Jack Emmert Responds to Your Questions
I was curious when City of Villains will be rolled up with City of Heros?
It would be very kewl to be able to choose, at time of character creation, either a Hero or a Villain.
Please let us know if, and when, this should happen.
Jack Emmert:
We have not yet made any final decisions about how City of Villains and City of Heroes will interact, but here is the direction we're leaning:
City of Villains is a stand alone game - which means that you can purchase City of Villains without City of Heroes. But you will only be able to play a villain and never a hero. If a player already has a City of Heroes account, then City of Villains is an expansion. In other words, it opens up content in addition to what the player already has access to. He can play either a hero or a villain on a server.
2.)How do you plan to get me back? by bugnuts
Jack, I played COH for a while, and am still very impressed by it. You should be proud of your remarkable achievement of finding the right niche. But after playing a couple months and doing several story arcs, I fell into the level-grind abyss. Things stopped being fun. The distance to my next power was seen in terms of xp, not in terms of heroic adventure.
So, what is going to happen to get me back? How can you significantly reduce the "level grind" (even if it's just the feeling of grinding levels) to get casual players like myself back?
Jack:
The first step, I think, is to make missions less repetitive. Every single expansion we release includes significant mission
customization. This means that we go back into pre-existing missions and add new art & features. For instance, the infamous 'rave' mission now has an actual rave going on (as opposed to NPC's standing around in a warehouse).
The second step is adding new gameplay. In Expansion 2, we introduced badges which reward explorers and achievers. Certain combinations of badges open up Accolades - which are permanent powers! The next major new feature is our skills system, which will answer the question, 'what do heroes do besides fight?'
The third step is to create more benchmarks in the game; 'carrots' that players strive for. For instance, a player can get a cape at level 20. At level 30, a player can add ongoing special f/x to his avatar. We're adding two more important landmarks with Expansion 3. At level 40, a player can begin selecting Epic Powers that increase his characters' abilities outside the normal Archetype restrictions. And at the highest level, 50, players open up two Epic Archetypes, which are dramatically different than anything else in the game.
3.) I hate subjects for asking questions :p by DragonPup
Is Geko still nerfing accuracy? Kidding, kidding.
Real question: Looking back at CoH's development, if there was one thing you wished you did differently, what would it be and why?
Jack:
I think I would approach Archetype balance differently. We relied heavily on some time tested MMP tactics. In other words, one Archetype attracts aggro, another deals heavy melee damage, while the long range Archetypes sit back and help. In addition, all Archetypes become more powerful at the same rate. If I had an unlimited development time, I would have loved to create a different system of balance between the Archetypes so that the urban, low powered vigilante could fight alongside the cosmic powered champion - and each would have something to contribute to combat.
4.) Boring Games by rlandrum
I've played MMO's, and I haven't been impressed. I think some of the lingo speaks for itself ('grinding'). The last game I got into was Star Wars Galaxies. While technically the game was very nice, and the gameplay was decent, the game became extremely boring after only a few hours of gameplay.
I've also played games like Zelda, Ocarina of Time (a classic), and the newer Zelda, Wind Waker. Both games contained a series of puzzles that needed to be solved before allowing the story to progress. It was this sense of achievement that made the games fun to play.
In MMO's, I have no sense of achievement. Obtaining the next skill level doesn't get me anywhere, it only makes me more powerful.
How will MMO's of the future fill this sense of achievement? Or do you see games progressing more towards the "Life simulator", like the Sims?
Jack:
The popular answer would be 'user generated content.' As someone plays the game more, they can create more content of their own. Traditionally, this had taken the shape of crafting or housing, though one can certainly imagine a player generating missions or quests for other players.
But, to be honest, some game mechanics are entertaining for some, but not others. I personally loathe puzzles, riddles and jump games. I would avoid any game that had these features, even if it was an MMP. It sounds to me that the current crop of MMP's don't appeal to you - that's no crime - and I'm sure eventually MMP's will start incorporating other tried and true game systems. Planetside, for instance, was the first mass market MMP to capture the feel of a FPS. Recently Star Wars Galaxies added twitch combat in their Jump to Lightspeed expansion.
5.) Death penalty? by claytongulick
I understand that without some risk, death in a MMORPG would lose a lot of the "tension" that game designers feel that players need in order to stay "hooked". As a player, I can tell you that the exp penalty of dying is usually what ends up getting me to cancel an account. When I see all that debt/exp loss/penalty I start thinking "Why am I wasting my time here? Its a nice day outside..." Even the illusion of "exp debt" that CoH has still amounts to the same thing: total playing time added to make up for dying. Since death is frequently not a player's fault (lag, imbalance, etc...) I can tell you that I am very attracted the the approach that WoW is taking with having no death penalty other than travelling as a ghost back to your corpse. My question is this: What goes into the decision for death penalties? Has anyone actually asked the players if this is what they want?
Jack:
If players lose nothing by being defeated then naturally the players won't see death as an issue. Players will begin to look at their characters like those in FPS games such as Counterstrike or Battlefield 1942. In other words, the player's avatar is perceived as disposable.
The key, however, to a successful MMP is to create a connection between the player and his character. If the player feels that he can dispose of his character at any time, then the player inevitably doesn't care very much about his character. This works in a short term FPS model, but not so much in a game which is depending upon long term commitment.
By making death a penalty, players now have a goal to strive for: survival. Some players will inevitably be better than others, but players want things to distinguish themselves from others. So the players who aren't killed often level quicker, and thus are demonstrably 'better' in terms of the level difference. This is no different than one person earning a special piece of armor by going on a hard, long quest, and another one who chooses not to go on that quest. The former then gets the recognition for his effort.
6.) MMO Competition by servognome
With several highly anticipated MMOs launching this year and next year (WoW, EQ2, Matrix Online), what is your perception of competition in the MMO industry, has it become too crowded? Do you believe new games can be supported by drawing new players into the genre, or will these games pull mostly from the existing player base?
Jack:
I think the MMP market is growing quite nicely. City of Heroes hit 180,000 in just a couple of months; as far as I know, the existing MMP's did not suffer an equivalent 180,000 drop in subscriptions. Certainly, some fans of the other MMP's kept their old accounts and played City of Heroes, but I doubt that a significant percentage of players has more than a single account with a MMP. In other words, I think City of Heroes brought 100,000+ new faces to the MMP market.
7.) Demo / Trial? by InfinityWpi
As a gamer geek but also a new father and a victim of the economy, I have to be very careful with my 'entertainment' money. I've heard good things about CoH, but I can't justify buying the game if I'm only going to be playing it for a month (I can really only justify that with $15 bargain-bin titles). Will CoH have a one-week (or, better, two-week) trial available in the near future?
Second question, if I may: Everyone talks about how MMORPGs are different from 'traditional' RPGs mainly due to the lack of a strong, world-changing storyline. Granted, comics aren't always world-changing except for the occasional crossover, but you never see Superman's secret identity being revealed to the world in the pages of, say, JLA. Comics have a definite 'solo' vs 'group' theme going. Is it possible to really have a single-character-changing experience in CoH, or is it all mainly "Nothing major will happen; this isn't his book" vibe?
Jack:
Currently, the basic City of Heroes game is available for $39.99 and comes with a free month. I don't know when or if other price discounts will occur; but I do know that we've discussed internally a short free trial period, but nothing is imminent.
Your second point, world changing events, is something we're aiming for in City of Villains. The activities of even a single player (hero or villain) can have a noticeable effect in the world.
8.) Biggest surprise after launch? by DevNova
Since the official launch, can you think of something that really, really surprised you about the game? Did the players start to do things you didn't expect, or did some game mechanics/results turn out far differently than you thought it would (for better or worse)?
Jack:
I never foresaw how many characters each player would create. It seems that having a dozen or more 'alts' (alternate characters) is the norm, rather than the extreme. People love making lots of different heroes - and lots of costumes.
9.) A more general question... by Gothic_Walrus
My question is simple, but I think we need at least one question that's not related to the game or to Mr. Emmert directly.
What do you think of the MMOG market as a whole? Over the past few years, we've seen a flood of games released. We've seen sequels to established games - Everquest II, for example. We've seen games based on licenses, such as Star Wars Galaxies. We've seen high-profile titles such as Mythica cancelled. We've seen completely unique ideas, like A Tale in the Desert. Obviously, the market is completely different than it was even a year ago today.
Put simply, what do you think of the market in its current state, and what future do you see for it? Will you be a part of that future?
The question might not seem very exciting, but I believe that Mr. Emmert is in a very unique position to answer it...
Jack:
What the MMP medium has NOT had is the breakout hit that defines it. Duke Nukem and Doom, for instance, were so popular that they created the FPS explosion that continues to this day. In the RTS medium, every game is still compared to Warcraft and Starcraft. Successful MMP's have sold hundreds of thousands of copies, but nothing has yet sold the millions to match what these other games have. Eventually, there will be one. Of course, it's impossible to predict something like that until it already happens.
10.) Developer made content vs user made content? by Gldm
Recently I started a thread on the COH suggestion forums [cityofheroes.com] that got a high rating about wanting a new ski area zone after having seen how ice worked in one of the missions I played. I also mentioned in a later post if there was a map editing tool I'd probably make it myself.
Do you think most future MMORPGs are going to stay with the developer-based content model like COH and Everquest, or do you think we'll begin seeing more user-based content such as in Second Life [secondlife.com]?
Do you think Cryptic will ever release some kind of content editor (aside from the already incredible character creator) to the users?
Jack:
I think user based content - where the player creates nearly all the material from preset building blocks - is a red herring for game development. The problem is that most player created generated content isn't very good. This shouldn't be a surprise to anyone; good level designers, for instance, spend hours and hours on creating good fun play experiences. It's no surprise that someone creating levels in their spare time isn't as good. Naturally, game design requires talent and experience, so that the really good novices will produce cool stuff.
But if that content is regulated in some way - either by the tools or some sort of player feedback - then I think I agree that user generated content is the wave of the future. For example, our City of Villains product (target release for 2005) includes super group bases. Players will be able to lay out their rooms and hallways according to a basic template.
11.) RPG "light" by Hays
I'm an active COH player and an ex-everquest player. I must first give you kudos for making a really polished, fun game. It's really a great take on the MMORPG.
The game has a bus-load of fun ideas. The badge system is great. The costume system and character creation are amazing. Technically, the game is top notch-great mapmaking, great animation, etc...
One of the best ideas is simplicity. Starting players don't have to worry about complicated inventory systems. They just go out there and start kicking butt. Kicking butt is not too difficult, because the player is quite a bit stronger versus the environment compared to previous MMORPGs.
But that simplicity becomes a drag in the later game. I've got 3 characters approaching the high end (mid 30s) and I'm starting to dislike the slow experience grind, with nothing to look forward to but a new ability every 3 levels.
Missions are fun, but they get a bit formulaic. With one huge exception, they offer uninteresting rewards and have cookie cutter goals. (The exception being the wonderful respec mission.)
I'm sure it was a conscious design decision to have no inventory system, no armor, no weapons. And I think that's a great idea, at first. But by the time you're level 30 and you've played the game for a couple of months, you really start to want MORE. The enhancement system doesn't cut it. That's just a trip to the store every 5 levels. I'd like to get a cool piece of (origin specific) armor when I complete a task force.
Even baby steps in this direction would great. A way to distinguish myself (other than aesthetically) from other players would be nice. This could also give origins a chance to actually matter.
So the question in all of this is- why the aversion to traditional RPG elements, even at high levels? Is this going to change?
Jack:
Yes, we eschewed many of the typical elements of fantasy MMP's such as body slots and crafting, but that was more to do with the choice of genre than anything else. If we had something akin to body slots, and a player equipped his character with armor, the game certainly wouldn't feel like a modern day hero game. And if someone doesn't feel like a hero, he won't feel immersed in the game. And if that happens, the player won't feel committed to play, because that player bought City of Heroes to be a super powered hero!
But what we've started doing is adding more mid and high level content. Currently, there are badges to collect. There's missions to earn capes or other visual rewards. Coming soon, we have a skills system. And then there's the Epic Archetypes which a player obtains by reaching a certain level or completing a particular Task Force. In the future, we hope to add such things as power customization. And with the release of City of Villains, there will be the ongoing war between good and evil.
As an experienced gamer, but one who's about to take my first plunge into the MMORPG realm, I think that a valid point is raised about the free trial being needed for MMORPGs.
With a normal HL2 or D3 type game, I know what my $50 is getting me. There is a beginning, a middle, and an end to the game. When I shell out the same cash for a MMORPG, I'm basically getting a 1-month teaser, but then being asked to put forth more money to continue. It's like Gauntlet in the arcade, or a long distance phone call.
If not for being invited into the closed beta for World of Warcraft, I most certainly wouldn't be picking up the game next Tuesday.
I think if more MMORPGs offer a free trial, or invite more non MMORPGers into their beta tests, they'll end up with more paying customers in the long run.
Only those who attempt the absurd will achieve the impossible.
While I have a lot of respect for his work, some of his responses to basic questions struck me as plain silly. How is getting a cape supposed to make a big difference in the tedium of leveling? Sure, it's something to move towards, but so is pretty much everything else.
The problem here is larger. Doing stuff over and over and over again is tedious, no matter the game... hell, leveling in Pokemon is downright tedious too. The solution, methinks, lies in making things new and fresh, and making quests interesting and original.
I think he hit upon this in his interview when discussing user-created content. Within the massive user bases that these games have lies a lot of creativity and talent. Granted, most user-created stuff will suck, but there will be a LOT of stuff that is fresh, new, original, and fun to do.
If a game could integrate user-created content into the ongoing quest system, I think it could avoid the tedium of the level grind.
Love the Third Amendment?
Customize Vehicles-Use a designer to build your own depending on cost, slap in seating/engines(conventional and jet)/fueltanks/armor/weapons/acesssories like radar or a snow plow in front.
Customize Fortress-Pay for all sorts of wall and floor pieces, gun turrets, fortifications, special buildings, etc. Design so players can really spend time making big castles.
Basically power sources would appear in the wild, and all the clans would have to compete for them. So teams would secure as many power sources as they can, but some would become hot zones where players fight over. Some basic rules to keep clan power in check, and you're set. You could even add alien invasions down the line.
God spoke to me.
"....but I doubt that a significant percentage of players has more than a single account with a MMP. In other words, I think City of Heroes brought 100,000+ new faces to the MMP market."
That is so wrong as to be laughable, and quite worrisome that he does not know his own market. In Asheron's Call, many players have multiple accounts...and I see no reason why AC would be unique among MMORPG's.
-- Alpha Swift of FF
By making death a penalty, players now have a goal to strive for: survival. Some players will inevitably be better than others, but players want things to distinguish themselves from others. So the players who aren't killed often level quicker, and thus are demonstrably 'better' in terms of the level difference.
Levelling pace in an MMORPG has little to do with how much "better" a player is but more with how much time said player has to invest. An experience debt/loss penalty hurts a person who has 1-2 hours to play a night far, far worse in the short term than one who has the ability to play for 8-10 hours at a time. This is one reason a casual player could get upset and quit after amassing a large amount of loss/debt from an unfortunate death or series of deaths in an MMORPG.
Yes, I do realize knowing how to maximize xp gain can be considered a "skill" (a challenge measured by how hard it is to google that info) but for the most part my previous point stands.
Sacré-bleu! Where is me mama?
Thanks for the interesting answers Jack.
I played CoH for a couple of months, but the same thing always seems to happen: You get sucked in, and you lose of alot of real life time trying to push your character higher.
Someone needs to create a MMORPG with a fast track, so someone who has a real job, and a family commitment can reap the benefits of the game that they pay for every month.
The funny thing is, that even though I haven't played in a couple of months, I still can't force myself to cancel my account.
-- Bryan
Also funny, because NCSoft is in charge of both CoH and the lineage games.
The reason Lineage sold so well was because everybody in Korea has a copy.
Not a Twitter sockpuppet... but I wish I was.
I believe he hit the nail on the head with the death penalty question. Sure it's frustrating when you die and lose experience (and thus time). But shouldn't death be at the very least frustrating. If it isn't then why do I care about protecting my character.
I do, however, think there is a happy medium. Games such as Nethack, where death is permanent and final, scare me into not putting too much commitment into a character because the next key I hit could berieve me of my character. While this does make every choice I make intense, I don't want my games to be like real life where death actually causes pain (because you put so much effort into a character only to lose it). I think the experience penalty is good compromise.
Well Jack, I guess no one had the balls to step-up and ask the BIG question: What does Cryptic Plan to do with this looming lawsuit from Marvel even when they plan to release there own MMORPG? *still waiting*
Click HERE
How will the EA class action lawsuit going to affect the subscription system, and online games in general? For example, will I have a mandatory maximum of 3-5 hours of play per day, because NCSoft can't afford to pay admins to monitor the servers 24/7?
If you're in the mood for a chuckle, check out this contest that City of Heroes had for people to dress up like their hero. Some of them are actually pretty good. Who would have thought?
--
RumorsDaily
i never hear anyone talk about Shadowbane by Ubi/Wolfpack. i think its a cool game, but it is kind of old now. has something replaced it?
(obviously im not a very hip gamer geek)
For instance, a player can get a cape at level 20.
Somebody hasn't seen "The Incredibles"...
What the MMP medium has NOT had is the breakout hit that defines it.
From this guy's numbers, CoH has about 200k people playing it. World of warcraft had 500k in the public beta, and I would expect a whole lot more people to play the full game. 2x? 2.5x? 3x? Who knows. But from what I've seen so far, it does an amazing job of putting together things that already existed in MMO's but hadn't really been used correctly, and certainly not all at once. I think this is going to be the breakout title of MMO's. This isn't fanboy enthusiasm, I really think that Blizzard has a very polished and fun product on their hands, and they have a history of producing breakthrough titles - warcraft, starcraft, and diablo.
I submitted this story last night, and it didn't get posted.
Sheesh, you'd think that recently released documentary would teach people...
Really even $40 is way to much to pay for a game that requires a subscription. They should just give away the game or sell it for 15. Alot more people would jump on just to try it and more would end up staying on.
It has been statistically shown that helmets increase the risk of head injury.
I can't see why anyone would *strive* for a cape after watching this!
"There is more worth loving than we have strength to love." - Brian Jay Stanley
about the impending Marvel bul... er, lawsuit. I feel really bad for the CoH team. They put together a fun game and they're getting sued for giving players options.
Regards, Ian
If the player feels that he can dispose of his character at any time, then the player inevitably doesn't care very much about his character. This works in a short term FPS model, but not so much in a game which is depending upon long term commitment.
First off many FPS games have been around as long as or longer than MMORPGs, so that arguement right there doesn't hold up. But players stick around in MMORPGs not because death penalties somehow give their characters depth, but because of the player community and because of the long term achievement goals.
I can't wait until World of Warcraft blows this myth out of the water.
Note that in WoW (I was able to get into the open beta before it closed) the "penalty" is not quite a penalty, which is quite good.
In WoW, you lose no experience, no gold, no equipment... infact, your character comes back intact. What you do lose is time... and a lot of it. And you can also lose your place in the game.
Basically you spawn as a ghost at some graveyard, and now you can either hike to your body or pay the penalty of 10 minutes with a curse on your stats (a major curse) and all armor on you and your inventory takes a hit on durability. This basically puts you out of the game for 10 minutes, loss of potentially a substantial amount of gold, and you spawn fresh at the grave site which could be many minutes away from where you were. That's a decently big penalty of basically... you have to wait 10 minutes before you can attempt what ever you tried again, which could have taken half an hour.
If you attempted to walk back as a ghost, you have to walk back for potentially 10 minutes (Barrens comes to mind), and when you get there you have a chance of not having a safe spawn point in which case you could just die again and repeat this process.
So yes there is no character based penalty... but with the potential of needing to basically start a segment of your quest from scratch (especially where its instanced since you have to start at the start... and enemies respawn at some rate) after a relatively long run back to perhaps a hostile spawn area (and you spawn without buffs at that)... or a choice to take 10 minutes of ability drain and gold sacrifice...
WoW is not without its penalties. But the penalties are not your character... the penalties are on you the player.
I have played CoH in beta to the present and as the game slowly matures (and I use that term loosely, it still has a LONG way to go) it becomes more and more unbalanced. If you play anything besides a tanker or scrapper you are destined to die quite often and quite easily as opposed to those other 2 AT's I mentioned. It really comes down to having a couple badly overpowered classes that as you get closer to the high end (40-50 range) the gap of ability vs survivability is huge. Most blasters, controllers and defenders die very, very easily. Once they realize the imbalances they are creating and address them, I think this game has a lot of potential to be one of the more successful games. Just my 2 cents...
A Day in the Desert also eliminated some of the levelling. You had a multitude of different directions you could go with your skills and some of the "grinding," repeating a task over and over again, could be automated to be run while you were gone. (I think... I only played for a short while before life intervened, so most of this is based upon my brother's experience, him having spent much time on the original and its sequel.)
This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
I can't believe people accept that if they pay $39.99 for the game they are getting to play it "free for one month." /me knocks on the fools head
"Hello in there. You just paid over twice the monthly fee for your 'free month'."
I wish MMOs would adopt the business model that Vendetta Online is using. You can go to the store, buy the box which comes with goodies like a map and a plastic disc, and get your "free month." Or, you can go to the website, download the installer, and then play for a free eight hours. What is so wrong with that that games like CoH can't do that?
"Free month" indeed.
Any one know if this is coming to the mac? I just ordered WOW and I am not sure what the economics are, but it does seem like there is a blossoming market for multi-player games, but there are so few available for the mac.
Jack:
If players lose nothing by being defeated then naturally the players won't see death as an issue. Players will begin to look at their characters like those in FPS games such as Counterstrike or Battlefield 1942. In other words, the player's avatar is perceived as disposable.
This fallacy is very popular amongst MMOG devs. Avatars are disposable only if the player considers the cumulative time that they have put into developing their character as worthless. I believe that most people value their time, and therefore value their developed avatars with or without some penalty for dying that equates to hours of game time.
Nobody asked that question because the "Ask City of Heroes Lead Designer Jack Emmert" story was posted before the Marvel lawsuit story.
Linux Wireless Hardware in the UK
I bought into these for a while. I was a member of Galaxies. Beta member of WoW. Beta member of CoH. SecondLife member. I can't fathom how these people can charge $50+ for the game then an additional $15 a month and people actually pay it. You want to get your product out there... free download then pay the monthly fee.
If I pay $50 for a game that sucks and then after a month it's no use to me, I would feel completely screwed. Give me a free download and a $15 first month... then if it sucks I'm out $15. (and unfortunately, a lot of MMORPGs suck... bad). Better yet, use the SecondLife model. $10 for life and then you only pay for the game resources you use.
LilMikey.com... I'll stop doing it when you sto
First off many FPS games have been around as long as or longer than MMORPGs, so that arguement right there doesn't hold up.
I suspect that what he means is the short-term experience with the session you're playing. While I've been playing games of Eradicator for over 5 years, it hasn't been the same session that I've been playing. In comparison, in an MMORPG, you may have been building your character for years. *shrug*
This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
A couple of things:
"So the players who aren't killed often level quicker, and thus are demonstrably 'better' in terms of the level difference."
Really now, this is frothing idiocy. I haven't yet seen a MMORPG where skill and strategy isn't entirely overwhelmed by the time invested in playing - a high-level character is simply demonstrably 'older'.
"This is no different than one person earning a special piece of armor by going on a hard, long quest, and another one who chooses not to go on that quest. The former then gets the recognition for his effort."
This is the main problem with this sort of game, I think. You go on a hard, long, arduous quest. It takes effort. It's a struggle. It's not fun! And if you're anything like me, perhaps you'll grit your teeth and force yourself through it to get the reward at the end. Or you might decide that it's not worth the effort.
The MMORPG watershed he speaks of will, I think, come when someone manages to create a game where the grind is replaced by something consistently entertaining, rather than something which must be endured. Ask a typical player if they'd do the typical levelling activities without getting items or experience and they'd laugh in your face. That's the key; a game which simultaneously rewards and entertains will change the industry.
I'm personally very interested in Guild Wars. Not really a MMORPG except for some aspects, but very little grind, no monthly fees, a lot of content and even more to be released in expansions that *you* decide when to buy and not absolutely necessary to play with those who have the expansions, excellent graphics (see website), Player vs Environment areas, Guild vs Guild areas, Player vs Player arenas, and questing and a decent storyline. Overall a new kind of game genre and I have already pre-ordered the game. :-)
Beware: In C++, your friends can see your privates!
Shattered Galaxy, a phenomenal game if the game itself is your cup of tea, had pantloads of beta testers. Then it went commercial.
And because the game is entirely PVP, they discovered they needed to bolster the playerbase with free accounts.
Yeah. The playerbase went DOWN from beta. Why? Because it turns out a lot of people like playing for free (read: beta) and not so many like the subscription fee. (You're welcome to posit your own analysis about the actual merits of SG, but, whatever)
How many people purchased Warcraft III? How many MMO players are there currently? How many Warcraft III players are in for spending money monthly (consider one of the major selling points of War3 - free online play...)
But hey, who knows. I just think you're making assumptions in the wrong direction.
"Avatars are disposable only if the player considers the cumulative time that they have put into developing their character as worthless." That's actually the effect I've noticed in CoH with it's increasingly steep XP debt. I know a lot of people who wind up with characters every month or so because the sheer amount of XP debt they accrue makes it not worth their while to spend time with the character any longer. I encountered people disposing their characters and starting over in CoH more than I have in any other game.
Tell that to the NWN scripters who have spent literally years creating fantasticly detailed worlds, the kind of thing that can only be achieved free of commercial pressure and driven by the players.
Most is dross but a significant minority is OUTSTANDING and the man is a tool to ignore it.
Beep beep.
What would be good is if they did it on a time based system. For instance if the player died then he would return as a ghost and have to find someone (npc or pc) to resurrect him (much like the old days of ultima online, I haven't played it recently in the past many years so I don't know if it still holds true). Then there would be a time limit to get back to the body, if the user didn't make it back to the body in time he would suffer xp debt and also his body would be lootable. Remember the old days of UO when if you died everything you had on your person was able to be taken? It sucked, but it made the game more interesting.
Also, if there is to be a time limit, it would need to be realistic, not a simple 15 minute timer, maybe an hour or two of real time.
Here's another idea, if there is going to be XP debt, don't make it so horrible! What's the point of spending 2 or 3 hours gaining xp to lose half of it in a second.. that's real discouraging..
The Nomad
"Men of lofty genius when they are doing the least work are most active."-da Vinci
Mind using the word spoiler? I haven't yet seen the movie, and I'm sure there are at least a couple others that would like to have a choice of what they know about the movie ahead of time. From the context, I don't think it is a major plot part, so I'm not angry, just thought it might be considerate to let people know.
warning: This post is likely to contain gobs of dripping sarcasm. Consume at your own risk.
This fallacy is very popular amongst MMOG devs.
That fallacy is very rare amoung MMOG critics, because few people are stupid enough to misinterpret straightforward statements that way, while still retaining enough intellect for minimal literacy.
Avatars are disposable only if the player considers the cumulative time that they have put into developing their character as worthless.
No. Just like Jack said, avatars are disposable if you don't lose anything by disposing of them. Your suggestion that time would be lost is completely contradicted by his hypothesis that nothing would be lost.
Oh my. This one will find she has many new e-friends (read: stalkers) the next time she logs in.
Debt really tends to curb off in the +35 zone. It's pretty pathetic (a single death now gets you a small fraction of a bar of debt, rather than a half-bar or more), and XP flows almost as freely as Influence. With increased mission bonuses, you can pay off debt in the high-end game very quickly. Especially if you're teamed with a Scrapper!
SPOILER WARNING ASSHOLE.
That fallacy is very rare amoung MMOG critics, because few people are stupid enough to misinterpret straightforward statements that way, while still retaining enough intellect for minimal literacy.
Well, I certainly hop you back up that insult with some substance.
No. Just like Jack said, avatars are disposable if you don't lose anything by disposing of them. Your suggestion that time would be lost is completely contradicted by his hypothesis that nothing would be lost.
A player expends a certain amount of his time for a certain level of development to his avatar. To dispose of the avatar is to lose the value the player placed on that avatar is lost, and thus the value the player placed on the development of that avatar, and thus the value that the player placed on the time that he previously spent. Just because you have already paid for a thing does not mean that it loses all of its value.
Now to reiterate my original point, a "death penalty" does not add value to an avatar, it just dilutes the value of the character with respect to time cost. As another person responded to my post, at some point the penalty for dying makes the "avatar value" gained per unit time so small that people will actually reroll and start a new avatar in order to gain a more favorable amount of "avatar value" for their time spent.
So my original point still stands, if people already value their avatars, then there is no need for a "death penalty" to somehow make them value them more.
These are the same questions/issues we dealt with back in 1992 while working on a text-based MUDs. Level-grind, balance, compelling content, death, population size, mules, persistence, etc. It saddens and gladdens me to see the MMOGs haven't adequately addressed these issue either. The game that does will pwn you.
Speak truth to power.
Jack, you dumbass: user-made content = open source
Just because you aren't smart enough to figure out how to get value out of your users' labour doesn't mean it's not worth anything! I'd expect better from a company with a service-based business model...
Am I supposed to ask my friends "Hey, are you into Massive Multiplayer Online Roleplaying Games", or what?
I personally loathe puzzles, riddles and jump games.
Wow, way to dismiss about half of computer gaming in one statement. Using this he is responding to the 3D Zelda games (which don't feature "jump games" as such, in fact they have an auto-jump feature in order to avoid that).
While riddles and "jump games" (his term of dismissal is telling) may or may not be arguable, puzzles are one of *the* integral elements to gaming. All games are a puzzle of some sort, held to different standards of timing. (In Robotron, for example, the puzzle is deciding which ways to run and shoot in the split-second usually available to you.) And his argument that making a virtual rave in a mission into a "real" one, and calling that an improvement, falls flat with me.
Also, I was struck by his stock answer to the XP-penalty-for-dying issue: To get you to emphathize more with your character, next question. Surely there are better ways to do that than docking the player on the experience count. His response to the "grinding" charge is similar.
He also dismissed user-created content, apparently ignorant of the fact that no game can possibly keep all its players interested with a "top-down" approach to content. Also, user-created content (*if well implemented*, and allows players to genuinely create new experiences) can have a way of building on each other to "evolve" into new concepts in a way that a team of explicit designers can never match. Yeah, lots of user content sucks, most of it in fact, but that isn't always the user's fault. Also, you could view the web as the ultimate user-content-created MMORPG; there's huge numbers of pointless websites, but the best ones are what people visit over and over again. Find a way to reward those people for producing content with an in-game mechanism, and give people a way of finding those players (like a search engine), and the problem should solve itself. (Not that I consider this to be easily done. But someday, someone will do it right.)
I was considering playing City of Heroes before this interview -- I had heard it approached a number of problems in a novel way, maybe even the right way, but I am less certain now. It's starting to seem more like the novelty arises out of setting rather than being truly different gameplay.
is what I'd have asked him had I known. MMORPG publishers realise that if they stagger the releases, we are all bored sick of the games before they finally stagger this side of the pond right? CoH? Yawn. I was hot for the idea. But a few years later(!) I can't really be bothered with it.
If you are not working, or just started working, you really shouldn't be spending 50 bucks on any game, much less one with a reacuring fee.
You should save that money. when you get a enough money in the bank to live for a year without a change in your spending habits then look around at the best thing at that time.
There are free thing you can do with your time.
A MMORPG is a hole in the wall you poor money into every month.
heh, I think I'll register that with the copyright office.
The Kruger Dunning explains most post on
I can't wait until World of Warcraft blows this myth out of the water.
Amen to that. It's about time people stopped making excuses for crappy gameplay in MMOG's. They are full of harsh death penalties that make users not want to explore areas for fear of dying and tedious grind-a-thon crafting.
WoW really does blow that out of the water IMO, I do think it has what it takes to be genre defining.
I find it totally rediculous to suggest that harsh dealth penalties lead to greater immersion due to being more attached to the character. Most MMORPG's - including the likes of EQ and SWG - are not even remotely immersive, they are XP grinds with auto-generated quests that you could create a generator for in a matter of minutes! The terminal generator in SWG, for example, has got to be one of the lamest cop-outs ever.
WoW has managed, through a unique approach to death, to make it more immersive without this. WoW is a fun game that 'normal' people can play and enjoy on the same terms as any other game - that is it's fun to play, and that's why I think it will pull loads of new users. I think people have learned their lesson with SOE and are very wary of EQ2 (though I don't think SOE have learned it yet, though the approach of voice acting and improved questing over EQ1 shows they are trying to get it right I think).
And dispite the style of the graphics (which I was highly sceptical about at first - I thought it would wreck the experience, that was until I tried it) it's the most immersive MMOG experience I've ever had and by an enormous margin the most enjoyable MMORPG I've ever played.
players stick around in MMORPGs not because death penalties somehow give their characters depth, but because of the player community and because of the long term achievement goals.
Well said. Of course SOE rely very heavily on the 'keep grinding till level X to unlock $foo, plus you'll get fat loot and bragging rights!' approach. Addmittedly that approach has still dragged in bucketloads of people, but I think when average Joe's compare WoW with EQ I don't think they are going to hesitate before choosing WoW (that's certainly what I've seen born out from people I know IRL who I've also played titles like SWG with).
I think EQ2 is going to be a bit like L2 in that it's going to relegated primarily to the power levellers (only, in contrast to L2, ones that dislike PvP).
Everquest: You had these 5 fields of magic. Your spell chance to succeed was based upon your skill. For all practical purposes, the only way to raise your skill was to cast your level one spells about TEN THOUSAND times... You had to do this every few levels...
So anyone with more than two brain cells to rub together, which, i will admit, wasn't exactly a large percentage of the player population, quickly hacked up something to push the button.
Some folks inserted mouse events via software hacks. Some folks wired their own mice. Some folks build lego robots.
Now, you want those skills to atrophy without use?
This was my question and I'm glad it got asked.
I agree much of the user produced stuff is going to be total crap. It always is with ANY game, massively multiplayer or no.
But the real staying power of the few outstanding games in other genres has been the ability of users to add their own content.
Consider what map making did for doom, quake, and the like. Or strategy games like Command & Conquer.
Or how about what Counterstrike did for Halflife? I'd argue that even given the original game's wonderful singleplayer story, there's no way interest would have been kept alive and generated at the level halflife2 is seeing without seeing popular mods like CS.
Yes much user content is crap, but these games weed it out through a self-maintaining process. Maps that suck just aren't played. Mods with imbalances are fixed or not played. If you let the users both create/modify the environment and control it by popular vote, the best content will usually come into the spotlight.
The first masively multiplayer game that gets this right, and lets you make zones like you would for an RTS game, and mods like you would for an FPS game, and vehicles like you would for a sim game, all to complement the RPG's traditional strongpoint of character creation, will be the one that lasts.
From what I've seen second life is a good step towards this, but it really needs a modern high speed engine. It absolutely chugs even on state of the art systems. Not exactly great for action gaming.
Introducing the new Occam Fusion! Now with sqrt(-1) fewer blades!
I never foresaw how many characters each player would create. It seems that having a dozen or more 'alts' (alternate characters) is the norm, rather than the extreme. People love making lots of different heroes - and lots of costumes.
That's because that's where the most fun is in the game - creating a charachter. As opposed to where the fun SHOULD be - playing the game.
MMORPG
sounds like:
"More-pig"
-"More-pig"
:P)
Are you referring to the userbase in general with that remark, or just the PKing asshats?
(just kidding
Well, I certainly hop you back up that insult with some substance.
I don't really see the need. Your complete miscomprehension is obvious to everyone else.
Jack already explained it fine, and then I explained it fine. If you don't understand the simple 2-part statement yet, then there's little chance I can actually help you.
Jack specifically said: "If players lose nothing by being defeated". You quoted that clause, but did you read it?
Try to imagine if I could get another house identical to my current one, for free, at any instant, as many times as I want. Would it still bother me very much to suffer a tornado or fire?
So my original point still stands, if people already value their avatars, then there is no need for a "death penalty" to somehow make them value them more.
Prehaps your problem is with vocabulary; maybe you don't know what "avatar" means. You use it like a synonym for "character sheet".
I see a lot of comments on every story about MMORPGS about the problem with level grind. The solution mentioned in the interview is to offer players more "carrots" but I think thats like sticking your finger in a dam, it's just not a viable solution to keeping players playing. The biggest problem with level grind is that combat in MMORPGS (and most CRPGs in general I think) is that combat is boring. Especially for a fighter, where you just click on the enemy and watch your character fight it out, and it's not much better for other classes. CoH did alleviate this a tiny bit, but I think the core problem still remains, combat is not nearly interactive enough.
What I would like to see in a MMO game is something closer to an action adventure (think Square-Enix's Secret of Mana series) where the combat requires player skills. This isn't to say that levels should be eliminated, but more that it gives the player a bit more to do during a fight, and keeps the pace up a bit. A system like this also rewards player skills. An exceptionally skilled player might be able to make it through an area at level 12, while an average player might need to be as high as level 15 or 16 to make it though the same area. This also has the advantage of not making the EXP penelty feel so harsh, because even if your character loses some fighting experience, you as the player are still better than you were before.
I think the biggest problem with this would be to implement it on the PC in such a way as to allow it to be playable with a keyboard and mouse, though a console only game (or one that hands down required a game controller) could do quite well with a system like this, IMHO.
Famous Last Words: "hmm...wikipedia says it's edible"
I did pay for two months of CoH when it first came out. I thought I had made a mistake in game choice. But I came back to it last month, and had lots of fun. There were several fixes and capes/badges were added. After playing for a solid month, I am going to take a break, but come back later.
Death was a bummer, and you get more debt per death at higher levels. But if you join a good team (good luck), the debt magically disappears after a few good missions. Skill does make a difference, but you will still die from time to time.
As for Jack saying, "What the MMP medium has NOT had is the breakout hit that defines it." I disagree. Although I don't play it, EverQuest is the most successful MMP. It keeps its players playing, and has several expansions sold. Its not all about raw number of people playing at once, its about the long run. It is not like a music CD, that sells once, but a service to keep selling.
This signature is part of a balanced post.
"Do you play games online? Yes? What kinds?"
Done.
Stop rely on acronyms, which most people hate anyway. Converse like a normal human being, and get the jargon out of the equation.
The one thing that all MMO's need in order to give them some excitement is a perma-death option.
Read that again before you reply. OPTION. As in, not mandatory, but something you actively have to choose to take on character creation, never to be changed.
My reasoning is this: Most people get attached to their characters to some extent. The higher level you get, the more risks you face, but it's all the same. If you die, you run back to your leveling spot, collect a corpse, or items, or just experience points to compensate, and continue.
In some games, I've seen this become a game. I've seen toons throw themselves off a lighthouse in Asherons Call for fun. What's the problem? It's just a bit of vitality penalty, and easy to work off.
Now, if someone were to choose a perma-death character (perhaps marked so that other's could tell) then they have something to continue to strive for. The longer such a character survives, the higher level they reach, the higher the status they can achieve amongst their peers.
Imagine a max-level character that has never died? It's possible, but there is no way to prove it in any of the games I've played. Screenshots can be faked, and people can lie. Having Perma-Death under a toons name or in the ID screen, and seeing that toon at max level would be impressive, IMO.
This got very off-topic, but it's been one of my pet peeves for a long time with most games. To date, I've only seen one game (PC, single player) that offered this. It was a blast to play, and while it could be frustrating to actually die, and have to start over from scratch, it kept the excitement just a bit higher. Made me just a bit more cautious. Made the game just a bit more serious.
When VCR's are outlawed, only outlaws will have VCR's.
"The second step is adding new gameplay. In Expansion 2, we introduced badges which reward explorers and achievers. Certain combinations of badges open up Accolades - which are permanent powers!"
All of which suck mightly from any usability point of view - a gun that does 12 hp damage and fires once every 25 minuttes? They are for show nothing else.
"Your second point, world changing events, is something we're aiming for in City of Villains. The activities of even a single player (hero or villain) can have a noticeable effect in the world."
Which of course mean sometime in the future, currently you can have no effect at all (unless you buy the company and fire them all)
If players lose nothing by being defeated then naturally the players won't see death as an issue. Players will begin to look at their characters like those in FPS games such as Counterstrike or Battlefield 1942.
Which is good.
The key, however, to a successful MMP is to create a connection between the player and his character. If the player feels that he can dispose of his character at any time, then the player inevitably doesn't care very much about his character.
Bullshit.
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
I wish people would stop modding me down just because its me they don't like...
"The second step is adding new gameplay. In Expansion 2, we introduced badges which reward explorers and achievers. Certain combinations of badges open up Accolades - which are permanent powers!"
All of which suck mightly from any usability point of view - a gun that does 12 hp damage and fires once every 25 minuttes? They are for show nothing else.
"Your second point, world changing events, is something we're aiming for in City of Villains. The activities of even a single player (hero or villain) can have a noticeable effect in the world."
Which of course mean sometime in the future, currently you can have no effect at all (unless you buy the company and fire them all)
"If players lose nothing by being defeated then naturally the players won't see death as an issue. Players will begin to look at their characters like those in FPS games such as Counterstrike or Battlefield 1942. "
Which is good.
"The key, however, to a successful MMP is to create a connection between the player and his character. If the player feels that he can dispose of his character at any time, then the player inevitably doesn't care very much about his character. "
Bullshit.
If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
Theres a reason for the number of acronyms. Some are redundant. But the most popular two aren't. MMORPG, MMOG. One is a roleplaying game, where the characters skills matter as much if not more so than the players, and the other is not a role playing game, where mostly the players skills matter.
Some people just randomly swap terms, others use one acronym when they want to refer to a role playing ish experience, and use the other term when they don't.