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John Smedley On the Future of MMOGs

RosethornKB writes "John Smedley, President of Sony Online Entertainment, wrote a letter about SOE's look to the future. In it, Smedley asks some questions about virtual children, skill based combat and player created content. KillerBetties.com posts a response to his questions. From the article: "What if you could have families in MMO's? Virtual Children... What if your characters could have children and pass on the family name...This is a very vague idea and I'm not sure if he words it that way on purpose or not. The concept of Virtual Children and passing on the family name isn't new. For example, upcoming Limitless Horizons MMO Mourning has had it in their design since the game first was announced. Their system is actually very interesting in theory."" Grimwell.com has commentary on SOE's recent activities.

193 comments

  1. I'm really not sure what the future holds... by Goronmon · · Score: 4, Insightful

    Its tough to know what the future of MMOGs hold when you consider how little the genre has changed since the Everquest days. I mean, really, look at the gameplay elements of the first 3d games, Everquest and Asheron's Call 1...the games coming out today play almost the same exact way. In fact, you could almost consider games today a step back, since in AC1 you could at least dodge projectiles and spells if you wanted to.

    I mean, yeah, sure, the games have gotten better, but mostly in terms of graphics. The core of these games is still about creating a character, running at mobs and hitting a bunch of icons on the interface to use different skills. Aside from the gameplay, the environment is still about the same. Quests are getting better, but they are still as simple as "Go here and kill this." with some little variation thrown in.

    Another pet peeve of mine is character creation where you have to choose your characters skill set before you even get to play the game. I wish a game was open-ended where you could dabble in different areas as you went on, before deciding what to actually stick to. I want game rules like PvP that are determined by in-game repurcussions, not by hard-coded limits by the developers.

    I guess I just see tons of this untapped potential for MMOGs that just isn't being realized. Everygame seems to tought its one big, new "feature" that is really just a mild improvement on what was done previously.

    1. Re:I'm really not sure what the future holds... by Anonymous Coward · · Score: 0

      You can't dodge anything in World of Warcraft. You can't move out of the way of anything, if someone casts a fireball on you it's going to hit you unless you resist it, you can't out run or 'dodge' by moving your character.

      Talents only affect you after you've made your choice, you can't change from being a Mage to a Priest or Hunter after you've created the character, that's what he's talking about, you reject.

    2. Re:I'm really not sure what the future holds... by Durinthal · · Score: 5, Insightful

      Funny.. a lot of MUDs have been around for years that have the skill development after creation deal, not to mention the virtual family concept mentioned in the article. I'm honestly wondering why they're still so much more detailed than visual MMOs.

    3. Re:I'm really not sure what the future holds... by Lord_Dweomer · · Score: 1
      Actually, Ultima Online was based around the exact kind of skill system you're talking about. You started with some starting skill points which you allocated, but everything else was up to you to develop. REALLY open ended, and one of the reasons I kept coming back to play it after EQ and everything was big, that and the trade skills.

      --
      Buy Steampunk Clothing Online!
    4. Re:I'm really not sure what the future holds... by Jameth · · Score: 4, Informative

      You'd be right about them being largely unchanged if you started at EQ, which really isn't reasonable if you consider how successful UO was. It may be dead now (only 21 servers and an average of around 20,000 players on at a time, not including the free servers), but UO was huge in its day and really kicked off the MMOG market.

      So, Ultima Online had:

      PvP with in-game repurcussions that worked adequately (bounties, murder counts, reputation, etc...)

      Skills that were determined during gameplay (you have a percent score for each skill, you can start with three skills with a total of 100 points and none over fifty), raising in skill level just by using the skill, rather than by putting points towards it.

      Statistics (Str/Dex/Int) determined the same as skills.

      Skill and stat atrophy (it was fine once they let you control locking and so-such) so that you could not get infinitely good by mastering every skill, but rather had to find your own balance and maintain it. However, you could freely switch skill lines with only a little work.

      Whether for better or worse, MMOGs have changed a lot since the beginning.

    5. Re:I'm really not sure what the future holds... by MetaPhyzx · · Score: 1

      I'm not a huge MMORG gaming fan; probably due to the number of MMORG's aren't geared toward what i would play. After a while.. Asheron's Call, Everquest.. World of Warcraft, Planetside... Sims Online... all kind of blend together. Most seem like absolute fantasy, which I'm into but not to where I feel the need to create virtual lives..

      Now something politically oriented, nation building, projecting military and diplomatic power...

      I remember there was one I'd be interested in like that... called Sovereign... but it got shelved.

      Or is there something of the sort out there...?

      --
      Blacker than my baby girl's stare. Black like the veil that the muslimina wear. Black like the planet that they fear...
    6. Re:I'm really not sure what the future holds... by RosethornKB · · Score: 2, Informative
      --
      Killer Betties - www.killerbetties.com
    7. Re:I'm really not sure what the future holds... by PocketPick · · Score: 1

      Personally, I tend to think that MMORPGs are stale simply because thier based on the premise that 'gotta-catch-them-all' mentaility. Only today could we claim that it's entertaining to walk around for 20 hours, beating some stupid creature endlessly with 'The Rod of ' while hoping he'll drop the 'Werewolf's Bane of Transexual Nothingness' or some other stupidly named item.

    8. Re:I'm really not sure what the future holds... by Bluetick · · Score: 1

      That sounds like Shadowbane actually. Or at least what it wanted to be, how close it got to it's original goals is debateable. I hear that with the expansion packs available it's finally the game it wanted to be.

    9. Re:I'm really not sure what the future holds... by Anonymous Coward · · Score: 0

      He said nation building, not a fight against a hideously bad interface for relatively little reward aside from the esteem of your fellow cult^H^H^H^H'community' members.

    10. Re:I'm really not sure what the future holds... by Attaturk · · Score: 2, Informative

      I wish a game was open-ended where you could dabble in different areas as you went on, before deciding what to actually stick to. I want game rules like PvP that are determined by in-game repurcussions, not by hard-coded limits by the developers.

      I feel (see sig) obliged to point you in the direction of this, which certainly fits that description.

    11. Re:I'm really not sure what the future holds... by slashrogue · · Score: 1

      I'm guessing that last sentence was meant in jest, because it's pretty obvious to me: it only takes a semi-decent writer to make something happen in a MUD, whereas a visual MMO requires skilled modelers and animators. Also, guess which category of people is most likely to do their work on the cheap?

    12. Re:I'm really not sure what the future holds... by ajs · · Score: 4, Interesting

      What the future holds for MMOGs is uncertain, as you say, but it certainly will not involve SOE unless they do something dramatic to demonstrate to the gamers of the world that they have changed.

      I played EverQuest for four years, and in that time it went from a fairly story-driven game with GMs who at least made an effort to incorporate players into the storyline to a pay-per-dungeon-crawl that had almsot no GMs and very little customer-focus (they changed this a bit just before I quit, but it was far too little, far too late).

      When EQ2 came out, almost everyone I knew was in one of two camps: the "I've never played EQ, so I don't need to start" camp and the "another SOE game?!" camp.

      For those who wish to learn from SOE's mistakes: yes, customers whine, cheat and otherwise behave poorly, but keep in mind that that ill behaved mass of complaints is your revenue stream, and treating them without a modicum of respect, and more importantly treating them GAME without a great deal of respect is the fastest, easiest way to lose your player base to the next game to come along.

      Hope this is helpful to those of you working on the next generaion of game.

      -Perlmonkey AKA Deepone

    13. Re:I'm really not sure what the future holds... by Anonymous Coward · · Score: 0

      You can dodge spells if you notice when the caster starts casting and you run straight at them and through them and then keep that up. Chances are the game will at some point declare the cast out of LOS and the spellcaster will be interrupted. Keep doing this as melee, and you can usually kick any spellcasters ass.

    14. Re:I'm really not sure what the future holds... by ScuzzMonkey · · Score: 1

      Good point. He talks about it being mass-market entertainment, but people with mass-market experience don't expect to get the same audience for "Queer Eye for the Straight Guy" as you do "Monster Garage." They may be trying to spread the experience so thin that it just winds up being lame for everyone.

      --
      No relation to Happy Monkey
    15. Re:I'm really not sure what the future holds... by Anonymous Coward · · Score: 1, Informative

      Simple, because they're visual. For example, building KDE for Linux requires a lot more extra work than building bash. (Yes, bash is complex and has lots of features, but face it, KDE is just more code.) The visual part just adds a great complexity. Lots more you can do, but it requires lots more work.
      Besides, I'm pretty sure even game developers hardly have a clue what MUDs are.

    16. Re:I'm really not sure what the future holds... by doorbot.com · · Score: 1

      Another pet peeve of mine is character creation where you have to choose your characters skill set before you even get to play the game. I wish a game was open-ended where you could dabble in different areas as you went on, before deciding what to actually stick to.

      You might like Star Wars Galaxies. The only limitation to your character is their name, species, and gender. Everything else is customizable after the fact, including character stats and profession choice. You are free to drop your starting profession (artisan perhaps) and start the marksman or scout profession. There are elite professions and hybrid professions to try as well as you master the "base" professions.

      Although I do have to admit my favorite part is the new gameplay with Jump To Lightspeed... TIE fighters, X wings and YT-1300s really give the game a "Star Wars" feel -- one could argue that the ground-based game is just a futuristic Everquest.

    17. Re:I'm really not sure what the future holds... by ricka0 · · Score: 2, Interesting
      I'd have to at least partially disagree. Many of the aspects haven't changed since farther back.. to MUD days... However I think it IS an area which does have some current improvements (despite its slower growth).

      - URU: Myst's online game (fan site) was very different for example a game, which focused on group interaction and problem solving. Saddly, it didn't make it past Beta but many new cutting edge models don't. Its user group was very different from 'typical' MMORPGs... Overall older and very loyal to the game. It's focus wasn't on killing anything at all actually it was more of a history lesson approach (about a fantasy group of people though).

      - There.com is also a different type of MMORPG, which has no fighting system at all. It's described as, "There is an online getaway where you can hang out with your friends and meet new ones--all in a lush 3D environment that's yours to explore!" This description is only about the social aspect, however there are other aspects such as users making game objects and clothes for other players to buy so the game economy (although hard like in RL). It can even allow great modelers to make some RL cash (I wouldn't go into it for that since there are honestly only a few who have pulled it off, and the risks are with RL money but it is an interesting concept to explore).

      And as far as KillerBetties.com comment "Smedley means twitch combat, is this really skill-based? Sure, it's a skill with controls, but how is mastering controls truly a skill? I'd love to see someone reinvent the meaning of skill-based." I think URU actually could claim to get away from this twitch skill placed model to a degree. Puzzles were more important and then communities based on creating art, fan fiction and poetry, mapping, and history were created which each used other more real-life skill bases. I for example actually know about GIS map systems BECAUSE of the URU fan community who were creating a semi-one for keeping game maps and historic information in. Also There.com is skill-based in other ways as well. Because users can create objects, good artists can sell items and make money in the game. Good marketers can run successful events and sell other's items. Good traders can buy items when listed low and wait till they are high playing sort of stock market game with real money. There are in game 'skills' for things like driving vehicles, etc however honestly the majority of people don't focus on them so much as really just hanging with other users or other 'skills'.
    18. Re:I'm really not sure what the future holds... by Epistax · · Score: 1

      I'll be interested in MMOGs as soon as they drop the notion that "progress" means making your character's number's higher. Unless I can advance in a non-quantitative manner, I don't really want to pay a monthly fee. That said, I want a game to come out that I want to play. I hope these games have a future.

    19. Re:I'm really not sure what the future holds... by RosethornKB · · Score: 3, Informative

      There are lots of games without combat that require skill to play. My comment was only about combat -- since that is what Smedley asks in his question. Right now, MMO's mostly use stats-based combat (meaning it compares the players stats against the mobs stats, then does a roll based on those stats and that determines damage, etc.). There's not a lot of true skill involved, since it is mainly dependant on your stats -- although there may be some strategy with special moves in certain MMO's that yield a higher degree of damage when used at the right time. Skill-based is often thought of as first person shooter combat aka twitch. A lot of woman will tell you they don't play FPS because they can't master the controls. I don't think its because we can't master them, but instead its that we don't have the patience to master them. We claim lack of coordination but the truth is its lack of interest in mastering controls. We'd rather be playing the game that struggling to play the controller. The commonly accepted figure in the industry right now is that 10% of MMO players are female. This is based off of gender polls during surveys and sign-ups for MMO's. Some MMO's have a higher percentage. Some, like Puzzle Pirates and A Tale in the Desert, have disproportionately high numbers. I've asked both of them what they think their numbers for female players are at. ATitD came back with about 50% and Puzzle Pirates said 40-50% and he thinks that ratio will keep going up. However, the standard sci-fi or fantasy based MMORPG with traditional MMO combat and gameplay is probably about 10%. I personally plan to do some kind of study to validate that number, since although its the accepted number, I've never seen any studies prove it. The point of all of this is that I really want to see combat that is truly based in skill with the game. How can we do that?

      --
      Killer Betties - www.killerbetties.com
    20. Re:I'm really not sure what the future holds... by Goronmon · · Score: 1

      Well, the point I was trying to make was that within the last 6 years, little has changed in the way we play MMORPGs...sure, UO was before that, but it doesn't really show what might change in the future since the last 6 years have been on a bit of a plateau.

    21. Re:I'm really not sure what the future holds... by ricka0 · · Score: 1

      First I want to comment how articulate your point was made. :) I guess I jumped to general MMORPGs when families were mentioned since I've only previously thought of that structure fitting easily into those types, rather than the stats based ones or FPS. On a quick read of the articles I missed the part that said implied only in combat settings.

      True, there are not a lot of variation to the stat-based combat strategies... maybe inputs are part of the issue (FPS as you mentioned aren't as popular accross the board)? I'm a bit disapointed that the areas of computer and information input hasn't really changed much since computers became popular (heck even the keyboard layout is designed to be restrictive because of old typewritters). You had joysticks (which from what I can tell have lost momentum), mice, and keyboards. The mediums for input are too limited to allow the area to grow easily I think, and alternatives are very costly for only game use. I suppose the systems which allow motion tracking may change this in the future? (or can you picture someone trying to make a DDR combat MMO? Stomp them to death? lol) Maybe voice recognition could be an additional input type to mix it that is currently avalible??? if you can come up with a good way to do it....

      Another thought that I've seen but maybe not applied in a creative enough way might be the idea of engery (beyond strength or HPs)... if you have to strategicly decide when to use an attack (because of energy expended) vs when to use another attack... This idea was sorta touched on in some MUDs.... and I don't know where/if outside of them but might allow for more skilled strategy... Also timming of attacks and if the other is hit or not is all so dice roll... if there were an option to change timming at each hit (ie, automatic hit every second, option to hit sooner depending on a click, however spending more energy?) it might allow for more chance to hit or not (smarter fighting interface and a pain to code... but sounds like a fun programming idea). You'd have to make everything smarter though which would suck a lot more bandwidth and computer processing power I guess (another limitation). Has this been done? Not something I've really checked into...

    22. Re:I'm really not sure what the future holds... by Minna+Kirai · · Score: 1

      Unless I can advance in a non-quantitative manner, I don't really want to pay a monthly fee.

      As long as it still runs on a computer, that's a tall order. Because "computer", you know, it means... quantities are all it does...

    23. Re:I'm really not sure what the future holds... by Anonymous Coward · · Score: 0

      "You can't dodge anything in World of Warcraft. You can't move out of the way of anything, if someone casts a fireball on you it's going to hit you unless you resist it, you can't out run or 'dodge' by moving your character."

      This is the dumbest thing I've ever heard. Yes, because simply strafing 2 feet to the left and "dodging" their Pyroblast that took them 6 seconds to cast would be completely fair and make total sense.

      Except, not. Please, never post again.

      "You can't dodge anything in World of Warcraft."

      And yet, for some INSANELY ODD REASON, my character has a passive skill called... "Dodge"! What in the world?!

      Uninstall life.

    24. Re:I'm really not sure what the future holds... by Epistax · · Score: 1

      But a quantity can represent something qualitative. To be honest, all I tried was the Lineage 2 beta test, and merely observed everything else. In each, you advance in levels and your character becomes more powerful. "More powerful" means you do more damage each time you click, and do less damage each time someone else clicks. You don't, say, change the landscape. You don't, say, add a city just as important as the initial ones. You don't, say, destroy cities. (Sieging doesn't begin to count)

      So obviously yes, things deal with numbers, but I want the equivalent in a MMORPG of the ability in a FPS to selectively destroy parts of the levels. I want the upper level characters to be able to drastically shape the universe, not do random insane slaughtering.

    25. Re:I'm really not sure what the future holds... by geminidomino · · Score: 1

      By that logic, the MMOs should be just as detailed, story/plotwise as the MUDs, since it'd be easy to find a "semi-decent writer" or twelve to work on a video game.

      The answer's obvious to me too, and it couldn't be further from your conclusion. The MMOG players don't want it. They might like it if it were to happen, to hear them tell it, but the current crop seems to be perfectly content to grind and craft and buy and sell goodies on ebay. If enough of them stopped playing (and paying) because of its lack, I think we'd find the matter remedied rather quickly, either by the current games evolving or, more likely, a new class of game coming out.

      MMOGs are just a game tacked on to a social engine, not unlike the complementary chess/checkers games offered in lounges. It's something to do while you socialize with other members.

    26. Re:I'm really not sure what the future holds... by C0rinthian · · Score: 1

      Lineage 2, man you sure know how to pick an MMO to try.

      That game was such a naked grind it was sick. Not a good example of the genre, but they're all grinds to some extent. Some just hide it better. (WoW)

      The problem with characters being able to change the game world, is that everyone wants to be able to do that, but if you let everyone do it, it's chaos. Everyone can't be the hero, but unless everyone is, they aren't happy.

      Star Wars Galaxies is a good example of this. Everyone wants to be Jedi/Sith. The game is set in a time period where jedi/sith are as rare as can be. They should have set SWG in the same timeframe as KOTOR. Then everyone could be a force user, and it would make sense.

    27. Re:I'm really not sure what the future holds... by Minna+Kirai · · Score: 1

      By that logic, the MMOs should be just as detailed, story/plotwise as the MUDs, since it'd be easy to find a "semi-decent writer" or twelve to work on a video game.

      You're still not getting the logic. Games are a visual/audible/interactive medium, meaning story in games should be presented with images, sounds, or gameplay (similar to cinematic films, although those lack the interaction). A writer alone cannot add those things.

      Slapping a bunch of text into some boxes before and after the action can never truely give a game a story. If the story isn't reflected in how gameplay works, or at least presented with compelling multimedia content during play, then it's not even a real part of the game.

      PS. This whole discussion is moot, because the initial premise (that MUDs have complicated features like Smedley's suggestions) is false. MUD and MOO designers have experimented with many oddball concepts, but the core gameplay of the actually popular ones is the same as EQ2: kill monster, grab loot, buy weapons, heal wounds, repeat.

    28. Re:I'm really not sure what the future holds... by Minna+Kirai · · Score: 1

      Neither URU nor There.com are MMORPGs. They are MMOs or MMOGs, but not RPG in any way. Consider the original non-multiplayer version of URU, Myst. Nobody called it an RPG! (It was either described as "Adventure", or "Puzzle")

      Likewise if a hypothetical single-box Here.com existed, it wouldn't be on the RPG shelf either. RPGs, as a genre, always possess stat building, and usually combat too.

  2. Even Bigger News by mordors9 · · Score: 1

    If we could combine this article with the genetic engineering article.... that would be stuff that matters :-)

    1. Re:Even Bigger News by Thats_Pipe · · Score: 1

      What? Genetically engineered virtual children is actual news?

      --
      "You see them trees out back, I take care of them. I'm a tree, I'm a tree wizard." - Crazy Homeless Guy
  3. Not to rain on your parade, but... by bigtallmofo · · Score: 3, Insightful

    I know we all have joked about "Evercrack", Everquest-Widows, etc... But at some point do these games become really harmful to the average person? I mean when you can start being able to have virtual families including virtual inheritance, we might be crossing the veritable rubicon of unhealthy gaming.

    I've never even considered playing an MMORPG because I know I would become addicted in about 3 seconds. Maybe that's just me.

    --
    I'm a big tall mofo.
    1. Re:Not to rain on your parade, but... by gronofer · · Score: 1

      The only way to win is to not play.

      For every "level" you get in one of these games, you will lose one in real life.

    2. Re:Not to rain on your parade, but... by Bluetick · · Score: 1

      I remember reading an article about how playing MMORPGs can release neurotransmitters like seratonin and dopamine. In moderation, that might not be such a bad thing, since most pleasurable activities do. But I would think that doing it to excess could have some nasty effects on your brain's chemistry. I should say it's not really just mmorpgs, the same thing could happen with just about anything.

      There are drugs they use on drug addicts which can block these neurotransmitters so that they lose all interest in that drug. In that movie Supersize Me, they had a doctor talk about when they gave that drug to a chocoholic the person would lose all interest in chocolate. I wonder if that would work on mmorpg players.

    3. Re:Not to rain on your parade, but... by katarac · · Score: 1
      I wonder if that would work on mmorpg players.
      Maybe, but many times these games aren't something you just get on and play, they're avenues to a community and friends that you may really care for. You may lose interest in the game itself, but what about the guys/girls you talk to in ventrilo or team speak every night? Maybe if you don't want play the game you'll just drift away from them and it won't matter, but it's something to consider.
    4. Re:Not to rain on your parade, but... by WankersRevenge · · Score: 3, Interesting

      Nah ... mmorpgs are not harmful. games are not harmful. it's the GTA argument all over again.

      people are responsible for their own actions. When people sit down to play these games, they are making a choice. I agree that the designers construct these worlds for the purpose of treadmill running, but at the end of the day, its your choice to play them - each and everytime. (you being used in the general, as opposed to you personally).

      I'm guessing, if you interviewed the real hardcore addicts, you'd probably find the game being used in place of other things (ie, can't deal with the wife and kids or, can't deal with classes). As for the true addicts, I bet that if it wasn't the latest MMORPG, it'd just be something else like fantasy football. Just my thoughts.

    5. Re:Not to rain on your parade, but... by vranash · · Score: 1

      Just wait until push comes to shove and none of your so called friends will back you. That's what got me outta MU*ing, and probably what causes me to only play an MMORPG once a year for about a month or two.

    6. Re:Not to rain on your parade, but... by Hortensia+Patel · · Score: 1

      "I mean when you can start being able to have virtual families including virtual inheritance, we might be crossing the veritable rubicon of unhealthy gaming."

      On the plus side, though, virtual inheritance would neatly solve the "diamond problem" (not being able to afford that virtual wedding ring).

    7. Re:Not to rain on your parade, but... by Lord_Dweomer · · Score: 1
      Actually, this essay would beg to differ. It compares MMORPGs to a Skinner box, and it actually makes a lot of sense.

      --
      Buy Steampunk Clothing Online!
    8. Re:Not to rain on your parade, but... by brkello · · Score: 1

      I would say these games are harmless to the average person. There are certainly addicting qualities to the game...so people who have addictive type personalities should probably steer clear of them. I think it can be bad for people who are introverted though...not that it is bad to be introverted (I can even be this way sometimes), just that these games have a community and once you start making friends and such, it's hard to leave. No one judges you for appearance, no one judges you for the way you dress, it's just your personality out there (or whoever you want to be really). And when you get on, and say hi, and all your friends yell out your name because they are happy to see you...it makes you want to come back. Particularly if you are shy and have trouble making friends. But ultimately, these people while making you happy in the short term, most likely won't be there 5 years down the road. It's better to try to get out more and develop bonds outside a game. That is what I think is most dangerous about the game. It really rewards you in the short term...but the long term benefit is low. Very few people are going to care that you maxed out your level in .

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:Not to rain on your parade, but... by brkello · · Score: 1

      ack...apparantly it is a bad idea to put things in the pointy brackets when you are doing HTML formatted...I should know better:P it's suppose to be "maxed out your level in [insert MMOG]"

      --
      Support a great indie game: http://www.abaddon360.com
  4. So, in a MMORPG... by Realistic_Dragon · · Score: 4, Funny

    ...when she walks out and leaves you she takes the kids, half your gold and the pet dragon, just like in real life?

    --
    Beep beep.
    1. Re:So, in a MMORPG... by gronofer · · Score: 1

      In real life, she is the pet dragon.

    2. Re:So, in a MMORPG... by EnderWigginsXenocide · · Score: 2

      In real life you are the dragons pet!

      --
      Blessed are the pessimists, for they have made backups. -- 0 1 My two bits
    3. Re:So, in a MMORPG... by irokitt · · Score: 3, Funny
      In real life you are the dragons pet!


      In Soviet Russia, the dragon pets YOU!
      --
      If my answers frighten you, stop asking scary questions.
    4. Re:So, in a MMORPG... by demachina · · Score: 1

      ...or Sony comes out with EQ3 and all of your ancestors are trapped in EQ2 purgatory, not dead, but not alive, like all the characters and guilds in EQ1 that can't be transfered to EQ2.

      --
      @de_machina
  5. Frankly.. by Sheetrock · · Score: 1

    The slide to creepy began with the introduction of gender in MMORPG. 98% pasty white males in real-life to a roughly 50-50 mix in the game world... well, you do the math.

    --

    Try not. Do or do not, there is no try.
    -- Dr. Spock, stardate 2822-3.




    1. Re:Frankly.. by Anonymous Coward · · Score: 1, Interesting

      Or 100% uninformed stereotypes to 0% fact, yeah, do the math!

      Two of the six players in my City of Heroes group are female, that's 1/3.

      Try finding some stats that aren't pulled fresh from your trolling ass.

    2. Re:Frankly.. by Anonymous Coward · · Score: 0

      I think you mean 2/6 players in your COH group CLAIM to be female. Who knows what the reality is.

    3. Re:Frankly.. by Aadomm · · Score: 1

      I don't get your arguement at all. Sometimes you get the option to play as a giant lizard... ...ooh creepy. After all only real giant lizards should take that option.

      --
      Mention the Lord of the Rings one more time and I'll more than likely kill you.
    4. Re:Frankly.. by Anonymous Coward · · Score: 0

      MMORPG = Many Men Online Role Playing Girls

    5. Re:Frankly.. by Psmylie · · Score: 1

      87% of all stats on slashdot are made up on the spot.

      --

      psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

  6. i give up on $ony by mpower1 · · Score: 2, Interesting

    after playing EQ for 4 years I have given up on any quality games from $ony. Their customer service does not exist and they do not listen to their players. It got to the point that it turned my off of all MMORPG's, good thing WoW came along.

    1. Re:i give up on $ony by Vacuous · · Score: 1

      Ironically, many WoW players would say the exact same thinig about Blizzard and WoW.

    2. Re:i give up on $ony by Kohath · · Score: 1

      I know that's why I play games:

      1. Customer Service
      2. Company's responsiveness to the players

      It's not for fun and entertainment value at all.

    3. Re:i give up on $ony by Pluvius · · Score: 1

      It's not for fun and entertainment value at all.

      Obviously not, otherwise people wouldn't play MMORPGs.

      Rob

    4. Re:i give up on $ony by MrWa · · Score: 1
      After getting your money for four years, Sony will probably care less - there are more people younger than you that will pay for these games.

      For that matter - do you really believe that WoW is that much better? Won't it just be more of the same but with a certain newness that will make you overlook the similarities?

    5. Re:i give up on $ony by DerWulf · · Score: 1

      what? That WoW sucks and they are glad WoW came along? ;)

      --

      ___
      No power in the 'verse can stop me
  7. bigger by alfrin · · Score: 2, Informative

    As MMOG get bigger so does the average person, more they want to explore the virtual world the less of they'll want to explore of the real world, Eventually they won't even want to venture past the dreaded kitchen..

    1. Re:bigger by GafferFish · · Score: 1

      As MMOG get bigger so does the average person I think you've just nailed the cause of the growing numbers of obesity.

  8. aww come on.... by Vash_066 · · Score: 0, Funny

    this is the only chance most of us /.'ers will have to HAVE children....

  9. Future: "Clone more text mud features" by HBI · · Score: 3, Insightful

    Pretty much. I mean he admits it at the beginning. This stuff is not new, and if you want to know if a feature is going to work or not, one of thousands of text-based games has probably implemented it in the past.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:Future: "Clone more text mud features" by drinkypoo · · Score: 1
      I'd like to know why we haven't seen some kind of free/open 3d gui mud software come out yet. Enforcing low speeds and polygon limits can ensure that the requirements will not become excessive. A lot of people out there have the bandwidth for this kind of crap. It would be nice if everyone did themselves a favor and implemented a world portal system as well, which would make partitioning and scaling as easy as possible.

      A simple server that accepts user input (either geometry, commands (like scripts), or forces exerted against objects in the world and returns the results in the same format, and which unfortunately must do all of the work involved in handling occlusion and the like, could really produce pretty good results. It doesn't have to be fancy to be interesting and worth using, especially if you can fiddle around with physics and so on within your domains.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Future: "Clone more text mud features" by HBI · · Score: 1

      I think the problem now is that the free net gaming spirit has died. It's death can be traced to 1994 when all the AOL idiots were released onto the Internet.

      I note most of the work on current text mud drivers happened pre-1994, and whatever changes have happened in the past 11 years have been the result of small groups of devoted, insular coders who keep the ones that haven't died maintained. You'll find their mailing lists in various locations.

      I would certainly be more inspired to work on a free graphical mud driver if the players weren't, in large part, such assholes.

      Then again i'm getting old now (35).

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  10. Re:AWGH by Anonymous Coward · · Score: 0

    Hahahah, loser.

  11. Magic in MMORPGs by Dogun · · Score: 5, Interesting

    Here's a quick one for you: How many of you out there choose mages as your first character EVERY SINGLE TIME? Probably a lot of you.

    You know what I'd like to see?
    A MMORPG with a magic system that wasn't geared toward combat, or ease of use. Something so incredibly complicated that you have no idea what's going on. For once, I'd like to see the PLAYER learn magical theory. And the magical theory to be entirely player researched, and incomplete.
    A magic system that lets YOU design spells, but all the knowledge you need to do so comes from experimental error. A magic system that KILLS you if you screw up badly enough.
    Obviously, that would be one of the greatest challenges ever to create, but I'll tell you right now, I'd quit my job if I had one and play that 24/7.
    Who's with me on that?

    1. Re:Magic in MMORPGs by yderf · · Score: 3, Interesting

      I totally agree.

      I was diappointed in Evercrack because every magic class was the same within their class. Everyone knew exactly how a cleric should be played or how a wizard or enchanter should be played. There was no room for uniqueness.

      I played Gemstone, and even though it was a MUD it had a better general game design than any graphics game I've seen. It would be nice if they could make magic so customizable and unique that the programmers didn't know the limits or all the possibilities.

    2. Re:Magic in MMORPGs by HeghmoH · · Score: 3, Interesting

      This exists already; it's called the internet, plus the programming language of your choice.

      A somewhat more structured framework would be interesting. Something like CoreWars, but updated for the modern day.

      --
      Mod down posts with a "Free Mac Mini/iPod" sig, they're spam!
    3. Re:Magic in MMORPGs by Taladar · · Score: 1

      Would be a nice thing to have.

    4. Re:Magic in MMORPGs by Lord_Dweomer · · Score: 2, Interesting
      I've thought the same exact thing for a long time. Asheron's Call was the first game to even attempt something like it, but it was ruined because inevitably, all the formulas got spread around on the internet.

      What I'D like to see personally is something involving a new peripheral gadget that might be gloves, or a wand or something that could sense movement, and could detect somatic components of spells so that you actually had to learn the movements for spells.

      Then magic isn't just down to "ok, put ingredients a,b,and c in the box, hit combine, and there's your new spell. You might learn what movements are required, but it might take you a long time to actually master them well enough to use in combat. And variations on those movements could affect the spell in a variety of ways from duration, range, damage, effects, etc. You could even botch.

      And as fruity as this might sound, I think it would rock if there was a Harry Potter MMORPG that had this. Players are students in Hogwarts and need to learn magic, and go through student life there. I'll bet it would be a HUGE hit.

      --
      Buy Steampunk Clothing Online!
    5. Re:Magic in MMORPGs by Jameth · · Score: 4, Insightful

      The problem is that, if you can design the spells it will all just end up in a tutorial online.

      The better solution is to just make spells which are more complex to use, as many single player games have. Unfortunately, most complex usage spells require low latency because timing and so-such are often vital for them.

      I would personally prefer a magical system which incorporates magic into the world, rather than having it bolted onto the side at random. That is, usually they just say, "It's a world like ours, with magic," rather than making it a world which heavily uses magic. Why don't crafters use magic? Wouldn't fire spells help a blacksmith? Why don't warriors incorporate small spells into battle to give that extra little umph to a swing here and there? What about the city planners? How many of them, used magic to make a place that was truly efficient?

      And, remember, above all, that it is a game. Thus, making it fun is paramount. I think that a strongly interwoven magic system with many spells which can be used cleverly can be very fun. I don't think a system where you accidentally blow your head off because you're the only person not reading the mage's strategy guide is such a good idea.

    6. Re:Magic in MMORPGs by Anonymous Coward · · Score: 1, Insightful

      A MMORPG with a magic system that wasn't geared toward combat, or ease of use. Something so incredibly complicated that you have no idea what's going on. For once, I'd like to see the PLAYER learn magical theory. And the magical theory to be entirely player researched, and incomplete. A magic system that lets YOU design spells, but all the knowledge you need to do so comes from experimental error. A magic system that KILLS you if you screw up badly enough. Obviously, that would be one of the greatest challenges ever to create, but I'll tell you right now, I'd quit my job if I had one and play that 24/7.

      Belive it or not, some of us don't want that much complexety in a game. When a MMO becomes "work" like real life work then it isn't fun. Part of the fun (and addictive quality) of MMO's is easy advancement. Sure, it might take awhile, but the path is simple. Kill shit/craft shit/cast shit.

    7. Re:Magic in MMORPGs by drinkypoo · · Score: 2, Interesting

      Any harry potter game worth playing would necessarily contain speech recognition and a wand controller. The wand would recognize gestures and the voice recognition system would require proper enounciation. You could get by without the wand by using joystick or mouse gestures but I think it would be a big mistake and cheap little accelerometers can do the job. Kids would just up and die over the chance to actually flick the wand, speak the name of the spell, and direct it appropriately, and for that matter I'd be pretty excited about it, if the game it were wrapped in weren't so utterly likely to be a load of pap.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    8. Re:Magic in MMORPGs by khallow · · Score: 2, Insightful
      I think there's a good compromise between the two ends. Namely, create a programming based magic system (blurring yet more the distinction between magic and code :-) or perhaps something based on mathematical or perhaps philosophical grounds. But the average user would employ proven spells as distinct units. So there's room for your wild-eyed experimentalists and for the normal user who's not interested in ludicrously complex systems.

      This also allows room for spell combos that could work together in interesting ways. I first heard of this sort of idea more than a decade ago so someone somewhere has worked on the idea before.

    9. Re:Magic in MMORPGs by Dogun · · Score: 1

      And who is to say that a magic system that complex would make what you prefer to do impossible? Don't feel like learning magical theory? Have someone make you an item that lets you throw silly sparks around at your enemies through use of a use magic items skill - channelling or whatnot.

      Obviously a magic system of this sort implies a skill system, rather than a level system.

    10. Re:Magic in MMORPGs by lawpoop · · Score: 2, Interesting
      I was just looking over core wars -- it's seems to be some kind of virus creation lab using fantasy terms as a metaphor. Imps, dwarves, etc. are 'warriors' that fight to control memory space.

      But I would like to see a magic system like the one you describe -- where it's more like a powerful programming language. My guess as to the best way to do this is to have the server host the virtual environment and give players some kind of API to affect qualities of the environment. Players would write their own programs and scripts, share them, sell them, etc. What fun!

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    11. Re:Magic in MMORPGs by johannesg · · Score: 1
      "Dragons Breath" on the Amiga had a spell system that allowed you to make your own spells, pretty much as you suggest. I never played the game myself, but my little brother was constantly brewing up new plagues and stuff. He got quite good at it, too.

    12. Re:Magic in MMORPGs by vadim_t · · Score: 2, Interesting

      Morrowind had a system that let you design spells. Kind of.

      Choose duration, power, touch or ranged. The problem is that they didn't go far enough. There was no point in making a spell that burned, because making a spell that did 30 points in one blast, cost the same as one that did 15 per second during 2 seconds.

      There was the lack of effects too, I'd like to have been able to choose the effect to be used.

      I actually thought about how this should work. Came up with the following:

      Casting should begin with a powerup stage, where you gather the required power. The more powerful, the more time it takes. Big spells would involve long incantations, with a proper request for help from the appropiate deity. If it sounds like it's from Slayers, it's because it's pretty much from there.

      The second stage would be optionally modifying the original effect, like for example choosing to compress a fireball to make higher damage in a more localized area. Or add the possibility of controlling the direction during flight.

      The third stage would be adopting the proper position for casting the spell, depending on where you wanted it to go.

      Finally, release it, maintaining concentration during the required time.

      With a decent implementation, it should be possible to make a quite cool system, where different effects can be combined, power/speed/damage/radius can be adjusted.

    13. Re:Magic in MMORPGs by Cylix · · Score: 1

      Well actually the design stuff has already been done.

      It's called GURPS.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    14. Re:Magic in MMORPGs by Quattro+Vezina · · Score: 1

      Namely, create a programming based magic system (blurring yet more the distinction between magic and code :-)

      That sounds eerily like a magic system I came up with (and never wrote down) a couple of years ago. Basically, instead of coding for a computer system, the mage would be coding for a magical system--"programming reality", so to speak.

      I also remember adapting some physics principles to magic--using Magical Potential Energy and Magical Kinetic Energy (MPE and MKE for short) as a logical explanation of MP/Mana/whatever else it's called.

      --
      I support the Center for Consumer Freedom
    15. Re:Magic in MMORPGs by Lord_Dweomer · · Score: 1
      I wonder if anybody has done work into such a peripheral device.

      But the voice recognition would be hard, because you have to accomodate for accents, and I think this game would have trouble with an American English vs British English accent.

      --
      Buy Steampunk Clothing Online!
    16. Re:Magic in MMORPGs by flyonthewall · · Score: 1
      A magic system that lets YOU design spells, but all the knowledge you need to do so comes from experimental error. A magic system that KILLS you if you screw up badly enough.
      You mean like this? http://www.shadowpool.com/kb/index.php?action=view &cat=10&id=34
      --
      "The avalanche has already started. It's too late for the pebbles to vote." - Kosh
    17. Re:Magic in MMORPGs by Anonymous Coward · · Score: 0

      But the voice recognition would be hard, because you have to accomodate for accents, and I think this game would have trouble with an American English vs British English accent.

      He said proper enounciation. Children with American accents would have to learn to enounciate properly if they want to play.

    18. Re:Magic in MMORPGs by kakos · · Score: 1

      Implement Lingua::Romana::Perligata in an MMORPG, or something similar. Create your own mystical language for you RPG and then create a programming language that uses your mystical language's grammar. Then have the RPG world itself be an interpreter for this mystical language.

      Of course, you'd have to implement some sort of incentive for magicians keeping their programs secret. You wouldn't want Merlin spreading around his ultimate destructo spell, would you?

    19. Re:Magic in MMORPGs by 0111+1110 · · Score: 1

      I was actually impressed with the character balancing in World of Warcraft. Usually mages are overpowered and everyone likes them, but in WoW there are not many mages because they are so underpowered that they are very tough to play. Now if Blizzard could have just thrown in some kind of a story to keep me playing it may have held my interest for more than a couple of weeks. There is only so much level grinding and hacking and slashing I can do before I get very bored. But then, being over 30, I am not exactly in the target demographic. I like your magic system idea. Combine that with a good story and you could certainly have an interesting game. Of course, games are going in exactly the opposite direction: towards simpler console friendly twitch-fests and away from hardcore, have to read the 200 page manual and spend some time learning the stat system, kind of game.

      --
      Quite an experience to live in fear, isn't it? That's what it is to be a slave.
    20. Re:Magic in MMORPGs by spypaparika · · Score: 1

      This would be a far shot, and the feature could swing from revolutionary to a complete annoyance really easily. But the idea would be that mages would be the only ones that could make macros. You could make the macros to sell, or excute a macro for another player for credits. You would have to have resources to make the macro.

    21. Re:Magic in MMORPGs by Proc6 · · Score: 1
      Belive it or not, some of us don't want that much complexety in a game. When a MMO becomes "work" like real life work then it isn't fun. Part of the fun (and addictive quality) of MMO's is easy advancement. Sure, it might take awhile, but the path is simple. Kill shit/craft shit/cast shit.

      And this point of view is exactly why new MMORPGs are bigger than ever, yet less inviting than ever. The market is at a wierd size. Not enough people interested in MMORPGs to niche-ify, yet enough people to require a large amount of content.

      The end result is WoW and EQ2. Flashy graphics, tired themes, mundane quests, major time sinks of repetitive and brainless tasks.

      The allure is there, but satisfying the teaming masses is making some seriously watered down crap. Every decision SOE made initially that would have made the game more niche and satisfying to the intellects, from breakable Heroic Opportunities to a completely non-combatant Tradeskill only class was or is being reversed in favor of the generally stupid and attention-deficit-disorder-plagued average Joe.

      No one has the balls to say "We're making a new MMORPG, and its going to take lightning reflexes combined with deep thinking and strategy to advance." because that cuts out about 95% of their potential audience.

      --

      I'm Rick James with mod points biatch!

    22. Re:Magic in MMORPGs by Upaut · · Score: 1

      Who knows. Mabe in six-ten more years Lionhead entertainment will make a Black and White MMORPG. I say that it will be in six-ten years because of the insane computing power to make a game like this truely enjoyable.
      Imagine, being a god. Everyone knows the spells, but you have to manipulate the enviorment, gain faith, and learn the complex mouse movements to properly utilize them. It would take an hour or two before the first spell would even be cast... It would actually be kinda fun, especially for those of us with a god complex... Virtual families? I'd prefer virtual zeolots, worshipers, and minions...
      *Wipes drool from mouth*

      --
      3 degrees of separation from Vladimir Putin
    23. Re:Magic in MMORPGs by Zemrec · · Score: 1

      One thing I've always wanted was to be able to plug a second mouse in for your other hand. If you think about it, a mouse is a projection of your hand in cyberspace (I hate the word, but it fits).

      With 2 mice, imagine the interface. It'd be easier to manipulate windows for one thing, and in 3D games, the "pointers" would be hands. So instead of running over items to pick them up, as in every game in existence, you had to use your hands to do it. Right now, its awkward to do that. But it would be easier I think with virtual hands.

      Also, it'd be pretty neat if you had to do things like reload weapons manually, instead of hitting 'R' and the game runs an animation doing it for you. It would certainly make firefights more exhilarating and difficult!

      As for magic, same idea, you could use them for hand waving.

    24. Re:Magic in MMORPGs by Anonymous Coward · · Score: 0

      I would like to see a magic system like the one you describe -- where it's more like a powerful programming language.

      Reminds me of Rick Cook's Wiz Series.

    25. Re:Magic in MMORPGs by Nasarius · · Score: 1
      What I'D like to see personally is something involving a new peripheral gadget that might be gloves, or a wand or something that could sense movement, and could detect somatic components of spells so that you actually had to learn the movements for spells.

      Interesting idea. Unfortunately, anything like that can be too easily emulated in software by cheaters. This kind of thing was discussed on the Horizons board way back when (before they redesigned it into a pile of crap), with the proposal of having to solve some kind of puzzle to pick locks, stuff like that. I pointed out that it would be all too easy to intercept the packets describing the puzzle, and send back packets giving the solution. Is there anything that a MMOG could use that actually requires human skill and could not be emulated better by a computer?

      I don't think so. But I'd love to be wrong.

      --
      LOAD "SIG",8,1
    26. Re:Magic in MMORPGs by Nasarius · · Score: 1
      Sorry to respond to myself, but just after I posted this I did think of one thing: CAPTCHA.

      How this could be used in a puzzle to render bots entirely useless without annoying the human, I don't know. And certainly, CAPTCHA will eventually be "cracked", though it's effective for the near future.

      --
      LOAD "SIG",8,1
    27. Re:Magic in MMORPGs by bshanks · · Score: 1

      well, write it down and post it, man!

    28. Re:Magic in MMORPGs by Shadow99_1 · · Score: 1

      Ya know the funny thing is that back in the MU* days that's how we did magic... I wanted to create a spell so I'd code a message to be displayed and any other options needed to give it the effect I wanted... Now not every MU* gave you unlimited access to perform actions, but those that did tended to reward creativity more than anything modern does...

      --
      we are all invisible unless we choose otherwise
    29. Re:Magic in MMORPGs by dmneoblade · · Score: 1

      http://discworld.atuin.net Not graphical, but I think you will really enjoy it. Send a tell to Tatemae, Honne, or Jix if you see him online (me)

      --
      Warning, knife is sharp. Please keep out of children.
    30. Re:Magic in MMORPGs by Minna+Kirai · · Score: 1

      One thing I've always wanted was to be able to plug a second mouse in for your other hand.

      Under Linux, at least, this is simple enough to program yourself. (Just open multiple /dev/input/mouseN files). But of course, the drawbacks are enormous, not just in ergonomics, but also HCI-semantics.

      And, players don't WANT to reload manually. (A general rule of thumb is that uncontested challenges of skill should be omitted from games...)

    31. Re:Magic in MMORPGs by Minna+Kirai · · Score: 1

      You could get by without the wand by using joystick or mouse gestures but I think it would be a big mistake and cheap little accelerometers can do the job.

      Cheap accelerometers don't really exist.
      Cheaper: $10 USB webcam + two bright flourescent stickers on a pencil. Software can easily track the two points of unique color to calculate want orientation. And, bonus: it can display the user in an onscreen window, with appropriate magical sparks superimposed upon correct magic operation.

    32. Re:Magic in MMORPGs by Minna+Kirai · · Score: 1

      How this could be used in a puzzle to render bots entirely useless without annoying the human, I don't know

      I don't think there's any way it could help. Even if it's not cracked, all CAPTCHA can tell you is that an actual human is present on the client-side, not whether or not that human is moving the wand itself, or running a cheat program, it can't do.

      (Well, the only way it could is if the gameplay itself was something too complex for a computer to perform adequately. Currently, most Chess players can be beaten by a computer, but most Go players cannot. However, popular commercial games will need to attract less-skillful users overall)

      Sadly, it appears that the most plausible future preventive for online cheaters will be TCPA-style remote attestation. (Which is marginally better than today's solution: giving up administrator control of your own machine to the game company)

    33. Re:Magic in MMORPGs by lachlan76 · · Score: 1

      Well personally I've never killed myself in C...maybe I should switch to perl and have a look for a module on CPAN ;)

    34. Re:Magic in MMORPGs by zerocool^ · · Score: 1


      Think kind of like Final Fantasy III (Jap VI). Sabin's blitz attacks had to be input on the controller. So, while you were playing Terra, you knew that, in order to learn Ultima, you had to get the Paladin shield and learn the spell, then you were bad ass.

      But in order to do bum rush, you had to do a full circle forward on the d-pad, and press x at the right moment.

      One didn't equate to the other. You could cast ultima without skill, but you had to practice your bum rush.

      Of course, this could easily be circumvented with hacks etc.

      ~Will

      --
      sig?
    35. Re:Magic in MMORPGs by Dr.+GeneMachine · · Score: 1

      Well, maintaining other people's perl code nearly kills me *each time*. DOes that count?

      --
      This comment does not exist.
    36. Re:Magic in MMORPGs by geminidomino · · Score: 1

      Sounds like someone else wishes for a game to use Mage: The Ascension's magic system.

      That would be so sweet.

    37. Re:Magic in MMORPGs by Dogun · · Score: 1

      Nope. Mage: The Ascension requires human intervention.

      I'm talking about something objective, in a video game without significant DM interaction. I'm not saying Mage: The Ascension isn't fun - it's just not what I'm looking at.

      Also, Mage: The Ascension doesn't force the player to theorize and retheorize about how a spell is constructed - working out spell grammars and then realizing they're not right.

      However, yes, the idea is for a magic system to be about that complete, and with similar, but slightly more severe, sideaffects than those of Paradox for poorly concieved magic.

    38. Re:Magic in MMORPGs by Dogun · · Score: 1

      I have no idea what you're driving at.

      I like the above poster's programming language analogy - I'm proposing a system similar to that but less straightforward. Indeed, behind the scenes, in order for the system to have the desired flexibility, it is very much the case that the system would need to be an interpreter for a scripting language of sorts, with a tendancy to 'crash' under certain conditions.

      That having been said, there's nothing wrong with macros. Part of the thing about a magic system like this is that it's easy to defeat the idea of mages who don't know what's going on by simply providing mages with somatic components of different quality. If Bob tries to cast Sally's spell (assuming he can figure out the best matches in his mind to what Sally has done) there is no guarantee that Bob's spell will have a similar result, or that he will even survive try to repeat her cast, since his magical tolerances are different and magic is very chaotic outside of a tried and true grammar.

      The trick is the grammar is somewhat different for everyone, because the components - be they words, gestures, runes, whatever, of the spell imply the grammar.

    39. Re:Magic in MMORPGs by Dogun · · Score: 1

      Ah, a gamer after my own heart.

      But yes, that's where the idea probably came from for me, too (Gemstone). After spending that much time in a RP heavy world, I really began to appreciate the difference between fighter and mage classes - fighters fight to gain levels. Shouldn't mages magic to gain levels?

    40. Re:Magic in MMORPGs by Dogun · · Score: 1

      You're not far off from what I've thought about for a long time.

      But yes, in order to do this right, it comes down to doing something similar to a programming language. The trick is to make it needlessly complex enough that players may be forced to generate their own secondary grammars (analogy: instructions->higher level programming language) in order to make substantial sense of things. The neat thing about this is it requires both enginuity, familiarity, and allows players to build standards if they so choose.

      Also, I like the machine language analogy because you could envision 'devices' which corrospond to different aspects of the world. With a sufficiently complex model, you can probably expand that functionality indefinitely.

    41. Re:Magic in MMORPGs by Dogun · · Score: 1

      I went down that road too. Toss me an email at dogun_droppaDOTgeoATyahooDOTcom. I'm curious how far your work got.

      But yes, I also agree that the real key for getting things right is 'conservation' of energy (sort of) - because without it, magic can too easily break game balance.

    42. Re:Magic in MMORPGs by Dogun · · Score: 1

      I'm impressed. They're very vague, which is both a good and bad sign about the magic system.

      Specifically, I like the fact they mentioned elsewhere they are not going for the masses but rather for a niche. That's a particularly good sign.

      I doubt they'll pull it off, but I'll keep an eye on them. If they do, I'm there. Thanks for the link.

    43. Re:Magic in MMORPGs by khallow · · Score: 1

      I think we have sufficient interest to turn this into a journal entry. I noticed incidentally that there's considerable discussion of RPG "magic systems". Much of this seems useful since the goal here isn't just to construct a working system, but one that would be interesting to a player in a game.

    44. Re:Magic in MMORPGs by geminidomino · · Score: 1

      Nope. Mage: The Ascension requires human intervention.

      I'm talking about something objective, in a video game without significant DM interaction. I'm not saying Mage: The Ascension isn't fun - it's just not what I'm looking at.


      Well yeah, I meant the open style, not unlike what you were describing.


      Also, Mage: The Ascension doesn't force the player to theorize and retheorize about how a spell is constructed - working out spell grammars and then realizing they're not right.

      However, yes, the idea is for a magic system to be about that complete, and with similar, but slightly more severe, sideaffects than those of Paradox for poorly concieved magic.


      Well, in all fairness to M:TA, that all depends on how cruel your GM is. <evil grin>

    45. Re:Magic in MMORPGs by drinkypoo · · Score: 1
      analog devices sells two-axis MEMS accelerometers in either 2G or 10G, capable of measuring both static and dynamic acceleration, for $10. That's not in quantity, either. If you bought an outrageous pile of them you could probably get them for half that.

      Granted the USB webcam thing is cool, but it takes more CPU time so that limits the kind of game you can make. If all you want is an eyetoy game, though, that would be easily done now.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    46. Re:Magic in MMORPGs by DerWulf · · Score: 1

      I do agree. I'd want this system extended to melee combat and production as well. Playing WoW, I do realize that the WoW kind of combat does actually take some skill but I'm at a point where I probably could write a (complex) macro to handle the task. My intellect is not greatly challenged, except when coordinating my quests so that I'll have to do the least amount of walking. Also I really like the trade aspect (remembering where resources are, the market rate etc), it really gives me a sense of accomplishment to already have earned 3 gold with my lvl 13 char (For my beta char that kinda money was way out of reach). I guess a game that allows for real player inventions would be quite a complex simulation of real life with some fantasy elements thrown in. Quite unattainable, sadly.

      --

      ___
      No power in the 'verse can stop me
    47. Re:Magic in MMORPGs by DerWulf · · Score: 1

      you really should read the books that are lie around everywhere. There is story for you. I agree, though, WoW lacks, for technical reasons, mechanisms that actually alter the game world permanently. As one WoW forum poster put it: 'After I have completed the quest to rid the Forest of gnolls/mulochs/etc. there shouldn't be any left.'. I share this sentiment. at the same time I realize why this is impossible to implement. Basically it would require Blizzard to write all quests for everyone seperately. For starters it would be nice to have some regular (weekly, maybe) 'event' for each zone where huge amounts of players need to get together to meet a unique challenge that once vanquished would never return.

      --

      ___
      No power in the 'verse can stop me
    48. Re:Magic in MMORPGs by robnauta · · Score: 1
      And this point of view is exactly why new MMORPGs are bigger than ever, yet less inviting than ever. The market is at a wierd size. Not enough people interested in MMORPGs to niche-ify, yet enough people to require a large amount of content.

      The runescape business model (make a quarter of the game world and three quarters of the skills free for everyone and encourage people to join as members to be able to use more skills and visit the rest of the world) seems to work pretty well. It's also an MMORPG that puts less emphasis on pretty graphics and highly detailed useless objects, so it probably doesn't require a team of 20 designers.

    49. Re:Magic in MMORPGs by Minna+Kirai · · Score: 1

      analog devices sells two-axis MEMS accelerometers in either 2G or 10G,

      I've used them and found them inadequate... but that was from a VR perspective, where you want to use the relative accelerations to update the position of an object or limb. For a minimal Harry Potter game, where the movements are all relative (or at least can be considered to reset back to the starting position every few seconds), they could be OK.

  12. Personally... by astebbin · · Score: 3, Interesting

    ...I see two posible futures for the MMO(RP)G genre, each with distincively different results and social implications.

    #1: One company emerges from the fray victorious, and becomes the Microsoft-esque supergiant of massively multiplayer online games. It happened with EA and the NFL, and I think that it could happen again with RPGs through the means of the merging of Blizzard-SOE along with few patents in just the right places. Thisscenario would open itself up to more global connectivity, with Japanese gamers playing alongside their American friends and the US no longer hating the French since they've got all the best healers and spellcasters (what? it coudl happen...).

    #2: Gamers, fed up with big-name companies giving them lousy customer service and blase customer support, band together and create a variety of independent MMO(RP)Gs in a fashion similar to the Protestant Reformation breaking away from the Catholic Church and forming many splinter groups each with different and unique approaches to the same common issue. Already there's the assumption that if you like MMORPGS and live in Korea, you play Lineage II, and that if you live in the US you play EQ or WoW, and that if you live in Europe you play EQ and don't know what WoW is all about... this phenomenon could become even more regional in the days to come, with people in Virginia playing something different than those folks out on the West Coast and vice-versa... this scenario would lend itself more to isolationism and modular commnities with one area having nothing to do with the other, and each group of gamers living in their own seperate world.

    Just the thoughts of an ex-EQ addict who's been monitoring the industry... and to all of my friends still hooked on EQ, I say: "Camp out right now and go for a walk... the Planes of Power will still be there when you get back, but you may have missed a million opportunitees in the real world". As much as I love online gaming, it's still no substitue for real world experiences; However, it's still ok as long as you balance playtime with human-to-human facetime.

    1. Re:Personally... by Taladar · · Score: 1
      #1: One company emerges from the fray victorious, and becomes the Microsoft-esque supergiant of massively multiplayer online games. It happened with EA and the NFL, and I think that it could happen again with RPGs through the means of the merging of Blizzard-SOE along with few patents in just the right places.
      No offense but sports games are so much more simple and boring (from the programmers point of view) it is no miracle there is only one company left who wants to make them. Basically they only advance in graphics and get some new rows in their database tables for current teams and players.
    2. Re:Personally... by TRACK-YOUR-POSITION · · Score: 1



      Don't forget, MMORPGs are services, not products. Marginal costs of production, unlike software, are not zero. It's not necessarily a natural monopoly--the more players you have, the more load you have on servers. Of course, fixed costs aren't zero, and if some company ever manages to handle a growing player base properly, network effects will be important (you want to play on the server all your friends play on.) But not all important, because as games phase in popularity players are tempted to switch to games with newer features.

      I imagine there will always be some demand for fringe MMOGs--like Second Life or A Tale in the Desert. Just like the rest of the internet, people are fragmented by interest as much as by geography.

      On the other hand, if people stared playing latency dependent MMORPGs, geography could actually start being a big deal.

    3. Re:Personally... by Peganthyrus · · Score: 1
      this phenomenon could become even more regional in the days to come

      I dunno. Most of my multiplayer roleplay is textual these days, on a small place with probably only a few dozen players. It's somewhat East Coast biased, but I'm one of the major players, and I live in California; players are scattered across the northern continental US and the world.

      One of the major strengths of the net, in terms of community, has always been its role in making it easier for really arcane interests to be shared. This place I'm into is, indeed, rather isolationist in its own way, as it's also very elitist at heart. And some interesting real-world ties have begun to happen because of this thing, too.

      --
      egypt urnash minimal art.
  13. How about bring 'game' back into virtual worlds. by PocketPick · · Score: 3, Insightful

    Are MMORPGs really an piece of entertainment software or a financial enterprise and glorified chatroom.

    When we trade characters in order to provide for our own financial well being in reality, or complain about having to 'go to work' and 'Grind EXP', is that game still a game? Virtual children? Virtual families? What happened to making games more fun, or more accessible?

  14. We need more bandwidth by nate+nice · · Score: 4, Insightful

    We seriously need more bandwidth in these games. And if throwing more bandwidth isn't likely anytime soon we will need to develop better algortihms and design better systems for ensuring players have low latecny when encountering large amount of other netoworked players.

    All too often when a player is near a large group of other players they are hit with a large lag spike making large scale PvP frustrating and frankly, not fun.

    It is this single issue I believe these games need to address before moving onto anything else really.

    We'll see how Blizzard tackles it with their battleround concept of making an instance out of a predetermined largescale PvP arena, but even if this works it needs to go further. We have to figure out how to make flash mobs of people interact like anything else without the high latency that is a characteristic of all these games.

    Fraom DaOC, Shadowbane, WoW and the few other I have played or observed, it seems this is the one consistant plague they all have.

    I offer no solutions as I haven't thought to hard on how to solve this problem and even if I did it's possible my ideas would be naive considering I don't have experiance designing or developing these types of systems. However, from a players viewpoint, I can assure you this is a problem.

    --
    "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
    1. Re:We need more bandwidth by Taladar · · Score: 1
      All too often when a player is near a large group of other players they are hit with a large lag spike making large scale PvP frustrating and frankly, not fun.
      Simple solution: Dump PvP, spares you (as the gamemaster) lots of other problems as well.
    2. Re:We need more bandwidth by Jameth · · Score: 1

      If I were a game designer today, I would come at the problem from the opposite end: I'd make a system where the gameplay provokes smaller flash-mobs. That is, it would be directed towards groups of 8-12 players fighting 10-20 monsters at a time, but directed away from groups of under six or over fifteen ever even happening.

      People usually seek out the large groups in part because the game is designed to encourage them. This wouldn't be so extremely true if the game achieved its highest entertainment level at a more moderate crowd level.

    3. Re:We need more bandwidth by Anonymous Coward · · Score: 0

      Yeah, not having any players definitely lightens up the bandwidth requirements.

  15. Why is it? by agraupe · · Score: 1

    That everyone says MMORPG players have no life? How is playing an MMORPG different from playing Counterstrike or any other game, or doing anything else for that matter? Also, it's not like $15 per month is very expensive. If you think it is, try going to a movie some time. Depending on how much you play (I admit I'm rather addicted to WoW) it's a pretty cheap method of entertainment. That being said, I only play it because I have nothing better to do with my time.

    1. Re:Why is it? by grumbel · · Score: 2, Insightful

      ### That everyone says MMORPG players have no life?

      MMORPG players can of course have a life, the thing that MMORPGs however offer that other games doesn't, is an alternative life in a virtual world. In CounterStrike you play a few rounds, exit and are done, your character doesn't evolv and doesn't persist, it gets reset each and every game you play. The whole 'world' is made up of a few very small maps compared to the large ones that MMORPGs offer, so there is nothing to explore, no special events to happens, its always the same, just tactics and player change.

      On the other side you also have clans in Counterstrike, which work somewhat similar like a party in a MMORPG, however such stuff isn't part of the game itself, but something the community does outside of the game, in a MMORPG most stuff can be done in the game itself.

      Not saying that MMORPGs necesarrily are more addictive than casual games, but the persistence of the world makes them quite a bit different from a random round of CounterStrike or SuperMarioBros.

    2. Re:Why is it? by agraupe · · Score: 2, Insightful

      Well, that being said, I think it's better to have an alternative life by playing World of Warcraft or Everquest, than it is to have it by smoking pot and drinking, for example.

  16. different genre for MMOGs? by Anonymous Coward · · Score: 1, Insightful

    I've checked different MMOGs out but one of the big reasons I've never played one is because I'm not a big fan of either fantasy or sci-fi.

    Has anyone ever heard of a MMOG with a more "real" based environment? IMHO on the of best multiplayer online games has got to be BF1942 because of the sheer size of some of the maps and thus the strategy required to position ships, tanks, and airplanes to conquer a map. But imagine if they could create a MMOG of this? Imagine if western Europe was one big gaming environment?

    A MMOG of BF1942 could also bring some much needed teamwork not often found on public multiplayer servers. Imagine if you started as a grunt and slowly had to gain experience in order to advance in rank and specialty? Instead of just running headlong into battle, you'd actually have to listen to your commanding officer.

    Has anyone else considered this or has it ever been attempted? MMOG seem like they could be great fun, but I don't have any desire become a wizard and chase goblins.

    1. Re:different genre for MMOGs? by Lisandro · · Score: 1

      Also a good point. No one seems to think outside the box; i also hate the whole D&D fantasy thing. A game like the one you describe would be interesting and i'd surely give it a try.

    2. Re:different genre for MMOGs? by Anonymous Coward · · Score: 0

      A few of them:

      Second Life, There.com (mainly defunct, granted), Sims Online. Motor City Online was, of course, cancelled. Habbo Hotel.

      And it sounds like what you're talking about with a BF1942 MMOG is World War II online, which launced a couple years ago.

      --matt

    3. Re:different genre for MMOGs? by Attaturk · · Score: 1

      Has anyone ever heard of a MMOG with a more "real" based environment?

      I feel guilty plugging away in this thread but your answer really does lie in my sig. :)

    4. Re:different genre for MMOGs? by Farzap · · Score: 1

      There is one out there you could try. Planetside by SOE is a FPS in a persistent world. It was fun for a while, but I like the fantasy based MMOG's better.

    5. Re:different genre for MMOGs? by IchNiSan · · Score: 1

      A Tale in the Desert http://www.atitd.com/ Based in ancient egypt. No killing. Advancement if done in several ways, depending on the "school" you choose. You can advance simply by exploring, and gain skills for exploring, you can advance by learning technology, first learning to gather wood, then how to make tools, mining, Arts, politics, the players make their own proposals for laws which then are voted on in game. It really is lots of fun. I only quit because I like to lay the smack down on someone or something every once in a while.

    6. Re:different genre for MMOGs? by Anonymous Coward · · Score: 0

      Have you heard of World War II Online? Yes it still exists, and is actually a fantastic experience now.

      http://www.wwiionline.com/

  17. Would you like to play a game? by JavaLord · · Score: 2, Funny

    The only way to win is to not play.

    Ok Joshua.

    For every "level" you get in one of these games, you will lose one in real life.

    Damn, and I was really working twards level 255 at Java Programming and I just lost it for level 25 paladin at WoW. Oh well, at least I have my holy light spell to keep me happy.

    1. Re:Would you like to play a game? by Anonymous Coward · · Score: 0

      But the karma you buildup in wow translates into the real world via the collective unconciousness! Haven't you noticed all your coin tosses coming up heads right before people accost you on the street with foam bats?

  18. Re:How about bring 'game' back into virtual worlds by Anonymous Coward · · Score: 0

    Are MMORPGs really an piece of entertainment software or a financial enterprise and glorified chatroom.

    A little bit of both. But consider than many people use Slashdot as a replacement for human contact, and use it as a chat room. MMORPGs just let you kill stuff when you get bored with chatting with someone.

  19. Re:How about bring 'game' back into virtual worlds by Lisandro · · Score: 1

    You'll be modded flamebait, but you do have a point: this is the exact same reason i never liked MMORPGs. When a game becomes a mostly a chore, it's no longer fun. I work on a cybercafe and i see it all the time - people come and sit for hours to do a quest of some kind, not because they enjoy it, but because they have to. Maybe it gives a sense of accomplishment, i don't know.

    I discussed it with a friend, and he boiled it down to those games being addictive, like in a drug. You just need your fix, it doesn't matter if it's fun or not. You just gotta grind another level, or get that strange item. Watching people sit in front of a computer clicking the mouse in the same spot for hours makes me wonder if he's right sometimes. I still don't know, honestly.

  20. Noob Children by JavaLord · · Score: 1

    What if you could have families in MMO's? Virtual Children... What if your characters could have children and pass on the family name...This is a very vague idea and I'm not sure if he words it that way on purpose or not. The concept of Virtual Children and passing on the family name isn't new

    I always thought it would be cool to have perma-death in MMO's but to be "Reborn" into another family. New players, or players who died would be "born into" a family of high level characters.

  21. MUDs pioneered children by Anonymous Coward · · Score: 0

    Medievia has a system where heroes can create children and either give the character to a newbie or play those children themselves. Upon heroing a child, the parent heroes stats are boosted.

  22. MUDs by voteforkerry78 · · Score: 0

    In a MUD (multi-user dungeon, a text based mmorpg) called Achaea, this has already been done. Or at least marriage. And i've heard of virtual dates in EQ and WoW. The more life like the make virtual life, the cooler.

  23. Please sir, might I have MORE? by MorboNixon · · Score: 1

    So would that make IGE branch into the Orphanarium business? Babies for sale?

    You want new spleen? Cheap prices! We're IGE, quickly destroying everything good about MMORPGS.

  24. Player-Built Dungeons by Jameth · · Score: 1
    What if players could build fantastic dungeons that become part of the worlds we create with tools we give them? How would that work exactly?

    ... In all likelihood, if an MMO allowed this, it would be instanced content with limits. A player could create a dungeon or a section with tools provided and other players could enter and play through that content ...
    I think they're looking at the problem from the wrong direction. It's not, "What if players made dungeons like those that the game-makers made," it's "What if players could compete directly in a way that made for a dungeon-like experience when having PvP combat." It requires some fundamental redesign to a game system to have PvP combat result in liveable, enjoyable gameplay that resembles standard gameplay, but it is not impossible.
    1. Make characters survive more and make combat more diverse than 'auto-attack'. This way, fighting one person becomes a major and entertaining endeavor. To achieve this without losing out to latency problems, possibly use character combat styles which are just some scripting, then allow players to write their own scripts and swap scripts on the fly.
    2. Reduce the dependence on loot. If you are killing people for their loot, it becomes too painful to lose combat. Instead, add side-benefits in the way of fame, skill increase, and added abilities. Just make fame and so-such much more vital, and make the abilities more complex so that they actually somewhat resemble loot (extra options in scripts, etc...)
    3. Allow players to alter the world. This is usually a problem because the world is static, so make it non-static. Remove all towns (they aren't really needed if yo aren't going for loot) and make the world grow to accomodate players. Then let players make buildings, traps, and so-such, but with limitations.
    4. Make pets better. Make it so a player's combat with another player isn't just one-on-one, let them train creatures as well, but once again within limits. Make the creatures more like complex traps than actual armies (if they don't have the huge life amounts that players have, they are more of inconveniences in combat than major foes).
    1. Re:Player-Built Dungeons by Anonymous Coward · · Score: 0

      Shadowbane already does this. Players create cities from scratch and recruit other players to "live" and defend in them.

    2. Re:Player-Built Dungeons by Jameth · · Score: 1

      That's different. That is still using a city concept and is requiring cooperation, rather than being a purely game-based system which can be soloed.

  25. Re:We need more bandwith by LearningHard · · Score: 2, Insightful

    It has got much less to do with bandwith available then it does with the processing power available on the server side. When a large group gathers in one area it drastically increases the server load. I think it has to do with the way the load balancing works. In AC1 I know it was because the load balancing was in vertical "strips" along the map. If there was more than the expected amount in one strip the whole strip could experience server-side lag. It really sucked when you were hunting on the same strip as old arwic or ayan baqur where tons of people gathered because sometimes you would get caught in the lag and die to monsters even though you were on the other side of the continent.

  26. Smedley by Dragoon412 · · Score: 3, Insightful

    Who is Smedley trying to kid - the future of MMOs, at least in the short term, is to keep cloning EverQuest until it's no longer profitable or some independant does something better and gets the ball rolling in a different direction (my fingers are crossed for DDO).

    Look at the big-name MMOs for the past 5 years or so: EverQuest, Dark Age of Camelot, Anarchy Online, Lineage, Lineage 2, Final Fantasy Online... every single one of them is, fundamentally, the same game. Sure, the Asian-market games tend to have a sadistic streak, but beyond that, they're all about grouping up, camping, pharming, looting, wash, rinse, repeat.

    Their combat systems are downright shallow. Their characters are less characters and more like animated spreadsheets. They're about spending hundreds or thousands of hours killing progressively larger bats, rats, and snakes to attain the privelage to spend more time killing even larger bats, rats, and snakes.

    There's no thought. Combat and gameplay is so mind-numbingly formulaic that there's nothing to get the adrenaline going, and there certainly isn't enough happening to engage the mind.

    Why can't we have a MMO with a combat system like Jedi Academy? Why, when mecha fans are some of the most hardcore gamers on the planet, has there not been a mech sim MMO?

    Like I said, I have high hopes for D&D Online, but I don't foresee MMOs radically changing any time soon. It's just going to be EverQuest: Again: And Again: And Yet Again. ...at least until someone realizes that there's a huge group of people that aren't twitch gamers, but are bored half to death by the current incarnation of MMOs, and makes something that might actually entertain them.

    1. Re:Smedley by Shadow99_1 · · Score: 1

      Actually their has been a Mecha MMO... In fact two maybe even three now, though neither has relied much on stat building like most MMORPG's do...

      The first was hosted by Genie (a sort of ISP from before the net was big) hosted Battletech Online (I was big into that as a kid til I 'accidently' got an $80 monthly bill from them...

      FASA had a company working on a sequal in the late 90's to Battletech Online... I don't think they ever finished though...

      & MS just released Mechassault 2 with a MMO component using Xbox live... I just got this awhile ago & haven't yet had the chance to really play with it yet...

      Each one had PvP combat that determined the section of the galaxy each house owned and this was constantly in flux based on the players actions...

      --
      we are all invisible unless we choose otherwise
    2. Re:Smedley by Dachannien · · Score: 1

      Part of the problem is that no matter what game designers try to do, players will always gravitate toward the path of greatest reward for least effort, even if "least effort" involves mind-numbing boredom.

      For an example, see SWG's original Jedi concept, where the process was designed to be incredibly difficult so that few would actually achieve it (i.e., zero reward, so zero reward-effort ratio). Even still, players were so intent upon opening their Jedi slots that they would grind professions they didn't even like in order to succeed (because a puny but nonzero reward-effort ratio is better than zero).

  27. My 2 cents on MMORPGs by Mitaphane · · Score: 3, Insightful

    I've never really throughly played an MMORPG so take that it consideration before reading. It seems to me though that a big problem with Massively Multiplayer Online Role Playing Games is that a lot people don't notice "Role Playing" part of it. Most MMORPGs I've seen are way too heavily focused on virtual combat. There's so much potential for a "virtual world" It's so sad that most of is spent in the endless cycle of "Kill more shit to get better stuff to kill more shit..." Of course hack-n'-slash dungeon crawling can be fun, but you can play Diablo II if you want that. MMORPGs should have a hack-n-slash element but it should have more...

    A merchant class in a game world should have very little to do with combat. He should be able to hire people to defend him. Moreover, his ability should be gained by knowing people(like a game with a sort of built in social networking mechainic) and things.

    A dancer/entertain class should play like rhythm games such as DDR.

    I could go on but you see my point...A world that has 80% of it's population wandering the lands killing various creatures is pretty boring if you ask me.

    Yes it would be very complex to create a game that played very different based on all different classes. Yes it would be hard to set a complete game world with all these classes interacting with one another. But for the $10-15/Month people pay for MMORPGs I don't think that's too much ask. Especially when someone can pay a flat $30-50 for a copy of Diablo II and get a similar experience on BattleNet. Then again, I don't have much first hand experience about MMORPGs. I just know what I see...

    1. Re:My 2 cents on MMORPGs by Anonymous Coward · · Score: 0

      Already been done. Ultima Online lets you have a merchant character who does not need to fight, who can hire a small army to defend him and his property. You can be a fisherman, a musician, or whatever. All of these characters can be play within their roles with very little combat.

    2. Re:My 2 cents on MMORPGs by master_p · · Score: 1

      The best solution would be of MMORGS did not have any predefined roles at all, but allowed the players to develop their characters as they like. For example, there is no need to choose a fighter character or a merchant character: If I choose to master weaponry then I become a fighter; if I choose to have a treasury and buy/sell stuff, I am a merchant etc.

      Of course this means that games should be more sophisticated in terms of their interfaces and controls, in order to allow handling of objects in a proper manner. For example, in Half Life 2, gravity works perfectly, but it always feels very unnatural not to have hands in order to manipulate things. No MMORG would be a complete virtual world without the ability to handle our virtual body in the way we do in real life.

      As for children, why not bring mating in the game? flerting, marrying, making love etc; not virtual commands like 'spawn child' etc. The male player should have to actually master the art of winning a female's heart, as well as the art of making love; the same for the female players.

    3. Re:My 2 cents on MMORPGs by cheetah_spottycat · · Score: 1

      Have you ever heard about Second Life? This sounds like it might be something for you.

  28. dynasties and karma? by khallow · · Score: 1
    One thing I think would be interesting here is a game developing the concept that a character is expected to die eventually. No infinite respawn environments.

    One possible approach to use here is the idea of dynasty. Namely, that all the characters of a player are somehow in the same family or perhaps interpreted as having some common guardian or godling (the player in question). Here I'm thinking of crude internal viewpoint rational for why the player plays several characters and has any interest at all in running their lives. For example, perhaps the player is a "guardian angel" type who "helps out" (ok, she/he plays) characters with a particular philosophical bent or is an ancestral spirit who helps out the family due to loyalty or some less noble reason.

    If there were a game based on, for example, the Meiji period in Japanese history, then each player might run a family subunit which might belong to a noble faction (for example, emperial family, Shogun, or a samurai noble), zaibatsu (family operated conglomerates), yakuza or mere bandit group, secretive ninja clan, or perhaps a small, modest family just making ends meet on their own. Things like marriages and other pacts, political intrigue, and the slow march of progress over many decades would make the game very subtle compared to the usual fare. Individual characters would be expected to die, either of accident, disease, or old age. Tragedy happens.

    But a well-played character would boost future characters run by the player. That is, some sort of karma system. Perhaps, karma could be calculated by who pays tribute at the shinto shrine of the unfortunate deceased? That also brings a whole new meaning to the idea of professional mourners, and I imagine there are other flaws in such a system apparent to most slashdotters. But it would fit the milieu.

  29. Already done by Jesrad · · Score: 2, Informative

    Virtual families already exist in Second Life. For example my character has a virtual mother, and one friend who married ingame has modified her character to look pregnant. Another friend who married and later divorced ingame has adopted another player as her son, etc... And there is a field in character profiles for your partner, be it husband or wife or whatever-you-call-it.

    --
    Maybe we deserve this world ?
  30. Blockland by istewart · · Score: 1

    Some guy wrote a game based on the Torque engine called Blockland. You are a little Lego man, and the entire purpose of the game is to build Lego buildings. I honestly think that that could be a revolution in MMORPGs, if you even want to call it that. How about letting the players build from the ground up?

    The only description resembling a webpage that I've seen is on the Something Awful forums, but that site requires a subscription account. If you can access the thread publicly then I think it has a download link.

    1. Re:Blockland by Anonymous Coward · · Score: 0

      I found a somewhat official site for Blockland.
      http://www.ageoftime.com/blockland/index.asp?p=hom e

    2. Re:Blockland by Jesrad · · Score: 1

      Just so you know, Second Life is an MMOG entirely built by its players. There are some simple building tools (everything is made of the same basic shapes, cube/sphere/cylinder/torus/particles/etc) and capable ingame scripting, although the language is less powerful than UnrealC. You then upload your own textures, sounds, etc... for everyone else to see and hear and interact with.

      --
      Maybe we deserve this world ?
  31. Re:How about bring 'game' back into virtual worlds by Anonymous Coward · · Score: 0

    I've gotten into that argument before with someone. It does give them a sense of accomplishment, enough such that if another game doesn't require the same amount of time, it's "not as fun."

    There are a lot of people out there who absolutely can't stand World of Warcraft because they see it as giving advancement too easily. It robs them of their sense of "I'm better than everyone else because I spent 5 days leveling my wizard and they've only spent a couple of hours."

    Someone leveled to level 60 in WoW in the first week it was out. He literally played non-stop to be the first to 60. How pointless is that?

    You can try and point out that this is destructive, that there are other, better uses for time, that wasting time doesn't make something challenging, but they don't care. The powergamers WANT a game to take a long time for advancement. It gives them more of a rush when they complete it. For them, killing twenty purple slimes really is more fun than killing ten.

    WoW is an interesting experiment in trying to please both crowds at once. My bet is that it will fail, and will wind up catering to the powergamers at the high end and add new abilities and skills that are simply a long grind, just like every other MMORPG out there.

  32. LOOM? by Tei · · Score: 1

    Maybe something to do with music can be a good idea.
    You can have people writing music to convert wood to rocks, or rocks to wood, or to start fire, etc.. then combine everything.

    LOOM whas very amusing. Why not again?

    --

    -Woof woof woof!

    1. Re:LOOM? by Nasarius · · Score: 1

      LOOM was and still is astonishingly unique. I didn't like it as much as the Monkey Island games, but still...what the hell happened to LucasArts? They've been going downhill fast ever since they decided to end the X-Wing series, I think.

      --
      LOAD "SIG",8,1
  33. More epic stuff and more emotes! by 5n3ak3rp1mp · · Score: 1

    I'm playing World of Warcraft lately (lvl33 elven hunter), which is not that bad a way to spend gaming time, if you have some free time in your life to begin with. Fun stuff for the most part.

    But I wish there were even more creative (and epic) quests in the game. I want to be on some quest where I HAVE TO go to some holy fire pit or something, in just 1 place in the game world, in order to forge some insane weapon (with ingredients procured with difficulty already), I have to fight some big mothers on the way who yell all sorts of intimidating/funny taunts as we fight, I want to literally be yelling at the screen as i charge valiantly into battle with my compatriots, I want MORE and BETTER battle animations and more in-game taunts and emotes (WoW is already pretty great with these, but it just makes me want MORE), I want to be able to pat the ass of the guy who just saved mine like they do in football games, I want to be able to pat gnomes on the head affectionately (maybe give them the ability to kick me in the shin in order to keep things balanced), I want to be able to taunt by waving my crazy Steel Fishing Rod of Death around my head threateningly, I want to be able to hug people in-game, etc.

    Actually, Blizzard, don't bother with these things, your fun game threatens my having-a-life enough as it is ;)

    1. Re:More epic stuff and more emotes! by zoomba · · Score: 1

      The Paladins have a quest just like you describe right now for their lvl 20-30 hammer, Verigans Fist. It's a great hammer for the level range and a ton of fun to get.

    2. Re:More epic stuff and more emotes! by Anonymous Coward · · Score: 0

      But I wish there were even more creative (and epic) quests in the game. I want to be on some quest where I HAVE TO go to some holy fire pit or something, in just 1 place in the game world, in order to forge some insane weapon

      There are many long quests with good storylines that can be considered epic. For instance, you have to do some mundane quests in Blasted Lands, then you are sent to Azshara, back to Stranglethorn to forge demonbane weapons, go kill in Blasted Lands 3 demon servants, and finally summon their boss and kill it. Very long quest line and it's interesting.

      There are also blacksmithing quests that allow you to make some very nice armor, then when you adventure to Blackrock Depths, you accumulate Dark Iron, do another quest to learn how to smelt the ore, find the plans for a Dark Iron BP and finally go back to BRD and forge the armor itself.

      Plenty of long "epic" quests. But they are mostly level 50+.

    3. Re:More epic stuff and more emotes! by 5n3ak3rp1mp · · Score: 1

      Ah. So I haven't seen these because I'm 1) not a paladin, 2) not a blacksmith, and 3) level 33.

      Looking forward to more interesting times in the game in a month or two, then =)

      (incidentally, I never thought I'd be willing to pay a subscription fee for a game... I stand corrected)

    4. Re:More epic stuff and more emotes! by C0rinthian · · Score: 1

      Too bad hunter-specific quests stop at lvl 10. :(
      (lvl 33 Hunter)
      Some of the classes are alot more fleshed out.

  34. Its been done but.... by space_jake · · Score: 0

    Every game I've seen that adds non-combat opportunities are horribly abused. They are easily very easy to obtain like professions in WoW where everyone does something so no one can do something special. Or they are so dull that they're only used on an Alt to boost one's main character. They need to make these things engaging yet unique that you can play one as a main character, not just an alt, and at the same time not easily obtainable so that everyone and their mother can do it.

  35. What I'd like to see... by doorbot.com · · Score: 1

    Is more player-created content, and I don't mean SWG's crafting system or any RPG's roleplay system.

    What I'm looking for is an open-source 3D MMORPG. This way, content can be added easily because the system itself would be documented and open; one company wouldn't hold their subscribers "hostage". Someone hosting a game server could decide how much content to make available on their server, so you could run your own for, say, 20 users or (gasp) pay a commercial provider who is maintaining larger servers (and larger worlds) where thousands of users can play at once.

    I know there are a few open source MMORPGs out there. A quick Google search turns up:
    www.genecys.org
    www.nevrax.org
    eternalsun.info
    www.planeshift.it

  36. Looking for an innovative game play CoH by pbaer · · Score: 1

    That also has a company that cares? Then you should try City of Heroes. It has the most character customization of any MMORPG I've played (WoW, EQ, DAOC, GW).

    Pros:
    -160 colors to choose from, with most clothing supporting a secondary color.

    -Low downtime, with travel powers for getting around fast.

    -No worthless classes

    -High amount of character power customizability. Ex: I want to play an offensive mage. I then decide do I want to play one that's single target, AE, hybrid or is CC heavy? I can do all of that within the same class.

    -Specilize in spells not spell lines. In most traditional MMORPGS you want to be good with fire you put points into fire. Want to be a healer put points into rejuvination/mending etc. In CoH you spec spells instead. This allows for more player differentation. Also since
    all spells remain useful throughout the characters life you'll still be using your level 1 spells at level 50.
    -Great customer service. If I have a probelm I /petition it and I am normally contacted within 15 minutes. On a slow night it could be around 30 mins. Furthermore I have never had them unable to solve my probelm.

    -Devs care. They constantly post on the official forums anwsering questions about the game and ask players their opinions about a certain class or powerset or power and then take it into consideration when making changes. Furthermore they don't hesitate to admit they were wrong and undo a change if it was over the top.

    -Variaton among the same classes with same power sets. Ex: Dark Melee/Dark Armor light tank that is based upon pure damage. My friend's Dark Melee/Dark Armor light tank could be more crowd control focused. And the best part? Both are equally viable.

    -Game events. There are numerous events that the Devs create. There was a Rularuu invasion, trick or treat on for halloween and a Winter Lord invasion around winter.

    -Constant updates. You may be thinking so what? It's an MMORPG they are all updated. Not on the scale CoH is. About every 2months they come out with new issues that are a huge patch. They introduce new zones, mobs, zone events, pvp (To come), powersets (to come), crafting (to come), and classes.

    -All characters can solo resonably well. The only class that currently has trouble soloing in the low levels are controllers (CC class) but they are being looked at. Note this does change in the mid-game.

    -Limited grind, with fast leveling, involved missions, and treats along the way (capes, auras, titles etc.)

    -Entertaining combat system. It's fast, rewards creative thinking (what if I take 3 mins to lay a mine field then draw that pesky mob on top of it that I otherwise couldn't kill?). Enemies are varied and have powers of their own that the use against you. It's not the standard hit auto-attack and wait. Plus you fight groups of villians making it more exciting/challenging.

    Cons:
    - No items. For some this is a + as it makes the came very casual friendly and gurantees there will never be a Loot expansion that could ruin the game (think ToA for Daoc)

    - ATM nothing to do other than fight. Crafting should be added in 3-6 months.

    -No end game. They are working on this with the soon to come addition of PvP and more raid content.

    That's just skimming the surface though, if you're really interested go to www.cityofheroes.com the official CoH website for more info.

    --
    There are 11 types of people, those who know unary and those who don't.
  37. Re:Want to see the future today? Guild Wars... by space_jake · · Score: 0

    Granted I'm still going to buy it, with no monthly subscription whats to lose? But it just doesn't seem to have an RPG / non-combat side to it that I am looking for in a game...

  38. World War II Online by ScuzzMonkey · · Score: 1

    Basically what you are describing, complete with teamwork like you wouldn't believe (provided you bother... it isn't called team"work" for nothing, there is work involved), a much more realistic environment (ordnance interaction is not probability based, but rather directly calculated physics based on real-world armor and armament measurements) and a HUGE environment (by far the largest contiguous land space in any existing MMOG--all of WoW would fit into a small chunk of Belgium).

    Where they fall down has been providing better tools for team organization and roles, but they are getting better. A new box release is scheduled for 2nd Quarter '05 and the North Africa theater should be out by early next year.

    It's entirely skills based, too, which is a twist for a lot of traditional MMORPG players, but extremely refreshing... you can be a day one player, but if you know anything about marksmanship and basic infantry tactics (realistic, not bunny-hopping) you can go out and pwn 3-year veterans in your first five minutes. It's all about what you do and how you work together, not how long you've been playing and what drops you've camped.

    --
    No relation to Happy Monkey
  39. Doesnt grab me by jrushton · · Score: 2, Interesting

    Ive never like MMOGs much, partly because I want casual gaming, where I can appear and dissapear from a game without suffering for it. CounterStrike would be a good example, you have the same capabilities as every other player in the game, regardless of whether you have player for an hour, or five days straight.

    I also don't like the idea of paying a subscription for my games. I want to buy the entire thing and have it right there in my hands. It's very unlikely that youll be able to play a MMOG in 25 years time if you dig out your old computer.

    A lot of the fun comes from the number of players in the servers. Why dont developers just increase the server capacity of new first person shooters for instance? A 64 or 128 player fps which was designed to play well with that number of players would capture a lot of that. So called leveling up reminds me a lot of caring for your 'cyber-pet'!

  40. Replies From the EQ2 Forums by Anonymous Coward · · Score: 1, Interesting

    Duhulk

    What I would like to see, and the one thing I think EQ2 could, and should, have that is sorely lacking, is a more impressive presentation of story.

    I don't mean NPCs that talk about events that happened a long time ago. I don't mean books I can find and read. I don't mean narratives in pure prose in game and on a webpage. I mean using the wondefully dynmaic scripting power in Everquest 2, and later games, as well as the dramatic power of voices, to present to us some truly stunning events. By the time i'm level 30 or 40, I want to feel as if the world has substantially changed in some significant way. History is great, but we need a narrative as well.

    This doesn't have to be a physcial world change, though opening up "happy ending" instances of zones after performing objectives would be cool (Rivervale and Zek come to mind). Rather I'm talking about introducing us to some characters, having us interact with them, their personal storires, and the events on the world stage, on a more meaningful and emotional level. We spend more time with NPCs in MMORPG's than any other interactive medium out there. Great emotional responses could be evoked, far more than our empathy for characters in a film, single player game, or even a novel.

    The presentation of these events is equally important. Spawning mobs on a boat to "simulate" an attack at sea is old hat . Also, all NPC's are standing up, and it just jerks you out of any suspention of disbelief to find royal NPCs always standing in front of their thrones. Emperor Fyst is suppose to be this slothful and lazy guy who is leading the deathfist orcs down this slovely road. He'd be sitting by gum . Like film, video games are a visual medium. It doesn't do well to tell us a story in prose. Show us, include us, let us be involved in these epic stories. Don't be afraid to let us get to know important NPC's like Antonia and Lucan on a more personal level, and don't wait 2 years to do it . Don't relate something cool that happened, let us witness it first hand.

    I've got many more thoughts about this, but there's too many to relate here. Hopefully Gamanetwork will accept the article I proposed a few weeks ago in Gamasturta or Game Developer . Always happy to talk about stories in these wonderful games we all love so much.
    ---
    Duhulk
    Real world implications don't have to mean actual physical world changes taht affect anyone else.

    I know in FFXI they showed it's possible to have an NPC running around screaming while something crazy began to happen, while to another player the NPC was just standing there as if nothing was going on. The server can tell one client one thing, and another something totally different. The world doesn't have to look the same to everyone. You can have subtle differences while still maininting the integrity of everyone being in the same world. This also solves the ugly problem of an NPC despawning to simulate it leaving the area, though that may leave another player who needs the NPC, even in the same group, out of luck. A mob doesn't have to be visiable to everyone. You've not yet seen the event where the "minion of doom" has caused XandY problems. So you can't see him in the area.

    A good writer and event designer can make the player's perception of the world change substantially.
    If you're steadfast against the world looking different to different people, here's something else to think about. The world may be exactly the same, in terms of physical presentation, after a player watches some event unfold, but that player's fundamental perception of the world may change. He now knows BLANK, and he can see the entire world in a new light. Don't just hire someone because they're gifted at novel writing. It's not the same thing. Find some people with screenwriting experience; that would be far more suitable I think. As I said before, computer games are a visual medium. They can have the depth of a novel, but need the visual finesse that comes with writing for f

  41. You word the cons poorly. by Anonymous Coward · · Score: 0

    Its not multiple items really, it can be summed up as a single downside: there is no game. Character creation is the only part of the game that is interesting at all. After that, its streamlined grind, they removed any and all distractions that might make you think there is more to the game than a big hamster wheel. Its just too bad that they spent so much time making such a good engine for a game, and didn't bother to make the game.

  42. I might be biased... by WeenaMercatur · · Score: 1

    ... Since I've been involved in the beta test for a while, but Sociolotron - http://www.sociolotron.com/ has both children and perma-death, though PK is off at the moment as part of the last phase of testing.

    From my limited perspective, it seems like any other business cycle. The large companies maintain the status quo, attracting new people to the fold. Some of those new people will evolve into independent innovators, some of them become the large companies of the future.

  43. EVE Online? by mbravo · · Score: 1

    I'm surprised noone mentioned EVE Online (http://eve-online.com) here - it's quite an open-ended, single-world, player-run economics game. Check it out, it's much better than Everquest clones, in my (limited) experience.

    1. Re:EVE Online? by Winterblink · · Score: 1

      /agree

      Honestly, as far as open endedness, roleplayability, and complexity goes, EVE Online rules them all. It's one of the few games out there where a single person really can change the course of the gameplay for the rest of people if they so desire. Start a corp, make it into an alliance, start claiming and defending territory.

      One of the reasons I think EVE's got the edge up on others is that no matter where in the world you play or how you sign up to the game, you're all in the same universe. There's no sharding, there aren't 50 servers each with their own copy of the game running on it. If you're a pirating bastard in the game, you affect the entire playerbase.

      --
      "I'm a leaf on the wind. Watch how I soar."
      -Hoban Washburn
  44. Your post gives me an idea :) by Fractal+Dice · · Score: 1

    I agree that the designers construct these worlds for the purpose of treadmill running,

    I find myself imagining a massively "multiplayer" treadmill where you see the people you're running with in orc/elf/dwarf skins running around a virtual world as you run on a read treadmill. It could be the next great fitness craze for geeks :)

  45. future of generalizing by Anonymous Coward · · Score: 0
    there are different types of games currently (not just MMOG or even multiplayer for that matter) and when you look at the evolution of games over the decades you see that the pattern may just be that the up and down wave is now in a really long term low for quality of games.

    What I want to know is if the "levelling treadmill" will continue to be acceptable by consumers and thus continue to be what is produces.

    Oops, did I just let out the secret of the market and how it works?

  46. Interesting MMORPG Concept by Sebastian+Glock · · Score: 1

    Anyone seen wildwestsim.com? They claim to have the virtual children and family history aspects. The other noteworthy item is that they mix a character's attributes with your own twitch reflex skills to determine outcomes in the game like shootouts. Sounds fun.

  47. Errr, there IS a game with procreation... sort of by Anonymous Coward · · Score: 1, Interesting

    There is a game that has been in development for the past several years that has procreation. It is called Atriarch (http://www.atriarch.com). In the game, when you die you stay dead unless you procreate (it is non sexual procreation but it is still procreation), if you create a spawn you get to keep from starting over entirely.

  48. Re:How about bring 'game' back into virtual worlds by lachlan76 · · Score: 1

    That's how I feel about Nethack ;)

  49. Re:How about bring 'game' back into virtual worlds by geminidomino · · Score: 1

    At least The 'Hack is free, tho.

  50. Too simply, no flexibility. by Dogun · · Score: 1

    You propose something similar to 'rune magic' in ToME. It's too limited for what I'm driving at, but a step in the right direction.

  51. With even WoW servers goin down... by UltimaL337Star · · Score: 1

    I think I'm Pro abortion on this one

  52. Realworld Handheld Mmog by also+aswell · · Score: 2, Interesting

    Nokia has the technology to launch a new style of game that hasn't been mentioned here or anywhere else as far as I can tell.

    If Nokia added a geo positioning mech to it's hend held units something like the real world DnD could be developed. If the software were modifiable almost anything would become possible.

    I live in New Orleans and know there are enough great places to let the game become partly online and partly reality based. In the French Quarter costumes wouldn't stick out. And the possibilities are endless. Spy v Spy v Spy, Tag, Capture the flag, Treasure Hunts, whatever.

    And while I know costuming in New Orleans is somewhat di regur(sp) any city or area would do. Plus the local fans would be necessary for the implementation of the games to ensure a good mix. I already have a small secenario designed for the French Quarter that's part puzzle, part bar hop and part scavenger hunt.

    Maybe it's time to thing outside the box ...er, I mean screen on this one.

    --
    "Where did this apple come from?"
    --Alan Turing
  53. GUI's for MUDS by DrStrangeLug · · Score: 2, Insightful

    That's all most of the MMO's out there really are.

    I tried the SWG:JTL demo , and found the space combat rather fun, but didn't like the ground stuff at all. It would have been much better if the ground combat againts the mobs worked more like an FPS (ala Planetside).

    The real killer for a lot of MMO's , at least as far as I'm concerned, is the turn based combat.