The MMOGs of Tomorrow
SirBruce, of MMOGChart, took a good hard look at what the massive games of tomorrow will look like at E3. He has impressions of every game due to be released in the next year or so, with commentary on most. From the article, about Vanguard: "This title is highly anticipated by some of the MMOG hardcore, as it comes from ex-EverQuest developers Brad McQuaid and Jeff Butler, but aside from the graphics and the promise of in-game voice chat it does not seem to be very innovative over the original EQ1 design. The game is designed to be group-focused and highly challenging, which may mean it's too much of a time investment for the more casual MMOG player. If the game were coming out this year, I would have higher hopes for it, but I feel it may get lost behind the mass of other fantasy-themed MMORPG titles."
"The game is designed to be group-focused and highly challenging"
In other words..n00b infested, unfun, timesinking, endless grinding, unfun piece of shit.
FFXI tried this, and it was a total pain in the ass, and unfun. No soloable XP, painful death penalties, 80% of your time spent looking for a group.
As usual noone will want to play the monotonous roles of healers, and everyone else will be left standing around wasting their time and monthly subscription fees.
Wheeeee
Text. Typing. It's a very RPG-ish thing. Voicechat is not. I don't want to know that the beefy warrior I'm partying with through the mountains is actually some dinky thirteen year old kid with a retainer. I don't want to know that the really hot night elf with the long legs and the quiver full of hard, stiff arrows is really a 45 year old guy with a speech impedement.
What's next? In-game video-chat? That's about the only thing I can imagine that would ruin the experience much more. MMORPGs devolve into too much of a "chat room" thing as it is, without adding in video/audio chatting.
I'd much rather have NPCs that speak, instead. Especially in games like War Craft. Save my poor eyes the extra reading and include some damned voice dialogue!
That's sort of a nitpicky example. The real trouble with EQ was that it wasn't any fun to play; it was tedious work. I haven't played a fun MMOG since the good old days of UO.
LOAD "SIG",8,1
Hidden stats and formulas -- Not knowing precisely what everything does keeps players hypothesizing and experimenting to try to figure things out. It kept people from truly "mastering" the game because they could not be 100% sure they were correct. It also helped maintain a decent level of suspense and curiosity.
Original EQ-style models -- I don't know why they felt the need to change them, but it was definitely for the worse. The original EQ models were the best I've seen in a fantasy-based MMORPG because they had personality. City of Heroes and AO character models also had personality, for example.
Kill stealing -- I want to be able to kill steal and I want others to kill steal from me. I want the rush of "who's going to be the winner" when some total jackass comes along. The contention of spawns was a huge part of EQ drama.
Death penalty in original EQ/beta EQ (prior to the 2 halvings of the exp loss -- it went down to 25% loss) was SPOT ON! It *should* take me 3 months to reach level 25. You SHOULD lose levels! The set of people who are MAX_LEVEL should *not* only increase. Absolutely superb job on that. Later on with cleric resurrections, it got a little out of hand, but it still maintained a degree of fear and sense of danger! Fear of losing a corpse (even though it almost never happened beyond the newbie levels) is another MUST. Even if it there is just 0.001% chance of losing a corpse, it is on the back of your mind as a motivation to play well and avoid death!
Runs through desolation -- While everyone likes areas with remarkable, and awesome features and attractions, we also enjoy wilderness such as the Karanas or Burning Wood in EQ. Running for 15-20 min through a forest or a plain that seemingly never ends *IS* part of the adventure and fun on its own. What I don't want to see is one point-of-interest after the other, like a George Lucas movie. You need great untouched outdoor areas to contrast with the occasional castle or dungeon entrance!
Looting an item in PvP -- This added a tremendous amount of fear and intensity to the PvP servers/Priest of Discord players. When it was reduced to coin, or less than that, it pretty much killed the desire to entertain the idea of PvP at all. I never played on the PvP servers, but I did go PvP via a Priest of Discord during EQ Beta, and I can tell you that the immersion-factor jumped through the roof when I could suddenly risk LOSING an item to another player. Give PvP meaning again, not just some pansy points system or ladder the MMORPG-of-the-week implemented.
Don't test every single possible scenario with new areas/spells/items. Test enough to know there is nothing totally unbalanced on the surface. This allows you to pump out content without getting hung up. Little unintended sideffects/randomity added a *lot* to my enjoyment of EQ, because it made me feel like *I* was thinking of a particular use. If I could name just one bad trend that started after EQ, it was the insane pre-testing of content that began with DAOC -- a tradition that has passed on to WoW. INCREDIBLY boring.
Instancing does not belong in a MMORPG trying to maintain consistency within its own context. Don't even go anywhere near it. It's the king of all immersion-killers. If you want to lock VERY rare mobs with encounter-routes, that is at least almost *tolerable*, but in no way shape or form will I play another game with instancing or a weak death penalty. And no, context doesn't start at the login, it starts at the server level. Even so, UO painstakingly referred to servers in-game as magical "shards" just to cover their bases. We have devol
This was appended to the EULA about 6 months down the road, but you bring up another interesting point: It is unfortunate when a rule must be explained in a rulebook in a video game. Most of us grew up playing our single-player NES games, doing whatever it took to win, even if the game were glitchy. Many times, "Do Nots" are listed in a EULA as a way to save programming, putting the burdern on the players to know their limitations based on an external rule. Fortunately, many companies who are serious about kill-stealing have gone on to code the rule into the game itself. Unfortunately, the rule exists primarily to minimize the tremendous burden kill-stealing complaints generate for the GM's, not to enhance the game experience. It is not the best way to handle competing parties attacking the same mob. When people complain to GM's about other people, they're not complaining about the game itself. If players had mechanisms (more freedom is a good thing) to handle kill-stealers, there would be nobody to blame but themselves. And realistically, everyone has at least some ability to handle kill-stealers, namely by doing more damage, training it away, calling on friends, etc. In addition, people who kill-steal lose reputation. In a longterm game, this is the most important item a player can earn.