MMOGs Reaching For Casual Gamers
The Guardian Gamesblog has a nice bit of commentary up today discussing the push for MMOGs to connect with casual gamers. Announcements of Massive games on the next generation of consoles have been fast and furious, but skeptics seem to feel casual gamers may not make the leap. Indeed, even veteran MMOG players have difficulty with the genre, as a recent AFKGamer column on how to deal with Grind illustrates. From the Guardian article: "Still, in order to be a viable entity on a home console unit - competing directly with the likes of GTA, Super Mario and FIFA - things will have to change. Some may call it dumbing down, but the product must be created with the consumer in mind. Personally, while I consume my fair share, I'm still only primarily interested in them from an academic perspective, as resources of human sociability in online space" Update: 07/02 05:09 GMT by Z : Gamasutra's weekly question dealt with this exact issue. The opinions of industry participants are always welcome.
That's the thing about MMOGs: there's always going to be someone who is obsessed with the game and have better stuff than you, and because of that, they're going to do better. They're fun, but flawed, just like every other type of game.
I'll stick with free ones, without any charges unless I want them, like Adventure Quest at batttleon.com
Paying for a game like that irritates me, as chances are that I won't like it, or I will quickly get bored due to lack of interesting aspects...
Why would a casual gamer pay $10 a month to play a game?
That makes no sense at all.
After starting to play a MMOG as a casual gamer, and finding that I had to play more and more to keep up with both my real friends and online friends, the Grinding of playing became a time-sucker and I stopped being just a "casual" gamer. That is the real catch of these games though, where they are designed so that you can progress slowly at first, and then moving up becomes not necesarilly harder, but more time consuming. I don't think that any MMOGs that design their end-game to appeal to the casual gamer will succeed. There would just not be enough to keep their player base around. Anyways, just my 2cp :)
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These 3 factors will exist in any game, leading to people who are just better than you, period, defeating the fun the casual player would normally get.
Derive Politics
I'm still only primarily interested in them from an academic perspective Yeah, whatever you need to tell yourself to justify that 18 hours a day you play.
Every time I've even attempted to play an MMOG, the first thing that happens is I get my ass handed to me. Is that supposed to be fun?
"You know you're narcissistic when you quote yourself in your sigs." -- PRoPAiN!
MMOG's biggest collective problem is the lack of an ability to be a casual play. Virtually every MMOG I've played outside of a FPS forces you to play constantly if you're be at all successful.
;)
Frankly, I'm just not a kid anymore. I can't spend 8 hours a day on a Wintendo playing a game. The only games I'll play today are ones that don't suck up my time and aren't Windows-only. That means I don't play many games.
You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
Although after "Zork" I didn't see the point. He is building his own MUD MMOG in C#, porting it from older sources. So there must be something about the genre that is enduring. Just guessing, I would imagine the audience averaging around 22. And I don't understand the way the area is evolving. Sharpen up the graphics, use ray-tracing, etc, but isn't the whole point to use your imagination?
At some point, this genre, movies, and cartoons all kind of become the same thing. Maybe that's a good thing? It's definitely a new world. It will be fun to be an old guy going "Back in the day, we had to use a joy stick to move our guy around! And we didn't have holograms, either!
Spank Me, Call Me a Fool -- Microsoft buying something else?
Even if you're as efficient as possible, you'll still end up spending way more time than any casual gamer is willing to spend. IMHO, 'casual gamer' and 'MMOG' should never be mentioned in the same sentence.
99% of MMOG's (except Guild Wars, but it's not quite a normal MMOG, I'd say it's more like PSO) depend on subscriptions for their main profit. This leads to design decisions that would be considered horrible in any other type of game: infamous level grinds, mandatory level cap quests that require hours of killing to find some rare item, and worst of all, forced grouping (I'm looking at you, FFXI).
I quit FFXI for two of those reasons. I was looking for something to play one or two hours a night, but the combination of forced grouping (Waiting 45 minutes to an hour for a WHM was just too painful) and the level grind made it impossible to get anything useful done in less than two hours.
WoW looks like it may have resolved a lot of these issues. A lot of the 'hardcore' guys criticize it for being 'too easy' to get to high levels, but from my limited experience, it seems like the fun/grind ratio is much higher than it is for any other MMO I've played.
It was possible to play at least one MMOG casually. In Planetside, player skills were effectively capped after roughly 1 month (level 20 or something) at which point it came down to skill and teamwork.
It was fun and I had a blast playing the first year. Then they introduced so-called "command" skills which required lengthy accumulation of "points" eventually resulting in special "command" powers like evoking god beams from space to annihilate a few acres of players. Within a few months every non-casual player had this and satellites were going off every few seconds. Then came "mechs"; another lengthy point accumulation resulting in practically unkillable casual player eating monsters. At that point I quit.
Had Planetside not changed into a game of point accumulation I would still be playing. They could have introduced new environments (sea combat, air combat with more depth, hacking that wasn't merely watching a progress bar, buildable structures, customizable vehicles, elaborate sensor and trap systems, etc.) Instead they introduced things that stratified players into those who had 10 hours a day to play and those that didn't.
Making a causal player friendly MMOG is easy. There is basically one rule; if a player must play more than 1-2 hour every other day to stay on par with the hardcore players (in terms of "stuff") it's not going to work for casual players. The game must rely on skill and knowledge rather than accumulation of wealth and rank. End of casual player requirements.
Lurking at the bottom of the gravity well, getting old
I'm beginning to think it isn't. I'm sure everyone here has heard of World of Warcraft. It was supposed to be casual friendly and managed to succeed fairly well at it - for the first 35 levels or so. Some time around level 40 it reverts to the "grind XP" model and once you hit end-game, it's back to EverQuest-style raids.
The problem is that World of Warcraft is ultimately starting to alienate both hardcore gamers, who rushed through the content and are now bored, and casual gamers, who are just now starting to finish the content and are now discovering that they're getting bored too. A proper setup needs to somehow balance both casual gamers and hardcore gamers.
Final Fantasy XI had an interesting system set up originally that could have made it casual friendly and allowing hardcore to have fun too, by allowing casual players to play one job and hardcore players to play several jobs (on the same toon) thereby allowing hardcore players to get more rewards than casual - but not sufficiently more to be completely overpowering. Except FFXI made soloing impossible (no, Beastmaster doesn't count, because you have to have grouped to get it in the first place), and that concept was totally defeated when they raised the level cap from 50 and started adding end-game pseudo-raid content.
Ultimately, you have to find some way to allow both casual and hardcore players to succeed, or else both are going to get bored and leave. WoW is an interesting case-study in that - it'll be interesting to see how the next several months go as more and more casual players reach level 60.
The MMORPG genre has become an emaciated specter of its old self in recent years due to the push to embrace a larger audience. Take a look at some of the recent "advances" in gameplay -- no player interaction, "instancing," and the ability to pay real money for game items -- and you see that in order to take in larger audiences the games are losing the competitive aspects that make them games. Simultaneously, the content has declined from the inital commitment of MUDs to roleplaying (some don't even have combat systems) to the point where the "RP" has been removed and we are left with "MMOGs," largely based on hack-and-slash treadmilling.
Broadening of audiences almost always implies dilution of content, whether in computer games, popular music, or education. For me, the only satisfying online gaming experience out there is and will probably remain to be the old-school text-based MUD.
I used to read Caltizzle. I was a lot cooler than you.
Is to not have one. This is why I play EVE Online. Grinds suck, horribly. Leveling blows.
Slashdot needs an edit post function.
I think that one of the steps to reaching the casual gamer is establishing a system where players don't necessarily have to load the game in order to participate. In fact, I wrote about pone idea that could help the casual gamer play the game by using the content syndication features of RSS here
Well, the thing about MMOG is they all progress over time - either via the gaining of levels/ranks, money or plot progression.Games that are more puzzle based would do much better in the casual gamer market. Pick up a puzzle, leave it to finish for later. Text-based MUD games were great at this. Ah, the good old days of Federation...
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People don't have time to go gain Exp. for 4 hours a day; the select few who do either don't have a life or don't have a job.
--
Check out the Uncyclopedia.org
The only wiki source for politically incorrect non-information about things like Kitten Huffing and Pong! the Movie !
Please allow me to hate the creator of the 120-character limit: *HATES*. Thank you.
I have some friends who have been into MMOG's for some time and about two years ago they tried to get me into EverCrack. It seemed interesting and all, but I never got into it because I saw what happend to them. One of my friends played so many hours that when he calculated it all, he figured he'd invested one year worth of gaming over a three year span. That is, one third of his time was occupied with EQ. The other two are a couple who played EQ side by side for hours and hours and hours.
All three of these people who are in their 30s were able to devote so much of their time to EQ because they didn't have to worry about money. None of them worked a normal full time job, and none of them had kids. I took one look at their addiction and realized there was no way I could hack it, so I didn't bother with more than a cursory couple of game sessions.
I'm looking for the day when the casual gamer like me has an alternative that's better than a choice beteen time-sucking MMOGs and YAFFPS (Yet Another Fuggin' First Person Shooter). Until then it's Ace Combat for me.
Read the EFF's Fair Use FAQ
There's one MMOG that has no level cap, has been running for 7+ years, and has an active development and player community...and seems to cater to the casual player. Mac only (though a java client is almost passable, and a windoze client is in the works).
I hear alot of talk about how casual player MMOG will never work, which appears to be a misnomer, as it is working. The graphics aren't l33t but the game play and social aspects are incredible.
http://www.deltatao.com/clanlord/index.html
I think the grind would be more bearable, if there were mini games included with whatever tedious activity you are engaged in. I.e. making shoes in EQ, perhaps some kind of reflex game that boosted the chance of producing a higher quality item.
I also quite SWG after 1 month. Too much grinding and killing small insects and animals.
There is no way I am going to play a MMOG. I have enough problems getting addicted to single player games (wanting to play at work, staying home from work because I am 'sick') and I when games like Everquest get called 'Evercrack', I know I will stay away from it like the plague.
I hate subscription model games as well. I want to 'own' something, and have the ability to create a server of my own should I want to play with others.
Interestingly enough, the way to make them appeal to the 'casual' gamer is probably to make them harder - by rewarding skill rather than time sink.
Make a game where character development is dependent on player performance, or remove character development all together.
Game play would consist of experiencing content, not leveling up or camping for gear.
Guild Wars comes pretty close to this concept - FPS type game play with the content and story lines of RPG's - though it's not a truly persistent world and lacks the immersive quality that comes from such a world.
Hardcore players are going to move through your game rather fast, but this type of game would attract more casual gamers I think... You keep the hardcore gamers via Guild War style PVP that is optional and doesn't impact the play of casual gamers.
- just MHO.
A _LOT_ of the people (who aren't full-time students, who appear to have loads of time to play online games) turn out to be disabled or otherwise homebound people.
This includes the unemployed, housewives, etc. A particularly strong group is the late-30s to late-40s female in an unhappy relationship. Note a common thread amongst these groups is a desire for escape from their current surroundings.
Think of the MMORPG as a very poor form of therapy. Crack for the despondent.
HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
How about a multiplayer game where you can play a traditional role (person who plays all day), or play one of the "bad guys"(play for just a short while, as often or as little as you like). Certainly even a noob would be better than the AI in some of the games out there. For example, imagine being able to play as one of the baddies in Diablo; maybe with experience you could play meaner baddies as time went on. Besides, who wouldn't love chasing down players?
I Am My Own Worst Enemy
Personally, while I consume my fair share (of porn), I'm still only primarily interested in it from an academic perspective, as resources of human sexuality in online space.
The game has to be easy to learn and can have the player advance in them even if only played for short periods of time. I personally don't like to invest more than a few hours at a time if I'm playing a game. An example of one such game that can just be "picked up" and played is PSO - Not exactly massive, but it's online. No one will be able to attract casual gamers with real "serious" time gougers/wasters like Final Fantasy XI. New online games will have to be designed significantly different if they want to appeal to a wider audience (including the potential addicts.)
The problem with MMORPGs is a lack of a storyline like traditional RPGs. In a traditional RPG you have a desire to go further in the story as well as gather new and better items. In most MMORPGs today they give you a setting and quests, but the majority of quests have little to no effect on anything in the world, other than you gaining experience. If you want to grab the casual gamers' attention they are going to need to have a storyline that progresses at a pace the user sets, to keep them involved. Now it always just turns into one big item race, and the casual gamer is always going to be behind, and with no storyline there is really no reason to play.
Yeah it's really easy to get to 60. But then it's like running into a wall once you get there because the only thing to do is instances which can take hours. And that's if you can find a group. Many classes just aren't considered special enough(like priests) or you're one of 50 other hunters looking for a group.
I bet you only watch TV for the PBS shows, and read Playboy for the articles.
We apologize for the inconvenience.
Yeah, I know how bad leveling can get. You get obsessed with it so much that you can't think of anything else! No, not even sex!
Example 1 (the maniac phase)
Example 2 (the depressive phase)
I didn't RTFA, so this may be redundant, but Uru Live was supposed to be an MMOG for casual gamers. Focused on an episodic storyline rather than addictive gameplay; the monthly fee would've been to keep participating in the next episode rather than to retain your built-up statistics.
Of course, Uru Live never WENT live, because Ubi wasted the money on lame commercials instead of giving CyanWorlds's 6 years of work a chance.
But I'm not bitter or anything.
The United States of America: We do what we must because we can.
You want casual gamers, then sell a game rather than a subscription. Nothing could be more of a turn off to these massive multiplayer games than shelling out 50 clams and then asking for monthly installments. I want to join in, play a game, and perhaps jump back in a few months later. Hell, there is even a couple recent threads to start up Diablo2 games with folks in the zoo. Have not touched that game in years - but I know I could install and be ready to rock and roll for a weekend of fun any time. I like to OWN games, not rent them.
+++ UGUCAUCGUAUUUCU
This is why people keep making private servers. Then the Game Devs get all mad at people who do it. I say turn off the subscription and do what Guild Wars is doing... release a update every 6 months or so.
The problem is trying to balance between development costs and getting the most out of existing content. This is why "the grind" exists in one form or the other(slow progression, gating, etc).
You see, developers can not instantly produce endless wells of content. Nor can they stay in development beyond a certain period of time to build insane masses of content in advance. You have to draw a line somewhere based on development costs and development time.
A further issue that is arising is the increasing complexity of these games. As these newer games attempt to "do everything" and "look real/great" they exponentially increase the complexity to develop for them. Thjis causes it to take even longer to produce additional content and/or requires increased cost(more developers, better tools, etc).
To attempt to combat this, developers use some form of grind to milk existing content for as much as they feel is possible. Various games have also come up with varied solutions:
SWG relied for the longest time on really innovative social content to let the community come up with their own ways to occupy themselves while they dealt with the admittedly complex range of systems the game offered. SWG's fall was due to
A) Not infusing enough new content(and new social tools) into the game. Players could only do so much with what they were given. Albeit it took them a year or two to finally exhaust everything.
B) The game was too complex for the development resources allocated towards it. The game had tremendous potential but never realized it because they just were not given the staff and funding needed to cope with the vastness of the game's systems.
C) The game was pushed to release way to early, and given problem B, the result was the devs constantly having to play catchup yet constantly falling further behind.
WoW takes another approach. For that game, level progression is very easy, in fact, the grind is very limited compared to other games. What WoW relies on is the PvP aspect of the game and the overall quality of the existing content to keep players "hooked". While it doesn't have endless fountains of content, and you can go through what it does have rather swiftly, Blizzard hopes that either the PvP or compelling gameplay will either keep you playing when there is little content left, or inspire you to start over again with another character and do it again.
This strategy isn't perfect either. While it certainly has resulted in huge success and lots of people buying and playing the game. People get bored with WoW very quickly too. WoW has become "that game" that lots of people play until they beat the current content, then they go and do something else until an add-on comes along. Then they play it some more then go back to whatever else they were doing. What we have yet to see, however, is if Blizzard will be able to sustain its active subscribers or if they will eventually fall into a pattern of high subscription rates around expansions with a large lull in activity inbetween. I think, long term, the later will be what happens. WoW will still be a success, but in the end I don't think it will have the staying power Blizzard had hoped.
EQ2 takes another approach to the whole situation. EQ2 has massive content. And the game itself is highly modular allowing for new content to be added with ease. Likewise, the game was built with longetivity in mind with a powerful graphics engine, systems gear towards expansion, etc.
So, what hurts EQ2? Well, for one, reputation. Many people left EQ1 because of the grind so they tend to jump at shadows in EQ2. EQ2 definitely has the "most grind" of the three games mentioned here. But, it has tons for you to do too, plus they are actively adjusting the game in ways to attempt to eliminate or at least hide the feeling of "grind". Likewise, after the mess that SWG became, SOE has really gained a reputation as having poor customer service. While they aren't "that bad" in EQ2. T
You are who you are, let no one tell you different. But, never close your mind to a new point of view.
How about this for a possible solution: let your characters continue to work when you're not online. Looking back to the good 'ol pen & paper days, there were things that your characters could do that would take months or years of time, but you didn't really roleplay in any depth. These include things like running shops, researching spells, training, etc. So why not actually make character improvement something that happens when you're off-line? You join in just to have a fun romp killing beasts or warring against another guild or teaming up to loot that dragon's horde, but when you log off you set your characters to perform a certain task that will earn you money or experience or skills. You can even throw a minimum of interactivity into it by sending e-mails to the player asking for some general input. If the hardcore players want to do everything the old fashioned way, let them, but let the casual gamers walk away from the game without getting left in the dust.
common sense: noun
What those who are ignorant of the subject matter think; usually wrong.
Dave Chappelle loves World of Warcraft Famed and elusive comic praises Blizzard's popular MMORPG at San Francisco nightclub appearance.
After indefinitely abandoning work on his hit Chappelle's Show, comedian Dave Chappelle absconded to South Africa to escape the fallout. Since returning to the US, he has made several unannounced appearances at Los Angeles comedy clubs, and this week played two little-publicized shows at the Punchline in San Francisco.
At his San Francisco gigs, Chappelle revealed he has also been getting away to a place farther off than Johannesburg--Azeroth, no less. Attendees to Chappelle's Tuesday night show said the comedian voiced his love of a certain popular MMORPG from Blizzard Entertainment.
"You know what I've been playing a lot of?" the comedian reportedly asked the crowd. "World of Warcraft!" When a few cheers broke out, he reportedly responded, "I knew I had some geek brothers and sisters up in here!" Chappelle also was said to have expressed his amusement seeing WoW characters with names referring to his most famous sketches, including a rogue with a name inspired by the famous "I'm Rick James, B****" sketch
Full article
Just talked to these guys at Origins today. Looks like they have this all figured out already. www.traygames.com
Thats why when I get home I can kick off the shoes, mix up a Martini and relax with a casual game of TFC.
Why invest my time and energy into something I have to spend hours and hours with when I can pop into CS or TFC and frag away an hour or two.
This is much more rewarding than 'running' around huge maps to collect, build and level.
We play the game with the bravery of being out of range
I remember when they were called MMPOLRPGs. Now MMOGs? When will we call them just Ms?
As an avid gamer, albeit one who has recently deleted his game (and sold the CD it came on) for being too addictive, I can point to the one factor that attracted me to the game I used to play.
... rejoice ... there are gameworlds that cater especially to that type of player, making it dead easy to create powerful characters, call yourself "Gonzo-the-Magnificent", and surpass yourself in hack-and-slash. The average player (calender) age on such gameworlds is about 14-16 ... the author of that comment should fit right in.
Diversity.
The game engine is called Neverwinter Nights (NWN), and the company who sells it (Bioware) doesn't run a game world.
Instead it packages a server module and a toolkit for constructing game worlds with the game. This allows you to create your own game world, and open it to the public by making your own machine act as a game server on the Internet. Game clients and game servers are available for both Microsoft Windows and Linux. As far as I know, the CDs only contain the Windows client; you have to downlowd the Linux client or server yourself.
Many people have done this, and so you get a broad spectrum of servers, each with its own 'gameworld'. There is a central server which each individual copy of the game can tap into which keeps track of which machines have registered themselves as NWN server.
Some people like Roleplaying (I did), others like player-versus-player combat, still others like to develop special skills in their characters that allow them to produce tools, weaponry supplies, etc.. Some gameworlds cater more to this, others more to that, and since there are so many of them you can usually find a gameworld that suits you. And gaming is free (apart from the initial price of the game and the cost of get online).
This flexibility combined with the possibility to 'roll your own' gameworld is something that no commercial online MMORG can give you.
Admittedly, each individual gameworld is smaller than a commercial game like say Everquest.
NWN gameworlds typicallly allow 15 and 40 players online simultaneously, depending on the hardware specification of the server, and usually have about 100-300 casual players and about 10-20 people who really spend lots of time in-game.
I read a few comments of to the effect that 'people who can devote a lot of time to the game will always do better than you'. Well, that's true, and from the tone of the comment I recognise the type of player that desperately wants to beat other players in PvP combat.
Well
Other worlds are more oriented towards Roleplaying a character in the world it is in, and many of such worlds are qutie intolerant of 'grief players' who would 'hand you your ass' just because they pumped up their player character more than yours. Average age tends to be a little higher.
I found this sort of world so much fun to play in that I ended up having to delete the game from my machine to keep myself from wasting too much time online.
Mass produced massive online play for everyone, even the casual gamers.
Call it a McMOG!
"Personally, while I consume my fair share, I'm still only primarily interested in them from an academic perspective, as resources of human sociability in online space"
Yeah, and I bet you only read playboy for the articles.
That's what broke me free of Evercrack: I just don't have the time or inclination to live in a virtual world. As a result, I couldn't stay up with any of the people I knew playing it (who were practically living there), nor did my availability line up with them. That made it impractical to group play (other than joining up with random groups, which is very hit and miss and often I'd rather just do my own thing), and the game is impossible to advance in for single users (at least casual ones). I enjoy it, but after you reach a certain point, there was just nowhere to go.
I can hear the question now, "if you want to solo, why go online?" The fact is, the environment is nice for a number of reasons: learning by watching, ask people questions, sometimes people even give you things, sometimes you do feel sociable or find a good group, sometimes you do want to play with friends.
One of the things that surprised me about it was how much like myself I actually played. I'm much more outgoing in email and usenet than in real life, but when it comes to direct interaction with immediate feedback...all of a sudden it was as hard to meet people as it is in real life. Well, not quite, but as I think about it, there's a real difference between tossing something up in the air for all to see and those interested can respond to if they want versus directing something to a specific person and being unsure of their reaction.
The main problem I have with MMOGs as casual gaming is the cost.
.01 per minute or maybe even .10 an hour, up to a maximum of $10 - $15 a month and I'd be in. then I could play as much as I wanted, as I had the time, and not worry about throwing money away when I couldn't find the time to play.
Why should I invest X dollars a month, when I don't even know if I'll get to play that month. If it were more a "use fee" rather than a set monthly fee, I'd be more interestd.
I found that any decent game takes about an hour just to learn how it works.
And did you exchange a walk on part in the war for a lead role in a cage? - Pink Floyd.
Actually, I've found that Kingdom of Loathing is exactly what I was looking for: a fun game that has plenty of casual gamers and hardcore players, but it honestly doesn't matter. The game is fun for everybody to play, and people *do* get sucked in, but the creators make it a priority that new players have as much fun as long time players. Of course, it may also help that the new breed of caffinated, medicated "twitch" kids aren't going to be too excited about a web-based black and white game. But more than anything, the creators work very hard to level the playing field, while the long time players still get fun goodies. The most telling aspect of the levelling is that player vs. player combat is set up so that it's unlikely that you'll get totally and completely spanked by some 9 year old that spends 12 hours a day in front of the tube.
My point is that it *can* be done. This is at least one example.
I don't respond to AC's.
Once I was _not_ a casual gamer. Now with one child and another on the way I have minimal time for gaming. This has scared me off "traditional" MMOG options. Guild Wars has no monthly fee so I felt I had nothing to lose by trying it. I've found it to be a lot of fun. If you want to adventure with others, you can do so, or you can take along NPC henchmen if you don't want to wait to build a complete party of real people. The game looks beautiful and has a good story line. They have worked hard to create a PvP system that rewards skill more than those who enjoy grinding. That said, I have focussed on the non-PvP aspect of the game and have little else to say about PvP.
I have gotten more value for money out of it than any game I've previously purchased.
Is this the promised end? Or image of that horror? KING LEAR
One of the key things that annoys me about these games is the logic that if you kill a billion low level mobs (say bunny rabbits) you become a god; In real life this just isn't the case (you become a rabbit hunter).
Here are some ideas...
Instead of having leveling being based on a linear progression tree have it based on a model more along the lines of a curve. The most obvious way to do this would be to have a XP upkeep cost so that everyone in the game averages at around level 40. So while you can have a uber-character you have to be prepared to put in the time to maintain it. Instead of hanging around the newb area and making fun of people because you just brought the best sword in the game off ebay. You would think being a hero means being heroic.
Or
Draw some kind of balance between attributes and skills. When you start a game you should be a dumb tank; being the type of character that appeals to casual gamers who haven't got the time to learn the crafting or spell casting systems that these games offer. But over time you should be forced to play a character more along the lines of Grandelf the grey or orginal trilogy Yoda - physically weak but still having the advantage of years.
Alternatively
Just have a poly-morph fest where each level is represented by a character with the goal of the game being to work your way up into better and better characters, So you might start the game as generic goblin number 1 and finish the game as Frodo or Sam. Based on a story that is cycled on the server.
I seriously think that appealing to causal gamers is not as hard a most the the previous posters are making out. I've just pulled out of my arse three ideas, I feel, would get the balance right between the bedroom brigrade who just what to compulsively level and people who just what to either be social or explore the games content - and I'm not that intelligent a bloke, or even a professional.
It's great that the people who design these things are (finally) starting to realise they have to stop treating their player base like lab rats.
MMOGs will not capture the true casual gamer until monthly fees are replaced with hourly fees. A casual gamer is not going to pay $15/mo for an MMOG which that may not play for more than 10 hours in that month. If SOE or Blizzard were to adopt, say a $0.25/hr rate, casual gamers would be much more likely to play since they can play and pay at their own pace.
Colin Dean Go a year without DRM
Here are some of my experiences from playing Guild Wars:
- There is very little if any tedious travel from place to place. The player can simply click on the map to travel to any city (once that city has been discovered).
- The game's level progression is more designed around accomplishing quests and team based missions and not killing creatures purely for experience sake.
- A player can group up with AI controlled characters to do quests if there is no one to group with at any give time. Generally it is better to group with real life players but AI characters do a good job filling in where no human player can be found. This can cut down on a lot of wasted time looking for certain classes to fill out a balanced group.
- The quest system is designed to keep a player moving through the world of the game naturally. Almost always a quest entails a player to travel to the next city where there is almost always new quests or missions to do. One is never left wondering what to do or where to go next
- The map also clearly marks where to adventure to for a given quest. This cuts down on a lot of wandering and wasting time. Another interesting aspect of the map is that players in your adventure party can draw with their mouse on the map that is shown to other players. This allows tactics and directions to be given to everyone in a clear and simultaneous manner.
- And arguably most importantly, there are no monthly subscription costs. A player can take all the time they want progressing through the game. There is no feeling of pressure due to mounting subscription costs. If a player needs to take two months off from the game, they can come back at no cost to them and pick up where they left off.
All in all, I'd recommend Guild Wars to anyone curious about MMOGs but were afraid of the time sink and complexity of them.Chew: You Nexus, huh? I design your eyes.
Roy: Chew, if only you could see what I've seen with your eyes.
The truth is, the further in you get, the more time you've got to spend doing pointless tasks in order to increase your "experience", which then allows you to access another fraction of virtual acreage. In the same way that I lost interest in the Dreamcast game Shenmue when I was forced to get a job shifting virtual boxes around a virtual dockyard for hours of real-time
He's using Shenmue, of all games, to illustrate this point? Shenmue was bloody brilliant. Nothing was a grind, and I don't recall having to work at the docks for "hours" as he states. And even if he did, Shenmue is nothing like WoW, Evercrack and Final Fantasy. It's a different animal - top of the food chain I might add.
SEO Copywriter. Just Say ON
* CDC PLATO - Empire, Drygulch... to date to me seem to be the most fun MMOGs I ever played and are credited with getting me into computers.
* BBS Stuff/MUDs - fun here and there, the turn-based stuff typically ended up being a lot more fun because it didn't suck the tremendous time later games did, but it died a long time ago.
* Sierra Network, Neverwinter Nights (on AOL), STC and early proprietary networks were always stunted by the technology and were unable to deliver immersive worlds worthy of loyalty.
Then came the Internet...
* Early net systems like Active Worlds, (something) 23/21 (I can't even remember the name so you can imagine how influential these were) These systems were plagued with many of the issues the early non-net-based games had. Boooring.
* Ultima Online - required a tremendous stretch of the imagination to buy into IMO - the whole perspective thing was lame in comparison to the new stuff on the horizon, and the uncontrolled PVP and general user-unfriendliness of the game made it profoundly unappealing
* Evercrack - ate years of my life, was lots of fun, met many nice friends, but who knows if I may have cured cancer or learned to play guitar better than SRV had I not been wasting my time for so long, and have virtually nothing to show for it.
* Duke Nukem, Doom, Unreal Tournament, etc. - Made me realize that I totally sucked, as I was continually fragged by a bunch of 12-year-olds with no command of the English language, served to seed my resentment towards power gamers (which I thought I *used* to be, but I was *wrong*)
* Star Wars Galaxies - I really was excited about this game prior to getting into it, visually it's striking, but the game just didn't work, as advanced as it was, it was way to easy to hit a brick wall and ask yourself "WTF am I doing?", took a break, came back a year later, played for a few months and realized the same thing... not sure why this game isn't working but it is NOT working... beginning to suspect the problem is basing this upon Lucas' guidelines and being trapped in a world that is now a corporate entity exploiting baby boomers and early gen-X'ers, haphazardly created to sell breakfast cereal, action figures, pez dispensers and M&Ms.
* Sims - I pat myself on the back for being smart enough to not even get into this waste of space. What's the point of creating an online personna that's even more pathetic than your real life one?
* Puzzle Pirates - thought maybe I could get into this as a breath of fresh air from the soul-sucking MMORPGs that require you to spend half your life eating glass before you feel good about your online personna, but nope, this game is the same thing. It's most substantive flaw is that someone thought it would be a good idea to write the entire application in JAVA, so as a result, it's 100 times slower than its contemporaries - smooth move! Yea, you can goof off more easily solo but ultimately this game continually prompts you to jump on the hamster wheel so you can put some purple jumpsuit on your avatar and impress other online losers. No game has made me more aware of how pathetic I am, when I'm pretending to be a jolly pirate pillaging via tetris-esque gameplay and dreaming of a pixelated octopuss to wear around my neck. Someone kill me please.
* Pokerstars - About the only game you can casually jump into at any time, and play. I don't espouse to be seeded into some goofball WPT event, but enjoy that I'm probably smarter than 90% of the dummies that play the game dreaming of winning big. Ironically, it's an ancient (by today's standards) game that ends up being one of the most playable and long-lived online.
What does the future hold? One thing is for sure... the big companies doing stuff now don't have a freakin' clue. Just once I'd like an audience with some developers who would listen, but nobody listens anymore, so it doesn't matter what I think.
I was a pretty active planetside player for around a year on Markov... That game's development was just one massive mistake after another.
Everything was going great in beta, but the downhill started one -day 1- of the game's release. They made a massive and totally untested change, even the manual described the way the game was in beta.
In beta, you got -full- XP for every kill anybody in your squad made. On release day 1, they divided it by the number of players. On average, if you were used to 10 man squads, you got 1/10th the XP you were used to, drawing out the level up period by a factor of 10.
But that wasn't the only effect, there was a massive unintended consequence. You could still get pretty good XP if you sat inside of the Spheres of Influence while capturing bases.
Result: everybody and their mom was stuffing themselves into these spheres of influence constantly. They made up maybe 10% of the overall landmass and were very repetitive and uninteresting locations. There were only a few base designs and everything became focused on the rather weak indoor combat as opposed to the much more epic and cool outdoor vehicle combat.
The massive outdoor battles of the beta were gone and replaced by overcrowded lag fests that started crashing servers. Same number of players as beta, but because they pushed player density way up with this totally untested change, network traffic and server load increased exponentially since it normally didn't have to transmit the locations of players to so many people since they were more spread out.
The devs turned an absolute blind eye to how they had ruined the game and populations dropped by what seemed like 75% in the first month as people chose not to subscribe because the game was pretty much unplayable during prime time. Continents were crashing so often that the sanctuary continent you'd get kicked to when they crashed, would crash, and you couldn't login at all.
There were -more- people in the free public beta and it was very stable towards the end, how in the world were the devs so dense as to not to see what their change had done?
All we have today is massive visual games, with awesome scenarios, movements and all kinda of stuff. But gameplay, story sux. Way too boring. We don't have games like we had in the past -- 10 years ago.
Why LucasArt went down? Because they lost hardware attention. They got story and gameplay to keep one playing for hours, days, months (who could forget Monkey Island series? Sam & Max? Full Throttle? The Dig? The original Star Wars series?), but they got simple graphics, allowed to low end machines to be used.
Then came the 3D era, and all we have are boring games with awesome looking. But boring. Take a simple look at HL2. They promised an awesome game. They lost its game in middle of development stage. They got world attention to them. They launched game one year after they planned. Game was fun. For one or two weeks.
Doom3, no fun at all. A crappy, bummer game with dark corridors and a lot of monsters, and a freakin' laggy game?! There is nothing to look in Doom3 except dark corridors to make that game be so laggy. How long it survived? No much longer than HL2.
That's why GTA is a must -- and banned by some dumb lawers who think they understand what IS GTA about. Game is simple, game is good, game has a story.
And that's our actual game devel. They do their best in visual elements, but put aside a simple item: story. But, oh well, that's "the way it means to be played"...
Everyone seems to be saying that the reason MMOGs don't suit casual gamers, is the grind, so the content lasts long enough.
Huh?
If they're casual gamers, there should be no need for the grind to slow them down. It took me almost a year to get to level 50 in CoH. I've been playing Guild Wars since launch, and still haven't run out of PvE content. The key point about casual gamers is that they play, y'know, casually.
Sure, the regular MMOGers will turn up, play the entire content in 3 hours, and go do something else. Does that matter, if you've got casual gamers in their place?
...is not just a river in egypt:
"Personally, while I consume my fair share, I'm still only primarily interested in them from an academic perspective, as resources of human sociability in online space"
Sure buddy...just like how I'm not a cocaine user--I'm just really obsessed with the way it smells. In fact, it's so subtle that it's hard to smell unless you smell it through a straw. And I keep forgetting how it smells and needing to refresh my memory...for days on end.
Games like Everquest wouldn't have even gone into development. There wasn't anything on the horizon when it was released reguardless of what you think.
Current MMO's are not tedious because they're massively-multiplayer; it's because of the business model. You have to keep players paying. This means an (ideally) endless stretch of advancement.
I think the subscription model is going to continue to be a barrier to entry for casual gamers. "Casual" implies a small time investment. Why would I pay $15/mo for something I play for a couple hours on the weekend? Especially if those two hours are stuck in a repetitive grind?
Right now the "MM" part of MMORPG isn't really being taken advantage of in current games. A game like Battlefield 2 rewards a comparable level of group coordination to an EQ raid. Truly massive group coordination (100+) is rare. The "MM" part has not truly been delivered yet, imo.
The real thing being exploited, what MMO designers spend all their time on, is how to keep players paying for as many months as possible.
A better acronym would be "S-RPG", for subscription-based RPG. I think an MMO for casual gamers would require a dramatically different approach. "Dumbing-down" the existing genre might bring in (and hook) newcomers, but only the hardcore will stay.
I have to account for all the things people do by trade. I don't want to do this for entertainment.
Does not necessarily need to be bad guy roles. Just minor roles custom made for casual gamers. Better AI, more depth to a story, different perspectives of the same game. Lots to like there. Good idea, man.
Subspace/Continuum fits the 'MMOG for the casual player' bill perfectly.
I pick it up whenever I have 10 minutes.
Check it out....
I've been playing iClod City or whatever (does that even qualify?) which is turn based, but free, and often go days forgetting I was even playing.
By the time I com back, it's difficult to remember what I was doing or what I had planned to do next.
I dunno, to me sounds kinda like companies are getting desperate to find an audience.
Maybe the reason is cost, even at 10 bucks a month, if you're playing 5 or 6 of them, that's (duh) 50 or 60 dollars just for online gaming. Coupled with the prices of console and PC games, gamers quickly have to decide what to play. Maybe fix the problem with dedicated players and then solve the problem of MMOGS for the casual user.
R(k)
0) Provide fun things to do, ideally with a weekly, evolving story that keeps people coming back, that they can take part in. Let them shape the story a little bit by their actions, even if it's just "story path A vs path B".
1) No Leveling. Create a character, play that character til you're bored with them - they don't continuously "improve". Let people have fun WITHOUT the Grind. Or make character improvement rare, unique, totally unpredictable, earned when a special opportunity came up (but you don't know it's one of those until you complete the quest) - so the 200 hour player has maybe 4 interesting improvements over the newbie.
3) Tightly limit item slots to keep it simple. E.g one melee weapon, one ranged. Want a new one? Toss the old one. Or do upgrades and repairs (weapon and armor damage to spend money on, but you can always dump it and pick up free basic equipment if it gets TOO bad).
4) Sign up once for all MMO games (to set up credit card info, account $$ limits, etc). Eliminate this barrier to getting into a new game, so you can rent a game and try it out. In the long run, this helps all game developers. Forget trying to "lock in" players - that just keeps them from coming back once they switch.
5) Charge on a "run a tab" basis - play until you've run up a certain $$ tab - high enough to get new MMO players hooked before the bill comes due. If they quit forever, bill them after one year.
6) Give'm a taste. Once you've signed up for MMO access, you can create a character and play any game 30 minutes for free. Good for rental games you may or may not like.
7) Make it trivial to chat - as in just talking into a microphone and hearing what others are saying/yelling/screaming nearby. No keyboard, usually no button presses - continuous voice. Charge people if they want to talk, but let them listen for free. Anyone who doesn't want to pay can trigger stock phrases, maybe a personal digitized "battle cry", etc.
8) Offer multiple worlds "right sized" and "right feel" for different players. Some like lots of company, some like nearly empty worlds. Hardcore or nerfed or smurfed. Etc.
9) Provide two tracks - casual and heavy player. Casual players can buy or rent the basic game, and play forever, whenever. Heavy players get on the 'fresh content' upgrade disc track, paying modest amounts for the most recent releases. Separate worlds, obviously, but try to entice casual players onto the upgrade track with in-game tales of "the real action" happening on the frequent upgrade track, while they're dinking around in a relative backwater of the game world. E.g. base game is around a home city under attack, upgrades wander the world taking it to the enemy in new and exciting places - but also able to return to the home city to brag of their exploits.
So why don't any companies offer a casual server along with their regular servers? Cap the amount of hours you can spend in the server to say 30 a month, let any remaining time carry over to successive months so that if you're on holidays or something you can get that extra gaming in. Increase experience and loot drops by 20% or something low like that to speed things up just a tad.
I know I'd be more inclined to play a mmorpg if they had something like this.
I've played MMORPGs since Asherons Call went live (99?) and seen several different attempts at creating 'casual friendly' game play, and they always fail.
The reason: Levels.
The power games will power level their way to the top (and then complain there's nothing to do, but that's another rant). Always, always, always.
Some look at it as a status symbol. The race to be the first max-level character on the server, or in the entire game even (right after release).
The PK players want the levels so they can be competitive.
How to fix this? Remove the concept of levels. Create a true skill-based system that uses no visible numbers of any kind.
You start out as "Joe Average" with no special skills, or maybe a few chosen at character creation. From that point on, you gain experience in the skills you use. If you neglect a skill (ie: not use it for a long time) they atrophy as you "get rusty" at that particular task.
If you want to learn a new skill, start working at it. Pick up that mace and use it for a while instead of your longsword. The more you use it, the better you get with it.
The trick is not to publish the stats to anybody. It's all internal to the game mechanics and nobody knows exactly how good you are.
Imagine it. No race to the top. No concerning yourself with how high a level you are for PvP play.
Instead, you try and fail, or succeed when you go up against that Orc boss mob. Only trial and error will show. If you fail, go work out some more on easier mobs until you feel you can try again.
If your a PvP player, you now have to choose your opponents with care. That dude that's taunting you is someone you've never seen before. Is he a newbie, or just someone you've missed all this time. Do you dare challenge him?
It would make the trek into new lands a true adventure. No more checking on maps to determine if your character is high enough level to try out that zone. You'll really have to take a chance for once.
For the casual gamers, this will still mean that there will always be those who are higher level/more powerful, but this way, it is not as obvious.
Play with your friends, sure. You may die along the way if something they can handle gets to you somehow, but at least you will not be blocked from participating.
When VCR's are outlawed, only outlaws will have VCR's.
KOL was a huge hit for me not because it was so accessible, but because it was funny as hell.
Its accessibility is tremendous, though. I didn't even realize that there existed the community of hardcore people absolutely devoted to having X-hundred turns every day until I read the forums a bit...
It is very accessible, but it's also not a standard MMO. The biggest difference is that you really can't party at all. You chat with others, you trade with them, you cast spells on them, PvP--pretty much everything but form groups and fight the same monsters, unless I missed something major. In fact, the whole thing as far as I can tell is for the most part instanced--what you do isn't really tied to what anyone else in the Kingdom is doing, unless you're buying stuff.
Unfortunately, the saga of the Disco Bandit "Senator Jim Death" ended when I forgot to log in for a long, long time, and he got knocked back to level 1.
"Personally, while I consume my fair share, I'm still only primarily interested in them from an academic perspective, as resources of human sociability in online space"
Uh... Yea. Me too.
-Baxtor the Almighty
Property is theft.
While GW is fine if all you want to do is whack on rats or whatever brain-dead AI you encounter, it is a completely unfriendly game for casual PVP.
This is a real shame because the game was originally marketed as the game you'd just pick up and play when you want... how you want.
By the time of retail release it became a requirement to play approximately 1000 hours of PvE unlocking skills to compete in PvP and GvG. There are pre-made characters you can hop on without playing any PvE, but they just can't compete and are woefully inadequate for GvG.
I'm terribly disappointed in this and feel really burned because I just wanted to PvP with my clan; I have no interest or desire in spending any amount of time PvEing... That's why I bought a game called Guild Wars, not EQ2, not WOW, and not any of the other dozen or so games that already cater to a PvE audience.
It is my sincere belief that for a game to really reach casual-gamers they need to stop the PvE treadmill. PvE doesn't appeal to casual gamers... PvE only appeals to Koreans and a small minority of gamers with obsessive/addictive personality disorders. This is why FPS online gaming has numbers no MMO can touch. When I want to play I just play... I don't/can't/won't spend any amount of time getting ready to play!
PlanetSide was close to the mark but had woefully incompetent developers and a very dubious publisher at the helm.
I'm not sure why some people say that WoW doesn't accomplish what casual gamers need... You can *easily* solo to level 60. There are quests for groups, and quests for soloing. The group quests are generally more fun, however if you're talking about the XP grind they're both about the same.
Heck, the game gives you BONUS xp for NOT playing!!! Just log off in an Inn. Don't play for a couple days? no problem! You log back in and you have rested xp waiting to be gained for free!
Oh but once at level 60 you need to spend hours and hours if you want to have the best gear!!! Uhhh..... what? I spend a grand total of 8 hours per WEEK in the end game instances.
Onyxia takes around 30 minutes for a good guild. You log on, group up, kill her then log off. Any longer than 30 minutes and you're doing something wrong.
Molten Core - ok yes it takes around 6 hours to run from start to finish. (Again if you know what you're doing) But it's only once per week. 1 day of hardcore gaming for the entire week then there's a lockout timer so you don't even have to log in for 5 days if you don't want to!
This game has casual gamer written all over it. I'm not sure how anybody can argue otherwise.
If companies want casual players then they need to make a change. Either make the software free or the subscription free. Do not charge for both!.
Don't reach for me. I won't pay a monthly fee to play a game.
I dislike the business model, I don't have the time to compete against kids with 12 hours or more leisure time hours devoted daily, and honestly, I don't have the time to make the "online social connections" to succeed in the genre.
Cater to your fans - develop the game for them.
_ _ _ Go for the eyes Boo! GO FOR THE EYES!
Read any good articles in Playboy lately, buddy?
I think MMOGs short-circuit something very, very important. As human beings, we have mechanisms that keep us from stagnating. If we sit in one spot for hours on end, we get bored. But MMOGs are a behaviorist's wet dream, providing a complex system of goals, rewards, whatever it takes to keep the player online for as long as possible. Some people can do this and not fuck up their lives. some cannot.
A friend of a friend who got hooked on Everquest wound up losing custody of her child (under six years old, I think) because she couldn't be bothered to take care of of it---the game was more important. That frightens me.
If we don't get human contact, we die. Literally, we die. (Look at prisoners kept in solitary confinement for months or years in the early days of prisons---their bodily needs are taken care of, but they lose the will to live.) Well, some people can become hermits, but most people can't.
If we didn't go to such lengths to short-circuit these mechanisms---like boredom---the Hikikomori would have to leave their rooms. It's a dead end, and it's self-destructive.
And that's why, despite enjoying Warcraft III immensely, I will never touch World of Warcraft.
Laws do not persuade just because they threaten. --Seneca
See The Virtual Skinner Box, an essay on Everquest (but really about MMOGs in general) written from a behaviorist perspective.
--grendel drago
Laws do not persuade just because they threaten. --Seneca
So, your ideas aren't new. They've been attempted in one form or another; pretty much from the start.
/duel.) You can play on a full PVP server, or not. You could play WoW with only some areas PvP. Likewise with others.
"1. Make the earlier levels more enjoyable."
EQ2 had a crap load to do at low levels. Even EQ has plenty to do, explore, etc. At low levels. You've put your own pressure on yourself to "grind" them away instead of enjoying them. And there's even games without levels at all (SWG, etc.)
"2. Find a new genre. No, you're not Tolkien. Every single game doesn't need trolls, orcs and dragons. Nor magic spells."
But a lot of us LIKE dungeons and dragons. And magic, and orcs. I do. It's not a bad setting, and it happens to play exceptionally well in the MMORPG genre. However, if it's not for you, you could check out SWG or a few of the others that don't follow the mystical theme. But what else is there? What else works as well? I can't think of too much. And anything I could come up with is probably already on the drawing board somewhere.
"3. If you're having PK make it reasonable. You don't want high players going round killing every lowbie they find"
What MMORPG's have you played, exactly? Besides original OU, most MMORPG's have limits on player killing. You must be within level ranges, or something like that. Or you must agree to do PvP with another player (ala
One of the biggest problems with PvP is class balance. EQ was never really designed for PvP - it came after. Classes had a lot of different traits that made them useful in groups or raids, but not in PvP. A Wizard could bomb the shit out of you, or a cleric could just keep healing himself. A pure melee would be fucked, even with all his armor and hit points.
So how do you make a game both good for raids or PvE encounters, and PvP, without dulling both?
"4. Make the game rewarding and exciting."
I'm sure the goal of every MMORPG developer is to make the game crappy and boring.
" Of course grinding-games like Everquest with fixed-mobs and fixed-loads will never be that exciting. Equipment can't load consistently, it has to be random. That evil dragon can't load the magic potion every time, it has to be say 1 in 5. And you can't find out 'till it's dead. That's what makes it exciting."
Okay - wait. How is your idea different from EQ, exactly? Killing the same mob over and over to get that rare epic drop or armor component? And since when can you tell what EQ mobs have for loot before they die? ShowEQ hasn't shown loot for many years.
"When you gain a level, it has to mean something, even at low levels. Going from level 1 to 2, or 4 to 5 should give you something on top of the number. "
Nothing new here. Even in EQ, you get more abilities and spells quite often, even at low levels. When I played EQ, I enjoyed every level UNTIL the higher levels. So I'm really not sure where you keep coming from with this "low levels need to be fun" stuff. They were/are.
In fact, what kept the pressure OFF me to level in EQ, until maybe level 47, was the insurmountable amount of time that was required to reach 60. I didn't worry about it, because it was so far away.
"5. Keep the levels down. Don't let people get to level one million so if you only play a few hours a week you may as well not bother. Level gain should not be linear."
Herein lies the crux of the matter. None of the other garbage means much, because it all comes down to this.
If some guy can spend a lot of time in the game, and does, and works hard at advancing his character - is it right that JoeShmoe casual player with no dedication to the game gets the same level of play? And what's to keep the people that can spend time playing, paying?
You need to benefit players that play a lot, because these players will pay month after month as long as the game keeps them going. If you deliberately ne
- It's not the Macs I hate. It's Digg users. -
This is something that Planetside initially did correctly - skill is far more important than the weapons you accumulate over time. Players should still develop over time, acquiring items and experience. However, these perks should not supplant the need for skill in PVP combat. In a PVP situation, a poor player with an advanced character should still lose to a skilled player with a relatively new character.
I think it's fairly obvious that all of the MMORPGs are based on the same template. If they want to attract more players then they need to give up on the RPG genre and branch out into sports and other things that people might like to do.
Some people like to dress up as Elves and play D&D but how many more people belong to Motorcycle clubs or Car clubs? How many people play Golf? Lots.
Bringing the MMO game model to other interests is the way to go. Imagine a MMO Auto Racing game. There could be a persistant city you could drive around with races being held on tracks in various locations. If you have a FWD, 4 cylinder car you could go race against other people with the same style of car. Casual gamers could all afford a Civic and longtime gamers would just have a larger collection of cars. They might have a Ferarri but they could only race that car against other rear engine supercars.
Check out this game in the Golf genre: www.shot-online.com
that as we have grown into a more and more 'civilized' race, we have lesser (and lesser) free time. Yeah, a casual gamer on a 'normal' offline game can play around a bit, squeezing in a few gaming hours here and there.
... they wont really take off. Not anytime now anyway. :) Not unless we come up with robots that do all our work for us and we have nothing else to do all day or something ;)
But then, that's not how you want to play an MMOG, right? Q.E.D.
Yeah, whatever!!!
Eve Online could be the answer to a few, on top of great graphics, an amazing economy, and very social setting, there is no grind at all, skills are learn in real time. Some skills take 15 minutes to learn, others can take as long as 60 days to learn. After the first month of playing, you could not log in for two weeks and still advance the same as if you played 24/7 with the exception of making money, which is not very hard to do.
--
"dumbing it down"? How can you get any dumber than Everquest?
Casual gaming doesn't mean spending 40 hours a week 'mining' and 'leveling up'. What the Guardian Gamesblog is missing (yet again) is a proper look at the alternatives. There are hundreds of browser based MMORPGs, there's Neopets and there's Habbo Hotel, Gaia online and so on.
Casual gaming and MMORPGs *can* go hand in hand but not in the current format. Browser based MMORPGs are much more likely to succeed given that casual gaming means gaming at your desk and insatlling the drivers, booting up the lastest game connecting to your local server is all too much to be defined casual.
I have played EQ2 and WoW and I have to say that Guild wars has THE best, most tactical, and IMO the funnest PVP system.
Any game with a monthly fee is by definition for obsessive gamers. A monthly fee also encourage grind in order to stretch the content out over as many months as possible, and grind is another thing that bores casual gamers.
A casual friendly MMORPG will have no monthly fee and no more grind than a single player games. And the gamers should not be expected to play the game more than they would a typical single player game.
The closest thing I have found is Guild Wars, which being fully instantiated may not qualify as a MMORPG. It mostly play like a single player game, where you can party with (and against) other players if you so desire. Multiplayer, but not really massive.
No "casual player" is ever going to compete on the top of the global ladder. That requires skill, which require more practice than a casual player can manage.
For the *casual* gamer, PvP in Guild Wars is just fine. GvG will make you meet other guilds at your own level, whatever that is. And yes, yu can get pretty far with the standard templates. But of course, poor losers will always blame their loses on the templates, rather than their lack of skill.
Compared to a FPS, being really competitive in Guild Wars require that you play the PvE game through once. The PvE game as been structured as one large training mission for PvP. It takes at most 100 hours (if you suck) to play the game through and obtain any particular build you desire. You are then as competive as anyone. If you want to change your build, you can do that with points obtained in PvP.
Unfortunately a handful of people with severe personality disorders have desided that they'd rather spend their time bragging about their comprehension deficit about what the game was supposed to be on the fora, than play the semi-obligatory training mission.
MMO's are one buzzword that is well past its used by date. Developers have been trying to sell the idea of a profitable MMO to publishers for year - look at the results. Almost 90% of all MMO projects that get underway, get canned due to unrealistic expectations of the audience.
... oooh.. CASUAL.. Once developers quit with this damn annoying and money wasting buzz word.. the game dev industry will be a much better place to work in...
You need massive amount of money to run decent resources to serve large MMO's, and that usually mean monthly fees. Casual gamers will _never_ be interested in this sort of setup.. because they are
Only few developer can afford.. and understand the implications of MMO's and pull them off business wise.. short of developing similar studios.. theres stuff all point in attempting these games..
The average lifespan of a game is extremely short these days. And the gaming community is an extremely mobile community. Look how quiet WoW is at the moment while BF2 servers are full all over? This is the problem.. until people realise the economic model for MMO's doesnt work.. we will see more stupid failures..
Anyone else play? I'm hopelessly addicted to it. http://www.kingdomofloathing.com/
Guild Wars offers some features other MMOs don't. This is why I play:
1. No subscription fee.
2. At any time I can simply quit the program without worrying about getting my corpse, XP loss, camping in a safe spot, or training people. The next time I log in I will be in the last city place I was in, with full gear, and no xp penalty.
3. They have designed the game from the ground up with the mantra that Skill > Time put into the game.
A. The level cap is 20. Just by doing the missions and quests in the first half of the world you can easily get to level 20.
B. You can bypass leveling and create a level 20 character that is for PVP only. You can unlock all of the skills for PVP by either just leveling up your normal character or by fighting in PVP battles and earning points for the upgrades you need.
4. Their streaming content means no more 18 hours of downtime while they patch the game.
5. The game has only been out for 2 months. I was in beta, but still this is a very new game. ArenaNet's Baby. They are taking very good care of it.
6. They constantly actively listen to the community on their own hosted boards and of the fansites boards.
I doubt anyone here who games could ever have a perfect game for them. But these 6 reasons rank high on my "must have" list for a MMO. Just my 2 Cents.
I absolutely loved EQ1 and was wondering if there is anything good about EQ2 to warrant trying it. I do not believe I will *live* in the game but I can devote 6-8 hours on it a couple times a week, no problem. am I going to have to build a new machine first? (p4 1.7 ghz 512mb ram geforce 3 128mb) the only thing that really pissed me off in EQ1 is when they nerfed the monk (martial arts guy for those that havent played) class. never got high enough level to raid, the highest I got was a 54 necro and didnt have the correct expansions to raid, and no money to buy them with (was unemployed due to an injury) Should I try EQ2? is there as many people playing it as EQ1? has the community in EQ1 since dropped off? I havent been on EQ1 for a year
I don't MMOG's for my console. They bore me stupid, which is why I am a console, not a P.C gamer.
Eve is actually a very good attempt to break out of the 'standard MMO' mold. The game is focused on complex player interaction. The skill system defeats power-levelling completely, and has diminishing returns build in. (still time based though) The only real grind is financial, but if you're a smart player with a little luck you can avoid it.
Unfortunately, the games complexity leads to a VERY steep learning curve, and mistakes can be costly. Add in the non-consentual PvP and the game ends up being pretty hardcore. Probably a little too hardcore for the casual gamer.
Personally, I like the challenge presented and the risk involved. It makes ingame success much more rewarding.
Quick comment on Guild Wars for you.
There is an increasing rift between PvE and PvP players. It all seems to boil down to unlocking skills, and to a lesser degree, superior modifier items. ArenaSoft has tried to blunt the farming for superior runes by allowing them to be bought as well as making them unlockable with "faction points" after countless hours of (winning) PvP. That's all fine and good... but here's the real stickler. NOTHING starts out unlocked.
Many people bought guild wars based on their PvP word of mouth from the betas and their promise to be casual player friendly. I personally have spent days of the last two months playing this game and have only about 15% of the total skills unlocked and a very small amount of the runes unlocked. I should say here that I have finished the single player campaign and am itching to get into more guild vs guild play and such. Anyhow, in order to get the majority (~65-70%) of the skills and items unlocked I wuill be expected to go through the PvE campaign no less than 3 times to get this far. That's a pretty big grind, and at ~75 hours per character give or take, I won't be doing this any time soon. The PvP players feel a bit cheated because it has as so many other MMO's before it become time > skill, which was specifically advertised as not being the case. My box says, just inside the front cover "You'll prove your worth with every battle as skill, not hours played, decides your fate. Whether battling horrific monsters or competing at the highest levels of tournament play, it will always be your skill that earns you victory or defeat." Now, I'm not one to take advertising literally... but it... feels like they have put (or maybe are just keeping) this grind here for a reason. The PvP aspect above is jsut plain false.
The devs seem to be paying attention though, so there's hope that this may change. We'll see. Sorry about the rant. It has nothing particular to do with your post. (I liked it). =)