, maybe have the game generate source material for these in the forms of wandering monsters, etc.

      I agree that if there's a solution, player 'driven' if not necessarily 'generated' content is going to be a key part of it. Unfortunately, I don't see much if any such mechanics in the works for the next batch of releases, WoW included.

      Xentax

      --
      You shouldn't verb words.
    4. Re:This guy is preaching to the choir... by Mac+Degger · · Score: 1

      Now that's what SWG did very wrong...they should have added player contracts out of the box, as well as vehicles. Those just add so much emergent gameplay that players would have been able to make their own games (like drag racing hoverbikes for money...with an enforced/enforcable contract).

      Hell, I bet with some auto-checking software (like visibility/size/animation checks) or even using that as the first hurdle before the online dev team checks 'em out, player created custom content (custom avatars!) could be feasable with a p2p content delivery system...

      --
      -- Waht? Tehr's a preveiw buottn?
  38. Pest Control by BMonger · · Score: 1

    I used to hate having to do pest control in games (killing rats and rabbits for those who didn't read the article). But I put this akin to being a tutorial before the main game. In most MMORPG's I've played you don't feel "established" until you hit at least level 10 or so. Fighting little woodland creatures is the easiest way to accomplish this in my opinion. It's the MMORPG way of having a tutorial level.

  39. Didn't mention my favorite activities at all... by pocopoco · · Score: 1

    Well, I only MUD regularly. I have tried UO and a few other of the new graphical MMO games though. The article doesn't mention clans/guilds or PVP at all. Killing other people is probably the most fun activity in these games in my experience, seconded only by plotting/leveling/equipping your teammates and having the same done to you so you can kill even better. I guess not many of the new games have PVP?

    Second he says not to include him in the story. Big mistake IMHO. Any game that doesn't have GM run events and mobs that force the players to do something meaningful in the story isn't worth playing from my POV. I've always enjoyed town invasions, but I admit they are usually the least involving of the GM run quests I've seen. It does get large numbers involved and you do get to hunt down the leaders or protect the empaths or whatever (like watching newbs die left and right, hehehe), though. ^^

    1. Re:Didn't mention my favorite activities at all... by hyphz · · Score: 3, Insightful

      I think what he's more referring to is the Verant style of GM event, though.

      Verant's guide to GM events: GM events can only involve a few people. Other players will be resentful if event participants get stuff they can't, purely because they were online at the right time to get in the event. Therefore, avoid giving players special rewards in events. Killing players is OK, because nobody is jealous of that.

      Player's response: "When you see an event, log out. There's nothing in it for you and you'll probably get killed." I actually saw this posted on an EQ forum.

    2. Re:Didn't mention my favorite activities at all... by realdpk · · Score: 1

      GM guide, continued:

      Never announce events in advance - this is important because you may overload the server, because the players are so starved for content that they will do whatever they can to try to get even the slightest glimpse at something new and interesting. This is bizarre and wrong behavior on their part - they should just be camping the uberl00t. It's hard to control a player's behavior, but there is a way to help avoid this...

      It's especially good if, as GM, you kill off a bunch of newbies (level 1-4, in that Wood Elf city) over and over again. Newbies REALLY hate having impossible creatures come up to them and whack them repeatedly. If you do this in every city, repeatedly, and call it a "GM Event", those newbies (the ones that don't quit) will remember it and won't flock to your new and fancier events. Now you'll have much less lag while you go and kill higher level players (who get way more bitchy about it, in case that's a turn-on as well).

    3. Re:Didn't mention my favorite activities at all... by nate+nice · · Score: 1

      In Shadowbane GM events are great. It is broadcat across the server and everyone races to get there if possible. The GM's drop really good items that cannot be made or found elsewhere. As for players getting jealous...well, in Shadowbane you kill a lot so it's not a problem. Cold, cut-throat game.

      --
      "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
  40. Beta version 7373635262523.010171655252 by novakane007 · · Score: 1

    Yes you have to pay for the game and a subscription fee. This is normally tolerable. However, paying a monthly fee for a beta product is unacceptable. When you spend hours stuck or can't even get on to the server, you have to wonder what you're shelling out monthly for? It's like you're paying for the development. Praying that it will eventually reach a tolerable point where the game becomes playable. Content is lacking, activities are boring, but what does that matter if the game barely functions in the first place?

    --

    WURD!!
    1. Re:Beta version 7373635262523.010171655252 by Anonymous Coward · · Score: 0

      I want Rockstar to make a MMOG. They seem to have really, really good quality control. I haven't had more than very, very minor issues in their recent games (GTA3, Vice City, Midnight Club II).

  41. This is it exactly...... by ArmenTanzarian · · Score: 1

    When a game feels more like a job than a game, it's time to quit.

    Dude must've had a microphone in my apartment in college. My roomates and I would always ditch games when they "started to feel like work." Work is the antithesis of gaming, if the game drags and there's no reward, you've paid X amount of money to waste time. I can waste time for free, I have Slashdot, Fark, The Onion, & PA!

  42. Re:Head like a hole by Anonymous Coward · · Score: 0

    although you may have not noticed, the fragile is actually, on closer inspection, fantastic.

  43. I think the real problem with these games by Knife_Edge · · Score: 4, Insightful

    Is systemic. These being 'persistent' worlds, they permit somebody to spend all their time in them, 16 hours a day if they like (although that is an extreme example). Yet the only way to get anywhere faster in the game is to spend more time at it.

    Ordinary, casual gamers are forced to compete with everyone else in the game for the status/level of accomplishment they want, and to do this they have to run on a treadmill that just keeps getting steeper. Most people cannot devote 8 hours a day to the game, for the average person, even an hour every day works out to quit a lot.

    Anybody who doesn't have some kind of obsession with in game achievements (which are NOT IMPORTANT, it's supposed to be a game, fun, not a substitute for real life), is eventually going to throw up their hands, questioning "How many rats do I have to kill?!" What happens is that the distance between the levels/goals you want to achieve keeps getting broader, yet the activities to reach them don't get consistently more challenging. It's just the same old repetition, and once it goes on long enough without you getting anywhere, you have to question the legitimacy of your goal. Is getting there really fun, or are you only trying to get there to get ahead of other people? If it's the latter, the game is probably adding more stress to your life than it relieves.

    For the people on top, who essentially have free run of the game, it is fun, but to get to their level you have to spend ungodly amounts of time in the game, to the point where it is overwhelming your entire life. But that's the only way to get there. If they didn't do it, someone else would. Remember what I said about status in-game being the result of a competition between all the players, with those who spend the most time winning?

    Everybody wants to feel like a winner, in life or even in any game where there is competition. But you have to ask yourself at some point, do I want to be a winner at point and click killing? The best trader of nonexistent commodities? How much are you willing to sacrifice for these things? For most people, MMORPGs make the sacrifice far too great.

    1. Re:I think the real problem with these games by praedor · · Score: 1

      Perhaps future games could go some way to level the playing field a great degree by asking about (and then tracking) expected playtime/week (or day, etc). Based on the answer (1 hr/day or ~7 hrs/week), you are directed to a subset of servers to play against others with a similar schedule. For those lunatics with no life who can spend unlimited time online, there should be a subset of dedicated servers for them and them alone. They don't get ungodly advantage over most others because they are playing against/with others with near-equal time to spend in never-never land. It becomes more challanging and less unfairly spread in each game world.


      As for the silly tasks that need to be accomplished to get levels, I don't know the answer to this specifically, though it sounds like Blizzard with WoW may be on the right track. There should be a silly or painful target to reach just to level. It should be organic and somewhat hidden in the gameplay itself.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    2. Re:I think the real problem with these games by Anonymous Coward · · Score: 0

      The solution to this is so painfully obvious to anyone who used to play LORD in days of BBS yore.

      Limit what can be done in any given real world day.

      See? Simple.

      The idea would be that you have to spend an hour or so of fighting to get your exp allotment for the day, a couple more hours for your smithing practice and then tada you are finished for the day. Evercrackheads aside most of us only have at most 4 or so hours after work to spend gaming so why not gear the games with that in mind. Playing a game that is linked to realtime has a certain satisfaction to it that is hard to explain and would IMHO keep people playing longer. Longer as in months not hours and since we pay by the month not by the hour the game companies win as well in happier customers and reduced bandwidth bills.

      Who knows, maybe all that saved time will result in some of us finding someone in our lives more important than our lvl56 female elf mage?

    3. Re:I think the real problem with these games by Eric+Savage · · Score: 1, Insightful
      Games are about competing. Not necessarily winning, but at least competing. There are other aspects, like socializing, but if that was the ultimate goal then Sony would just be charging $15/month to get on IRC servers (you could argue that this is what being an entertainer in SWG is).

      The designer's challenge is this: What basis will players compete on? The answers are a combination of several factors, each with pros and cons.

      1. Time (e.g. EverQuest)
        • Pros - Simple, fair in the sense that regardless of all other variables, someone can always get ahead just by playing.
        • Cons - Leads to grinding, also unfair in the sense that there is a wide disparity between the amount of time various players have available.

      2. Physical skill (e.g. Quake)
        • Pros - Interesting gameplay
        • Cons - If you aren't as skilled as other players, you'll quickly grow tired of being beaten and having no perceivable way to win.

      3. Intelligence (e.g. Chess)
        • Pros - Very interesting gameplay
        • Cons - The same people will always win, and there is nothing those other people can do about it.

      4. Knowledge (e.g. Trivial Pursuit)
        • Pros - Related to intelligence, but you can gain an edge by studying/learning.
        • Cons - Takes a lot of time outside of the game to get better at the game.



      So no matter what you pick or what combination you pick it in, there are downsides. I haven't really read a cogent article on how to really improve games, they all just say "don't do this or this or that", this one included. What exactly is your alternative to killing rats at level 1, killing dragons? Then what do you kill at level 50? So you want to get rid of levels, now where is my sense of progress? You want more content, which is expensive to develop, are you willing to sacrifice something else for a great storyline?

      What I'm trying to say here is that games aren't necessarily broken, they are just faced with challenges. It used to be all about graphics and effects, but we've kind of gotten over that hump, I run SWG at lowest possible detail and it still looks so great I never think about the graphics. Groundbreaking games like GTA3 have really spoiled us and raised our expectations, but we need to realize that the current games are better than the previous ones, often marvelously so, and if you don't temper your whining with some praise you sound pretty ignorant.
      --

      This is not the greatest sig in the world, this is just a tribute.
    4. Re:I think the real problem with these games by Chris+Pimlott · · Score: 1

      A nice thought but people don't have schedules that are that predictable and consistent. College students have a bit of time during the year, no time during finals, and a ton of free time during the summer. White collar workers might hit it hard on the weekends. Maybe you get layed off or sick and have a lot of time on your hands.

      Should you be penalized? Locked out? Moved constantly between servers? It's a hard problem. Ever hardcore players don't play hardcore all the time.

    5. Re:I think the real problem with these games by Chris+Pimlott · · Score: 1

      That's great for something that's free, but it won't fly for paying customers, especially since they are used to unlimited time. Hardcore players are the most vocal, and they'll hate it. They're used to getting hundreds of hours of gameplay a month for their $15. Maybe it's not as big a deal for casual players, but there's a reason why 99% of ISPs provide unlimited (at least, time-unlimited) connections instead of the X hours-per-month that was once common.

      Besides, this isn't the main reason for time limits in games like LORD. They were there to keep playings from hogging the line. Most BBSes had only one line, and even popular ones usually only had a handful at best.

    6. Re:I think the real problem with these games by praedor · · Score: 1

      I am not talking about people getting locked out, just shuffled to appropriate servers with people with similar time schedules. It doesn't matter if you play an hour here, and hour there, then spend 6 hours on a weekend. The total average time per week is all that matters. You don't gain special benefit if you say you expect to play 8 hours a week and then actually do that much playing all in one session on a weekend when you have the time. You can only get 8 hours worth of game-"work".


      If you actually end up playing more than you estimated, and do it consistently, then you could be notified of this and then shuttled off to a more appropriate server where your time is similar to that of others. They could move your character and its "earnings" to that new server without loss and you would end up on a server where you are "equal" with the others. Only your dexterity or puzzle-solving abilities would separate you from the pack vs simply having WAY too much time to spend online vs other players.


      Generally, I would think that a person would have a reasonably consistent play pattern, depending on how "into" a game they are. Over time, this would average out to so many hours a week and that would set which servers are available to you.


      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    7. Re:I think the real problem with these games by deinol · · Score: 1

      Is systemic. These being 'persistent' worlds, they permit somebody to spend all their time in them, 16 hours a day if they like (although that is an extreme example). Yet the only way to get anywhere faster in the game is to spend more time at it.

      Ordinary, casual gamers are forced to compete with everyone else in the game for the status/level of accomplishment they want, and to do this they have to run on a treadmill that just keeps getting steeper. Most people cannot devote 8 hours a day to the game, for the average person, even an hour every day works out to quit a lot.


      I think this is an excellent point. I was ruined by armageddonMud (http://www.armageddon.org/) which ruined any future MUD for me.

      There are two aspects that I thought made it an excellent game. Not a game for everyone, but the best role-playing (in the table-top sense, not the power-gaming computer sense) on the net in my experience.

      First, there are no levels. There are skills you can develop. The way you develop those skills is by practicing them. You practice them by doing them. However, once you've practiced a skill, there is a real time delay before you can learn that skill again. This is actual time, not online time. So if you play a little each day, you learn almost as fast as someone who plays a lot each day. You also only learn the skills you use. If you go and kill something, you get better at killing things. Your other skills, magic, sneaking, crafting, merchanting, etc, are unaffected. So if you want to play a thief, you can become a highly skilled and successful thief, and never have to kill anything, ever.

      Also, since there are no levels, and you can't see what other people's skills are like, the game is oriented toward character interaction. "Success" in a game doesn't have to be being able to beat up everyone else. There is a social structure in the world you try and find a place in. My favorite characters were gamblers, artists, and explorers. None of these could defeat even the weakest creatures in the wilderness. But I enjoyed playing them, and was able to advance in the social context of the world without ever having mastered my skills. All through role-playing.

      As I said, not everyone's sort of game. But the sort of game many people are seeking in a MUD. Having a staff that works toward making the world feel real, advancing plots, etc, goes a long way toward that as well. If I had the money, I'd start a graphical MUD based on story and role-playing.

      But I should probably just keep my day job.

      --
      Got Apathy?
  44. Lack of multiplayer by Piggymon · · Score: 0

    The problem with MMORPGs is that they're not really multiplayer. Sure, you play with thousands of people, but what do you do? Kill AI monsters? It's just Diablo II with a bunch of players. This is what I call pseudo-multiplayer, something I would compare to maybe playing tetris and comparing your score with others. Sure, there may be Player versus player or even big realm battles or whatever the concept was in DAoC, but the majority of the time is spent hacking and slashing and slashing without interacting with other players. Compare this to extremely popular games like Starcraft and Counterstrike where the objective of the entire game is to defeat another human being, hence, the added fun. I've sat down and played MMORPGs for hours, and whenever I reached level 20 and got that supersword I asked myself, "What the hell am I doing? I'm playing freaking single-player here". And single-player sucks. Bad. My dream, which however is not possible, is a much more open MMORPG, where everything is player created. I don't know if you should even have NPCS. Constructing towns, taking over towns, forming merchant trade routes, hiring guards and so on. In my dreams, this is all great, although it would probably suck in real life, much because of the unwritten rule that everyone you meet on the Internet are complete jerks.

    1. Re:Lack of multiplayer by rossz · · Score: 3, Interesting

      The engine should allow a person to play a monster/creature. The type of monster you play should be completely random. This way a person won't choose the ancient red dragon for his friend to easily kill.

      Some safety controls need to be implemented. For example, two players get together, one plays the monster and allows himself to get killed, thus allowing the other player some easy experience. That's not good. Perhaps what is needed is to limit how often you can create a monster, e.g. once a day. This would severely limit the free experience of letting your buddy kill your monster.

      There needs to be some sort of payoff for playing a monster. Perhaps you get something of value each time you do it, e.g. (play) money you can give to a character of your choosing.

      Another feature to implement is some sort of bonus for cooperating with other players. The more people (to some reasonable limit) banded together for a common cause, the bigger the experience bonus. Be sure to adjust treasure finds for bigger parties, too. It sucks when you get together with a group of people only to have one person grab the one or two items worth keeping and skipping out (as happens all too often in diablo 2).

      --
      -- Will program for bandwidth
    2. Re:Lack of multiplayer by Graff · · Score: 1
      There needs to be some sort of payoff for playing a monster. Perhaps you get something of value each time you do it, e.g. (play) money you can give to a character of your choosing.

      Make it so that you not only get a semi-random monster (you can choose its general level, but you get +- some amount). Not only that but you appear in a random area (one that the monster would usually be in) and have to stay in that area. Maybe give the monster an item that stays in one place to guard or some sort of quest.

      Now you pay a chunk of experience to do this, related to the level of monster you chose. You gain experience for every player that you defeat by either tricking, trapping, killing, etc. However if you are defeated you lose the experience you payed in when you got the monster. If you give up being a monster because no one takes your quest maybe you get a little experience for being a monster, but only a little and only like once per day.

      Most importantly, you can't become a monster unless you have the free experience. That way a person can't create a character, become a big monster, allow himself to be defeated by a friend player, and then repeat with a new character. The best you could do is to transfer some of your experience to another person. In fact, make it a loss overall by making the maximum experience output be less than the monster player put in.
    3. Re:Lack of multiplayer by wing_comm · · Score: 1

      How about, instead of playing a monster with a view to enhancing a friends level(no mater how "dificult" you make it) perhaps you could get the option to 'play' a monster as a full character, starting as say a hatchling red dragon and obtaining experiance for various 'monstrous' actions like eating cows (as opposed to killing rabbits for fur), laying traps for other players (who are playing adventurous knights) to ensnare themselves with, etcetera, that way some of the monsters in the game will have more intelligence and cunning than a computer AI allowing for a more interesting game for all.

      I for one fancy the idea of flying over a village to attempt to steal a cow from the herd belongint to a local farming guild.

      disclaimer:
      I know nothing.

    4. Re:Lack of multiplayer by Lord_Dweomer · · Score: 1
      I have an even better idea. How about using the play as a player/monster deal as a way to combine an RPG with a FPS? If you want character development and want to sink 40+hrs a week into the game, make a character and advance and kill monsters.

      If you just want to be able to log in, have some fun for a few hours, and move on with your life (much as FPS's let you do), log in, create a monster, and kill players. You could handle the problem of people letting their friends kill them as a red dragon by only letting people play a high up monster based on how many player kills they've gotten as low level monsters.

      I would buy this game in a second, as I could have my character I advanced, and I could play monsters for good cheap fun.

      --
      Buy Steampunk Clothing Online!
    5. Re:Lack of multiplayer by bishiraver · · Score: 1

      Or perhaps do away with NPC adversaries entirely, and have the entire level treadmill consist of fighting other players. Of course, for this to be successful, you must get experience with actual experience, not with combat victories. (think about it like this: usually you learn more from your mistakes than from your successes) Of course, this forks away from the 'level treadmill' and lands on the uncharted land of skill-based gaming.. but oh wait! It's not uncharted. UO did it. And did it well. (the problem was, after you GM'd your character out, there was nothing to do besides get more phat lewt. this is where the story and stuff could come in, though it doesn't right now).

  45. Cheaper game clients by tigre · · Score: 1
    Pros:
    • As you stated, lower costs, more people try, more people stick around.
    • A new game would get started a lot faster, because lots of people would jump on-board quickly, making it more likely that others will want to join in/stick with the action.

    Cons:

    • Lowering the bar for entry too much brings in a lot more of the "unwanted element", who just show up, annoy everyone and leave.
    • Profitability: It's already nearly impossible to make money on a game given the up-front development costs, and losing the markup at the front end probably means higher monthly fees, which makes it less motivating to play in the long run. This could be mitigated somewhat though by the higher number of players as profitability per player generally increases with the number of players.

    I guess my conclusion is this: the economics will work only if the gaming population is large enough. This requires two things: game quality, which the article addresses, and momentum, which cheaper clients would possibly address. Here's another thought: how about give two months free with purchase of the game?. I know I'd be harder pressed to abandon something I had been playing two months than a mere one month investment.

    1. Re:Cheaper game clients by Jason1729 · · Score: 2, Interesting

      Profitability: It's already nearly impossible to make money on a game given the up-front development costs, and losing the markup at the front end probably means higher monthly fees, which makes it less motivating to play in the long run.

      I'm somewhat involved in the board game industry. I imagine the numbers would be similar for computer games. Retail and wholesale markups are each 50%, so out of the $50, the manufacturer only gets $12.50 (already less than the monthly fee for a lot of games). Out of that, they still have to pay for manufacturing costs which are probably around $5.

      I really doubt the company would lose a cent if they made the game a free download. The issue is appearance. The game won't be taken as seriously if players don't see it in a shiny retail package. As a previous poster said, RoE doesn't have as much market, probably because players don't see it in store. The companies need to get something into retail stores at a cost of about 1 month's service and then include the first month free.

      The trend is going that way anyway. In the early 90's, ISPs charged a big activation fee when the market was new. After a few years that went away, and now a lot of ISPs have promotions like first month free or first 6 months at half price. As the MMORPG industry matures, it will go through the same sort of changes.

      Jason
      ProfQuotes

    2. Re:Cheaper game clients by Li0n · · Score: 1

      game quality is the most important factor.

      what do I care if I get 2 months instead of 1 month if the game sucks? I'll be out of dodge in a few days.

      This also got me thinking: Boxed retail games do not _have_ to cost $50. Day of Defeat for example costs $20 at BestBuy. I think the reason they push a higher price tag is because they know many people won't stick around because people tend to quit after the game gets repetitve and boring.

      --

      ~
      ~
      :wq
    3. Re:Cheaper game clients by Ian+Wolf · · Score: 1

      In fairness, the bulwark of DoD's development was done for free by the mod community. They also didn't write the core engine for the game. DoD is priced more like an expansion pack, which it pretty much is - now.

      --
      "The words of the prophets are written on the Slashdot walls."
  46. Not all MMPORGS are like this by Andy_R · · Score: 1

    Planetarion, the one I'm addicted to, is entirely browser based, with no fancy graphics. There is no "levelling-up", the combat is entirely player vs. player, and all you have to do to get new skills is choose which one you want to research next. The gameplay is all in the co-operation of players, forming alliances, trying to get into better alliances, defending your friends, ganging up on your enemies, outthinking dumb people and general larking about with likeminded people in irc. It's even inspired several clones (myphppa, starsphere, dawn of myth, planetia etc.).

    Sadly it's dying a slow death because people always go for a $50 + $30 a month glitzy graphics game over a $0 + $15 every 3-4 months one that has no graphics. Before Evercrack, Planetarion had 180,000 accounts, now it's down to about 6,000, despite many improvements being made each round.

    If you want to give Planetarion a try, I suggest you sign up for a free 2 week trial. If enough of you do, the game might get profitable again.

    --
    A pizza of radius z and thickness a has a volume of pi z z a
    1. Re:Not all MMPORGS are like this by Obiwan+Kenobi · · Score: 1

      I think the most interesting (and sad) thing about the MMORPG you're pimping is the fact that there are NO screenshots and/or gameplay demonstrations anywhere on the site.

      If they want people to sign up and play, they need to be absolutely clear (with pictures and descriptions) as to what it is they're getting into.

      I'd consider it...if it had such information.

      No wonder they're losing business.

    2. Re:Not all MMPORGS are like this by Anonymous Coward · · Score: 2, Informative

      Planetarion started to suck the moment they started making those "improvements". People researched certain technology lines with long term strategy in mind, spent vast resources on properly balanced fleets, only to find the whole universe trashed by the latest "improvement".

      Planetarion suffered (fatally) from the designers not knowing what they wanted. By the time they'd changed the rules for the Nth time, they'd pissed off everybody with any ambition or clue.

    3. Re:Not all MMPORGS are like this by phlyingpenguin · · Score: 2, Interesting

      I also recall when Planetarion was free (I dont know, 4th or 5th generation when I started) that the player associations or whatever they were called all banded together and became so powerful taking over so many planets that the game was pointless. My galaxy in peticular was doing very well (on the top 10 list) by itself until the folks in one of the associations crushed each and every one of us in one swift move. No protection against it, nothing to do but ruin 6 months of hard gaming.

      Because of that experience, I'm not so sure that I'd waste money going back to it. I do recall Planetarion being a VERY awesome game though, must better IMO in multiplayer interaction than Earth 2025.

    4. Re:Not all MMPORGS are like this by Andy_R · · Score: 1

      There are no screenshots because there are no graphics!

      It's all HTML, and you play it in your browser. The game itself (even the free trial) has no adverts, but there is 1 per page on the support pages.

      Descriptions of what's going on are in the introduction to the manual.

      It's probably my fault you missed this, because I decided to link to the sign-up page rather than the manual, partly because I hate the design of the manual (it's nothing like the design of the game pages, which are skinnable), and I think it's probably more overwhelming for a beginner to go there or to the 'portal' main page than to just dive in and play.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    5. Re:Not all MMPORGS are like this by Andy_R · · Score: 1

      Yes 'blocking' of alliances has been a problem in Planetarion, but I guess if you have a war game there are going to be casualties. I was top 20 individually in round 8 when I got bashed back to the stone age like you are describing. Nowadays, alliances are fiercely proud of not being block members (despite ofc forming bloocks anyway and lying about it on the forums!) for exactly this reason. The trick is to pick the winning side, not the losing one.

      Having said that, the new round (10) has some degree of protection built in against people being wiped out, with a limit on structural damage, score based partly on past successes rather than purely on ships and roids, and new features that are effective for small players to use on big ones (called covert operations).

      As I said, there is no need to pay before you try it, your first 2 weeks are free, and as an old player you might be enticed back by the fact that 5th Season sold the game to Jolt, Spinner has quit, and there is a new management team in place.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    6. Re:Not all MMPORGS are like this by Anonymous Coward · · Score: 0

      See also: Mudflation.

    7. Re:Not all MMPORGS are like this by Andy_R · · Score: 1

      That's why I mentioned Spinner's recent departure as a reason people might want to come back, although there have been no major 'tweaks' recently, unless you count fixing an exploit that gave a guy with 3 roids the #1 spot in the game.

      oh, and you really should have created a dummy account named "Nodrog" to post that rather than posting as AC :-)

      --
      A pizza of radius z and thickness a has a volume of pi z z a
  47. Loss of direction? by daVinci1980 · · Score: 1

    I think you mean 'lack of direction.' Loss implies that the genre had direction at one point, which it didn't. ^_^

    --
    I currently have no clever signature witicism to add here.
  48. How to fix your MMPORPG by cgenman · · Score: 1

    If you feel your MMPORPG isn't keeping up with your actions, the gameplay may need tightening. Click here for more information.

  49. You are all misguided... by Anonymous Coward · · Score: 0

    I read this guys thoughts on the current state of affairs of MMOG's. I also read the responses and its clear that most of you are WAY off as is the person who posted the article.

    MMOG's are about community. GO PVP. GO GET INVOLVED in an online community. ROLE PLAY....

    These games were NOT designed to keep people interested in quests or killing little rats. Those systems within the game are to keep people interested in the game only long enough to get them to the point they need to be at to learn the game and start playing it the way it was meant to be played.

    A successful MMORPG will have systems that promote the forming of communities. NOT an awesome quest system or solo monsters to hunt.

    Go play Myst.....

  50. Play Secondlife!!! Really by objwiz · · Score: 2, Interesting

    I have to agree so much about the staleness of MMORPGs. But I read about Second Life here on /. and I am in love again with online gaming. It is a totally different experience, nothing I could have prepared myself for. I certainly thought I would be bored with it but I'm not!

    Seriously, I recommend giving it a try...

  51. Re:Head like a hole by Anonymous Coward · · Score: 0

    Damn skippy it is. Listening to the String Quartet Tribute to NIN right now. Different but fucking fantastic.

  52. Neverwinter Nights by bucketoftruth · · Score: 4, Informative

    I was as jaded as the author after running through all the same games as him. Then I took a break and played some Neverwinter Nights (the built in campaign). It was fun, well balanced good ol' D&D. Then I tried the online client. WOW! Log into a NWN persistent world and it's like a free MMORPG without the MM part. It's not huge, but it's not crowded either. There are great tradeskills, class balance is never an issue, selective PvP, dynamic mob gen... everything works so well. Give it a shot if you're burned out on paying monthly fees for garbage.

    1. Re:Neverwinter Nights by Anonymous Coward · · Score: 1, Interesting

      Even better than that, with NWN I can download quite a lot of games for local, solo play. I can team up with some friends I played D&D with 25 years ago (some of them I haven't seen in nearly that long but found online in NWN) and DM them through a classic module I recreated in NWN. It's really not that hard to recreate these if one or two people DM things to make sure they flow properly.

      IMHO, this is one game that has it right. Even though I may stop playing for a few weeks, I always come back to it. Recreating the classic modules is just a blast too ...

    2. Re:Neverwinter Nights by Donwulff · · Score: 1

      Yes, instead of small monthgly payments, you get to go through the whole rumba of buying a new expansion pack every once in a while. Those companies are out there to make money, after all. Despite the software being fairly buggy.

      I would neither really underwrite that class balance is never an issue; it's quite horrible really if you care about powergaming issues. And face it, practically all NWN PW's are built with the "bigger, better" which essentially forces powergaming and the level-up treadmill.

      But for all it's shortcomings, still, I'd say that it's a great environment and move forward. Interestingly taking out the MM in MMORPG may be one of the best contributions. More people has always meant more troublemakers and more trouble, and the more people you try to please, the fewer of them will actually get what they want.

      NWN PW's are more like small communities where getting to know (and become known by) significant number of your co-players isn't impossible, and the admins can and sometimes will respond to player suggestions and improvements. And if you don't like the way a particular world is being played, you can just move to another game-server (or start your own) without having to pay again for the client, sometimes even being able to take your old character along!

    3. Re:Neverwinter Nights by nitehawk214 · · Score: 2, Informative

      I was wondering if someone would mention NWN. The trick to this game is that the developer is not making money from the online game. The worlds are free player-run games. Yes, the gameplay can be clumbsy, and relying on free services is hit and miss at best, but solves the "time sink" dilemma.

      I am a member of the Lands of Lore nwn community, a very popular Neverwinter Nights persistant world.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    4. Re:Neverwinter Nights by Anonymous Coward · · Score: 1

      Some pointers to a few good games (or a listing of games) would be nice. I have nwn but have only played the built in game and haven't gotten around to aything else.

    5. Re:Neverwinter Nights by nitehawk214 · · Score: 1

      Oh yeah one thing I forgot to mention, Bioware (the developer) really does care about the online community. Even though they make no money (aside from the sale of the game and expansions) Bioware employees talk to the PW communities and fix bugs and implement suggestions from the community.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    6. Re:Neverwinter Nights by Joe+Tie. · · Score: 2

      Do you have any suggestions of where to look for the better persistant worlds? I bought it a few months back, but never made the leap from playing the solo modules.

      --
      Everything will be taken away from you.
    7. Re:Neverwinter Nights by Slicebo · · Score: 1

      You can also find modules that are targeted towards specific character classes in the game. . . rogue modules with little fighting where the goal is to steathily enter and rob a guarded temple at night. . . cleric modules where a solo cleric or team of clerics battle waves of undead creatures. . . ranger modules that are based in the countyside, not cities, and incorporate tracking and animal empathy skills.

      Something for everyone.

    8. Re:Neverwinter Nights by Slicebo · · Score: 2, Informative

      http://nwvault.ign.com is a community site with links to various persistent worlds (and community ratings of those sites are available.)

      Also try searching for "Neverwinter Connections", another well-regarded community site.

    9. Re:Neverwinter Nights by bucketoftruth · · Score: 1

      I'm a fan of the Nordock persistent world. It's kept me hooked for a month now. Check nordock.net or google for other servers. Lotsa fun.

    10. Re:Neverwinter Nights by thryllkill · · Score: 1

      I play on a very strict role play server call "The Vast". Check out our forums.

      --

      Note to self: No more arguing with the faithful.

  53. What I want by HarveyBirdman · · Score: 1
    I want a MMORPG with a "serial killer" type of character. That would get me to sign up. We misanthropes need a healthy outlet, too!

    Yeah. That's be sweet. The Everquest Chainmail Massacre. Yeah. Mmm hmmm. I want me some o' that.

    --
    --- Ban humanity.
    1. Re:What I want by Lol+the+unbeliever · · Score: 1

      Neverwinter Nights? exactly! also... the best multi-player content is available, and for free, HERE I DM'ed a few games, played a lot more, it is absolute fun. Also players will burn about 2 or 3 hours a week there, ie a sane level.

  54. The time consuming factor by UrgleHoth · · Score: 1

    If spending all that time doing drudge play gets you down, then try Progress Quest.

    --

    Dogma - "let's just say we'd like to avoid any empirical entanglements."
  55. MMORPG by Teahouse · · Score: 1

    EQ, UO, AO, and SWG...I have played them all, and I think I know the problem. I don't want to bitch about them. I have enjoyed them all in some way, but have also found several major flaws that I think turn the genre into the boring grind so many hate after they get up a few levels.

    1. How bout adding community us against them scenarios? Ultima had this for a while, and it was really great. An invasion of the town, everyone running to the city gates or bridge to help repel the AI enemy. Fighting and almost dying, only to realize suddenly that a complete stranger (who happens to be a healer) has just put you back into the battle when you were willing to sacrifice all. The problem is that this requires the programmers and GM's to be actively involved in thinking up these scenarios, and implementing campaigns. That requires paying people for extra work and shrinking that monthly profit margin.

    2. Can I please play alone? Having a crippled class that can't go out and solo really stinks. In EQ, I have a very high level charachter. I never play him. Why? I have to actually work for a living. If I want to play, I have to get on, then hustle to find a group (10-20 minutes) then I have to get to where the group is going (another 20-30 minutes), then I have to wait while we all get ready (another 10 minutes). So I have been sitting for an hour just for the priveledge of of hitting some baddie. The solution is to offer solo-areas, and solo monsters that groups can't touch. Offer places where someone can spend a quick hour having fun, not "preparing for fun". The problem again is that this requires a great amount of programmer time and money to create. Why lower the profit margin?

    Will I invest in EQ2 or Planet-Side? Nope. I am pretty much done with this genre. When my current subscriptions are up, I'm off the stuff like bad Thunderbird. I'll go back to playing a sniper on Arena or UI for free. MMORPG's are in their adolesence. I have contributed enough cash to their growing up. I'll be back when they finally settle down and get married.

    --
    "Curiosity killed the cat, but for a while I was a suspect."- Steven Wright
    1. Re:MMORPG by pdbogen · · Score: 1

      Actually... Planet-side (kind of) addresses both those issues. I don't play it, because I know I'll get bored with the genre.. But Planetside isn't an MMORPG. It's a Massively Multiplayer On-Line Squad-Based Tactical Combat... Like Tribes, but more people. In fact, exactly like tribes, but more people. It has the same things that made it fun; When you get good enough (your skill, not numbers on the screen), yes, you can go out alone and whoop ass. And, of course, the whole point of planetside is to beat the other races, so there are constantly epic battles raging across the planet. It was fun, but I don't want to play to pay Tribes.

    2. Re:MMORPG by Caeldan · · Score: 1

      1) Some MMORPGs have done this periodically. AC has had more than a few invasions occur with GM run characters. EQ has also had the occasional event. SB events were run with GMs contacting various player factions requesting involvement.

      2) You realize the MM in MMORPG stands for massively multiplayer. There is a reason they base these games on groups, it is because they are intended to be multiplayer games. If you want to solo, go play Baldur's Gate or something.

    3. Re:MMORPG by Teahouse · · Score: 1

      I have no problem with grouping on days when I have time (i.e. weekends) but I basically can not play on a weekday for an hour and have fun. This is a serious issue. I grok the whole multiplayer thing, and love guilds and groups, but that doesn't mean I should be penalized for not being unemployed or living with my parents does it? I don't need to level as fast, I just want to be able to go kill something and make forward progress without having to DEPEND on others. There needs to be a balance.

      --
      "Curiosity killed the cat, but for a while I was a suspect."- Steven Wright
    4. Re:MMORPG by Leareth · · Score: 1

      Dark Ages of Camelot has the Us vs. Them your talking about.

      There are three realms, when you get high enough level (20 I think) you can lauch raids on the other realms, until then you are trapped inyou own.

      --
      *A)bort, R)etry, I)nfluence with large hammer.*
  56. The problem is so simple. by ivan256 · · Score: 4, Insightful

    Every time somebody tries to spell out what's wrong with MMORPGs they always get lost in the technical minutia and miss the big picture.

    Multiplayer RPGs aren't anything new, they've been played with dice and pencils for decades, and these problems have all been solved there. People aren't tired of killing orcs in D&D. Pest control isn't the problem.

    Making an RPG fun is about rewards. On a basic level, the player has fun when they are rewarded for their effors. The trouble is that giving the same reward over and over quickly looses it's apeal. It's hard, however, to create reward variety in an MMORPG because intangible rewards require a lot of creative output. There can't be a controlled plot because there are just so many people that it's infeasable to create that much independant content. This has caused the entire genre to fall into the trap of using levels, experience, and items as the sole rewards. After a while, another level is just a number on the screen, and another item is just another item. Unless the actual game play is it's own reward players will get tired of the game. This means that unexpected things need to happen that cause the players to think critically and encourage them to play the role. It means that every adventure can't be another version of "go kill this thing"; and it doesn't matter if that thing is a rat, or some new creature you've never seen. You'd get tired of all of it if that's all you did.

    Sure, there's a small protion of gamers out there that will be sitisfied with seeing the level number go up over and over, but most people will find that it gets old quick.

    Now if only the solution was simple....

    The only options I see aren't compatible with the "let's make buckets of money for something we used to only be able to charge $50 for" model that most of these games follow. Either the game has to build a community that can support it on social merit alone, which people will not be willing to pay large sums of money for, or large numbers of creative professionals will have to be employed on the server side (think like the precursor to interactive entertainment as described in "The Diamond Age"), which would also cut severly into obscene profits. Either way, it seems to me that the massivly profitable MMORPG will soon be a thing of the past.

    1. Re:The problem is so simple. by DrEldarion · · Score: 2, Interesting

      The trouble is that giving the same reward over and over quickly looses it's apeal.

      A cure for this was found in the Diablo series of games - random items. It made it so that they gave the same reward over and over, but since there was always a chance if you getting better and better items, it was still VERY addictive. Why no MMORPG has implemented this item system is beyond me. I knew people in Diablo that would spend HOURS and HOURS just searching for items, and getting some relatively nice stuff, too.

      -- Dr. Eldarion --

    2. Re:The problem is so simple. by DrEldarion · · Score: 1

      To amend to that - what I also want to see is the monsters using the items they're carrying. If a minotaur randomly gets a Kickass Sword of Slaying +3, I want it to actually USE that sword instead of just carrying it around. This would make killing monsters a lot more exciting, since you never know what they could be using against you.

      -- Dr. Eldarion --

    3. Re:The problem is so simple. by ivan256 · · Score: 1

      A cure for this was found in the Diablo series of games - random items.

      That just delays the inevitable. Eventually you end up not caring what item you may get because either what you have to do to get it is the same as what you did for the last 5000 items you got, or because the chance of getting an item better than the one you've got is close to 0.

    4. Re:The problem is so simple. by PitaBred · · Score: 1

      What about random world deformations? That was another big plus of Diablo/DiabloII. I'm sure that with a lot of the new gaming technologies coming up, it would be easier for companies to implement things like a truly dynamic world, say, have castles fall, earthquakes open caves or release hordes of monsters, things like that. An MMORPG is much more a model of real life than a FPS is, no matter how involved. Why not make it subject to the same randomness that defines life? I mean, living, though difficult and sometimes not fair, still remains popular.

    5. Re:The problem is so simple. by HBI · · Score: 1

      The real problem with the MMORPG (and MUDs for that matter) is that every quest and activity is prescripted and has a fixed outcome. Once you can tell how simple the computer mind is behind everything, you can 'solve' each quest or activity. So you have a load of aliases/macros. Great.

      There is no suspension of disbelief as there can be in pencil and paper gaming, or in a solo game such as Baldur's Gate, let's say. (a better example would be Ultima Underworld, a far superior game).

      Bartle provides us with a great simplification of the online gaming personality problem. The author of this article is an achiever (as I am) and is jaded (as I am as well). Socializers will be happy with whatever online game they decide to frequent, as long as there are people there. Explorers will be happy as long as there are new areas to check out, and Killers are just leeches on the society as a whole.

      I fear the author is never going to find the answer in a MMORPG or a MUD. The only answer is a live GM, or solo play in one of the aforementioned games.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  57. Meaning by truth_revealed · · Score: 0, Flamebait

    Perhaps the problem is you're searching for some sort of meaning in the game when it isn't there in the first place.
    Time to get out into the real world.

    1. Re:Meaning by truth_revealed · · Score: 1
      Perhaps the problem is you're searching for some sort of meaning in the game when it isn't there in the first place.
      Time to get out into the real world.

      ...denial is the first sign of a problem

  58. Kick-Back by imscarr · · Score: 1

    If you want a kick-back do as you want, when you please online game, try there.com. Sure it has some bugs, but I have been in there almost every nite since January. There is always something fun to do. :)

    scarr in there

    --
    Like the beaver, it's just Dam one thing after another
  59. Playing a multiplayer game singleplayer. by Silvers · · Score: 1

    Why is this sob story posted to slashdot? Its quite apparent that he hasn't gotten very far in any of the games (2-3 weeks in most mmo's isn't going to get you to any real world-changing excitement) After all, if these games are going to last, how can we have every random little middle-tier player 'changing the world'. Even in todays world that doens't happen.

    "So if I'm on your server with only three others at four in the morning, please let me do something meaningful with my time, and don't force me to join up with someone as obnoxious as I am to level up. That's just cruel."

    He is missing the largest part of mmo's, the key idea being other people. He readily admits that he doesn't like to associate with other people like himself who play at odd hours. So my question is, why are you bothering to play an MMORPG in essentially single-player mode? These games are designed around social structures, and needing a group of people to get things done. Your lament at not being able to do anything 'world changing' in the first 2 weeks of the game *by yourself* is laughable.

    If you want to play an MMO, play it as it is intended, with other people. If you want to play a game by yourself, pick one that was designed for it. Its really that simple. All of his other misdirected rants basically come down to the simple fact that he is trying to play a *massively multiplayer* game by himself.

    1. Re:Playing a multiplayer game singleplayer. by lysium · · Score: 2, Insightful
      Dude, you missed the forest for the trees. The experience is not worth hanging around for. Paying $80 and waiting four months to do even something remotely interesting is not fun. That is not play. It's boring work, and anyone who enjoys it is, basically, a pathetic no-life. And if you've ever played a REAL multiplayer RPG (i.e., with pen and paper) you would realize that MMORPGs are not multiplayer at all: rather, they are a bunch of people playing solo, really close to one another. It would be funny, if the developers weren't getting filthy rich in the process.

      ===========

      --
      Together, we will drive the rats from the tundra.
    2. Re:Playing a multiplayer game singleplayer. by Silvers · · Score: 1

      Uh, I'm sorry, you seem to be mistaking me for someone who hasn't played what you term 'Real RPG's'. I may be going against the slashdot geek-cool factor here but I enjoy mmo's a lot more.

      Furthermore, who are you to judge people who play mmo's as 'pathetic no-life's'. I'm sure your life is quite lackluster in others eyes, and I wouldn't go around juding others for what they choose to do with their time.

      To compound this, it is obvious you have not played MMO's to any real extent. The whole idea of MMO's is being able to band together with your friends to be able to do things you yourself would be unable to do alone. Which runs directly counter to your argument of everyone playing solo near each other.

      Maybe it is you who is missing something?

    3. Re:Playing a multiplayer game singleplayer. by lysium · · Score: 1
      The whole idea of MMO's is being able to band together with your friends to be able to do things you yourself would be unable to do alone.

      Yes, good. But why have another 200 players who are not friends on the server? What enjoyment or depth do they add to the game, besides scrolling auction messages and hanging around the edges of zones? Is it worth supporting this massive bloated structure for something that can be done much more straightforwardly? If there is no chance of real interaction with a massive crowd, why not just scale down to something like a Neverwinter Nights server -- for free?

      Interesting that you enjoy MMORPGs more than a type of game you have not played. That's one open mind you got there!

      =========

      --
      Together, we will drive the rats from the tundra.
  60. At the end of the day.. by stratjakt · · Score: 1

    All a MMORPG is is a chatroom with fancy graphics.

    I've never gotten the point. They're so boring. And IRC is free.

    And Efnet has better characters than any developer could come up with.

    --
    I don't need no instructions to know how to rock!!!!
  61. MUDs by Anonymous Coward · · Score: 0

    I have a problem with people who say MUDs are better than their graphical counter-parts.... MUDs are all about macros and scripting, it is so BS. I had a freind who had a celeron 700 on its knees playing a mud he had so many scripts running - how is any new person supposed to compete with that?

    Does the fact your have pages and pages of "if poisoned with poison A drink antidote A" make you a better player than I am?

    Back in the pen and paper role playing days we had a problem with roll players, or "min-maxers" and the way they were best dealt with that I personally saw was in the two of the best game-worlds ever created - Planescape and Shadowrun.

    Planescape - you are walking with gods, demons and everything inbetween - the GM/DM is scripting it to a certain extent but there is always someone bigger and tougher than you... so it's all about smarts in terms of interaction rather than combat. But the "NPCS" actually have a human mind behind them rather than some crappy script that can't even pass the Turing test's little toe.

    Translate into game worlds.... have more professional "DMs" perhaps people with good roleplaying skills who play at a discounted rate or for free in exchange for responsibilities. You can't rely on clans for this, because there are always "n00bs", no matter what their level.

    Shadowrun - no "levels" only skills and karma... in other words there is a limit to your hitpoints. In this sense anyone can be killed, but an experienced person can always kill a beginner. People are much more careful then - and like the above poster, it adds more of a fear of death in.

    Some form of peer-review karma system that prevents hackandslash types from ever advancing. Or perhaps a required "even" advancement. 100 points NPC kills, 100 points roleplay 100 points community work will count for more than 10,000 NPC with nothing in roleplay or community.

    In short, these companies should be looking for ex-DM/GMs to get involved in their games after the engine, world and basic "story" is build to really flesh out the details. Like OSS you can harness the power of communities to improve things for everyone. I wouldn't shed a tear knowing what's going on behind the scenes or knowing how a magic trick is performed...... I'd love to bring awesome stories to people and challenge them on all levels as a GM admin.

    Sure they want to automate everything, but with the current state of AI, and the status of players as self-interested (clans are good but don't fill all gaps) you need professionals.

    I've been roleplay since I was 8 (that makes it 13 yrs experience) hire me, with real research skills from the humanities, not some software engineer who thinks he can spin a tale.

    1. Re:MUDs by OzPhIsH · · Score: 1

      Most decent muds will easily identify any macro or script users and the Imms will punish characters, or ban them from the game. The problem with muds is that they are so abundant. It is hard to find the right one that fits your personal style of adventuring.

      --

      "To lead the people, you must walk behind them"

  62. It's a matter of scope. by lysium · · Score: 2, Insightful
    Today's game developers are trying to create novels out of short story material. Grand worlds that take 72 real-world hours to cross, epic plot lines that never enter the player's experience, characters that take months of play to be useful in the world. They are designing games that they think are going to be played indefinately.

    Why not scale things down a bit? Why not have a finite plotline that runs for a few months, at which point the game is over? When the game is over, the next plotline begins -- think of the serial adventures of Hurcules and Xena to know what I mean. Limit the game to a reasonable amount of players (fork multiple smaller worlds if need be), so everyone has a chance for involvement.

    As long as developers are working on a hollywood style of production, backed by marketeers who want to lock-in subscriptions (guess why leveling up takes 1.5 pay cycles......), we are going to be playing some seriously boring games. Someone needs to break out of the mold.....without the big-studio budget that destroys innovation.

    ===========

    --
    Together, we will drive the rats from the tundra.
  63. It already exists. by Silvers · · Score: 2, Informative

    Its called Shadowbane.

  64. My thoughts by Bendebecker · · Score: 2, Insightful

    1. This guy is about as egotistical as they come. I have rarely seen such arrogance and if this is his regular attitude then I am not suprised he has difficulty finding parties.

    2. The fact that he gives up in the first month is less a litmus test for how good the game is and more a litmus test on your ability to stick with something. If you aren't going to pay beyond the first free month than why should the developers care about you? They care about paying cutomers and drawing more, the way he talks it sounds liek he'll never pay unless an impossibly good game comes out. He won't pay till .hack//sign comes out in the real world.

    3. It sounds less like the MMORPG's are bad and more like you just don't like playing MMORPG's. If you think the game sucks, don't play em! There is always in all markets an element of the population that is simply not interested in the given product. If you fall into taht group, deal with it and stop complaining. There is more to life than MMORPG's.

    4. Because I am drawn to them as the moth is to the flame. I have a history of single-handedly and without prior research, choosing as my own the class or profession that is clearly 'screwing the pooch'. Reminds me of the fat guy blaming MickeyD's for his weight problems cause they are making the food look too good. Plus, the grass is almost always greener on the other side of the fence. If you think your class sucks, dump it and start a new one.

    5. I'll say it again. If you don't like a game, don't play it! Ever game eventually gets old. No game is perfect. Just becuase you can't play a game infinitely doesn't mean that it should be changed just to please you.

    About your critism of the current MMORPG's, okay, some do suck major ass. Blizzard's does sound cool, but when you look at their record of how they treat their customers and the time frames of how long it takes to actually get problems fixed on their regualr games, I wouldn't go jumping off into WoW. Wait a month, see some real feedback. And yes, I am Diablo 2 player.

    --
    There's a growing sense that even if The Future comes,
    most of us won't be able to afford it.
    -- Lemmy
    1. Re:My thoughts by IronicCheese · · Score: 1
      Egotistical? Huh?

      Let's summarize this "critique" of yours:

      1.) Name calling.
      2.) Derision, insult and dismissal.
      3.) Dismissal and blaming the victim (e.g. the game isn't the problem, it's the player)
      4.) Insult again, dismissal and condescending gesture that looks like a suggestion, but isn't.
      5.) Repetition.

      This guy just contributed something very rare and very valuable - an analysis of why he's not a paying customer in spite of his obvious attraction to a class of video game products. Product developers of any kind, software or otherwise, rarely get a free feedback this detailed, this well-argued and this thoughtful, and here you are, treating like a personal insult wrapped in radioactive waste, without a single shred of justification. Take a deep breath, dude and try not to lash out. This guy is trying to help.

      Specifically to your #2 point:
      If you aren't going to pay beyond the first free month than why should the developers care about you?

      Man, I really wish there was a :) at the end of this so I could give you the benefit of the doubt that you might have been joking, but it sounds like you're dead serious.

      You have it exactly backwards. The only question that matters here is: if the game developers can't make the game exciting enough to buy after a month of trying, why should the player care about the game?

      Anyone writing/designing/developing games who treats a customer like you've done here *deserves* to fail big in the marketplace.

      And please don't take that personally. We all have bad days. ;)

  65. It's all about Quakish games by Saint+Stephen · · Score: 1

    All games suck except some variant of Quake (and basically just Quake): Left, Right, Up, Down, Shoot. Play for 15 minutes. Start over.

    Once you turn 18 that's about it. It just takes you 10 years to realize that.

  66. Americas's Army by Fastball · · Score: 1
    This is one reason why I love America's Army. The second reason is because I don't have to pay a monthly fee.


    Okay, so my tax dollars go towards this, but at least I can say they're well spent tax dollars. In fact, I hereby declare that all of my tax dollars go towards development and maintenence of AA:Ops. Fuck interstates, education, the FCC, and any Senator that gave herself a raise. My dough is going exclusively to AA:Ops.

  67. the trouble with mmogs is by holmengraa · · Score: 1

    i didnt start using pcs last night. And after a while most people get savvy enough to say the same. By this i mean i know when im being had. mmopgs are subscription based and thus make money by keeping you in game. Characterbuilding is the most used way of doing this. The problem is though that after doing it once in ANY game its old. So now when i do a free trial, if after 1 hour i still havent seen anything but rats or spiders im out. The genre is getting worn out, and users are getting savvy about it. Its not easy to make a mmopg thrive today, and its getting harder, mostly because the same old crap is just that. Offtopic at the end, two exeptions from the rpg dominated mmog genre. Second Life and World War Online. I recommend both.

  68. lineage the blood pledge.. by joeldg · · Score: 2, Informative

    Lineage is actually a pretty good game.

    I recommend it to people who don't want to be crowded in UO or would prefer a "darker" world than EQ.

    It is a timesink, all these games are.. hell, computers are.. it is just the way things work..

    anyway the site is at
    http://lineagethebloodpledge.com
    easy to start, eases you into the game nicely (which is something none of the others do) and people are good..

    cheers

  69. The key? Avoid "Massively" multiplayer. . . by Slicebo · · Score: 2, Informative

    I think that one fundamental weakness of MMORPGs is the requirement to be "massively" multiplayer. The desire to cater to the percieved "needs" of thousands of diverse players, with wildly different desires from a game, results in watered-down "least-common-denominator" games that meet SOME of the needs of MOST of the customers.

    That's why I think that Neverwinter Nights is taking an interesting approach to the problem by producing a "game creation and management" platform that customers can use to build and run mildly multiplayer games.

    The NWN community has created over 2900 modules that are hand-crafted to target many different player styles, from persistent worlds (run by teams of volunteer DMs) that allow dozens of concurrent users, to small-team oriented modules designed to be played by 3-5 players for a couple of hours (with or without an interactive DM), to solo adventures that range from one-shot 45 minute modules to multi-module campaigns that take weeks to complete.

    There's an excellent community-run website that provides links to descriptions and downloads for modules, schedules for upcoming multiplayer games sessions, community ratings of different downloadable modules and persistent world sites, and lots more good stuff. Here's the URL:

    http://nwvault.ign.com

  70. Huh? by Anonymous Coward · · Score: 0

    Server Error in '/.' Application.
    Runtime Error
    Description: An application error occurred on the server. The current custom error settings for this application prevent the details of the application error from being viewed remotely (for security reasons). It could, however, be viewed by browsers running on the local server machine.

    Details: To enable the details of this specific error message to be viewable on remote machines, please create a <customErrors> tag within a "web.cowboyneal" configuration file located in the root directory of the current web application. This <customErrors> tag should then have its "mode" attribute set to "OnLikeDOnkeyKong".

    <!-- Web.Config Configuration File -->

    <configuration>
    <system.web>
    <customErrors mode="Off"/>
    </system.web>
    </configuration>

    Notes: The current error page you are seeing can be replaced by a custom error page by modifying the "defaultRedirect" attribute of the application's <customErrors> configuration tag to point to a custom error page URL.

    <!-- Web.Config Configuration File -->

    <configuration>
    <system.web>
    <customErrors mode="RemoteOnly" defaultRedirect="goatse.cx"/>
    </system.web>
    </configuration>

  71. "America's Army" - shape up or ship out by Animats · · Score: 2, Informative
    Ok, try America's Army. They have a solution to the "newbie needs guidance" problem.

    Drill sergeants.

    America's Army makes you go through basic training before you can play.

    On the tech front, America's Army now has a Linux version for 64-bit Athlons, shipping as a bootable disk. Now that's cutting-edge technology.

    And it's all free. You can even run your own server.

    Of course, if you do well, they try to get you to enlist in the real army.

    1. Re:"America's Army" - shape up or ship out by glwtta · · Score: 1
      And it's all free.

      Um, no - we've paid for it already.

      --
      sic transit gloria mundi
    2. Re:"America's Army" - shape up or ship out by Goalie_Ca · · Score: 1

      Of course, if you do well, they try to get you to enlist in the real army.

      That way they know you are honest (don't cheat), not 12 years old, hard worker, and not fat. The perfect candidate.

      --

      ----
      Go canucks, habs, and sens!
  72. A new kind of progress by JMZero · · Score: 4, Insightful

    I think the focus needs to shift in RPG's away from leveling at all. Progression should be made mostly outside of computer. Want to kill dragons instead of rats? Then you're going to have to get good at playing the game. You (the person outside the computer) are going to have to gain new skills.

    Whether the actual skills required to have your character succeed involve manual dexterity, fast thinking, good memory, or knowledge of the game world doesn't matter - and perhaps it could vary by class.

    A lot of the fun of a game is getting better at the game (like I'm good at Super Monkey Ball) - where you are able to do things you just couldn't do before. Levelling is one way to have that happen, but it's artificial and ultimately unsatisfying - especially in a competitive setting where the winner is determined primarily by time/luck/cheating (rather than skill/focus).

    If progress was based on progressing the skill of the player, imagine how much more satisfying it would be. Ever wonder why the first month of an MMORPG is satisfying? Because that's when YOU are gaining the skill to play,instead of your character.

    --
    Let's not stir that bag of worms...
    1. Re:A new kind of progress by AvengerXP · · Score: 1

      Damn you put the finger on that one pretty solidly. Kudos to you. I never feel like actively searching for the world's content or the like because i can feel when devs don't care about their worlds.

      I remember the first time i read the "The Elder Scrolls : Arena" side-quest-like books with stories in them. Now, those guys loved their world, and it showed. Let's see if Square Enix also loves Vana'diel.

      --
      Trolls dont like to be Flamebait, because they burn so well. Protect our Troll heritage!
    2. Re:A new kind of progress by Razor+Blades+are+Not · · Score: 1

      If I had a mod point, you'd get an Insightful right there.
      Of course, the fun is where you're still learning. Whether it's about the "game play" (ie the skills it takes to make your character do stuff) or whether it's the game world (where do I go to kill rats around here? How do I complete this quest? etc) or whatever, you _THE PLAYER_ are learning about the game.

      I guess the problem with most of the games is, once you've learned how to level, and how to get around and how to find the monsters, these games just make it more of the same to progress.

      Your solution is to make the player continue to learn new things - I think that's possible without making them rely on reflexes (which seems anathema to most MMOGs, Planetside excepted), but it *does* seem to be the key.

      Hmm. I wonder if there's an abusive patent in here somewhere :)

    3. Re:A new kind of progress by Anonymous+Custard · · Score: 1

      A lot of the fun of a game is getting better at the game (like I'm good at Super Monkey Ball) - where you are able to do things you just couldn't do before. Levelling is one way to have that happen, but it's artificial and ultimately unsatisfying - especially in a competitive setting where the winner is determined primarily by time/luck/cheating (rather than skill/focus).

      If progress was based on progressing the skill of the player, imagine how much more satisfying it would be. Ever wonder why the first month of an MMORPG is satisfying? Because that's when YOU are gaining the skill to play,instead of your character.


      That was the most insightful thing I've read in this whole discussion!

      Games like Street Fighter, and old fashioned pinball games demanded that you as a person learned to play better. But with near turn-based MMORPGs, they've removed all the physical challenge of playing, so that it's only game knowledge and calculations. That's right, they've managed to take what little physical benefit video games had and removed it.

      But not all games suffer this demise, where only people with OCD are around after a few months. Look at Diablo II/x. So many folks still play that game, as it has some magical formula that allows a whole variety of characters that were equally fun to play. I think the key was that the barrier to entry was not so high that you'd feel like you could never turn back or try a new character. While it takes 1-2 months to max out a character in SWG (and a TON of repetitive boring tasks -- ask any elite artisan what % he spent grinding), you could max out a D2x char in just a few nights, if you played hard enough. Or you could take as long as you liked, and you'd still have a fulfilling variety of gameplay to keep you entertained.

    4. Re:A new kind of progress by BrynM · · Score: 1
      I would like to see the entire idea of experience re-worked. This "you need 50 million XP" for the next level stuff has got to stop. How about a sliding scale for each creature and the gap between levels remain the same? Kill 50 kobolds for let's say 35XP each and the 51st only gets you 15XP. This would drive players around the maps better in search of new experiences/creatures. I usually only play a game until I have to make that HUGE jump to the next level. Then I get bored as the rewards of advancement disappear. Sure that dragon may get you tons of XP in the current scheme, but you need to coordinate 25 people just to attack it. I would much rather fight in small friendly groups and search the map for fresh things to kill/interact with.

      Further, I would like to see more XP awarded for non-killing actions. I'm not quite sure how to approach that, but every time I see some friends play EQ, I get bored to tears as they wait to group up and go smack something just so JoBob the Elf can get his class armor. What ever happened to puzzles or "tricks and traps". This is the main reason that I stay away from MMORPGs. I would rather play something that requires me to stop and think the situation through every so often. Bashing isn't everything.

      I realize that my two desires may seem a bit contradictory, but a well rounded and fun game should have plenty of both. Given the size and complexity of these worlds, I think they could fit a bit more random mystery in.

      --
      US Democracy:The best person for the job (among These pre-selected choices...)
    5. Re:A new kind of progress by Geekbot · · Score: 1

      I think the point this guy is missing is the games are designed for exactly the reasons he does not like. They are designed to hook OCDs into a subscription based model. They don't need to get the best elite players. They don't need to get grandma or Billy down the street. They only need to get the OCDs hooked and keep adding new flash while they rake it in off the mentally ill.

    6. Re:A new kind of progress by juhaz · · Score: 1

      MUD's are SO far ahead graphical hack&slash "RPG"s it's not even funny.

      How about a sliding scale for each creature and the gap between levels remain the same? Kill 50 kobolds for let's say 35XP each and the 51st only gets you 15XP.

      BatMud, the one I used to play before doomed into a laggy ISP from hell, for example just recently implemented something very much like you're describing, though it's much more steep and not quite permanent, kill 50 goblins and you gain 0xp from them, but it'll slowly come back up again so after a few weeks they are worth something.

      This would drive players around the maps better in search of new experiences/creatures.

      Further, I would like to see more XP awarded for non-killing actions.


      At the same time, they hit another nail to a head and combined the resulting exploration from aforementioned to no-combat XP, that is, you gain experience from exploring the game world. And quite a lot for it, especially for newbie players, you really don't need to kill any rats at all, you can probably get to mid levels of game by just walking around and finding new rooms.

      They also have a concept of "level quests", so if the level xyz requires 1000000 xp, you can instead do a quest (which can be bashing, but can just as well be puzzles or "tricks and traps") and that experience requirement is instantly halved as a reward. And if it is bashing, it WILL be hard enough to require you to cooperate with another players.

      Class and skill systems are also very sophisticated and not very strongly related to levels.

      Of course it's also free, and players can become wizards, even without getting to umpteenth level, if you've got coding or storystelling skills and want to help create new content or otherwise make the game better, go for it.

      And all of this is from relatively combat-oriented world... anyone liking what whas described and not having curse of "me want shiny 3d graphics" head to www.bat.org

    7. Re:A new kind of progress by Anonymous Coward · · Score: 0

      .hack took an interesting approach to this. In it, 1 level is always 1000 EXP. Monsters have levels too. If you beat monsters that are around the same level as you, you get a decent amount of experience. If you beat monsters that are at a higher level, you get more exp than you would if you were at the monster's level. Monsters that are lower level than you are worth less exp. So, at level 1 a rat may be worth 70 EXP. Once you reach level 2, the same rat would be worth 40 exp, and so on and so forth...

    8. Re:A new kind of progress by Anonymous Coward · · Score: 0

      The flip side of this is making the skill level required to *finish* a game too hard for the average casual gamer.

      I've been a console gamer for years, but only as a casual player (hey, I work fulltime). In Diablo, there was nothing I couldn't beat - eventually, with enough XP and the right kit. I routinely strike out on console games at the 50% mark because I hit some task I just can't do. In Super Mario Sunshine I got stuck around the 15th star.

      I pay the same for the game as someone who has all day to play - why shouldn't I get to see the rest of it?

      Civillisation II used to have a *cheat* menu that you could activate - with a warning that it would affect your score. Baulder's Gate on GameCube (et. al.) has a god mode you can turn on and off. They make the games fun again because I know i I get REALLY stuck, I can *cheat* to get past the roadblock, turn the god mode off again and keep going.

      Would it kill designers to make this an option for all games (at least non-networked ones).

      cheers

      Sara

  73. Game Curve by Daddio · · Score: 1

    The real problem is player experience curve. Yes there are 400k subs in EQ, all of them over level 25 or 50% max level. The problem with being a newbie or trying to re enter a world is that after the first rush, no one new signs on. the population all ages together, with NO new blood.

    Yes there are many people that start new chars but really, I left Everquest for a year and now, the place is a ghost town anywhere that is tailored for players under level 30 or so. The majot cities that once wer actually like cities are now like abandoned malls in the bad part of town.

    Do we need virtual urban renewal projects?

  74. Re:Karma to burn- by Anonymous Coward · · Score: 0

    And gay anus to pound, in your specific case.

  75. crafting? overarching storyline? by Kunta+Kinte · · Score: 1
    Would a kind soul explain what "crafting" is, in relation to MMORPGs?

    Also, what's an "overarching storyline"? I did a search on google and it's funny that it is used almost exclusively in game reviews.

    --
    Based on upvotes, Ageism is the only "-ism" Slashdotters care about and think isn't SJW
    1. Re:crafting? overarching storyline? by mabu · · Score: 2, Informative

      Crafting is like an online scavenger hunt. Some game designers seem to feel that the more useless objects that drop off mobs and can be player-created the more "real" a game is. So one key element of most MMORPGs now are the zillions of weird items, body parts, and other components that you can pick up and do something with. Most of the time you sell this junk or you "combine" it in a container or device to create another item.

      The concept of crafting sounds neat at first, but all it does it put you on a wild goose chase and give you carpal tunnel syndrome. And after all the trouble, the product you've created is worth less than the value of its components.

    2. Re:crafting? overarching storyline? by jamesc · · Score: 1
      Would a kind soul explain what "crafting" is, in relation to MMORPGs?

      Also, what's an "overarching storyline"? I did a search on google and it's funny that it is used almost exclusively in game reviews.

      Simple. There are just two things to do in almost all MMORPGs: 1) Kill stuff, 2) Make stuff. Crafting is making stuff. You sell it to other players or the NPC stores. Most of the games I've played (EQ, DAOC) have made getting useful levels of skill at crafting mind-numbingly tedious. Only an obsessive-compulsive could get good at crafting in DAoC without using a mouse/keystroke injector like Xylobot. It's that bad. Anarchy Online was much better at crafting, allowing Engineers and Traders to make useful items without investing lots of time and effort. And, as the article notes, SWG is a vast improvement over everything else for those who would rather build than destroy.

      A Tale in the Desert tried to break this kill/make mold with a series of trials, many of which require player cooperation, but I never played it. They had totally removed combat. Interestingly, they have a Linux client.

      Game designers want you to believe that you can alter the "overarching storyline" by your actions, and thus change the destiny of the online world. In no game I have played has that been true. They are all pre-scripted. SWG allows a limited amount of variation based on how many people complete a monthly story quest. If more players on one side than the other complete the quest then their side will a bonus for the next month. This is much like DAOC's relict raids, just on a monthly schedule.

      --
      "You've crossed my Line of Death!" "What? No! Where is it?" "Here in the fine print...."
  76. Yet Another Sad Ego-Maniac ... by Anonymous Coward · · Score: 0

    ... who believes that they hold the secret to the perfect MMORPG. The entire MMORPG community is filled with them, and they love to go on and on about what is wrong with the game, and state things like "If only MMORPGs would do this."

    And then of course, his Diablo ties come out when he starts going on about how Worlds of Warcraft will be the game to make the genre. How many times do we have to hear someone talk about how "MMORPG X is going to remake the genre". Same thing was said of Shadowbane, same thing said of DAoC, of Anarchy Online, etc, etc.

    No one likes to believe that MMORPGs are done the way they are for a reason. I could nitpick through the guys comments, but I've already wasted enough time. For every guy going on a rant like that, there are 500 guys who like MMORPGs the way they are, or who disagree with the majority of their comments. Why? Because MMORPGs still do pretty well, and get complaints any way that they go.

    People just like to complain, and think that, as he put it, they can make a difference.

  77. There's only one that I play... by SiroccoStar · · Score: 1

    There's only one MMORPG that I play, Ragnarok Online. It's got the same "pest control" problems in most instances, but the real fun is the "bad Engrish". This is one of the few game that I've actually continually enjoyed for nearly a year and a half. The hardcore folks might not like it, however, it features cute anime-style 2D characters on a pastely 3D world, but the simple bitmap textures are to die for and the monsters are 2D animations, as well. It's the combination and the ambiance that always draws me back to RO, not so much the gameplay anymore.

    They also feature a test server, to "translate" features already being played in Korea and bringing them international players. I think half the fun of the game has always been that you can email them English corrections and game suggestions and you actually get a response from them.

    They feature seasonal events, as well. Right now they've filled the main towns with monsters and an NPC giving out special quests for Halloween.

    --
    "I'd rather stay here with all the madmen, for I'm quite content they're all as sane as me..." ~ David Bowie
  78. My problem with MMORPGs by Kickstart70 · · Score: 1

    Is finding something to do.

    They are always based around the concept of 'killing things for experience', which means that groups of players are always waiting around common monster spawning areas ready to jump on whatever pops up.

    So you end up sitting around a lot making small chat with whoever it waiting near you (many people). You're in a lineup to kill monsters that randomly appear. I don't see how that's much better than sitting in an arcade in the 80's waiting for the Galaga machine to be free.

    At low levels it's too dangerous to go anywhere but a very small area, which is where all other low-level players go. Venture outside of that area and you are dead. Unfortunately it's the only way to get experience.

    What would be better is if 90% of the game world was populated by low-level monsters and those high-level monsters required people to seek them out. Just think of mythology...the minotaur was in his maze, the medusa was on her island, etc. High-level monsters should be unusual and hard to get to. People should seek them out in a quest of sorts. Hundreds of high level monsters shouldn't be walking around woods within an hour of a heavily populated town.

    Sorry, but the current scheme of MMORPGs is just no fun for people who aren't obsessive.

  79. Repeating the cycle? by Brown+Eggs · · Score: 1

    Was it just me, or did it sound like the author's "excitement" about SWG was the start of yet another honeymoon period that will inevitably lead to the same boredom? Just an observation :)

  80. Write a game like B5 was written? by autechre · · Score: 4, Insightful

    Babylon 5, all flamewars aside, stands out from other series of its kind mainly because the entire 5-season storyline was written ahead of time. There were story arcs spanning multiple seasons, as well as fun little non-arc episodes. This is in contrast to most series, where the people behind it might come up with a rough overall sketch for the next season, but there's no solid framework that's been well thought out in advance, and when your ability to come up with new ideas falls behind the schedule of shows, it comes apart.

    So maybe the way to keep people playing is to not keep them playing, so to speak. Come out with a game and say, "This game will be around until November 2005" (if it came out today). Have a coherent overall storyline and subplots, with contingency plans in case the users change the flow of things too far in one direction. Create an ultimate evil that needs HORDES of high-level warriors of all sorts to even meet face-to-face, let alone kill. And maybe in the end, if they don't have the strength, the players lose! Have events play out so that the big climactic battle is about a month before the game itself ends to provide a little coda and see what happens.

    I think planning ahead like this will merge the best elements of offline RPGs and MMORPGs. There probably will be "heroes", or at least local badasses that everyone in town knows because they are fanatical players and have amazing powers.

    This would be far cooler than, say, PSO Online: "Well, 534 teams of 4 people each have destroyed the 'ultimate evil' repeatedly, and that's just today." Better to have a definitive end, going out with a bang and all that.

    --
    WMBC freeform/independent online radio.
    1. Re:Write a game like B5 was written? by Mac+Degger · · Score: 1

      Bingo...as I read this, this is exactly what future big (as in successfull) MMORPG's will do. It has the 'episodic gaming' thing too, but with the episode being slightly longer time wise than people would have expected.

      Not only that, but this is exactly what people want; after a while, the internet gaming community would be talking about 'hey, you remember when so-and so and the other clan got clobbered by the dragon in 'Dragonquest'?'.

      It's like GTA3:VC...a great MMORPG venue if I ever saw one; not something to play for years, but definitely many, many months. This is the kind of system which will have to do until we get adequate automatic content generation tools (people, quests, dialogue etc) for real, interesting, persistant worlds [not to say that those don't need custom, well thought out plots/ environments etc, but most town folk just need to be generated, not hand plonked into the game].

      --
      -- Waht? Tehr's a preveiw buottn?
    2. Re:Write a game like B5 was written? by mlush · · Score: 1
      Babylon 5, all flamewars aside, stands out from other series of its kind mainly because the entire 5-season storyline was written ahead of time.

      Speaking from the hip this sounds like a fantastic idea.... But I can see it being a like a train, Its easy to get on at the start but when its moving its really hard for new passengers to join. I think it would be hard to create regular stations for the new users.

    3. Re:Write a game like B5 was written? by Colazar · · Score: 1
      I believe that this was the idea for Shadowbane going in. When it was still in the development stage, they spoke alot about the "metaplot", and explicitly said that they expected the story to last for 5 years. If you read the Lore behind it, there is obviously a deep overarching story. With their new, announced expansion, it seems that they have planned the game development around the story (new classes and skills and such). This is exactly the stuff that drew me into the game in the first place.

      However, I haven't seen any of that. Part of that is my time of play--they don't run events for people playing 10pm to midnight Pacific time. Part of it is that the guilds who formed around aspects of the Lore, to reap the advantages they could get from the metaplot, didn't get that support, and so either got crushed by non-Lore guilds, or mutated into non-Lore guilds themselves. (I'm sure there are exceptions to that, but they would be few.) Hopefully, things will get reversed to something more story-oriented, but the question now is, is that what the remaining players want or expect? Right now, I don't think so.

      I think that the reason for this is that for Babylon 5, JMS didn't have to invent film-making at the same time he was writing the story. As long as MMORPG developers are having to write their engine themselves, and are under economic pressure to push it out the door before they can get all the technical issues fixed, I don't see where the storyline can ever be the driver. You can't focus on implementing the story until the bugs are gone, and by the time the bugs are gone, the story you want to/are able to tell isn't the one your player base wants to hear.

      That's my (recently jaded) view, anyway...

      --
      He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson
    4. Re:Write a game like B5 was written? by linzeal · · Score: 1

      Earth and Beyond has a 3 year storyline already on the table.

  81. Re: by Quasi+Qubit · · Score: 0

    If you are looking for a different kind of RPG you should check out Borderless RPG It's an indie game, and its going back to the Pen and Paper roots. I'm not affiliated with it, but it looks like its going to be really good.

  82. I don't play MUD's by Mr_Silver · · Score: 1
    I did try once.

    I logged in, picked up a sword, said hello to someone who wandered by (who ignored me). Went north and was killed by a wizard.

    Total playing time: 7 minutes.

    Funnily enough, I never bothered going back again.

    --
    Avantslash - View Slashdot cleanly on your mobile phone.
    1. Re:I don't play MUD's by CompWerks · · Score: 1

      I wish I could mod this up - it made me laugh.

      --
      If you can read this sig - the bitch fell off.
    2. Re:I don't play MUD's by strech · · Score: 1

      I know what you mean. A couple of the MUDs I tried were like that. (Like the one I started walking around then was suddenly looking at my corpse).

      Perhaps unsurpringly, the only MUD I spent much time playing was the one where just after spawning at the start, a high level player said "type follow " and got me a bit of decent equipment from the local newbie area by running a macro.

  83. And MUSHes, and MOOs, and ... by stwrtpj · · Score: 4, Interesting
    I spent lots and lots of time playing MUDs

    There were also upmteen different varieties of the MUD that came out, many of which were devoted more to role-playing (RP) than level advancement.

    I was on PernMUSH (based on Anne McCaffrey's Dragonriders of Pern universe) for 3 years, 2 site changes, and 1 database rebuild. It was a huge timesink for me because it was fun. And the main reason it was fun was because the PLAYERS got to decide what plots to RP. Anyone could come up with a plot, round up enough interested players, and RP it, so long as it fit within the framework of the Pern universe. And more often than not, if it were interesting enough, other players spontaneously joined in after it started.

    Sure, it had places where you could "advance" (you could become a dragonrider, or you could advance in a craft, etc), but in most cases, advancement was determined by other players based more or less on your RP activity rather than arbitrary tasks.

    --
    Karma: Frotzed (mostly due to the Frobozz Magic Karma Company)
    1. Re:And MUSHes, and MOOs, and ... by crotherm · · Score: 1

      I was in a couple of versions of PernMush waaaaay back in the day. I built a town, but I cannot remember the name of it. One of the servers had a working thread fall system in which us dragon riders had to burn the thread before it hit the ground, or hit us.

      But what I liked best was just meetng people from all over the world and basically, hang out.

      --
      "Those who make peaceful revolution impossible, make violent revolution inevitable" - JFK
    2. Re:And MUSHes, and MOOs, and ... by LucidityZero · · Score: 1
      ...many of which were devoted more to role-playing (RP) than level advancement.

      Exactly.

      I spent several years playing NarniaMUSH, a MUSH based on the Chronicles of Narnia by C.S. Lewis. It was thouroughly enjoyable, mostly because the game didn't even HAVE a battle system. It was 100% roleplaying. And people there could actually roleplay. People created real characters with real traits, real strengths and real weaknesses... No one EVER talked "Out of Character" unless you were in a designated "Out of Character" location. If you did, everyone else just pretended to be really confused. It was a great crowd... I'd love to meet up with some of those people again.

      This must have been close to 9 years ago or so, now, I guess. Great times, though... Are there still places like that out there?

      --
      Sig.i>
  84. My Take by DaytonCIM · · Score: 1

    1) DON'T use me as pest control
    Oh lord, the author nails this. I spent an entire weekend, about 22 hours, killing spiders and wolves to level my Barbarian Warrior high enough to take on the dreaded Baby Mammoths. Ohhhhhh. And guess what, they weren't worth my time or effort.

    Now, some will ask "why didn't you go somewhere else?" Simply put, I couldn't. You can't move a Level 1 - 10 character outside of a "newbie" zone or risking dying. A LOT.

    2) DO allow me to play how I like, when I like
    Yes Yes Yes. And let me add, please don't make every worthwhile encounter one that demands at least an hour of my time. Make some encounters fast and easy.

    I kid you not, it takes a minimum of 1 hour to do almost ANYTHING in EQ. Try out your skills, fight an encampment of dark elves, etc... Time Sink is the second biggest problem with OnLine gaming.

    3) DON'T make crap classes/professions
    Agreed. In addition, don't punish my class because another class is lame. For example, my level 57 Bard once sped across zones faster than any other character class or MOB. Now, I'm just one of many classes that can run fast. Why take something that is unique to one class and award it every other class? Because, game designers have lost their minds.

    4) DO play other types of games, to better remember...
    If I put in 6 hours of work in Castle Mistmoore, then I want some good loot. Simple as that. If I clear ToV, then there damn well better be loot worthy of the time, planning, and effort needed.

    Don't, I REPEAT, don't fill up the loot table with bullshit items. It's just not right.

    I have a friend that spent 2 months in the Plane of Growth before he found the Bard BP. 2 months. Week in and week out. That's just not right.

    5) DON'T pretend I can 'make a difference'
    No kidding. If I want to make a difference, then I'll work hard in RL or I'll try and join an Ub3r Guild. Otherwise, don't patronize me with your Grand Illusion.

    My additions:

    6) Don't make me pay for the install disc. You're making me pay a connection fee and monthly charge, why must I pay $50 for the stupid install disc?

    7) Don't create the "special" Servers that charge 10 times the normal monthly fee, promise more options, and better customer service. You should already be providing that on the "normal" servers.

    8) Do provide in game support and customer service. SOE has dropped the ball on this aspect for going on 3 years. The in game support ranges from arrogant, rude idiots to ignorant newbies to very knowledgeable and helpful long time gamers. And there is NO customer service anymore. They laid those people off long ago.

    9) Do create more special in game events (GM Events). They are fun and exciting. Give away unique items for GM quests, etc...

    10) Do promote and respect your player base, because we pay your salaries. And a note to SOE, SWG looks cool, but Blizzard is still going to kick your ass next year. ;)

    1. Re:My Take by Tackhead · · Score: 1
      > 10) Do promote and respect your player base, because we pay your salaries. And a note to SOE, SWG looks cool, but Blizzard is still going to kick your ass next year. ;)

      Nethack and Omega kicked SWG's ass 10 years ago. :)

      > 9) Do create more special in game events (GM Events). They are fun and exciting. Give away unique items for GM quests, etc...

      There's more content in Bard's Tale than SWG. Even the NPCs in Bard's tale are more likely to pass the Turing Test than the players in SWG.

      /bitchslap Darth; /puke Palpatine; /bonk Chewbacca

      Where's a human actor when you need one? Pay some kid in India $0.50 an hour to roleplay NPCs, hook the NPC up to an Eliza chatbot, do something, damnit!

  85. A new problem by Anonymous Coward · · Score: 0

    is companies found out how profitable EverCrack can be: 400'000 players spending $10/month and watch the money come rolling in. All of the other companies realized doing nothing less is leaving money on the table. As a result, creativity and quality are lower on the list than the obvious $$$ to be made. Until|unless companies look at their work like id's Doom+Quake[1] instead of like many women when they are in a dating relationship[2] they will do the customers, the genre, and the company (in that order) irreparable harm. After a while, the customers are choosier about the games they pay for or play, waiting for reviews from one of the "Big 3"[3], playing with a friend's copy, etc. Eventually, the genre starts a downward slide because companies are consistently doing less because they think the industry is spending less and are willing to invest less, and finally, the death spiral happens. I'm not saying PC games are dying, but the number of *good* games percentage-wise is dwindling.

    [1] Look at the "expected ship date" in PC-oriented game magazines: Doom & Quake are consistently stated along the lines of "It'll ship when we think it's ready."
    [2] In the back of their mind(s), a calendar exists. If things are not confirmed by a specific date, the relationship will disappear. In the case of games and software in general, a ship date is set and it's going out the door, no matter what. "We'll fix it in patches."
    [3]Computer Gaming World, PC Games, Computer Games

  86. Morrowind by Henry+V+.009 · · Score: 1

    Morrowind was like this for me. The frustratingly long walks everywhere. The pointless leveling. The combat style that lacked any element of fun.

    I think that this sort of style in gaming is getting more popular in all genres. If developers do not have to worry about fun, they can concentrate on the parts of a game that do not require inspiration. They pretty up the art. They can program by template instead of using new ideas.

    1. Re:Morrowind by Razor+Blades+are+Not · · Score: 1

      Speaking of Morrowinds pointless walks...
      There's an ability to make spells in that game. If you're bored of walking, try creating a spell that gives you +100 (or more) Jump skill, and some acrobatics to soften the fall. Or some Slowfall if you like (although I prefer the acrobatics).
      Then you can jump around the map instead.

      Of course, to truly experience the fun of Morrowind after it's lost it's lustre, you should go load up some 3rd party mods. The true fun starts when you can add entire areas to the game world, and tweak all sorts of internal settings using the TES construction set. Sure it can take some of the challenge out of the game, but who cares about that ? It wasn't that much of a challenge in the first place, and jumping for miles at a stride is too much fun. It's a pity they didn't allow spells to be created with a delay in them (like Jump+1000, delay 3 seconds, SlowFall 20 seconds, delay 20 seconds, Acrobatics+100 5 seconds -> that would be a fun spell)

    2. Re:Morrowind by Anonymous Coward · · Score: 0

      The thing is that Morrowinds level is tedium is so low compared to the agerage MMORPG. You think that Morrowind had long walks? In Anarchy Online it can take you 45 minutes to travel somewhere.

  87. Re:Elliot Smith dead at 34 by Anonymous Coward · · Score: 0

    Stabbed himelf in the heart with a steak knife...at his girlfriend's apartment no less.

    His music didn't do much for me, but wow...what a way to go.

  88. Maybe you should try Uru... by Etcetera · · Score: 1

    ... when it comes out. I'm just guessing on the content of this article since it's already Slashdotted and no one seems to have posted a copy, strangely enough, but it seems that he's beored with over-defined "games" that require significant blocked time effort and mandate certain types of social interaction to achieve anything "fun".

    Frankly, maybe you should re-visit the type of "game" you play. I plan to start Uru (aka Mudpie, aka Online Myst) as soon as it comes out for just this reason. You completely free to explore on your own, and you're also able to explore with others, if you so desire.

    More info:

    Open Directory Project on Myst

    Uru Live

  89. Nethack lover by ShivanDragon · · Score: 2, Funny

    www.nethack.org I've discovered this game like 8 years ago and I still enjoy playing this game from time to time... So much to explore, so much diversity! Nethack is one of my all-time favorite games, one I've been playing since 1200 baud was smokin' fast. -- Actor Wil Wheaton, http://www.wilwheaton.net In short, NetHack 3.1.3 is the most elaborate role-playing environment you are ever likely to explore. This is a place to return again and again, each time for a different experience. You're really going to have to play it for a year or two and see for yourself. -- "Fatal Distractions" by David Gerrold Thank you for the latest release of gradewrecker. My GPA just went in the corner and shot itself. -- USENET posting, author unknown oh, don't read any spoilers...

    --
    Poowpoowpo
  90. Ugh by Winterblink · · Score: 1

    I can't read any more of that article. What a pompous prick. He seems to epitomize the forum troll, in that he thinks he speaks for everyone who's playing that game -- nay, ALL games. He thinks that his suggestions of how the game should be improved should all be taken into consideration immediately and implemented into the games because his perception of the game is seemingly the only right one. And like all others like him out there like him, the games are better off when he comes and goes like that first level gained.

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
  91. What MUDs are you playing? by OzPhIsH · · Score: 1

    This is a pretty good article, describing just why I went back to playing a MUD. Usually the community is so much tighter when 100 people play compared to 100,000. While not impossible with your standard MMORPG, it much easier to get help, form relationships with other characters, and communicate with the management (ie Gods and Imms) on a MUD. MUDs are generally free to play. Those who run and develop them do so because *shock* they ENJOY it. Not to make money.

    I recently got back into a MUD I played pretty hardcore 5 or so years ago, and It's blown me away how much it has matured and developed over the years. So many new zones, skills, and class features. I challange any MMORPG to develop its world like that, or even still be around in 5 more years.
    The MUD I'm on now is called Intrepid, based on heavily modified CircleMud code. telnet to mud.intrepidmud.com 8400 if you want to check it out.
    Anyone else who MUDs, please post where here. I'd like to check out what else is cool in the MUD community.

    --

    "To lead the people, you must walk behind them"

  92. The Trouble with MMORPGs... by Dracos · · Score: 1

    Is that there's very little R-O-L-E PLAYING involved in them. There's lots of R-O-L-L PLAYING, because the computer can roll thousands of dice at a time.

    I would very much like it if this type of game was rechristened MMOFPS (Massively Multiplayer Online First Person [Shooter|Slasher]), because it's a more accurate term.

  93. when will they create the MMORPG.. by Anonymous Coward · · Score: 0

    "Going outside" ?

    where you go outside and meet friends!
    with it you get a comprehensive guide on how to fit in with society!

    naah, that'd never sell.

    1. Re:when will they create the MMORPG.. by Anonymous Coward · · Score: 0

      It's called The Sims Online. It was a flop.

  94. PuzzlePirates by AlexZander · · Score: 1
    The solution, in my view, is more games like Yohoho! Puzzle Pirates

    It's something new in the world of MMORPGs
    It's an ocean archipelago world of pirates, filled with piratey tasks that are all puzzles! There's swordfighting.. but it's a puzzle! There's drinking! But that's a puzzle too! There's bilging and sailing and navigation and gunnery and sea battles galore. Blending elements from classic puzzles like Tetris, Bejeweled, Chu Chu Rocket, Puzzle Fighter, Baku Baku, Dr. Mario, and Alchemy in a whole new way, with the promise of many more puzzles to come, it has endless addictive properties.

    It's got a short learning curve.
    Because the puzzles are similar, and each one is simple to learn (but difficult to master!), you can be a useful swabbie on a ship in moments. Some of the puzzles never seem to grow old as you practice creating big combos, or as the ship is in dire need of someone to man those sails!

    There are no bloody pests.
    The only opponents in the game are pirates. Some of them are computer controlled, but there are almost 3000 pirates on every day now, and the game is still in beta with no fatal bugs. Making your opponents skilled humans instead of people who can click really fast makes the game both challenging and rewarding.

    It's got broad appeal
    Because it's based on puzzles that almost anyone can learn to be decent at, it's got appeal to an enormous age range, not to mention the fact that the gender ratio seems to be almost equitable.

    Playing forever won't necessarily make you good
    One of the things that always bothered me about MMORPG's was that the 14 year old kid who played 12 hours a day all summer could easily outpace the 20-something year old who was holding down a job, even if the 20-something was a better gamer. In Puzzle Pirates, your pirate doesn't get "better" at the game unless you yourself improve in your puzzling abilities. The puzzles are ranked in two manners - experience and prestige. Experience DOES only go up as you puzzle multiple times over a long period of time, but on the other hand, having a large amount of experience does NOT mean that you can beat an excellent swashbuckler automatically. Prestige, on the other hand, is entirely based on your skill. You don't need to win very many times before you slide up the ranks, and if you're beating people many ranks higher than you, you leapfrog up the ranks. But the game isn't ABOUT numbers. Another note is that all the money you earn in the game, or Pieces of Eight (POE), can't buy you victory. It can buy you a new sword, but if you can't swordfight, that isn't worth a damn. It can buy you a new ship, but if you don't have a good crew to man it with you, that's not worth a damn either.

    It's about teamwork
    Everyone knows that the most interesting characters in an MMORPG are always other people. Y!PP forces you to be social. You cannot effectively sail a ship into combat by yourself, you need a crew to man the sails, the guns, and the bilge with you. Fortunately, most of the crews are friendly, and you can quickly learn the ship job puzzles with your new mates as you help THEM sail against vile foes! And of course, for helping them sail, you get rewarded with a cut of the booty!

    There is no thin veil of a story.
    The story is your story. The story is the life of your pirate on the high seas, and you write it as you go. Whether you buy your loyalty with POE, or with kindness, or inspire awe with your swordfighting skills, the story is in the friends you make, and the deeds you do. The story can be the time you beat Pennsuedo (one of the Flag Kings) in a swordfighting tournament, or how you yourself became king of a flag. The story can be how you recruited the best crew in the seas for battling the dreaded Black Ship, or how you trained the best drinking team around.

    The possiblities are endless already, and the game hasn't even started yet.

    If there were more MMORPG's like this, there would be no shortage of addicts, or part time players, people who play with their families, spouses, sisters, brothers, best friends from college, or new friends forged in sea battle. It's a piratey life for me, certainly.

  95. I concur by WapoStyle · · Score: 1
    I must agree with just about everything in the article. Just two weeks ago I canceled my Star Wars Galaxies account.

    It was very fun at first but then you just realize one day your not having fun anymore and are simply logging in to chat with your friends and run some errands just so you character doesn't become completely obsolete. No thanks, I too am going to just wait for World of Warcraft.

    1. Re:I concur by dlb · · Score: 1

      And when World of Warcraft ends up being the same ugly girl but with much more makeup, what will you wait for then?

  96. Maybe this isnt a problem by the+Llama+of+Virtue · · Score: 1

    When trying out Rubies of Eventide someone mentioned to me a thought I hadnt considered before, that not all MMORPG's *want* to be full. For example, Everquest has half a million subscribers. Thats at least 5 mil a month in the bank for them, which is a chunk of change. And for me at least there are enough idiots on any server I've ever played on for me. Perhaps losing the people who lose interest is a GOOD thing.

    1. Re:Maybe this isnt a problem by phlyingpenguin · · Score: 1

      Amen! I joined RoE a few days ago, discovering that all of the morons that came home from school and played Galaxies don't exist on smaller MMOGs. Even in Galaxies I prefered to find planets on the outskirts so that people wouldn't be there. The only trouble with that in a larger game like Galaxies turned out to be that the devs didn't pay any attetion to those planets. Buildings would warp me out of themselves, ships would land on mission/bazaar terminals, and NPCs (mostly droids) would get stuck in corners EVERYWHERE. That's what I'd call a type of Friday the 13th type of enviornment.

      I find RoE to be consistant, competitive, and still full of adventure/fun. Having GMs on site helps quite a bit too. If you put a GM in somplace like Anchorhead in SWG then they'd be swamped by complainers, newbies (note: that's the main thing RoE GMs deal with as I see), and people reporting real problems of which there are too many to count. A nightmare for sure.

      Bottom line: Small community = fewer problems = better game experience.

  97. Bah by Anonymous Coward · · Score: 0

    And am immediately lost and confused. No MMORPG ever has managed to ease me into a game.

    It's called a manual, look into it every now and then.

  98. Re:Trapped in purgatoryBeer and excellent music by Anonymous Coward · · Score: 0

    Mmmmmmm.... absolutely the best double-shot ever recorded. When "Postmortem" switches gears into "Raining Blood", I get chills! Brilliant!

  99. It's like any high...... by Anonymous Coward · · Score: 0

    Addict is right. That's exactly how drug users feel about the diminishing-return effect on their high.

  100. costs and playing. by ssand · · Score: 1

    I totally disagree with charging an initial purchase for the game, and then a monthly fee, but sometimes it has to be done. I think the best option is to have an optional free download of the game from their site. That way you don't have to pay an additional 50 dollars for it.

    1. Re:costs and playing. by Anonymous Coward · · Score: 0

      The purchase fees go towards advertising. Having a hard copy disc hit the market sometimes sucks people in when looking for a new game as opposed to someone being already internet savvy and MMORPG familar. The high end mega companies who produce these games kill off intial cost expenses this way. You cannot sustain the idea of a new game with internet downloads alone. What's being done to even this out, you wait long enough and disk prices drop, after they have racked in all the people who could not wait and were willing to pay just to get in the game, they offset that price by making the first month free. You wait even longer and older games will offer free downloads and trials that may or may not require you to purchase a disk after your trial to continue playing, this works well for established games. AC2 has done this in thier first year, that's them openly admitting although they covered intial cost with sales they lost the massive player part of thier game.

      making the client free is not going to make the game better, its going to take away from intial cost covering and I would be wary of any game that was free for download but had not been marketed for purchase sale on whether or not it would be good.

      Back in the day eventually you could get UO's original disk for 10 bucks with a free month, thereby eliminating the client's costs. Then of' course they jumped into EQ's method of cost renewals by putting out thier first expansion disc, which was only like 20 dollars and it saved them from having to maintain a server which could not possibly handle the downloads of the most anticipated expansion, which by the way killed the game for me.

      And for those of you on the other end of the argument complaining about monthly fees, compare it to a pizza being delivered to your door, it lasts for oh about 15 minutes and costs just as much. It just blows me away to hear people complain about the fee for a whole month of gameplay.

      R-Ran

  101. Ideal MMORPG by aliens · · Score: 1

    OK here's my idea, if anyone develops it I'd love to get a call from you.

    My problem and other people's problems with MMORPG is that they don't end and are tedius and boring. I know a lot of gamers who don't like the RPG elemennt, but like MM.

    So here's what I propose. A FPS like Doom II co-op. The developers make a world, let's say, Mars is invaded, you have to fight back the demons. There are several seperate areas in this world that are just packed with AI demons. It is your job and the job of several thousand others to fight and defeat this area. You might secure it but once defeated it will still come under attack so players will always have to stay and keep it secure.

    Perhaps there are a few behind the scenes people who direct demon advances, but for the large part it's just AI. You don't have one character that you play over and over, it's more like you can chose a character like Battlefield 1942 every time you respawn.

    After all areas on the planet are defeated. The game ends! THat's the best part you can actually win.

    Now here's where the developers earn their salary, when that first world is defeated, there's a new storyline/new world. In the meantime, while the new world is being setup, players can play normal 64/32 player deathmatch.

    The advantages are many, you can jump right in and enjoy yourself for an hour a week and feel fulfilled. Or you can play with a group and really battle to take these areas and win.

    I'm sure we can add so much more to this type of game and it'd require crazy amounts of server power, but in 5 years who knows.

    I'd love playing this game.

    --
    -- taking over the world, we are.
    1. Re:Ideal MMORPG by rsborg · · Score: 1
      So here's what I propose. A FPS like Doom II co-op. The developers make a world, let's say, Mars is invaded, you have to fight back the demons. There are several seperate areas in this world that are just packed with AI demons. It is your job and the job of several thousand others to fight and defeat this area. You might secure it but once defeated it will still come under attack so players will always have to stay and keep it secure.

      Sounds good, but where's the RPG part of it? I think that's what attracts at least a portion of the large crowd.

      The definitive end is good too. Someone else mentioned a possibility of players losing too (even in the final battle). That woould put an edge to the whole thing.

      --
      Make sure everyone's vote counts: Verified Voting
    2. Re:Ideal MMORPG by aliens · · Score: 1

      That's just it, there's no RPG. The only RPG part of it is that you can build up relationships with others and form bands to fight the demons.

      Not everyone enjoys spending time fighting rats and leveling up. A lot of people would just like to kick ass, and kicking ass in a huge world would be great fun.

      This way you can just jump in and play, no huge learning curve. Some people don't need to be a level 99 mage to feel good ::)

      --
      -- taking over the world, we are.
  102. Amusingly, by lysium · · Score: 1
    For the people on top, who essentially have free run of the game, it is fun, but to get to their level you have to spend ungodly amounts of time in the game, to the point where it is overwhelming your entire life. But that's the only way to get there. If they didn't do it, someone else would. Remember what I said about status in-game being the result of a competition between all the players, with those who spend the most time winning?

    Gee, that sounds suspiciously similar to the capitalist society of the real world. No wonder I dislike it.

    =======

    --
    Together, we will drive the rats from the tundra.
    1. Re:Amusingly, by normal_guy · · Score: 1

      Except in the real world you can give a newb colleague instant level 50.

      --

      Linux: Free if your time is worthless.
  103. ProgressQuest by athakur999 · · Score: 1

    I can't believe no one has mentioned Progress Quest. It's MMORPGs, distilled down to it's basis. No nights wasted mindlessly squashing spiders to gain XP, no 10 year old w1z3Rdz bugging you. No nothing.

    --
    "People that quote themselves in their signatures bother me" - athakur999
  104. Some help with the acronyms please... by Delron+Da+Thugg · · Score: 0

    Can someone please tell me what the hell is: MUD - ??? UO - Ultima Online EQ - EverQuest AC - ??? DAOC - Dark Age of Camelot SWG - Star Wars Galaxies AFK entertainers - ???

    1. Re:Some help with the acronyms please... by Spleener12 · · Score: 1
      Can someone please tell me what the hell is: MUD - ??? UO - Ultima Online EQ - EverQuest AC - ??? DAOC - Dark Age of Camelot SWG - Star Wars Galaxies AFK entertainers - ???

      MUD means Multi-User Dungeon/Dimension. It's basically a text-based MMORPG. And they're usually free, too. AC is Asheron's Call. AFK means Away From the Keyboard, so AFK entertainers are entertainers (a class in SWG, if I'm not mistaken) who are away from the keyboard (ie letting their character dance while they go do something else.)

    2. Re:Some help with the acronyms please... by SpongeScrodSpareCock · · Score: 0

      Can someone please tell me what the hell is: MUD - ??? UO - Ultima Online EQ - EverQuest AC - ??? DAOC - Dark Age of Camelot SWG - Star Wars Galaxies AFK entertainers - ???

      SEE??? NIggers REALLY are STUPID!!! Thewy d0nt kn0w an33thing!!! yup..yu0 ar3 a DUMB NIGGER!!!


      --


      |*l33z kOm3nT in m4h j00rnehl
  105. There are alternatives out there... by DeathPooky · · Score: 1

    That's why I enjoy the smaller MMORPGs out there. They tend to be cheaper, with devs who are actually interested in making a good game.

    I've been into A Tale in the Desert lately, in addition to being without a doubt the most innovative game on the MMORPG market right now (no rat killing in this one!) it also is free to download with a large trial play - no outrageous box fee. Add in devs that respond within the hour if a new tech is bugged or even give out their cell numbers in case the server crashes, and you've got me locked in for quite a while.

    1. Re:There are alternatives out there... by LilMikey · · Score: 1

      Although my exposure to ATITD is limited, 'SecondLife' (!!!) and 'There' are even higher up the gameplay innovation tree. Both offer free signup and client downloads as well.

      --
      LilMikey.com... I'll stop doing it when you sto
  106. Simple problem, Simple solution. by Duncan3 · · Score: 3, Interesting

    American MMORPG have quite simply become MMOFPSG. No more roleplaying, way more FPS.

    3-D graphics engines, complex and pointless interface controls, with camera positioning and such of course, blah blah blah. Where are the deep quests the more-then-trivial guild structures and behefits... etc.

    Maybe that's why the largest MMORPGs in the world are still 2-D.

    MMORPG's need WRITERS not more caffine tweaked coders. You know, those creative types geeks are raised to dispise... problem is, THEY make good games.

    And that's why games are so damn lame after the first couple weeks... there really is nothing more to do.

    --
    - Adam L. Beberg - The Cosm Project - http://www.mithral.com/
    1. Re:Simple problem, Simple solution. by Lord_Dweomer · · Score: 1
      Actually, I disagree completely. They are not MMOFPSG. The only thing that came remarkably close to that is Planetside...and I would not even qualify that as a true FPS. I have desperately lusted after a true MMOFPS, but guess what, Planetside doesn't have headshots. Nope, you have something called a "cone of fire". You point in the general vicinity, hope you hit enough times before they hit you enough times.

      It is way less player-skill based then they'd have you believe.

      Now....if they ever got something like bf1942 or halflife 2 to be truly massive, I think you'd see a truly awesome game.

      --
      Buy Steampunk Clothing Online!
  107. Trial by Boredom by Anonymous Coward · · Score: 0

    Trial by Boredom is a term I used to describe Dungeon Masters who would make you check every door and wander through a dungeon filled with empty rooms, until you were so bored that you missed something and he gleefully killed you off with it. The same can be done with an endless stream of nearly identical monsters, requiring hours of dice rolling with little variation in outcome. This is the template for most MMORPG's.

    For some reason, most of the MMORPG designers have got it into their head that the longer you spend connected, the better it is for them. God knows what makes them think this--their overhead must be astronomical (servers, bandwidth, maintenance, expansion, etc..) EQ is the worst for this. I switched to DAOC because it is actually possible to get something done in half an hour or less, and the range of alternate activities is much broader. But even DAOC indulges in trial by boredom. All of which is weird, because you pay THEM by the month, not by the hour!

    So, to keep you connected endlessly, they load the game with filler. Pull, kill, rest, pull, kill, rest...yawn...zzzzzz. EQ's crafting system is the worst case of trial by boredom I have ever seen; endless repetitive clicking and dragging in a laggy interface. At least in DAOC you can watch TV or read a book and just hit the button every minute or so. But why do you have to be online for this at all?! Why can't you just log intentions and go do something else, while your character spends up to a certain amount of money to raise a certain skill or produce certain items of a specified quality?

    Anything that requires repeating the same action over and over and over again constitutes trial by boredom. And the main impetus behind this is the conviction on the part of the designers that the game MUST keep people online continuously. EQ's reward schedule is the same as gambling; intermittent reward with little regard to player skill, and frankly, it's exploitive. People have died due to obsessive play on EQ. But the only reason this is neccessary is because the game is dull, because they have to drag it out to keep you online. How about just telling the player, "Your character is tired, and needs to rest to gain more experience." If you're going to take three nights to gain that next level, do you really have to spend the entire three nights online?

  108. UO by Anonymous Coward · · Score: 0

    UO is the best and still. There are thousands of free servers to play on. Each have their own customizations. I personally play on www.neverlands.org and its still as fun if not more fun then UO in its early days of 1996 :)

  109. argh! A Blizzard Troll! :) by nxs212 · · Score: 1

    I had a feeling this "review" was slanted - everything you played before sucked but Blizzard (not associated with any previously mentioned companies) is going to make it better... Very creative trollism and kudos for writing style (not mentioning Blizzard until very end and establing need for change BEFORE getting to the new product)

    1. Re:argh! A Blizzard Troll! :) by Cherveny · · Score: 2, Insightful

      Thinking along these lines reminds me of the thinking of several other games. Remember back when Everquest was just about to come out, a lot of UO players said it would solve every problem UO had..... It didn't. Then Dark Age of Camelot was suposed to sweep us all off our feet..... It also had it's own problems. During this time, Shadowbane was supposed to fix all of our problems......it didn't. Then Star Wars Galaxies was going to be the perfect game, fixing all problems in MMORPGs we'd seen to date.....It didn't. Now Worlds of Warcraft is supposed to solve all our problems....Somehow I doubt it will. And then people will be off looking to the next game release to give us satisfaction. Each MMORPG incarnation is learning from the past and trying to make things better, but I think we are still several games away from a design that will really last for a large majority of people. (Sorry if this seems rambling. It's my first post ever on slashdot.)

      --
      --- It's not my fault this post looks redundant. I just type too slow.
  110. Reminds me of TLaPD by tomzyk · · Score: 1

    Ach... Ah SPEAK Ancient Anglish. Ye best nuh' be gettin yer jollies off'n mah speech nah, me boy-o.

    --
    Karma: NaN
  111. Individualized and less egalitarian by indros13 · · Score: 1
    I've always felt that MMORGs suffer from a lack of individualized questing and have too great a focus on providing an equal opportunity gameplaying experience. Let me explain. First of all, there need to be interesting and personal quests. Perhaps your character arrives in a town just before a battle or when a roving dragon is attacking the fields. That one character should be able to perform the quest and decisively slay the dragon and collect the reward. Future comers to the town should find it clear of dragons, but with a new legend of a great hero.

    As for equal opportunity, I think games should be different for everyone. Someone who plays from the beginning should be so much more powerful than latercomers as a result of their longevity. They should have unique items and powers that make them uniquely suited to certain quests/tasks. The opportunity to become one of these greats would serve as a mini-American dream. Obviously, most people don't become that powerful, which is what makes being so powerful so worthwhile.

    What is really needed is the ability for senior players to create quests for newbies and others. For example, Lord Thistlewhick decides that a neighboring lord has become too overbearing. He puts out a request for a group of questors to go ravage the fields of his opponent and rewards them generously. Or perhaps he doesn't reward them, and so the rally the townspeople and slay the lord. The creators of the game should continue to affect the environment by adding dragons and such (a la Smaug), but the task of creating quests and such should be set up in a way that allows people to do more than just be a questor. After all, that's why D&D is so damn fun.


    Don't ask me how this would be accomplished in terms of programming, I haven't a clue.

    --
    Under capitalism man exploits man. Under communism it's the other way around.
  112. Earth & Beyond by Arislan · · Score: 1

    I like Earth & Beyond. I d/l'd the demo and get to play full version for 14 days then i can pay $14 and get a new regcode making the demo a full retail copy and a month access. They dont want billing info till im ready to buy. I only wish other MMPs let you sample the goods for free.

    1. Re:Earth & Beyond by Anonymous Coward · · Score: 0

      i got bored of E&B after 3 days. it has roughly the same disadvantages as all the other MMORPGs

  113. Grandiose vs Individual goals by Chris+Canfield · · Score: 2, Insightful

    One of the major problems with MMPORPGs is they know they can't fit a traditional Japanese RPG Savior of the World goal structure into the game, so they hardly try with any goals. This needs to change, as goal-based gaming is far more rewarding than treadmilling.

    For example, a player's NPC family might be sick, and the medicine is only available in a certain higher-level area that is significantly higher than the player's current level, and which is only available as an item to those who have sick families. Or perhaps a certain number of people start in a city that has been raided, and their purpose in the game is to rescue their Husband / Wife. Perhaps, as in SWG, there could be some form of Nirvana that individuals can reach by attaining X powers.

    But all of this ignores the secret of good storytelling: it doesn't have to be consistent across all listeners, it just has to all make sense to each one. Phantasy Star Online did this admirably, with small groups venturing down to the planet's surface and miraculously not encountering the other groups on the surface. Many caves or dungeons in MMPORPGs would be significantly more emotionally gripping if they weren't full of hundreds of "William teh Great"s and "Yo m0t4a fuXor"s running around complaining about how easy the dungeon was. Why not have certain, if not most dungeons be party-based?

    For that matter, why have goals be consistent? Maybe every now and then a few people in the world get singled out to form an impromptu party because they came across Midgard while it was being set ablaze by a Balrog, and it is their duty to defeat it. Maybe this happens to most people at a rough skill level in the game. Maybe not. Anyone else who happens across Midgard during that time gets the regular version.

    You could take it one step further and have this as a function of the gameworld, ALA Silent Hill. The universe is being swallowed up by Hell (or The Nothing, for the Atreyu fans out there). It is your job to claw your way out. Or reach your goal, and stay to become one of the architects of hell. Maybe to some characters you speak a baffling language, to others you speak plain english. Maybe some characters watch as the world crumbles into a drug-induced fantasy realm, where others have no idea where the first group of people went. With people exiting and returning to MMPORPGs on their own schedules, this could mesh acceptably with the people's groupings.

    With more and more people looking to use their broadband connections for online gaming we need to create more and more content tailored to the medium. Clan warfare was a good first step towards creating a unique language for MMP games, but there are many left to take. How far can we stretch consistency before players balk? How much of a "Tardis" effect can we rely upon, or do players need rigid spaces?

    We won't know the answer until someone demonstratably steps over the line. Sadly, far more games fail these days because they are afraid of breaking conventions, rather than because they broke them too much.

    --
    This Sig is a mnemonic device designed to allow you to recognize this author in the future.
  114. Funny Post on that site by netglen · · Score: 1

    Sorry to everyone experiencing problems with the site at the moment, it appears the entire internet is trying to read Nick's rant at the moment (well, the readership of /. at least).

  115. Being at the top level in SWG.. my view.. by CRiMSON · · Score: 1

    I spent 3 months of my life, 6-8 hours a weekday, and 16 a day on weekends To get to the top of the game. Now, I'm thoroughly bored. Nothing left to do in it.

    Having done this, I realise. It's an uder waste of time. Everyone has hit the nail on the head. I come home from work, then spend the entire night working again.

    Mainly with SWG, the loot is useless, oh well a shoe. Yay 10 credits! Go me!!! Now I just need to kill 800,000 more durni's and I can afford some decent armor. Yay, ok got my armor, now, 8,905 more durni's till riflemen level 1. Yay!!

    They've focused heavly on the social factor of the game. Cantina/Dancing/weddings, But the combat end is completely lacking.

    --
    oogly boogly!
  116. Diablo's progress bar by Slime-dogg · · Score: 1

    Am I missing something? Diablo and Diablo II were fun the first time through, because everything was new. After that first time, you have the oppurtunity to do it all over again, only with monsters that hit harder, are harder to kill, and give more experience for being killed. After the first run, the game becomes nothing more than hack & slash & watching the progress bar.

    After that, it becomes a mind-numbing search for runes or ultra-rare items. These things don't have a set way of popping up, so there's no Grand Adventure associated with them. I couldn't tell you how many times that I killed Baal, just looking for good stuff. C'mon... killing Baal is supposed to be the pinnacle of the game, not a chore that you have to do to get good stuff.

    I think that a killer thing in MMORPGs would be completely unique items, that would be powerful, but in different ways. They'd be more powerful than any sort of magical weapon, yet they'd all be different. The only way to get them would be to complete a unique quest, something that could only be done once by one (or a group) of players. If it were a group, then there should be some sort of analysis done by the program, and the number of unique items would be given in accordance with the people there, and items would pertain to each individual's skills. If someone else tried to do this unique quest, all they'd see is remains of the completed quest. Those unique items would become something of legend.

    Another thing... I would make it insanely difficult to resurrect someone. I would also make it easier to die. It may seem like a stupid idea, since no one likes to die, but it would keep the player base fresh. You wouldn't have 200,000 level gazillion wizards, you'd have maybe a legendary hero that somehow got to level 40 without being killed.

    Lastly, I would make age count. Days and nights pass fairly quickly in MMORPGs, so why not age the character? As the character grows older, they'll see a strength gain, and then a strength loss according to the peaking age of that race. RPG's wouldn't be RPG's without having the tired old hero, sitting in the bar, reminiscing on grand adventures... adventures that no one else had had.

    --
    You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
  117. Online game players by AndyChrist · · Score: 1

    The reason I will NEVER play a MMORPG is that I expect to find BOTH of the following: The sort of people who would LARP if they ever bothered to step outside longer than it takes to pay the pizza guy; and the same sort of assholes who clog half-life servers who can't deride anything without calling it gay, and who usually have a name derived from Dragonball Z

    In fact, the single greatest marker of a complete moron/waste of skin online is a name like SSJGOKU2002 or whatnot.

    The biggest reason I still think TFC is better than counterstrike is that more of these shitheads play Counterstrike.

    Anyhow, screw the game...the game could be 20 times as boring (see 90% of old BBS Door games) and still be fun if the other players were actually worth the semen it took to make them.

  118. If anyone wants my copy of MMORPGS... by Kashif+Shaikh · · Score: 1

    I'm willing to let you have my copy of:

    Dark Age of Camelot
    Everquest:(the version with the new graphic models and textures--the name escapes me).

    For $10 each, provided you live in Canada.

    Why Do i want to get rid of 'em? For the same reason the parent poster described: I can't be bothered with killing little furry animals for 3 hours 'just to level up' and maybe acquire rare items. The missions suck and have no scope other than do "a) b) and c) then you'll get this shiny new ring" and I can't get past playing MMORPGs for man than a week.

    I thought MMORPGS would have been more episodic with grand enemies and problems to solve-- a higher level than single RPGS. But it turns out its full of teens and pre-teens, who do nothing but chat and tell people how 'cool their new item is'.

  119. I *am* a level 24 orc-slaying warrior... by Behrooz · · Score: 2, Insightful

    I am a level 24 orc-slaying warrior...

    ...and it frustrates me immensely that these inconsiderate asshole game developers always force me to fight my way through levels 1-23 again and again!

    That's why I support the concept of characters starting at the level of their real-life avatars-- I want to be working on level 25 from the beginning! I suspect that the reason for this travesty is the game developers' belief that their target market would start with 'negative levels' under this arrangement.

    I can see the tech support queries now... "D00D WTF WHY AM I LEVEL MINUS 12 DOOD!?!?!?"

    OK, OK. I guess it would be unfair to subject their game moderators to the kind of temptation those sorts of questions would create. Not to mention the 'negative hit point' totals possessed by the truly MMO-obsessed...

    --
    "We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
  120. i disagree by Anonymous Coward · · Score: 0

    what needs to be done, I think, is figure out the right combination of fun and numbers of people.

    my dream massively multiplayer online game would NOT be a RPG. very few people actually "play" a part as an actor would for a character.

    my dream MMOG would be something like this:

    Persistent world

    FPS like the upcoming UT2004, only with more types and lots of water, air and ground vehicles, cloaking or non-cloaking, fast and slow, etc.

    Randomly appearing and disappearing upgrades, which die when you respawn after a death.

    Safe-zones to reconfigure some upgrades/weapons or to chat with fellow players.

    Play-type-specific areas of the persistent world: war zones, duel zones, race tracks, NPC monster invasion zones, etc.

    Each avatar type has specific, general attributes, for ex. speed, toughness, jumping, etc. but with a large number of appearance customization possibilities too.

    Some random upgrades are environment-changing or building seeds. The player who uses them causes an area of the world to be modified by robot-NPCs at the spot where that player choses. Like when you send peons to build or harvest stuff in Warcraft. those NPCs can be destroyed to slow the process, but the server always generates new build-bots.

    Some weapons or vehicles can permanently or temporarily alter the environment, ie nukes, burrowing/digging vehicles. Some destroyed buildings can spew toxics and make an area dangerous to be in.

    the NPCs in the game are either monster attackers or repair-bots that restore, over a long or short period of time, what has been damaged by players in the persistent world.

    The main server keeps track of statistics of each player and announces biweekly winners of various play-categories, ex. best kill ratio, best racer, best dogfighter, best tank-driver, best winning streak, etc. Stats are reset after winners are announced.

  121. Inflation by JMZero · · Score: 1

    I understand your frustration with having to do more and more (and eventually way too much) to get a new level. But it sort of has to be that way.

    A level number is meaningful in two ways:

    1. It distinguishes you from other players (both in terms of fighting each other, and in interacting with the game world).
    2. It often releases new game content (skills, accessible areas, or play modes)

    For the first, the level inflation would be meaningless. Other players at 60,000,000 XP will be at the same level as you whether they levelled at regular or exponential intervals - because you did too.

    For the second, the level inflation would be disastrous. Imagine your play as a graph - with time on the x-axis and level on the y-axis. This line goes up sharply at first, and then levels off. The developers must ensure there is a certain amount of content to be doled out for each level under this line. With the slowing scale, this is manageable.

    With a linear scale, it is not. New content would have to be doled out at increasingly large intervals (negating the change altogether), or diminishingly smaller amounts per level (making each level-up less satisfying than the last).

    --
    Let's not stir that bag of worms...
  122. World Of Warcraft will save the day!! (or not....) by dmouritsendk · · Score: 1

    So.. now its world of warcraft that going to be the game that changes EVERYTHING in the MMORPG scene. Now.. is it just me or was'nt that what everybody said about SWG?

    Face it MMORPGs suck big time, and probertly allways will because of the nature of the game industry.

    Im a huge fan og RPG games. I've played them to great extent both on computers, pen&paper and in live roleplay scenarios here in little ol' Denmark. The latter is undoubtedly the funnest.

    The most boring form of RPG games? MMORPGs hands down... looking at static on a tv screen is more involving that playing MMORPGs. They're pure evil..

    Conclusion? Unless repeating the very same act again and again((and again)^9535493) is your definition of fun. You should defently not go anyway near a mmorpg.

  123. Depends on how you play... by ElitusPrime · · Score: 1

    As has been stated several times... it's a just a game.

    You don't have to become the master of the universe to have fun. I've played several of these games, especially DAoC. But I don't have anywhere near the time required to get to the "end game."

    The most fun I've had in these games are when I get together with my real life friends and go screw around. We'll take our lower level character and go raid a lowbie dungeon. Or we'll go get totally lost and explore the world as we find our way back. It's just fun to hang out in the virtual world with your buddies, who have been transformed into mages, warriors, monks, etc.

    Sadly this type of casual play doesn't justify the monthly charges. Which is why all my accounts are currently disabled...

    --
    The Christian ideal has not been tried and found wanting; it has been found difficult and left untried. -G.K. Chesterton
  124. SWG Sucks by mr.nicholas · · Score: 1

    I've seen a few references to SWG (Star Wars Galaxies) in these posts and I want to make it absolutely clear to anyone who is thinking about purchasing this game:

    THIS GAME IS HORRIBLY BROKEN.

    It has more bugs, less content and more hostilely apathetic CSR than any game (or product for that matter) that I've ever seen.

    It's SO bad that SOE (Sony Entertainment Online) made the forums private so that no perspective buyers could read the 99.9% "you suck" content that exists there.

    Let me reiterate: DO NOT BUY THIS GAME!

    There are bugs that make entire profession trees simply not work (Bioengineer, Chef), bugs that make your possessions (and money, and houses) go *POOF* in a cloud of bad code (and for the most part the CSR's will NOT reimburse you) and bugs that make items and quests just not work.

    Now, I'm a software developer and I understand that nothing of this complexity can be released without bugs; that's not it.

    THIS IS THE BUGGIEST PIECE OF SOFTWARE TO DATE.

    And to make matters worse, the development team insists in implement new features (which, of course, create new bugs) instead of fixing the existing ones.

    THIS GAME IS UNPLAYABLE.

    Unless you play a Creature Handlers, then it's all cake because of the incredible imbalance that exists.

    Now, before I'm forced to use my caplock key again, does everyone understand not to buy this game?

    Good.

    -- an SWG player who quit yesterday

    1. Re:SWG Sucks by mabu · · Score: 3, Insightful

      Very interesting... not that "the game is broken" because I don't really think the game is broken. I think SWG is a victim of its own ambition.

      SWG is so realistic, it's actually just as mundane, tedious, political and intimidating as in real life! But that's the problem. People want to log into a fantasy world and be king of the mountain, and if everyone is king of the mountain, then what's the point of playing.

      I can't disagree with any of your criticisms. I am amused however, because today's generation of ADHD kids don't have the patience and want instant gratification with the next generation of MMORPGs, and there's a paradox of trying to make a game immersive but also delivering the instant reward/motivation that keep people coming back.

      I agree, SWG isn't terribly playable right now, but that's mainly because the game was designed as a backdrop world where the players would create an unparalled amount of content as opposed to following a script. If the game cannot attract the base amount, it will fail. It will be very interesting to see if: a) the game can mature so as to be playable and b) if SOE and Lucas have the patience to let this "Star Trek" be recognized for its genius before they cancel it.

    2. Re:SWG Sucks by Tackhead · · Score: 1
      > It's SO bad that SOE (Sony Entertainment Online) made the forums private so that no perspective buyers could read the 99.9% "you suck" content that exists there.
      >
      >Let me reiterate: DO NOT BUY THIS GAME!

      On that note. I just finished reading the Best. SWG. Postmortem. Evah.

      The game is bugged because the design process and the implementation process are also bugged. Programmers can fix bugs in code. They can't fix fundamental design flaws or fucked-up development processes.

      That's the polite way of saying it. The honest truth? Raph Koster, you are a poor game designer, because you fail to understand what "fun" means, and you doggedly implement your "vision" no matter how "un-fun" it happens to be to your customers.

      And SOE, you are a poor gaming company, because you fail to understand what "buggy" means, and you forced a poor designer to release a poor game too early, compounding the problem.

      And for both of these reasons, that, is why SWG failed.

    3. Re:SWG Sucks by Anonymous Coward · · Score: 0

      My favorite summary of SWG:
      Uncle Owen Simulator

      (he was Lukes uncle who was a farmer).

      The poster is correct, the game as horrid bugs and is mostly broken. I however am a master creature handler, and so it is occasionally fun, at least for a few more days before my subcription runs out.

  125. A Tale in the Desert is using this model by Noren · · Score: 3, Interesting
    In addition to being free to download and having a free 24 hours-of-actual-played-time trial as others have mentioned, A Tale in the Desert is explicitly intended to have a finite story arc. In theory, it's supposed to last a year, although we're nine months in and as far as I can tell we're about halfway through.

    It is expected that there will be a Second Telling once we win/lose this one. (basically, a complete reset with unspecified changes in world/tech/mechanics/etc.) Many people seem interested in staying after this reset, but it remains to be seen what effect this will have on the player base.

  126. Macros for slashdot by Anonymous Coward · · Score: 0

    With my newly written slashdot macros, that write witty slashdot comments for me, I will raise my karma level by leaps and bounds.

    I laugh at you puny average slashdotters that must grind through trying to think of things to write. Ha ha ha.

    -Written as AC so as not to tip off my secret to the moderators

    1. Re:Macros for slashdot by Anonymous Coward · · Score: 0

      Hmm. It's been 5 minutes and my comment is still scored zero. I'll need to debug this macro a bit - maybe if I add in the ability to make witty replies to its already witty commemt.
      He he he...
      now I'll just sit back and watch the score soar....

    2. Re:Macros for slashdot by Anonymous Coward · · Score: 0

      What?!! Still nothing!?!

      Luckily I'm more briliant than I thought - my macro fortuitously made a spelling error in its last comment. Now the slashdot world will love my macros - and therefore me - for it will now catch that spelling error and make points by pointing out how silly the previous post was.

      Silly post.

      From now on my macros will alwais make spelling errors.

      I'm a genius. Ha ha ha.

    3. Re:Macros for slashdot by Anonymous Coward · · Score: 0

      You need to get your macros to do some of the classics:

      1) soviet russia gags - just turn the title around and add 'you':
      In Soviet Russia, MMORPGs with Trouble the you.

      2) the profit gag. i.e.:
      1) Trouble
      2) MMORPGs
      3) ...?
      4) Profit

      3) Use any sentence with Coyboy Neal in it:
      My grandmother likes to cook Coyboy Neal

      4) Include the full article text

      Hmm. You may have to play with these algorithms a bit, but you get the idea.

  127. Pyramid schemes utilize this tactic, too. by lysium · · Score: 1
    A classic tactic of pyramid sales organizations is to make the newly-brainwashed employees fork over $20 to $100 on the first day, for application fees and the like. Then come mandatory conventions, which cost participants $400-$1000 to attend (which, again, is compulsory). The point of this is not only revenue generation, but psychological; if you put down money for something, you are going to want to have something to show for it. "Just a little more time/money, and my efforts will be rewarded."

    In this case, you spend $50 on a game, you are going to naturally want $50 of enjoyment as a result. You do not receive that much enjoyment before the monthly charge kicks in, and lo! another $14.95 that must be enjoyed. It's an obligation, so cunningly constructed that most are not even aware of the manipulation.

    ==========

    --
    Together, we will drive the rats from the tundra.
  128. Leveling the time spent playing field by Anonymous Coward · · Score: 1, Interesting

    The problem - punk high school kids can spend upteen hours a day playing, and you, as an adult with a job cannot. Therefore you must put up with punk kids operating at 1,000,000th level, while you are putzing around killing rats trying to achieve 3rd level (finally!).

    The solution - age the characters online. If your online persona aged and _lost_ str, dex, etc as they aged, quality time would be worth more than quantity time. If your character aged at, say 1 month per hour online, and died of old age somewhere around 80 years old, you'd get around maybe 500 hours of useful active character life, after which you could still spend another 200 hours or so boasting and showing off the scars, etc.

    This is not entirely new. Remember good old addictive Pirates! forced you into retirement after you'd spent a certain number of years chasing galleons around the Caribean.

    Death is such a great way of slowing down the accretion of wealth in the hands of the few. The kids mostly blow the wad...

  129. Why the high standards? by joeljkp · · Score: 2, Insightful

    I too have tried the basic MMPORGs and found the mundanity in killing 'Rabid Rats' and 'Angry Bats' for hours on end, only to realize that I need to get to level 50 to make any real difference in the world.

    Why the high standards? Why make the highest levels to unachievable that only the most dedicated and time-wasting can get to them? Why not start you out at level 1, and make the maximum level, oh, 10. Players would turn into 'mature characters' able to do things that effect the plot and the game world without devoting months of gameplay. Or focus on the actual skill of the player more than the percieved skill of his level, attained by the most mouse-clicks against hordes of killer mice.

    The reward needs to be in the shaping of the world by the players, not in the attainment of the astronomically high levels that would allow it. If every character that spent a reasonable amount of time in the game turned into 'full citizens' of equal level, quests would be completed by the number and mental dexterity of the players themselves, not by the amount of time they have dedicated to the game up to that point. Want to rid the world of the Big Red Dragon? You could either gather 3 level-95 uber-players who have spent their entire lives the last three months getting to that point, or you could assemble 50 regular joes, led by an experienced player with some leadership qualities, to get the job done. The average players would hear about the dragon quest in the first scenario. They'd participate in the second.

    --
    WeRelate.org - wiki-based genealogy
  130. This could be the answer by Anonymous Coward · · Score: 0

    If MMORPGs could be modded... these people are trying to make MMORPGs as easy to create as MUDs.

  131. I was going to mention this as well by SuperKendall · · Score: 1

    ATD seems like a really cool game, and very different from the other MMRPG's. It's the only one in the whole genre that I've been tempted to play - but found they had no Mac client. What's up with that? They could at least port the Linux version...

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:I was going to mention this as well by gatekeep · · Score: 1

      Good god. When a game is Windows only people post 'Why no linux port?' When it has a Linux port there's 'Why no MacOS port?'

      I'm waiting for the day when a game runs on Windows, Linux, and MacOS and I see a post griping about how it won't run on Dr. Dos.

    2. Re:I was going to mention this as well by Anonymous Coward · · Score: 0

      I wanted to check it out, but thought "heh, it is probably not available for Linux anyway." So, it is! Huray! Very cool, I think I will try it! *downloading start*

  132. Massively multiplayer Dilbert... with dragons! by Branch_Dravidian · · Score: 2, Insightful

    They broke this genre by applying the values of the real-world economy and workplace to allegedly escapist games. Their supposed fantasy worlds have become thoroughly mundane... It's not about saving the world anymore... it's about eating your vegetables, paying your bills and showing up to work on time. The games are not really fantasy or science fiction any more. They're just capitalism simulators... not even from the exciting, thought provoking global perspective of a "Railroad Tycoon"... but from the worm's eye view of a cubicle rat. This is Dilbert in real time 3-D with dragons and laser guns. Goody. Ordinary players pay $12.99 a month to be terrorized by psychotic Little League dads (THIS IS A *GAME* SON! IT'S NOT SUPPOSED TO BE *FUN*!!! NOW GET A HIT RIGHT &%##%@# NOW OR IT'S 2 MORE HOURS IN THE BATTING CAGE AND STRAIGHT TO BED WITHOUT DINNER!!!) moonlighting as game developers... and their equally joyless, emotionally stunted powergamer children/cronies... The limitless potential of MMOGs is only matched by the coarseness and banality of their actual implementation... Ask a typical MMOG player about his game of choice... EQ, DAoC, SWG, etc... and he'll probably tell you he plays it not because it's great.. but because it's the one that sucks the least...

  133. comments from a gm by humankind · · Score: 3, Interesting

    As an ex-senior guide from Everquest, I'd like to add a few things to the discussion. The lion's share of online "helpers" are often volunteers; players like everyone else, that often field abuse from frustrated players. We ourselves are just as frustrated, but we just can't show it (hopefully).

    I agree with much that has been said on the issue, though I think Everquest is far and away the best and most successful MMORPG. Star Wars Galaxies turned out to be hugely anticlimactic. What makes EQ work are IMO, the core of solid low and mid-level people involved. The problem with most of the user's gripes are related to issues beyond the control of those who really have the ideas and the willingness to make the game more enjoyable.

    A good example of this is with real-time GM events. As quest coordinator for my server, I pushed very hard to add more dynamic, interesting content to Everquest. But we were very limited to certain confines as far as what quests we could run, and most importantly, limited to very substandard rewards that could be given away. As a result of the mediocre rewards, many players would groan at the discovery of a GM event because they knew it would not be worth it.

    This frustrated the GMs even more than the players, and resulted in morale loss across the board, as well as less enthusiasm to run events, which is why you don't see many, and when you do, they're lame. There's nothing more disappointing than participating in an event and getting a reward that you would sell to a merchant rather than use. But we couldn't do anything about it.

    To make matters worse, most volunteer GMs share all the same frustrations, but are afraid to publicly voice much opposition, even among their peers for fear of being excommunicated from the privileged fold. As a result, things don't change much.

  134. Target audience by Pac · · Score: 1

    From my point of view, the main problem is that not only their tech but their target audience is 12 years old. I should know, my own 12 years old son started a Tibia(a nice german adventure MMORPG somewhat free - paying players have some advantages and logging privileges) frenzy in his school. I started playing to see how it felt like and now I am being understandably pressed to put my credicard where mouth is...

    Anyway, you are right, I have yet to find a game as involving and fun as Infinity, an old mud I used to play by the time my son was born. But they have one major drawback for us foreigners: the best ones require an English fluency teenagers simply do not have. The graphical adventures greatly reduce this problem because you almost never have to understand the dragon is next door, you can see it.

    Unfortunatelly there are lots of teenagers for whom killing rats for 20 hours is fun - and after the rats, wolfs and after the wolfs, orcs and so on.

    1. Re:Target audience by Carnivorous+Carrot · · Score: 1

      > the main problem is that not only their tech
      > but their target audience is 12 years old.

      This is exactly why UO took so long (years after I quit) to take care of PK issues.

      See, if one fanboy convinces his friends to get it, they all log on to the same server at the same time, and they basically camp newbies, or anyone less powerful than their group, then that's more sales to UO!

      Therefore, it was a tradeoff they made. They knew that UO, the only game in town, would get all the roleplay or adventurers; they had nowhere else to go! And wouldn't leave! So they knew they could also get the 12 year old crowds' money too.

      Two months later, buh-bye. Logged back on 12 months after that, got PK'd leaving the city, and cancelled again.

      --
      "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
  135. Generating lasting interest by TomRC · · Score: 1

    I have thought that it might be interesting to make a multi-level, multi-side game. One level, you play it like a real-time strategy game - dispatching troops, building things, etc. On another level, you play first person as a hero - nominally under the command of one of the RTS players, who will pass along instructions that he thinks will best use you to help him win the game. With maybe 4-6 RTS players and about 20-30 FP heroes, this could be unending fun. Maybe put it in the context of a 3rd level - world level strategic gaming, where all the RTS players jointly strive to take over the world for their civilization.

  136. ugh! by trybywrench · · Score: 1

    god i'm glad i can't stand computer games. that ranks right up there with the fact that i can't stand to smoke... anything. there's two strokes of luck i have going for me.

    --
    I came to the datacenter drunk with a fake ID, don't you want to be just like me?
  137. What about WWII Online or Planetside ? by Anonymous Coward · · Score: 0

    I got bored by EQ to death after 2 weeks, but I play WWII Online for several months already and it is still lots and lots of fun.

    After the launch disaster 2 years ago now the game is quite playable.

  138. try eve-online.com by Crass+Spektakel · · Score: 2, Interesting

    EVE may seem like an MORPG at first glance, but it isn't. Its more a revival of those Massive-Online-Tabletop-Spaceoperas some may remember from early 1990 BBS-Games like Tradewars, Outpost-Trader etcpp - I'll call that MOTSO. Sure, you can learn skills, but you just learn them by buying and letting them run while you are playing. And those skills are not uberpowerfull - they mostly add 10% to 50% to some skills - so three wellworking n00bs can easily beat someone playing for months.

    This game doesn't involve stupid "macro-woodwork to get a good working-level". It makes no claims that YOU are the hero, because you most likely aren't.

    Have you ever tried as a level one character to join a level 65 party? Well, in EVE you may succeed: You keep a bit back, play the mule but still are a vital part of your party.

    Actually the GMs do not show up much and still nobody really misses them. Most gameplay is evolving out of the many corporations, megacorporations and superpower-alliances. So the universe is run by the players, not by some mostly ignorant admins.

    Even the economy works pretty well. Ok, there is lots of Basic-Items sold by NPCs, also NPCs are buying here and selling there, but everything beyond food and Coke (Quafe in EVE) is available for better conditions from players.

    --
    "Life is short and in most cases it ends with death." Sir Sinclair
  139. Blizzard's shit stinks, too by Carnivorous+Carrot · · Score: 1

    I bought Warcraft III, set it to hardest level (I'm a Serious Sam on Serious, solo, kind of guy)... ...and ... ...and found out that my cannons up in towers would not outshoot a damned thing flinging hunks of meat.

    No, seriously! A hundred cannon towers would be destroyed by one wagon flinging pieces of meat without firing a shot.

    Game "balancing", everything has it's "nemisis", and other braindead decisions, don't ya know. One wonders why the humans didn't put a rocket team up in the cannon tower and shoot even farther.

    I LOATHE PLAYING DELIBERATELY CRIPPLED CLASSES. I fought my way half way through the undead portion, then gave up. It's one thing to fight difficult battles with, literally, dozens-to-one kill ratios when all is said and done. It's another to be fighting pointlessly because some ignorant programmer had a woody to pee all over people's heads.

    --
    "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
  140. MMORPGs are meant to suck by Anonymous Coward · · Score: 0

    Your average MMORPG design squad usually manages to set up an online game so that:

    1. There is very little entertaining stuff to do in the game universe by yourself ("this is a multiplayer game, we don't encourage solo play"). Then there are either not enough people to adequately group with, or it's a real hassle getting people to play with you, or you suck it up and join a clan and get pulled into fake game politics -- which can be fun, but should not be necessary to have a good time playing.

    2. Your class/race/faction sucks no matter what it is. (Unless you are K'Luth, heh.)

    3. Mods, admins, devs, etc. take on a "police" role because of players exploiting buggy code.

    4. Any play "outside the box" is likewise considered "exploiting." For me, pushing the limits of a game is really the most fun part of playing.

    5. Forums get clogged with people bitching about the game, and then get shut down.

    6. There are ALWAYS, no matter what the game, ridiculously repetitive and un-fun tasks that must be done for ungodly amounts of time if one wishes to accrue the proper experience at any given time.

    I could go on. But I won't. It'll be a long time before I pay for another MMORPG -- I really have to be convinced.

  141. Any MUDs without "EQ Syndrome"? by Carnivorous+Carrot · · Score: 2, Interesting

    I found a MUD once where, golly, your starting stats actually made a difference. You could, minimax style, crank up the str of your troll and actually walk out the gate and kill things much tougher than you if you left the strength normal putting it into other stats.

    If you don't know what I'm talking about, don't bother replying. Mudconnector sucks in this respect.

    I don't wanna have a tough time with rats. I wanna crank up a troll and an ogre, chain them together, and go kill the level 14 blue armored guard standing out in the cross roads area.

    I remember when EQ started, my dwarf fighter was sucking at the crossroads, and cloth armor drops were so nonexistant I was mostly naked at level 7, so I built a "gigantic ogre with maxxed strength".

    I remember shouting how, at level 1, I was tough enough to kill a yellow thing! Someone replied they, a caster, could kill reds. OMFFFFFFG! Ahahahahahahahahahahah! Casters could kill reds. :(

    --
    "Has [being a kidnapped teenage girl, raped repeatedly for months] changed you?" - Katie Couric to Elizabeth Smart
  142. What is that screenshot at the top of the article? by writertype · · Score: 1

    I don't play a lot of these MMORPGs, but that looks awfully pretty.

  143. Re:fp mofo by Anonymous Coward · · Score: 0

    Dude, it's spelt `flaimbait.'

  144. Here's the answer: by Anonymous Coward · · Score: 0

    Sell the client and server engines without restriction on who and how the client and server can be used and mod communities will provide the data.

    The first decent OSS MMORPG will own. Companies will be able to sell access to their worlds and individuals will be able to create their own worlds only at the cost of their time.

  145. Mod parent up! this is pretty innovative! by hughperkins · · Score: 1

    Just followed Sparr0's link, and this looks like a very innovative game. I've been looking for somehting like this for a while; used to send emails to Everquest asking for something like this: the ability to plant your own trees and so on.

  146. Camper, killer, builder, friend by Pac · · Score: 1

    This is too K5 a subject and too K5 a post (with a too K5 title) but my analysis (not an uninformed one, mind you, being myself an educational software developer with a game development sickness that won't go away) is that these people are alienating their most profitable public, the builders and friends who make a RPG a nice place to live in. I played everything since the the original paper D&D so I speak from experience when I say the group dynamic is everything. If you can't create an enviroment where newbies (newspeak=n00bs) feel at ease you will only have the same old PK crowd around.

    I remember when I once played a mud, I joined a guild and people there were really friendly and willing to waste their time helping the newbie who had wandered too far from home. As a result, well before I reached a level where money and HPs were irrelevant, I too was willing to help selflessly (and so were most of the guild members). So, it is almost always a matter of the culture the environment you create enable or fail to enable.

  147. Re:What is that screenshot at the top of the artic by Anonymous Coward · · Score: 0

    Star Wars Galaxies

  148. This person has never played Anarchy Online by PsyQ · · Score: 1

    The only comment about AO is that it "boasted a futuristic environment". How shallow. It's sad, though, because AO fixes a lot of things that Nick thinks are flaws in current MMOPRGs. It eases you into the game, illustrating what the differences between classes and sides are. Then there is the Shadowlands expansion, which gives you purpose through a linear route to take. You always know where to go next, know where the stronger beasts lurk and it truly feels rewarding to take your party to the next area.

    There is always something to do. Whether it's autogenerated dungeons or missions-on-demand, with Shadowlands things got a lot better in that area. So what if you're the only one in the playfield at 4 in the morning? Just go solo for half an hour until you meet people to group with. The missions may be repetitive, but they mostly offer a fair reward for the risk invested.

    Also, newbies can do a few mission runs that will get them obscure items that high levels pay a lot of credits for. They aren't even hard to find, there's a thread on the official Anarchy Online forum about them, complete with a handy list and a third-party tool to use so you can find them more easily. That way, newbies aren't pest control. They are assassins, brutes, spies or whatever fits the class/profession. Starting at level one. AND they can get a very nice amount of money that will push them all the way into the mid-levels.

    AO with Shadowlands is not perfect, none of the MMORPGs can ever be, but it might be exactly what this author is looking for. And buying Shadowlands gets you the previous booster pack and the full version of the game for free. The game only costs EUR 30 in stores, too.

    Maybe he should take a look before he damns all MMORPGs to hell.

  149. Hey hold on a minute theres no RP in this RPG! by Scooter · · Score: 1

    I have a theory about the lack of roleplaying in these so called "RPG's" :) (Produces handy fold out portable soapbox).

    I played Traveller AD&D, Runequest and a few others many years ago. (In fact just glancing at a book shelf in here, I can still see "The Traveller Book", "The Traveller Adventure", "Tarsus" and rafts of those cute little black adventure books, and the "Advanced rules" :)

    (Not to mention MegaTraveller which we tried to make sense out of over 3 years, Traveller "The New Era" (!) and finally "Marc Miller's Traveller" - I draw the line at "GURPS: Traveller" though :-) )

    Anyway - the point. I found from the many sessions we had over those years that a sure way of killing off any roleplaying efforts on the part of the players was to introuduce artificial controls on what they were "allowed" to do. For example, a well known custom in Traveller was that heavy armour could not be worn in Starports. Now as referee you could say "no you can't wear that" or you can just let them do whatever they want and face the consequences. So if they did try to walk through the starport dressed in battle armour, they would quickly be surrounded by heavily armed starport security personnel.

    As a UK resident, I couldn't wait to see SWG and signed up for the beta (I had to pay quite a hefty shipping charge to obtain the CD's - but hey - I was desperate :-) At first I thought his game was the dogs danglies - the graphics were excellent, and the chracter design phase could have sold as a game in it's own right a few years back as a tool to make pictures of your pen and paper RPG chracters :) But eventually, you get bored of watching the suns set on Tatooine and the leaves wave in the breeze on Naboo and I set off to find out what all these other icons did on my screen. For ages I thought "I'm just not getting this - there's something I'm doing wrong" as I struggled to kill the hamster that was eating my trainers, even though it was only a foot long, and I was armed with a blaster. I was wrong. I was getting it. My mission it seemed was not to seek fortune and glory as a smuggler, bounty hunter, or just general roguish adventurer. My mission was to control the Wamp Rat population south of Mos Eisley, and I didn't posess a T16 or any vehicle come to that - I was expected to run everywhere!

    After I'd taken revenge on the Wamp Rats, and slaughtered a few highly dangerous grazing animals on Naboo for no reason other than me being a highly dangerous individual (if only to small furry animals) I decided a career change was in order so I went off to the "mission terminal" and became.... a delivery boy! After my 3rd delivery, and almost 2 hours fo running.. I felt there must be more to life in the Star Wars universe and hooked up with 3 other players who also seemed to be constantly plagued by the local gerbil population trying to eat them from the ankles upwards. We decided we'd try to join the rebellion against the Empire. One of our number had seen a fortress in the wilderness and reckoned it was a rebel hideout so off we went ("wow" I'm thinking "this more like it"). On the way we spy 3 stormtroopers and an Imperial officer in a clearing. Now's our chance to do a bit for the cause. We go into a huddle and come up with a cunning plan (well actually, we just decided to spring out of the trees and shoot them) but hey - it always worked for Harrison Ford and there were only 4 of em. We all leapt out of the bushes, blasters in hand and franctically selecting our targets and....... ......and.... .....and...

    and nothing. Nada. Nil point. You *can't attack the stormtroopers - the game doesn't let you* ffs! We all stood around sheepishly; said "hi there Imperial dudes" and then legged it into the woods. I more or less gave up on the game there and then - if the game is going to deny legitimate actions - no matter how foolish they may be, then

  150. join a MUD by Anonymous Coward · · Score: 0

    I just started a new character in the Discworld MUD over the weekend - so far I'm still a blithering newbie, but it's some years since I last played a text based game for any length of time, and it's taking a little while to get back into the syntax mindset.

    At least it teaches you to pay attention to your spelling and grammar. Get it wrong and the command doesn't work. They should make typing text commands compulsary for under 18's in the hope that they will learn some english (or whatever your default language is), they don't seem to be being taught it at school... :(

    cheers
    Sara

  151. You're probably right... by JMZero · · Score: 1

    But perhaps there's also room in the marketplace for an MMORPG that would appeal to me and other non-OCD types. The OCD market you suggest (and I've witnessed some of its consituents) is certainly a hard one to ignore. It's like writing a book to help compulsive-self-help-book-buyers.

    --
    Let's not stir that bag of worms...
    1. Re:You're probably right... by Geekbot · · Score: 1

      I would love to see a non-OCD marketed MMORPG. I would like to play some of those out there, but I had to give up on Everquest pretty quickly as I realized that I didn't have 4 hours at a time to devote to the game that I would need to advance.