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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.

19 of 193 comments (clear)

  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 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.

    2. 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.

    3. 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

    4. 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
  2. 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 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.

  3. 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 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. 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.
  5. 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 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. 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.

  7. 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?

  8. 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 ..."
  9. 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.

  10. 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...