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Raph Koster On Sony Online's MMO Plans, Hopes

Thanks to Warcry for its interview with Sony Online's chief creative officer, Raph Koster, as he discusses his relatively new job ("My job is primarily to help the teams make their games better, not to have them make my game. I know a lot of folks have been wondering if I'm here to change EverQuest to be more like Ultima Online or Star Wars Galaxies, and the answer is no"), the evolution of the MMO ("I see a little bit of a backlash here and there against the MMORPG in its classic form. There's maybe a sense that we haven't advanced the genre fast enough. My main answer to that one is 'it takes three years to make one of these things, give us a break, we haven't actually gotten to iterate very much yet'"), and why it's not just about designing the game ("I've been reading more and more in psychology and anthropology and sociology... Game design is only one facet of online world design, frankly.")

48 comments

  1. thats just great ... by torpor · · Score: 5, Insightful

    ... "I've been reading more and more in psychology and anthropology and sociology... Game design is only one facet of online world design, frankly." ...

    I guess its just a matter of terms, but I'd prefer he focused on the spirit of the game, rather than turning it into numbers and analyses and breaking it down into this terribly typical corporate newspeak... but then it could be my general dislike of the video-game industry in general which could be swaying my view. I'll admit that I find any group who seek to profit by wasting peoples time as much as possible [(*(void *)consumer-time)] to be a relatively despicable bunch...

    Anyway, my point is, justifications of 'not enough iterations' not-withstanding, MMORPG's have just lost a lot of spirit.

    Its like, the RPG's which used RPG 'format' as a means by which to tell a story compared to the RPG's which use RPG 'format' just to cover a market seem to be better.

    All this format and over-analytical plot-mongering which comes from 'load balancing' and 'average mean time to next bathroom break' measurements seems to detract from the humbler purpose of RPG's, MMORPG's, and video games in general, and that is to tell some sort of story ...

    --
    ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    1. Re:thats just great ... by Mike+Hawk · · Score: 1, Troll

      Damn torpor, thats another quality troll. You even got +1 on it. Congrats.

      If you hate games so much and game companies in general, why are you reading and posting in the games section? Leave this to those of us who actually like these subjects.

      Your villification of the "video-game industry" is so arbitrary that I am actually in awe of your modification. "Wasting peoples time" is entirely in the eye of the beholder. Are you arguing that the concept of play is a waste? The concept of playing structured games? Or the concept of video games in particular?

    2. Re:thats just great ... by torpor · · Score: 1, Interesting

      If you hate games so much and game companies in general, why are you reading and posting in the games section? Leave this to those of us who actually like these subjects.

      Dude, why do you have to be so freakin' linear? Life is not black and white, nor does it have a left hand constantly fighting the right for wank-factor.

      Even though I have an aversion to this industry, this does not preclude me from having an opinion, nor should it mean that my voice has any weight, + or -, over anyone elses. Insight doesn't always have to come from the 'experts', the chosen few, or the holy order of ordained monks. It can come from cynics and counter-culture, all the same.

      Its amazing how, if you paint your box pretty colors of black and white, its still a box.

      As to your question vis a vis what constitutes a 'waste of time', I would say that yes, entertainment is a complete waste of time. For the sake of 'relaxation', or 'art'. Like any human activity, it has its excesses. I, personally, consider that numbers on the orders of magnitude of '36 hours on-computer-time, straight, no breaks' as a result of a video-game junkie getting his fix to be a pretty serious social condition.

      Entertainment, fun, or 'play' are not the sign of prosperity eternal justification which many people presume they ought to be. Play for 18-hours straight, with no exercise or other required health-sustaining activities, on a persistent and long-term basis, is an excess which certain aspects of this society cannot afford to bear. Yet, to the online-game-company fat pink executive, an '18-hour stint' is gold.

      And yes, I happen to disagree that this is an acceptable condition for a society to allow its citizens to accomodate, all in the name of 'art', or 'entertainment'...

      The Romans fell into that trap too, you know, ending up worshipping their own hedonism in month-long orgies of counter-productive spectacle.

      The Worship of Leisure is a cultural navel-gaze with which even Modern Man is afflicted, and if you navel-gaze long enough, you will eventually disappear ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    3. Re:thats just great ... by Mike+Hawk · · Score: 2, Interesting

      That was a solid gold rant. The only problem is that the "online-game-company fat pink executive" would actually prefer that the player pay his monthly fee and never ever log into the game. These games have monthly fees, not access fees. What does that mean for your rant? Basically that your fundamental premise was wrong. The companies want you to buy the game and then play as little as possible to not use their server resources.

      Now as to why insight comes from "the 'experts', the chosen few, or the holy order of ordained monks", well its because they wouldn't pop into the games section to troll with such blatant ignorance. Good game.

    4. Re:thats just great ... by Ty · · Score: 1

      I listened to Koster speak last Spring at the GDC. I think you understand his role in the company, and his interests in gaming. When he states he is reading about psych, anthro, and soc, he is doing it because he wants to understand what makes these games fun for people.

    5. Re:thats just great ... by torpor · · Score: 2, Insightful

      dude, i hate the video game industry because i've worked in that industry and know what i'm talking about.

      in actual fact, consumer-time-online *is* tracked, *is* monitored, and it *is* a statistic which fat pink execs like to harvest.

      the games industry has evolved into a 'hollywood model' for consumer attention. time spent playing is eyeballs controlled, focused on your product, and you're damn tootin' that this statistic is an important one to the people who run these businesses, online service overload dilemna or none ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    6. Re:thats just great ... by Anonymous Coward · · Score: 0

      If he doesn't understand what makes games fun, then he shouldn't be Sony's CCO.

    7. Re:thats just great ... by Anonymous Coward · · Score: 0

      Odd that you've worked in the industry but never shipped a title... Quick google search of your e-mail address to get your real name. Head over to MobyGames and show no title credits for that name... How is that insightful again?

    8. Re:thats just great ... by Mike+Hawk · · Score: 1

      Masterfully done torpor. I wouldn't keep replying if you didn't keep getting modded up. You are a worthy foe indeed. As the AC points out, your provided name is not in the Moby Games database, but to be fair, I don't provide one so I won't hold it against you. Assuming you are telling the whole truth, how does having people play longer earn them more money? You didn't refute my point about them getting paid the same no matter what, you merely steered to the right a little so you wouldn't have to address it.

      No, they get paid the same if the user plays 1 minute or 600 hours per month. They would prefer the former to the latter.

    9. Re:thats just great ... by Planesdragon · · Score: 1

      All this format and over-analytical plot-mongering which comes from 'load balancing' and 'average mean time to next bathroom break' measurements seems to detract from the humbler purpose of RPG's, MMORPG's, and video games in general, and that is to tell some sort of story ...

      NO.
      no, no, nono no no NO!

      RPGs, CRPGS, MMORPGs, and all other kind of GAME has one purpose, and it's certainly not "tell a story." It's to BE A FUN GAME!

      MMORPGs and traditional pen & paper RPGs, with their inherent open-ended natures, are the worst places to try and foster any kind of a story. A modestly advanced system for organizing quests can the same game-purpose as a story, without forcing the desinger or the GM to waste time.

      Think of it this way--all people tell stories about the games that they play. Only a few play games about the stories they hear.

      (Add your own "if a amateurish storyteller wants to tell a story, let them do that outside of a game" rant here.)

    10. Re:thats just great ... by torpor · · Score: 1

      Masterfully done torpor. I wouldn't keep replying if you didn't keep getting..... blah blah blah ... so you wouldn't have to address it.

      This isn't a game. Its a conversation.

      No, they get paid the same if the user plays 1 minute or 600 hours per month. They would prefer the former to the latter.

      In fact, they do not. If I were to tell you how MMORPG game companies made money from their player statistics, I'd be giving away a very big secret or two indeed...

      The box-profit counts, yes, and is clearly the primary -capital- revenue for game development. But in-game stats are worth a lot more than you think ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    11. Re:thats just great ... by torpor · · Score: 1

      Believe me, I'm the last person you should be listening to on the subject of video games ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    12. Re:thats just great ... by torpor · · Score: 1


      I'm not saying his intentions aren't to actually 'accomplish fun', just that there appears to be an over-corporatization of the process to the point where something essential appears to have been squeezed out of the whole.

      I don't know what it is, I don't play RPG's much any more, but I think that the marketing schizm is definitely having an impact on style, and therefore, culture, of RPG management and design ... more sport, less art.

      I keep wondering why there aren't more significant tie-ins between video games and movies ... say, portions of the movie plot which are only released as a completable game, which in fact -work- in the context of the story. I guess the bubble burst in all that as well, even if it weren't difficult to find reasons to do it.

      Perhaps its wrong to consider 'video games' a form of story-telling, and thus speech, but lately thats how it feels to me it ought to be treated ...

      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
  2. Facets. by Cosmik · · Score: 3, Insightful

    Game design is only one facet of online world design, frankly.

    True. I'll be the first admit that (having obtained a psychology degree at university). However, game design still remains the most important facet. And frankly, you didn't get that right with Star Wars Galaxies. Jedi system, anyone?

    1. Re:Facets. by Anonymous Coward · · Score: 1

      You've got a degree in psychology? HA HA.

    2. Re:Facets. by Red_Deth · · Score: 1

      The hole of starwars Galaxies is flawed. There is a great lack of story line in the game which makes it incredibly repetitive!
      And there are bugs that cause you to loose money and resources which you have no way of getting back.
      I am really struggling to justify my subscription to this game due to the lack of interesting stuff to do.
      SW:G defiantly needs some more work on setting up interesting quests and implementing a more definite story line.
      They are slowly making progress: Mounts and vehicles were a much needed addition (that should have been present from the start!)

    3. Re:Facets. by Moonshadow · · Score: 1

      It isn't just the Jedi system in Galaxies that's flawed - the entire game is flawed. They have some basic underlying design principles that just suck any semblance of fun out of the game, and they're making them worse. I've been playing Galaxies on and off for the last few months, but at the rate they're deteriorating the quality of the gameplay, I won't be there much longer.

    4. Re:Facets. by EulerX07 · · Score: 1

      I've been gone for two months, and the game was so horrible that talking about it is like talking about a car wreck I was a passenger in. I don't want to go into details, but off the top of my head, the major problems are :

      1- Totally player economy. No vendor buys or sell to keep the market in check, and no monsters drop equipment. In FFXI the common items can be bought at npc's, capping prices at AH, and they can be sold to npc's for reasonable amounts, keeping a minimum value to goods.
      2- Armor and equipment system. Putting on armor reduces stats, and the stats system is awful by itself, Health/Action/Mind system is something that should be buried and never dug up.
      3- Special moves that kill yourself. Using a knockdown move with a Knuckler could bring you from 100% to less than 50% health at a point in time. As a general rule the fact that the special move lower pools that kill you if they get to 0 is pretty bad. Action pool should have been used for specials and NOT incap you at 0.
      4- Pointless and endless maps. You have eight huge squares, that's your map. Everything is dynamic, but not really programmed to make it fun for the player that is part of the equation. Compare this to FFXI where you can be in a great plain, follow down into a canyon and discover a strange cave.
      5- Retarded concepts like you need skills to be able to go up slopes without crawling. That must have seemed good on paper, but it sure as hell does not work.
      6- Creatures&Vehicles : AFAIC, too little, too late.

      I could go on. But I won't. My experience disgusted my.

  3. "chief creative officer" by Anonymous Coward · · Score: 1

    What the hell is a "chief creative officer"? That sounds about as made up as a "chief happiness officer".

    1. Re:"chief creative officer" by endx7 · · Score: 1

      What the hell is a "chief creative officer"? That sounds about as made up as a "chief happiness officer".

      What's to stop a corporation to have someone to handle their er, 'creative' side of the business? It may be almost as important as the other facets of a business, and something they shouldn't neglect. Really, they can have as many types of chief whatever officers as they want.

    2. Re:"chief creative officer" by Anonymous Coward · · Score: 0

      It's my dream job, that's what it is. It's like having an official title to be "Idea Guy".

    3. Re:"chief creative officer" by PainKilleR-CE · · Score: 1

      Really, they can have as many types of chief whatever officers as they want.

      Exactly. 15 years ago you really didn't hear about Chief Financial Officers or Chief Operating Officers, either. It was the CEO and that's about it (Chairman of the Board, maybe, but most of the Board of Directors didn't have additional titles like CFO and COO or CCO). The company can more or less determine what officers it needs to best run their company, and with a large creative staff in the biggest money-making division of your business, there's quite a bit of sense in having an officer specifically handling issues related to that staff.

      Hell, Bill Gates is a "Chief Software Architect", which is really nothing more than saying Chief Development Officer, but makes him sound like he's really got his hands in the mix (and maybe he does, every CXX has a different level of involvement they're willing and able to handle).

      Sony just happens to have a CEO, COO, Chief Strategy Officer, Chief Production Officer, and several other positions of that nature (not to mention CEOs and other officers at lower levels, and CEOs of other companies on their board).

      --
      -PainKilleR-[CE]
  4. Get In The Game! by blueZhift · · Score: 3, Interesting

    I was a bit disappointed that Koster didn't get into more details about what he thinks needs to be done. Granted, he shouldn't give away any trade secrets, but saying more might assure the reader that he really understands the problems. For example, as others have said here already, RPGs are also about telling a story. What I've been looking for is a story that totally engulfs you and permeates everything. Having played EverQuest and SWG, I can say that they've got the massive world to explore thing down pretty well, but I never felt a part of any larger story that I cared about. Yeah, the socializing is okay, but that's not really why I play, I want a story that blurs the line between fact and fiction, something I'll waste time thinking about at work...

    One thing I think Mr. Koster needs to do at all costs is to get into the games. Get in there and play, so that he has a really good feeling of what the players are experiencing and sometime griping about. I know that MMORPGs are very complex beasts where there is no escape from paying the beta test. There's just no way to get it all right on day one (though FF XI is doing a good job I hear). Given that, maybe the best way to evolve and move the game on is from the inside. Live it, breathe it, eat it! Grok it!

  5. Missing the point by dhall · · Score: 5, Insightful

    There's been a lot of discussion on how Raph 'failed' both UO and SWG. His concept of what he thinks players want is similiar to how you treat an ant farm. The issue that most players take with this... noone wants to be treated like a worker drone ant, and to be told point blank, well that's a slap in the face.

    Raph should take a close look at FFXI, and remind himself that people want to play a game. The word MMORPG ends in G, and that should be the most important aspect, not creating some sort of microcosm of human society. People often play their games as a form of escapism, to get away from the everyday world. They don't want every aspect of reality within this world. Players "pay to play", this isn't a MUD, where devs can play as gods. Customers are just that, and a clash of egos between players and devs does more to hurt the genre.

    Another thing people want is content. Not make your own world type content, but real content, that they've paid for. The idea is that MMO's should be worlds built for players, not built BY players. Vocal minorities among players will say one thing, but it's often "pie in the sky" ideals. The vast majority of players will determine what they want, aka "Skinner Box" mentalities via money they've spent.

    1. Re:Missing the point by torpor · · Score: 1
      The issue that most players take with this... noone wants to be treated like a worker drone ant, and to be told point blank, well that's a slap in the face.

      It seems that these game systems have the potential to consistently remind us that we are really not alone in our struggles as individual human beings, and should both remind us and shield us from the infinite reality of life, which is:

      Entropy sucks.


      Many have tried to grok how this entropy can be diverted, or channeled, or made consequential to the masses, and those that do have usually had a big success on their hands ...
      --
      ; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
    2. Re:Missing the point by Anonymous Coward · · Score: 1, Insightful

      Another thing people want is content. Not make your own world type content, but real content, that they've paid for. The idea is that MMO's should be worlds built for players, not built BY players.

      A typical single player game has 20-40 hours of content.

      In MMORPGs players average 18-20 hours per week. A player may stay for 6 months or more. So for even an average player, that's around 500 hours of content. How much are you willing to pay for this?

    3. Re:Missing the point by Anonymous Coward · · Score: 0

      Great post. There was a huge discussion on this topic (raph might have even participated, don't remember) on the mud-dev mailing list.

    4. Re:Missing the point by PainKilleR-CE · · Score: 2, Interesting

      A typical single player game has 20-40 hours of content.

      In MMORPGs players average 18-20 hours per week. A player may stay for 6 months or more. So for even an average player, that's around 500 hours of content. How much are you willing to pay for this?


      What you're missing, though, is that in a typical single player RPG the amount of content you experience in 18-20 hours (I also can't see that being an average player, though it may be an average for players that play 5+ days a week) is significantly more than you experience in an MMO game. 18-20 hours into the average single player RPG you're a fairly high level character either at the mid-point or near the end of the game. In an MMO game you've achieved very little in terms of character level and probably not experienced much outside the initial starting point (assuming you're not power-levelling with friends and getting high-end equipment from them for your low-level character).

      Of course, the slower level of progression is justified by a necessity to keep players coming back, keep them subscribed to your game, paying the fees. What it misses out on is the wish by players to experience a game, to explore a new world, without spending 90+% of their time on a treadmill. Diablo 2, for instance, is a fairly small game content-wise, but people keep playing despite a somewhat tedious mid- to end-game and a high amount of repetition beyond the first 5 hours of play. The content in your average MMO game is far beyond that of Diablo 2, yet you experience more of Diablo 2's content in a short timeframe than many players experience in the average MMO game over the same time period.

      People usually play games to feel empowered, to get away from reality for a while, and to be entertained. MMO games, for the most part, instead make people feel their characters are weak, need to be built up, and require work from the player. People find it entertaining for a while, and some people get sucked into it for various reasons, but in the end people don't want their wookie running away from a crab or to spend 30 hours killing bats to gain 1 level simply because they die in 2 minutes if they venture beyond the bats. Furthermore, they want to know why they're killing bats, why they're gaining levels, and so on. Many of these games just don't give you that feeling of an overall purpose, and you end up with short term goals that are replaced with new short term goals as you accomplish them, and even the most long-term of goals is only made long-term by the grossly inflated times it takes to acheive anything of merit.

      As for player-created content, there are 2 major drives behind players wanting that capability:
      1) a lack of decent developer-created content
      2) a wish for the ability to actually have an effect on the world around them and to personalize their part of that world

      If players feel the game has engrossing content provided by the developers and the game gives them a feeling of being able to change the world around them, the need for player-created content would diminish dramatically.

      --
      -PainKilleR-[CE]
    5. Re:Missing the point by jafuser · · Score: 1

      Another thing people want is content. Not make your own world type content, but real content, that they've paid for. The idea is that MMO's should be worlds built for players, not built BY players.

      I agree that people want content. But why make a distinction if quality content can come just as much from the players as from the company running the servers?

      I am of the opinion that a company running an MMO cannot provide adequate content *AND* good customer support. They have only so many resources that can be allocated. Some past incidents have made it impossible for players to handle customer support, so companies are left to try to handle both with a level of quality below most people's expectations.

      I think that before long, you will see people driven away by mediocre content and customer support, and begin to show interest in worlds in which the users take up the task of creating content, which leaves the company with the resources to provide good custome rsupport.

      The web is a good example of how user-created content can compete with for-profit business-created content.

      We are building the metaverse the same way we built the Web. The old idea of company-created content will continue to exist just as television, newspapers, magazines continue to co-exist with the Web.

      Some people still prefer the old media over the new. But a lot of us enjoy the freedom and flexibility of the Web more than traditional media because the content comes from anyone and everyone.

      Many people will continue to prefer to play online games where all of the content is set by the host. But I think before long, most of us will start to prefer the freedom and flexibility of MMOEs which rely on their residents to create the content.

      When most of us experienced the World Wide Web for the first time, we realized the potential with a bit of awe. I expect that many people will get that same feeling again when they first step into a user-created metaverse.

      People who spend time in these worlds are collectively a much greater source of content than any company can ever imagine having for itself. They create a feedback loop in the system so that boredom is always kept at bay by massively parallel creativity.

      Even if you never create anything in the world, you will always get to experience content created by everyone around you. As fast as you can experience it, new creations will always be coming into the world, probably faster than you can even see them all.

      As it is now, there is more user-created content on the Web than you could ever hope to experience in a hundred lifetimes. No company could have done this. The same is beginning to happen in MMO environments.

      --
      Please consider making an automatic monthly recurring donation to the EFF
  6. Stories are Not Possible or Desired... by Anonymous Coward · · Score: 3, Insightful

    Disclaimer: I knew Raph Koster back when he, his wife, and another couple first founded LegendMud. While I don't agree with everything he's done since then, I admit I'm probably more willing to give him the benefit of the doubt than the average Star Wars Galaxy player.

    People have complained time and time again that what they miss the most from an MMORPG is the story. What the same people don't realize is that MMORPGs do not end, thus have no resolution, thus have no story.

    I admit it's a fine distinction. It's certainly possible to have episodes and quests where you set out to accomplish a goal. The problem comes when you've accomplished all of your goals. Then what? Sit around and twiddle your thumbs? Grief play?

    To further illustrate the point, when you play a conventional single player RPG, you usually either destroy the world, or destroy the threat to the world such that the populace can live in relative peace and harmony. You get a sense of accomplishment and you move on.

    I recently stopped playing Asheron's Call (an old MMORPG by today's standards). When I left, I asked one of my friends why she continues to play and she says she loves AC still because it gives her the freedom to do any old thing. Some days she feels like being an archer and sniping titans (Lugians in the game), other days she feels like being a melee and getting down and dirty with Alien style bugs in the underground tunnels (the Olthoi). Once in a while, she doesn't feel like exploring so instead she crafts.

    The point being is that she plays for the visceral experience, not because she has a specific purpose in mind. I believe the vast majority of people who stick with all these "terrible, stupid, non-innovative" MMORPGs like Star Wars Galaxy feel the same way; they are not there to co-op towards a goal as in NeverwinterNights, they are merely there to enjoy the freedom of choice in their day to day activities.

    And those people are the people most willing to pay monthly fees year in and year out.

    I suspect Raph Koster had that in mind right from the begining. The problem is that the Star Wars Universe is very story driven - there's a conflict and there's some resolution that changes the nature of the galaxy, such as the rise and fall of the Emperor. And as many people have since then discovered, not everyone can be a Jedi and change the galaxy, and it's a hell of a lot boring if you want to be one of those Jedi.

    At this point, Sony probably wants to create worlds that encourage people to well... "be born", make friends, make enemies, "grow families", build houses, grow old and well... die, over the span of years. The last thing they are interested in is creating a single arc story that a power-gamer can come in, finish in six months and move on to greener pastures. With that thought in mind, I think Koster is a good choice - people do bitch and whine about his worlds, but in the end, they live on for an extremely long time as UO will testify.

    1. Re:Stories are Not Possible or Desired... by darkmayo · · Score: 1

      "What the same people don't realize is that MMORPGs do not end, thus have no resolution, thus have no story.
      "

      You really should check out FFXI, there is a story that plays out quite nicely in cutscenes as you do quests in each of the realm, these intertwine and tell a pretty decent little story has you hack, slash and make money at the auction house.

      --
      "I am a kernel in the linux army"
  7. Yet we're still at problem number one by MMaestro · · Score: 2, Insightful
    After watching so many MMORPGs hit the market in the past few years (Ultima Online, Everquest, Asheron's Call 1/2, Anarchy Online, Star Wars Galaxy, Final Fantasy XI etc) I don't think developers have solved the first problem to making a MMORPG.

    How to give a player a role in a larger world without forcing him into it and without belitting everyone else.

    The last three letter in MMORPG stand for Role Playing Game. We already know the single player RPGs are coming to a crossroads with the East (Japan) sticking to painfully linear storylines and characters while the West (U.S.A. and Europe) are going with the non-linear development of games. The problem with making a MMORPG is the storyline. Any quest any developer thinks of for a game is quickly blown through by players (even "super" monsters are being taken down by parties/guilds numbering in the hundreds). As such, developers are left with this one option, constantly and quickly add new content on a regular basis. The best successful example of this is Final Fantasy XI.

    However, note that I said 'best' not 'only' or 'most'. The reason I point this out is because Final Fantasy XI has not been regularly releasing content that is pertant to the storyline except in irregularly released expansion packs (which non-Japanese players got as part of the original game). However I state that Final Fantasy XI is doing well because they have been successfully holding special events regularly on holidays and have already annouced an expansion which (at least the title) is related to the storyline.

    Until a MMORPG successfully manages to constantly release content (free or not) containing quests related to the storyline, current MMO"RPG"s will be nothing more than leveling up or hording phat l3wt games since players will quickly go through whatever quests related to the storyline in a few weeks.

    1. Re:Yet we're still at problem number one by calebtucker · · Score: 1

      I've noticed a trend of people starting to call these games MMOGs. Brad McQuaid and Co. (creator of EverQuest.. currently working on next gen MMOG) seem to refer to all of the "MMORPGs" as MMOGs... and rightly so. (Google highlighting for the lazy)

      --
      My sig can beat up your sig.
    2. Re:Yet we're still at problem number one by Anonymous Coward · · Score: 0

      The funny thing is, this problem is _so_ easily solvable.

      Instead of treating the game as a traditional one-person RPG with a single over-arcing quest, it needs to be treated as a TV series, with a series of episodes that occasionally builds to a conclusion. But even with that conclusion, things are set up for another series of chapters.

      Of course, the problem with this is that it takes actual work and creativity to devise a story, something that MMOs have never bothered to do beyond selling expansion packs.

  8. Iterations of MMORPG's by HanseShadow · · Score: 1

    The iterations within a live team or iteration of hopping from development of a new MMORPG to the next? An argument that iterations (publish cycles) on a live team gives you a better perspective of how an MMORPG can (should?) evolve may need to be put forth. A live team can observe - and it takes years - behaviors/reactions to game systems which are hardly scratched on in MMORPG's. The team can build on those observations and come up with solid gameplay that meets a wider player-base. Teammwork on a football field works with schedules, but how about with folks that haven't even met in real life and have different time zones? That's just one of the wierd examples to work around. What I'd really like to see is a good guide of industry veterans (yeah, define veteran) of what they've observed and how to avoid pitfalls. These games are so new that the very depth of the interactions with game systems are still questioned. As opposed to a tried and true single-player RPG, which have been polished for some time now.

  9. Raph's Website by ru-486 · · Score: 2, Informative

    This guy has been around for a while and he really knows his stuff. There's always going to be conflict among casual gamers, hardcore gamers, role players and the developers. If anyone has the experience and is qualified to at least make an educated ATTEMPT to resolve those conflicts it's Raph. For a better understanding of the guy check out his page . In particular, click the gaming link and read some of his essays. -ru

    1. Re:Raph's Website by will_die · · Score: 1

      Raph talk alot but does not do anything besides that.
      Look at SWG and UO both had him in with early design and work and both did not start to become with while until he left.
      In SWG where he had the power to implement alot of what he talkes about with customer support and things of that manner he did not do or even try to push.
      Sure read his site but for information on how to do stuff not for example where he has actually done it.

  10. Everquest could learn a few things from Ultima... by voss · · Score: 1

    and vice versa.

    The ultima online control system allows you to do the same things in much easier ways more intuitive ways.
    Ultima also has the advantage for people who dont want to be combat monsters.

    On the other hand the Everquest trading system seems to work a bit better than the chaotic Ultima system...but it does seem contrived.

  11. Psychology and sociology aren't so much a factor by paroneayea · · Score: 1

    If you're talking about the development of an online world... you're talking about the way people interact. This is true, and it does involve sociology and psychology. However, if you're talking about the devlopment of communities, sects, and such in your online game, that will happen naturally within the boundaries your game sets (or lack thereof). Focus on the game.... you'll get a better gaming society if there's a better game.

    --
    http://mediagoblin.org/
  12. Planetside risky? Maybe, but.... by Dachannien · · Score: 1

    "For example, PlanetSide was a big risk for us-an unproven type of MMO."

    No mention, though, of Sovereign, a MMORTS game which was an even bigger risk, evidenced by the fact that it was cancelled some time ago after years of development. Nobody's managed to pull off that game format yet, because the concept of persistence is hard to reconcile against the objective of victory in the long term where player competition is direct and the power law relation disadvantages the new player severely.

  13. Re:Planetside risky? Maybe, but.... by Anonymous Coward · · Score: 0

    Check out Shattered Galaxy fer mmorts genre, I played their beta a while back and it was pretty slick.

  14. Wall of China built around SWG by pelsmith · · Score: 2, Interesting

    >>Those of you who have been around me in the various games know that I place a high premium on interacting with players and being honest with them.

    This from the man who closed the SWG forums so they cannot even be read unless you are paying a monthly fee. If SWG honestly became a great game today, we would have no more information than the standard marketing nonsense.

  15. More RP on SWG?... by Anonymous Coward · · Score: 0

    Maybe people would get the idea that it's intended to be
    a role-playing game if the RP forum was the first forum on the list,
    instead of way at the bottom just before tech support.

  16. KILL TEH KOSTER by Anonymous Coward · · Score: 0

    What the same people don't realize is that MMORPGs do not end, thus have no resolution, thus have no story.

    Mine does. In fact, I'm in between Episodes 4 and 5 right now, with the conclusion at the end of 6.

    Disclaimer: I knew Raph Koster back when...

    Do you still keep in touch? If so, please relay the following message to him: "I hate you and I hate your face." Thanks.

  17. Re:Planetside risky? Maybe, but.... by Dachannien · · Score: 1

    Well, I went to their website to check it out, but the first page used a Flash widget and the rest of their site was so horribly laid out that I couldn't figure out how to get to a FAQ or anything about the game.

    Oh, well :/