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."
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
Sign the FSF's Anti-DMCA petit
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
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!
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:
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.
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.
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
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.
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.
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'
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.
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.
...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.
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.
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...
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.
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
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.
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.
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.
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.
Its called Shadowbane.
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.
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.
.hack//sign comes out in the real world.
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
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
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
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
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
anime+manga together at last.. in real time.
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
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.
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
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...
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.
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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)
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.
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
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/
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.
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Together, we will drive the rats from the tundra.
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.
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
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.
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.
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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...
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.
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
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.
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