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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."

26 of 403 comments (clear)

  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

  2. 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 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]
    2. 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. :)

  3. 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:

  4. 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.

  5. 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.

  6. 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 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
  7. 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 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.
  8. 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.

  9. 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.
  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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
  16. 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...
  17. 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.
  18. 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)
  19. 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/
  20. 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.

  21. 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.

  22. 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.