Why Are There No Sports MMO Games?
Brian P. writes "With the online gaming market growing at a remarkable rate and new games being announced frequently, why have developers and publishers shied away from creating an MMO sports game? Online fantasy leagues are bigger than ever and online sports games such as Madden '05 are huge franchises. It seems to me that a logical evolution of this trend would be a gaming experience that lets a player start out as a street-baller and work their way up to virtual super-athlete status. The possibilities are endless...but obviously there's something seriously wrong with the concept because all we keep getting are tiresome sword and sorcery games and online adaptations of megafranchises such as Star Wars."
Why are there no team sports games where more than one or two people can play against eachother at a time? Why not large amounts of human controlled players on each side? I call first baseman!
Plus, sports games tend to be more based on the skill of the actual player than the character, and someone who was good at basketball games would be mighty pissed if they got schooled by some noob who had just played a long time.
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In MMOs, the game is based around you being a character in this alternate world. It's something you probably aren't in reality for lack of monsters or foes you can legally slay.
Sports games revolve around one person controlling an entire team. In an MMO, assuming your character finds a team, they have to:
1) be online at the same time as the team
2) the designers need to come up with an entirely new way of playing sports games online from a 1 player=1 player perspective
3) the new way of playing has to be fun
This is not remotely easy and might not be possible at all. Otherwise, if you're just looking for seasons, doesn't X-Box Live have support for that?
"If the good lord had intended us to walk, he wouldn't have invented roller skates." -Willy Wonka
I was thinking they could have zones of control. I guess that rules out man to man, but have the zones as a toggle. Basically you say that a certain player in a certain position can only move his player with in a certain box. This would force pub teams to more or less play their positions and let newer players get to learn where they should be. More advanced games could have these rules turned off. Or you could maybe tighten or relax the size of the boxes. Maybe have a coach option where you can create your own zones of control on the field for positions.
That actually sounds pretty interesting. It'll still be boring if the ball/puck/whatever never comes your way. But games like soccer, hockey or volleyball tend to cover the whole field for the most part.
Yeah you're right.. I should have expanded on that. Bandwidth is an issue though, becaues the amount of seamingly "real-time" data that would have to go down the pipe to support, say, 20 human players at one time would be incredible. Plus, given the instability of a lot of home network connections, the likelyhood of one person causing a lag in the game would be high, so yes, latency would be a huge contributor to diminishing the gameplay.
I do, however, agree that this capability might not be too far off, and most likely because of the transport medium getting better, not the programming techniques or anything.
First of all, many people have already pointed out, you have to get people to play all the positions. Not just that; you need people to play BENCH players, too. Who's going to do that? Second, they all have to be at the games at the same time. You're talking co-ordinating anywhere from 25 to 50 to 100+ people to all show up at the right time, every day or every week, to play a game. That's going to be a nightmare. What do you do when a team doesn't show up, or doesn't show up with all its players? Modifying the schedule will be a nightmare. Thirdly, what happens when a guy gets disconnected during the middle of a game? Does he disappear? Is the game suspended until he returns? Do you replace it with some lame AI player? Great, now you have to go code AI players somehow. What if the guy comes back? Finally, what do you do about seasonal rosters, trades, and so on? If you require the guy to be on the same team all season, he may just not want to play anymore when his team is 0-12. What do you do when all of your QBs quit the game? Can you get a new QB? They're not retired; what if they suddenly come back? On the other hand, if you let players just move around all the want and play on whatever team all season, the league will be a joke, not to mention very confusing to follow. You could do this at the managerial level, but then it's not really a MMOG. But having everyone control their own player? No way. (It should be noted, however, that there are some MMOGs in development that are trying to solve these issues.) Bruce
Social interaction is one of the things that makes play fun.
One of the games I liked to play with friends was Hidden and Dangerous. This was partly because the atmosphere of the game definitely had an authentic WWII feel. Also, the added twist of the main characters being British soliders didn't hurt either (you played members of an elite SAS sqaud). However, the real gem was it's cooperative multiplayer game. The missions were in-depth (for it's day). It supported up to 4 players at once. Also, the game embraced the fun of Rainbow Six without the wonkish strategy. The game was fun. I enjoyed teaming up with other actual human beings.
Cooperative games bring human interaction into gaming. Gaming is no longer a solo activity. I know ubergeeky computer nerds (being a programmer, I probably qualify as well...) tend not to design socially enhancing games. However, that's what makes Monopoly or paper RPGs so popular. You get to "play" with friends. I don't particularly enjoy virtually killing some kid from Germany in Wolfenstein 3d. Alas, the hunt-and-kill FPS is so easy to design...
Suprisingly, I lack the necessary drive to wantonly kill my friends, even in digital form.
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http://www.hattrick.org/ In Hattrick, you manage a soccer team. You buy and sell players, hire and fire coaches, then play in leagues. Just like most soccer leagues around the world, there's promotion and relegation. Your goal is to climb the ladder and stay on top. You basically be the next Sir Alex Ferguson or Arsene Wenger but not Roman Abramovich. It's massively multiplayer with hundreds of thousands of players,the 'role' is of a soccer manager. I don't play the game, but my brothers do- and neither are huge soccer fans. Funny thing is that I'm the big soccer player and fan.
...just not as Action-oriented sports titles.
The closest thing to MMO sports games right now would be online leagues based on popular sports management sims.
I'm in two online hockey leagues based off EHM, where the other 29 teams are controlled by a real person as well and on person acting as a "commissioner" ties it all in together. Full financial model, player development, trades and free agent signings, entry and waiver drafts...
Out of the Park (OOTP) baseball also has a plethora of online leagues in much the same way.
Done correctly, these are about as close as you'll probably get.
Years ago I helped playtest an online football (football, not soccer) game where all the real players were in "skill positions". Technically it worked. It was impossible to play though, the twitch/reaction requirements mean there has to be no lag whatsoever, and it's impossible to organize a group of people online like that to just even run one play, let alone a 2-minute-drill offense or audible a new defensive scheme at the line.
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