Developer Retrospective on the MMORPGs of 2004
An anonymous reader writes "The Corporation recently posted a four-part series asking a few well known MMOG developers their opinions of the past year in the genre. Participants include Richard Garriott, creator of the Ultima series and Tabula Rasa, Walter Yarbrough, Content Producer for Dark Ages of Camelot, Damion Schubert, former Lead Designer for Meridian59, the cancelled UO2, and presently the Lead Designer for Shadowbane, and Raph Koster, former Lead Designer for Ultima Online and Star Wars Galaxies, and present Creative Director for Sony Online Entertainment."
Bet you've still got your mother-in-law though. :-S
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I hear a lot about WoW, and yes, it is fun if (1) you don't want a challenge in your game (I did 20 levels in 3 days) and (2) if you like the sort of cheap cartoony-type graphics most 7 or 8 year olds like.
Now, EQ2, on the other hand, is a fantastic game. The creative content is far and away the best, it has the richest backstory, the most unbelievable graphics, and finally, it is extremely challenging. Failure to pay careful attention to group strategy (and strategies differ inside and outside of a dungeon!) will lead to certain death.
So, yes, if you just want a game you can "win" and that will level you with minimal effort to make you feel good about yourself, by all means, play WoW. Otherwise, go EQ2.
http://englishplus.com/grammar/00000095.htm
I think these articles need to look at the more independent titles as well. While I have found them to be more buggy, I would like some pressure put on the bigger companies to lower prices and/or increase content. Currently i'm fumbling my way through Planshift, and (because i'm a glutton for punishment) Planetside.
EQ2 vs. WoW Trolling.
with the MMORPG's that came out in the last year. I can't quantify that with any data, alas. It's just my general feeling towards the lot. Oh well....
Ubiquitously - A Ubiquity Developer Community
i personally like the MMORPG maplestory, yes, it's a silly name. the site is here one thing i like about it, is that it is free, at least to play. at present, it's in public beta for the global version, but if you understand chinese, japanese, or korean, there is a release version of those languages already, which can be found here as i said, the game is free to play, but they have a creative idea on making money off it. in the game, there's something called the cash shop. there, you pay real world cash to be able to get unique items. go ahead and give it a try. you've got nothing to lose, except maybe time, as this game is addictive.
upon the advice of my lawyer, i have no sig at this time
Walter Yarbrough: I'm also curious about the success of Vanguard's approach of "We're going to make this hard, and you'll like it!" Particularly when compared with the much more casual and penalty-free playstyle of WoW.
I can tell you about the success of that approach: Bollocks to that!
I abandoned EverQuest because the high-end game was a boring chore rather than an exciting challange. Camping for weeks or months on end for your mob to spawn is a "challange" only in respect of trying to hold your eyelids open. In reality, it's simply player hardship for its own sake.
It seems that because of the ambiguity of the word "hard", some designers can't tell the difference between the two things, and which is good and which is bad.
Your WoW comments are horrible. 20 levels in 3 days implies nothing more than you playing the game for the better part of those 3 days. It says nothing about the "challenge" of the game.
Cheap cartoony graphics? Well there are 1000's of adults who truly enjoy those "cheap" graphics. Tell that to the Blizzard artists while you're at it.
Richest backstory? EQ's story is nothing more than another rehashing of Tolkienesque characters and lore. At least WoW has its own back story which I remind you has existed a lot longer than EQ.
WoW is just as strategic as EQ, and you will die if tactics arent in order. You wouldnt know that cause you stopped at lvl 20, right when quests start to get a lot harder.
WoW is a great game that is literally saving the genre whilst you whine about returning to the glory days of EQ.
that's my word, holla...
He mentioned he liked the MMO offerings from Blizzard, claiming that they were more far reaching that previous MMOs.
Garriot 4 Life!
Execute? [Y/N] _
Bah, WoW is an awesome game. The cartoon graphics are perfect for this game, nice to have a game with reasonable system requirements.
/played time or played for 3 days straight. Be honest, if you can.
I did 20 levels in 3 days
Seriously, how many hours did it take you to get to level 20? "days" is a useless unit of time unless you mean your
Having said that, I do agree you level too fast in WoW. There's a simple solution to that - put less focus on trying to level, and work on your tradeskills and help support the in-game economy instead. If grinding is your preference, go create a char on a PvP server which makes questing significantly harder and frustrating.
This post is licensed under the Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Must be a slow news day if this is getting slashdotted. Stuff like this can be found on shacknews and bluesnews, not to mention it getting linked weeks after it was posted. C'mon editors, there's gotta be better news out there.
Anything of notice out there?
Those are some pretty short interviews considering the body of work those folks have done.
I have cancelled UO, SWG, EQ, and CoH for WoW...as an old fart of MMO I can tell you that WoW is where it is at - I think every person I know online has switched to it and have no plans of going back to any of the above games. Oh wait there is this one guy at the helpdesk playing EQ 2 and is a miserable whiner about it.
If you like MMO then just go buy the darn thing - play on a low population PVE or PVP server as per your fancy...if you pvp just remember there is a more uber player over that next hill so dont cry when you get ganked after picking on some n00bs.
Bladedawn on Blackhand
By Summer WoW will have the largest subscriber base in the history of online gaming and be the #1 MMORPG in the world. The only thing preventing WoW subscribers from growing exponentially is the speed at which the WoW team can expand their datacenter and ship new CDs of the game to distributors.
It's hard to argue with success: soon WoW will be the most successful game of all time. Netcraft confirms it: EQ2 is dead.
It was a interesting year. Horizons no long was vaporware yet has met little success. Several games came and went such as Rubies of Eventide as the eq knockoffs continue to meet difficulties garnering subscribers in the face of the MMO big 3 (EverQuest, World of Warcraft, and Star Wars Galaxies)
We saw Asian gaming hit US shores with Final Fantasy and Lineage but as with the Asian MMO culture these games resemble 1st gen MMO's at best in many aspects.
Turbine continued to drag players along with it's failed Asheron's Call 2 release. With monthly content patches mostly rebalances every month since launch only to produce a few decent patches before announcing a move to patches every 2 months. Effectively doubling the price per content push (PPCP). Doubt remains wether they can produce viable MMO's that will succeed even with big names like Dungeons and Dragons online and Middle Earth Online. The forgotten realms series supports EQ's success as much as the game itself. Middle Earth Online is late and with no Hobbit movie forthcoming as of yet there's little out there to rekindle the Lord of the Rings fever to the point that this game may succeed. I also do not see where DND online can succeed where Neverwinter Nights did not.
We also saw many successes such as World of Warcraft which is undoubtedly the best game of the year. SOE continued their fame with SWG with the jump to light speed expansion and EverQuest 2 all three of which will continue to dominate the MMO landscape in the US for the forseeable future and beyond with no apparent contender in sight.
I just wanted to bring up City of Heroes here for discussion.
It's an MMORPG that I think has succeeded largely by finding a different niche than most of the other offerings in the market: It's set in modern-day cityscapes with superheroes, rather than a fantasy world.
Additionally, and perhaps more importantly, it's simple and elegant: There's no equipment, what money exists is rarely useful, missions (quests) always tell you where to go with no ambiguity, and the GUI is top-notch.
After an old EQ addiction, City of Heroes is a breathe of fresh air-- I can meaningfully log on and accomplish something in half an hour, even at the high levels (I'm level 44 right now, with 50 being the cap).
This statement is solely an opinion. Kindly take it as such in all cases.
" predicted that computer gaming was dead. And that we should all welcome our new console overlords."
lol!
Not quite sure I understand why Eve Online http://www.eve-online.com/ keeps getting overlooked. Maybe it's becuase the genre mostly aims toward cut and slash type games, or those that have huge sponsors (Sony, Lucas, etc.)? I think this one deserves a closer look by folks. Just the fact that the Eve universe is a single universe for all players, and not divided into servers or nodes, is very impressive (30,000 + solar systems for over 30,000 players). And another appealing point is the constant improvements and expansions to the game, the most recent being the Exodus expansion. I just feel that if the topic is going to be how creative and original the development process has been for a specific MMOG then Eve-Online deserves a look.
TheTiminator
Corpnews: What emerging trend do you see as most affecting future MMOG designs?
Richard: Physics. MMOs try and create realistic worlds to explore and interact with. Thus, physics is a natural next step in crafting a real place. Plus, physics chips are now on the horizon, so we will be able to compute complex scenes quickly!
As I mentioned above I have cancelled all for my new overlord WoW.
However CoH is the only game with some features and ideas that I would like WoW to get on board with.
The mission radar in CoH is vastly superior to the quest log in WoW - just tell me where the damn mobs are already and dont make me go to www.thottbot.com (only WoW spoiler site u need)
I think the death system in CoH has a better penality than WoW - I think it is ok to dock someone some time instead fo basically no penality except running back for your corpse and a little item durability.
Both games allow you to solo/small group which I find key in todays environments - only the people I support with my tax dollars in the cheese line can play as much as EQ1 wanted you to play in the high end. And students! its not fair! Chicks! Beer! Games! I wish I was 21 again.
The cell phone in CoH rocks - running back to quest guys is lame in WoW. I think speed buffs should be around earlier in WoW than level 40 - I know a few classes get them, but running is painful.
Overall I would give WoW a 9.0 moving to a 9.5 as performance issues and minor bugs are worked out.
Enjoy
Bladedawn on Blackhand
Man, too be these guys couldn't make it happen. They had so many great interviews and stuff. It sounded like it was going to be top notch. I guess they ran out of money or something.
My wife and I have been playing WoW from the first day of retail. We play a few hours every night, and it's a blast. It's incredibly easy to play "casual", which is an important feature for all of us working professionals. I can't play 8 hours a day, I get a few hours after work, yet my character is progressing just fine.
It will take a few months to hit 60, then I can spend another month getting gear, then maybe I'll do some PvP. Who knows. I'm glad that I get to experience the whole game, rather than the first few levels as I would on many other MMORPGs.
As for the appeal of the game. My wife and I started, then mentioned we were playing to a friend who lives nearby. He bought the game. Over the last month or so, we've been mentioning the game to our old college friends, who have all gotten online. A couple of their wives have mentioned an interest in playing (these are women who have never played a computer game before).
My wife and I played DAoC a little, didn't get into it too much. Blizzard is very good at making very user friendly games, and I agree that it will probably do a lot for the entire field. All of these people who are playing these types of games for the first time are most likely now confident enough to try out new games in the same field.
As for complaints about the game. I'd say that most of the complaints I've heard about WoW is from the "hard core" gamers. They've complained about how easy it is to level, how much of the game is for "carebears", or those who want to play and cook dinner at the same time. I think Blizzard has hit their market pretty well. They may have sent away a few hard core gamers who will "beat" the game within a month, but in return they've caught the wives, parents, and children of those who normally wouldn't play.
Disclaimer: I am a former Blizzard "fanboi". I quit that position with the ill-fated release of Diablo 2, where I had a scratched CD and Battle.net was down for the first month of gameplay.
What is so great about PvP in games other than WoW is that you have an impact and can make a name for yourself. You *are* the school bully, if even for only a few months. Everyone knows you, and some may even fear you. Others might have bested you, and gloat in their accomplishments.
In WoW PvP, you've got about 300 school bullies, none of them are unique, and no one really fears any of them. Since they are all pretty much nameless, you can't tell the one that turns tail and runs back to the guards from the one that stands up to fight. As time goes on, you realize that those that stay and fight become less and less active, simply because the game is *so* balanced and there is absolutely no reward for PvP, that it is ridiculously lame.
Blizzard is notorious for killing "powergamers". Unfortunately, these people are what make MMORPGs fun. You get rid of the powergamer, and you get rid of the idea that someone can make a name for themself in a virtual world. And, IMHO, making a name for yourself in a virtual world is what MMORPGs are all about.
I have cancelled UO, SWG, EQ, and CoH for WoW...
IMO, TLAMMWTSMEIWARF
(Three Letter Acronyms Make Me Want To Stave My Eye In With A Rusty Fork)
Anyone who knows Vendetta?
check it out - you have 8 hours to play for free.
http://www.vendetta-online.com/
And yes, Vendetta runs on Linux, OSX and the other system out there.
You have to try WoW. It's the MMORPG for people with offline lives. Grinding is kept to a minimum, the experience focus is on quests, and there are thousands of quests. You'll have so much fun doing quests that you'll hardly notice your leveling. The content itself is really interesting too (creatively designed environments/npc's/quests/enemies/sound/graphics)
For some cool charts, check out this site.
PimpMyMazda.com - Crazy mods to a 2002 Mazda Protege DX.
Raph Koster seems to dislike the fact that instancing destroys the sense of world and community and that "there weren't a lot of large group goals," yet this describes exactly what's going on with EQ/EQ2 lately. And he's the creative director for Sony Online Entertainment? What's the deal? Who's really running the show at SOE? Also "the 'play single-player games alongside multiple people' trend." These are some of the developments really driving me crazy about new MMOs, ruining a lot of the things that I liked most in original EQ. There seem to be a number of developers talking about these problems, yet I don't see solutions in new games (though it's looking hopeful for Vanguard).
gee, after your first week of playing in this Disney Land pastel colored land, you get to fight your first dragon! oooooh...
after the second week of playing yow will cap your level too! aaaaaah...
PvE? you will kill everything and die to nothing
PvP? gank fest. if its higher level than you, wave! maybe he wont attack (too busy leveling). if you see a noob, kill him! laugh at him as he franticly waves at you shouting "PEACE! PEACE!"
oh joy, oh fun.
WoW looks like move fun than DAoC, but really no challenge to it. skills in PvP still reign in Quake style games not in MMO's*
*exception would be Asherons Call 1 - skill was generally more important. too bad the game is old and dated.
----------- destroy evil immediately!
Are quite boring and each new one only suceeds in being worse then the last one. *sigh* For a look at something new and innovative that will forever change the genre goto Shadowpool.com
OK, so the only MMPOG I have not seen mentioned is World War II On-Line. I know it has 'ghetto' graphics, and the initial learning curve makes climbing the north face of K2 look easy by comparrison, but it's got legs.
Consider: It has been around since mid-2001; there is an active and vibrant community; it is not condusive to the "quaker" or bunny-hopping crew, so older gamers without super-reflexes can wrap thier heads around it too; you can play alongside people from anywhere (there are people from all over Eroupe, India, South Africa, various South American countries, Japan and throughout Asia, Australia, etc.); it has people that have been in the game (regular subscribers) for the entire run; most of these people at one time or another (some cases multiple times) have either left for another MMOPG and/or dual subscribed and found the other games to be wanting (and subsiquently came back); the compatriotism and friendliness of players to one another is so phenominal that the publisher, Cornered Rat Software, hired the most popular person from each of the two sides to be community reps/liasons; the dev team not only listens and *resonds to* to suggestions, complaints, and compliments, they sometimes do so *in game*; the new soundset makes it seem as if you are "in the trenches" in a WWII battle; and the game is constantly updated, to the point that they are going to release a new theater (North Africa) using new dev tools, then go back and *re-do* the original current theater with the new dev tools.
Oh, yeah, one last thing: The developer releases *concurent*, interoperable versions for Win** and MacOSX. They don't run a seperate server for Mac users, they don't leave out functions/graphics on the Mac platform. That in itself is almost unique in the MMOPG world. As for Linux, yes the Win** version will run under WineX/Cedega (at least I can get it to), and there is a Sourceforge page for an easy (Perl-based?) launcher.
Well, am I an anachronism?
Why does the guy who is responsible with the most buggy launch that had the least features, and the least enjoyable MMO to date ALWAYS get interviewed for this stuff?
They even had him compete in that Game Design Panel thing:
Sims Creator Will Wright, Deus Ex Creator Warren Spector, and...stain on humanity Ralph Koster.
Seriously. If there's anyone you DON'T want to hear about MMOs from, it's obviously him. Stop interviewing him. I have zero interest in what the guy thinks about the future of anything, when it's patently obvious that all he cares about is the future of his own wallet.
What was your favorite new game from the past year?
...there wasn't a ton of innovation in the last year, in the MMO space anyway.
I'm sure you wanted an MMO here, but the MMOs I played the most in the last year were made by us.
What was your favorite new or innovative design from the past year?
What was the most disappointing game or design from the past year?
I think if you were looking for a sense of world or community, you were out of luck this year.
Was Raph Koster rejected for a job at Blizzard, NCSoft or Sony? There were plenty of major releases in 2004 but he seems unable to recognize even one.
What everything posted here is going to come out to show is that people like a certain MMO for a certain reason. This is why many different MMOs exist. The game that appears to be the best is the one that appeals to the largest number of the populus that is willing to pay for it. The game is only a good game if it pays the developer back for time well spent, after all.
Well said.
Lvl 31 hunter here, and I am lucky enough to be a member of a guild of players who don't dive for a dictionary when someone mentions tactics. Even that considered, if 3 of us group with 1 or 2 idiot players, and go do a difficult quest or instance, any screwup could easily get us all killed. Tactics and strategy are def. a large part of the game once you get into the middle range of levels (and the less forgiving quests)
If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
"Community" in SWG meant waiting 10 (later 5) minutes for the cursed shuttle to arrive in the starport and having absolutely nothing to do--forcing you to chat to pass the time. Or waiting 15 minutes to have a doctor buff you so you can wear the overpowered armor you bought--why social bonding of course.
Past MMOs were so dull that "community" had to be formed to prevent players from dying from boredom. Grinding the same frikkin mobs over and over (Quenkers for exp, Moks for money), the guild channel was the only thing sustaining your sanity.
"I'm just disappointed that we couldn't manage to do fun and innovative at the same time"
Me too.
I used to play Asheron's Call and there was one particular event which I double will ever be replicated again in an MMORPG. In AC there was a heavy storyline which progressed each month, (something I haven't seen in other mmorpgs since btw). During this one particular month there was a quest where Bael'Zharon (sp? been a long time) was contained in a crystal shard deep inside a dungeon. If this shard was broken he'd be released and wreak havoc upon the world. Even tho releasing him was against the 'beliefs' of most players the developers counted on us to release him or the storyline wouldn't progress. They assumed that because the quest was there players would do it just 'because'.
Anyways, to make a long story short on our server one character decided to make a stand. He, along with his guild, solved the dungeon and found the shard but instead of destroying it he said, lets protect it and mounted a defense. You had to be pk(pvp) to get into this dungeon and soon the server rallied around 2 sides. One side protecting it, which was a pretty big task. This shard had to be protected 24x7, any lapse would allow someone to destroy it. And the other side bent on releasing their master.
The defense mounted was astounding and surprised the developers, they were at a loss what to do. One server couldn't diverge from the storyline, the tech could only support one, so this shard had to die. Fruitfully they watched attack after attack fail, although there were a couple of close calls.
You didn't have to be high level to participate in this quest. Even low levels played a part, they shipped supplies, patroled looking for groups of pk'ers preparing to attack. I dunno how many times a report would come in and we all get prepared for battle. The thing about PK in AC was that there were consequences, you dropped your most valuable equipment on death. And it while being high level helped it didn't guarantee success, there is skill involved. (Thats another debate but you get the point..)
But back to my original point, this guy Mithrandia (sp?) made a name for himself because of the game design... The game allowed him to make a decision which had direct consequences (even if they were unintended). But it wasn't the only factor, the biggest factor was that he had the personality/social skills to persaude people to do what he wanted. Sure, he was the max level in the game but it wouldn't have mattered if he couldn't convince others to make a stand with him.
So its a combination of factors, game design and personalities and unfortunately todays MMORPGS are lacking in both. But I firmly believe that if the first is there people will rise to the challenge.
"Thanks to the remote control I have the attention span of a gerbil."
That's an entertaining anecdote, but I think such opportunities for players to affect the world at large are very rare. In a game with thousands of players, not everyone can be the hero. If this happened in a shard-less game, this would've been very interesting indeed. Too bad Wish got cancelled. Maybe Dark and Light will see the light of day.
Oh, FFS, get back to work! You tell that stroy every time!
TFOAE.
Parent is moderated as troll and flamebait. Only reason I find is that parent embraces EQ2 over WoW. Similar posts which embrace WoW over EQ2 are moderated as +5 Insightful. More over, I think that the parent poster has a point.
This is no WoW forum, so I think we should accept people who think that WoW is not perfect. Hell, some people might really think that WoW is boring compared to other more challenging MMOs.
Moderators, in arguments regarding preferences there is no right or wrong. Therefore, please, moderate the way how the opinion is argued not the opinion itself. That way we will have more fruitful discussions and people won't be afraid to put forward opinions that disagree with the majority's opinion.
I suggest you don't abandon traditional RPG's for the temporary money-pot that is MMOs. Competition is already high, and chances are that it will be moreso in the future. Many people are already signed up for their favorite MMO, and with monthly subscriptions and the necessity of putting in time chances are they won't sign up for too many different ones.
In the meantime, the rest of us are waiting for some decent new RPG's. FFX-2 was a joke, and I haven't see much else. Maybe you can make some cash on those who are hungering for a real RPG, and even perhaps snatch up those who have been introduced to the concept by existing MMOs.
Which you can now play for free, as long as you register your account before jan. 15.
You don't have access to the expansions, so won't really be able to compete with paying players, but having fun is what matters, right?
Also, the influx of freebies has been massive, so lots of players in the same position as yourself.
You can of course upgrade your account with one or all of the expansions, but at that time the subscription fee starts running (like ~12$ or whatever a month really matters to any of us).
Fortunately for me, I happen to have played on Thistledown in AC and know exactly what happened: NOTHING in the long run. Despite your entire post, the plot and story continued, and not in Myth's favor. Which is why he left. I would know, I *KNEW* him, he cursed at me in my chat window. I was one of the first to kill him along with a guy named "DC" (you might recognize the name if you played on Thistledown) and some other guys, who were around his level when we hit Mayoi.
Everyone actually hated Mythrandia in their own way. Many also hated and respected him: like me, which was why it was such a victory for him to have won that. They (the devs) erected a statue in his favor, but that's it. And he left the game shortly after that event.
It's not the same as having a player craft a sword that is one day found again and requires his/her touch to be a great sword once again. I want to see the game where the adventurer (a PC) finds the sword that he takes to the original crafter(a PC) who makes it be the sword that takes down the great Bael'Zharon(a PC).
That's the real ultimate game.
That's a good point. This is the inherent problem with shard-based games; it's virtually impossible to create events in which players can actually affect the advancement of the plot. With 100 servers, there would be so many forks in the story based on the outcomes of player events that it would be completely unmanageable for the devs. The result is that these games have (at best) only an illusion of players actually being able to affect the events of the world.
In this case, I wasn't the hero, I didn't organize the defence but taking part in it was the most memorable experience I have had in 5+ years of playing MMORPGS.
"Thanks to the remote control I have the attention span of a gerbil."
Like I said, in this case player controled outcome wasn't expected but I think you'd be hard pressed to find people who took part in the event that didn't have an awesome time. Yeah, we were all ticked off with the outcome but realistically the dev's hands were tied.
Like another said, its impossible to have divergent story lines with the number of servers these days.
"Thanks to the remote control I have the attention span of a gerbil."
Yeah, I ended up playing again on Solclaim and did not stay on Thistledown for more than maybe six months. I actually sold my character at a paltry level 26, but that was enough to get like a hundred bucks. I went on to play on Solclaim where I made it to level 60 or so before selling that one for a hundred as well.
For me it was not about the money, but playing with friends. When they left, I did as well, and recooped some of the monthly fees I had paid in the process. I don't think I have ever actually played a game and ended up with MORE money than I put into it, but I've found that with Asheron's Call, it ended up getting to be about free.
WOW!
Okay, bad pun. But since there are so many people giving their opinions here, I figured I'd share mine.
First, to temper this, I'll go ahead and admit that I'm an old school MUD addict. I got introduced to MUDs by a friend, and was quickly consumed.
So, at some point I heard about Everquest. I got into the beta, and was completely amazed. It was a MUD game design, but with graphics and sound! I got through the beta, and bought the release version, but eventually quit. I hated having to blindly hunt for my corpse (or beg a bard for help) upon dying. I hated the slow leveling up period. I just wasn't getting enough for what I was investing in it.
Since then, I've tried a few others including City of Heroes and SWG. They've all had similar problems, though.
My biggest problem with SWG is how much time investment they required. For example, I wanted to go the route of a crafter. I got into at first, with the goal of getting machines to do my resource gathering for me, with the end goal of having my own shops and stuff like that.
But then I found out, you still have to spend a lot of time maintaining this crap. I can't go away from a week and come back with a pile of doodads made for me. Maybe it's a balance thing, but I want the game to be there at my demand, not the game demand me to be there at its demand. So I scrapped it.
CoH was actually very close to what I was looking for. I liked the quest/mission structure, and the pace of the game was good. But there was still a death penalty. Not a horrible one compared to some other games, but at one point, I just got too frustrated. Why do I have to repeat all these kills to get rid of this XP debt, just because I made one misstep? Death penalties make me feel like I'm punished for exploring, trying something new, or just testing the limits. Sure, I could grind away until I was sure I could make it in that new area, but then the game becomes a cookie cutter formula, where I look up what to kill, how high to get before going to this area, and what to do there.
Fast forward to my experience with WoW. Since CoH, I'd given up on MMO games. I'd heard rumblings about WoW, but I dismissed it as just a Blizzad flavor of everything else. So I did not pick it up at retail.
Several weeks after it came out, however, I happened across a review for it on one of the big gaming sites. It got a very high score, so I was at least intrigued enough to read the text of the review.
Thankfully, it was a very well done review. Instead of just a bunch of empty words praising the game, it was critical in explaining not only that the game was well done, but also how it was done well.
I read about a quest system that eliminated some of the tedium of the grind. I read about unique races and classes that were all fun to play in their own right. But best of all, I read about the lack of a serious death penalty. So I said, sign me up!
Later that day, I got him with the game. A little over a month later, I'm level 36 (out of 60), and my wife not behind far at 34.
I can honestly say that it seems that Blizzard sat down and said "Okay, what are the 'tried and true' features of the MMO game that suck?" and systematically eliminated them.
To me, it requires a fairly brilliant leap of logic to take something that is the core of just about every game, and eliminate it. But in thinking about it, what purpose does a death penalty serve? I'll grant that it adds a sense of tension to dicey encounters, and bestows a sense of greater reward when you manage to avoid death. But that does not balance with the other side. In other words, in most MMO games, the penalty does not balance well with the reward. Sure I get a bit of a thrill by surviving, but that thrill does not outweigh the sense of frustration and annoying I encounter when I do die. Futhermore, it also limits the willingness to explore, try new stuff, and just freely experience the sense of wonder that a well done
I've played for at least a time, just about every major MMO out there. I know exactly why the trend towards instancing and the small-group/single player movement is gaining so much momentum over the old style of MMOs.
We want to *PLAY A GAME*
Now, lets think about that one for a second. For a contemporary example let's look at Star Wars Galaxies (w/o the JTL expansion). It's all about massive numbers of people milling around together. It's a great world simulator, you're in a Star Wars sandbox essentially. The problem? Not much fun to be had in the game unless you invent it yourself. Why? Because it's not a game, it's a simulation.
Lots of games have done an amazing job of creating a great game world to play in, good professions, crafting etc... The problem is they spent so much time developing the great shell and framework that they didn't have time to put in the game elements. So we're all just left to mill about and try and come up with something to do aside from grinding levels.
Instances typically imply short-duration objective based missions for a single group. The experience has a beginning, middle and end. There are objectives so you can "win" and feel you achieved something. Plus, it's a more controlled experience since you get to choose who plays with you and you're not competing with 243,423,422 other people who are camping Mob 486 for UberLOOT Sword of TEH WIN. These experiences are FUN. They are much more like the games we all grew up playing. In most MMOs you're eventually left sitting around going "Ok, what now?" Instances lead you through the experience partially.
I'm tired of developers bemoaning the use of SP aspects in an MMO. They forget that they're not only building social environments, they're supposed to be making games too, and games should be fun and not work.
Real life, you even can get sex... But be warned dying is final (unless you are Buddhist of course)
MMORPG. It's of a contradiction in terms, because under the current paradigm, increasing the scope of a MMO game reduces the amount of game that is actually available to any given player. For several years I've watched new MMO releases with anticipation, hoping that someone will find a way to break the flawed mold. It hasn't happened, and I've given up hope that it will happen in the near future. Creating real game content in the current MMO paradigm just isn't cost-effective.
Give me a real RPG anytime, with actual story and some way to empathize with the characters in a meaningful way. A game where your decisions have some tangible effect other than "Ooh, this sword gives me +3 damage". The only recent RPG I've played that is worthy of the name is Vampire: Bloodlines, IMO one of the best games of 2004.
Powerleveling? Treadmills? My god, people! Those terms should not be complementary to anything pretending to be a real game. The only thing that current MMO games have going for them is social interaction, and even in that respect they fall somewhere under the quality of IRC.
How do I know this? My roommates play World of Warcraft. One of them has been playing since the release, and has levelled to the high forties. My other roommate just bought it. What do I hear when they're playing at the same time? "Goddamnit, this is so boring when you guys are all too high level to play with me!" Their screens look the same... usually a perspective of a couple orcs hacking at a large spider-like thing for a while until it dies. It's not a game, it's a screensaver with slightly complicated clicking patterns!
Get off the MMORPG treadmill. Buy some of the incredibly good single-player games that have recently been released, like Half-Life 2, Vampire: Bloodlines, or Rome: Total War if you're a strategy fan. I have a feeling that it's going to be a very looong time before MMO games have even the potential for fun factor and immersion of high-quality PC games.
The MMO genre is only a few years old, is based on incremental improvements, and has longer development cycles than conventional design. Worse, evolutionary considerations for MMO games favor the least common denominator of complexity and involvement. It should come as no surprise that they still suck, even though I keep hoping otherwise.
"We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
So, I guess those people who spend hours of their time just don't understand "potential for fun factor" in the same way that you do. Is is possible that they just have a different concept of fun than you do?
I really enjoy cryptic crosswords, all of you who don't obviously don't know the "potential for fun" associated with them and are wasting your time in lesser pursuits like PC games should learn. So there.
It certainly comes as no surprise that you think your opinion should determine the fate of the market. With very rare exception, I think that first person shooters are 'teh suxxors'. I feel like asking people how they can derive enjoyment from a game with such a limited story/plot line, that essentially becomes "walk down this corridor until you see something, shoot it, pick up its ammo and keys, move on."
Do you see my point here? Just because you think something is stupid doesn't make it stupid, stupid. It just means your whiny ass doesn't like them, and I'm fine with that.
Self-referential sigs are rarely entertaining.
http://www.neocron.com/ First Person MMORPG, plays like a shooter, 10 day free trial, no fluffy bunnies or gay elves. Check it out its worth it.
Get off the MMORPG treadmill. Buy some of the incredibly good single-player games that have recently been released, like Half-Life 2, Vampire: Bloodlines, or Rome: Total War if you're a strategy fan. I have a feeling that it's going to be a very looong time before MMO games have even the potential for fun factor and immersion of high-quality PC games.
Or buy into an open-ended online 3D-VR program where users can build their own games.
Just a thought.
Ironically, during the entire video, the song repeated the chorus 'this is not superstition'.
Look at things: WoW, EQ, RO, etc, etc. All fantasy settings.
What we need are more modern/futuristic MMORPGS. Raise a hand for Shadowrun Online, people.
Uhhh.....I hate to say this now, but after the initial learning curve in CoH, which I'd say is over at about level 15 for your first character and level 10 for subsequent types, if you die you did more than make one little mis-step. It's true earlier, too, but but you might not yet have learned to recognize the signs you've made a mistake.
It takes a fair amount of experimentation to figure out what works, but part of that experimentation is paying attention. You obviously weren't. Debt is a fairly minor penalty for that kind of error
He is also totally out of touch with the gamer market. He repeatedly says he likes the community building type MMORPGs which is what SWG and EQ2 sort of are, they try to create a "world" rather than a game. that is why they are such failures. And despite relatively large subscriber numbers, rest assured they are failures.
If Blizzard had done SWG, they would have about 2 million subscribers....
>incremental improvements, and has longer
>development cycles than conventional design. Worse,
>evolutionary considerations for MMO games favor the
>least common denominator of complexity and
>involvement. It should come as no surprise that
>they still suck, even though I keep hoping
>otherwise
I think you are a bit new on this neh?
Graphical MMO are a bit new yet I have heard of them not just a few years ago, like U-O, yet if you go for MUSH-MUD are MMORPG, so WTF, those games can be played even in the times of BBS... those are not new and if you play Aardwolf , Achaea or any other TEXT based MUSH-MUD you will se how RPG you can get, Ok a graphical MMORPG will take some(long) time to achieve the depth of one of those, but they are on a good way.
AND GET REAL, A SINGLE PLAYER GAME IS DAMN BORING!! (except for nethack, yet we'd love a MMO version of it, CROSSFIRE :P)
Even those games you said are not great by their Single player capabilities.
Deep in the mountains rest the Spawn
I played maplestory for a couple of days. Now I can't convince myself to open the app, even at times when I'm bored off my skull with nothing to do.
... after the first 5 quests or so you need to get your character to level 35+ to really be able to work on the rest of them. There's nothing to do during this time but kill monsters. So players go to "training grounds" where low-level monsters spawn rapidly. After level 20, expect to spend about an hour per level pretty much standing in place holding down the "attack" key while mushrooms spawn in front of your swinging sword. I gained two levels by taping down the key on my keyboard and reading a novel. There's nothing else to do, as I'd long since done all the quests I was powerful enough to do, and bought all the armor and weapons I was experienced enough to equip.
... so they're packed with players. As a result, Maplestory runs twenty identical channels. Most of these worlds are pretty empty, but the training grounds are totally packed, all the time.
Maple learned NOTHING from the problems and failures of previous MMORPGs. There is no balanced economics (the economy is already developing the same problems as EQ due to an infinite influx of money and items).
Gaining experience happens at a reasonable rate for the first few levels. Then it takes so long that there is literally nothing else to do
These training ground rooms are by far the most efficient way to level
There is no player interaction, at all, besides trading and chatting. (Oh, you can form parties, the only apparent effect being that you share experience from kills among the group. This is cool if you can talk a higher-level character into joining your party, but sucks if you are the higher level character).
Seriously, it's kind of fun for the first 20 levels or so. Then it becomes utterly mind-numbing, worse than any other game I've played in years. You have to spend an hour just levelling on monsters that can't hurt you for every minute worth of actual content you experience.
I stole this sig from someone cleverer than me.
I don't recall my level, but my mistake was grouping with people I'd never grouped with before, and we went somewhere new. It went okay at first, but then we turned a corner, and were swarmed.
It's not that I wasn't paying attention, it was that I was taking a chance, exploring somewhere new, with people I didn't know.
Sure, you could say that was stupid, but that's what I like about WoW. I can group with complete strangers and take a chance on making new friends, go to a completely new place together, and if the crap hits the fan, the only penalty is a relatively low equipment repair cost and a run back to my corpse (which is shown on the map).
Now THAT could be interesting... it could solve the and content-free, static plot problem.
The above comment was intended as a joke. A play on the fact that spam is sent stating that it can help fix your marriage. Since the parent poster had made a joke that WOW had stole his wife followed up with a silly way to get her back. Unfunny?, perhaps. Off topic?, it might be, but no more than much of the babble that is passed off as interesting.
they boo'd andy off the stage as well....