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MMORPG Evolution

1up.com has a piece looking at how Massively Multiplayer Online Games have evolved from the days of UO and Meridian 59. From the article: "As far as the genre has come, though, MMO gaming has still only barely grown out of its infancy. Blizzard crows that 4 million users globally are hooked to World of WarCraft-but that leaves 6-billion-plus people on Earth yet to be reached. Are MMOs doomed to continue fishing from the same pond of players over and over? Major publishers are asking themselves that very question right now. So are we. Developers must do six very real things to make MMO games reach out to even more people: rethink monthly fees, manage in-game economies in new ways, explore new worlds and themes, use new technology to change the way people access games, weigh the balance between structured storytelling and open worlds, and foster a better sense of community among players."

81 comments

  1. Eh? by Southpaw018 · · Score: 4, Insightful

    This article sets up an absolutely ludicrous comparison - "yeah, sure, you're four times bigger than any other MMO EVER but you don't have the rest of Earth's population yet! So you SUCK!"

    I think that WoW proves quite clearly that there's plenty of players to tap and that the market is in its infancy. All you have to do is play the right cards, something WoW has done/is doing quite effectively.

    --
    ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
    1. Re:Eh? by Anonymous Coward · · Score: 0

      Four times bigger than anything in the United States...Asia just doesn't count?

    2. Re:Eh? by falcon5768 · · Score: 1

      no its more its common knowlage numbers for MMOs for Asia are notoriously inaccurate by a large degree.

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    3. Re:Eh? by snuf23 · · Score: 1

      Well, that also stems from the fact that most Asian MMOs don't use a paid monthly subscription model. They frequently use a pay as you go system where players purchase game time at an Internet cafe or via their cell phones.

      --
      Sometimes my arms bend back.
  2. Absolute rubbish by Anonymous Coward · · Score: 4, Insightful

    The argument about MMORPGs all drawing from the same pool of customers and simply trading them around in accordance with the latest fads is, and has been known to be for some time, complete and utter rubbish.

    MMORPGs are the fastest growing genre around, from what I can see. Go back a couple of years and you've basically got UO and Everquest with about 400,000 players each, and a couple of others, like Anarchy Online, hovering at their heels with 200,000 players max. These days, You've got World of Warcraft with millions, Final Fantasy XI with a significant fraction of a million, Everquest and Everquest II both with 400,000 plus players, City of Heroes with a good few hundred thousand and Guild Wars (which arguably doesn't count due to the lack of a subscription model) with loads as well. This is before you even move onto the dozens and dozens of smaller MMORPGs, such as Galaxies, Eve Online, Matrix Online, Planetside, Dark Ages of Camelot, etc, etc, etc. In short, there are both more and bigger MMORPGs.

    I think what you've really seen over the last few years, particularly with franchise MMORPGs (WoW, FFXI, Galaxies etc) or niche MMORPGs (Planetside, Sims Online, Eve etc) is new players being brought to the genre through bridges from elsewhere. Want to hazard a guess at how many people play World of Warcraft because either of the Warcraft connection, or the Diablo/Blizzard connection? I've not seen any figures, but I'd guess it's a significant part of the player base. Galaxies was, by all accounts, a pretty appaling MMORPG when it was launched, but it was reasonably successful due to the franchise drawing in fans of other SW games and has survived long enough to develop into something worth playing.

    I suspect that over the next few years we'll see other genres moving into the MMO world. We've already seen Planetside have a stab at a MMOFPS and although it's not been a wild success, it's done some important and useful proof of concept work. I suspect that RTSes and, in particular, Sports Games will be the next to go MMO in a big way. You could almost argue - although it might be pushing things a little - that the online career options in Forza (popular X-Box racing game, a la Gran Turismo) already have most of the elements of a MMOG.

    1. Re:Absolute rubbish by Anonymous Coward · · Score: 0

      Final Fantasy XI with a significant fraction of a million

      Square-Enix hasn't released figures for that game in well over a year. It's unknown how many subscribers they've hemoraged, but they lost a LOT when the infinitely-superior WoW and the superior EQ2 were released, along with scaring even more away with the incredibly lame Chains of Promathia.

      No one knows how many players they still have, but it's unlikely to be "significant" - other than they have a virtual monopoly on the Japanese MMORPG market. Which accounts for the vast majority of their accounts.

      Or, at least, that's the best we can assume, because - well, they haven't released figures in over a year.

      (And before anyone links it, check that census carefully - they never actually mention any figures. They heavily imply that it's in the 600,000 area, but they NEVER actually say that, and the way that they never actually say that heavily suggests that it's actually substantially LESS - almost certainly on the order of what EQ and EQ2 have, if not less. But we can't know, because they won't say.)

    2. Re:Absolute rubbish by Anonymous Coward · · Score: 2, Interesting

      As a fairly hardcore FFXI player who's been playing for over 2 years, I can tell you now that servers are busier than ever. There was a dip when WoW came out, but it swiftly ended, as most players who left FFXI for WoW came right back. WoW's gameplay and depth just aren't sufficient to keep somebody who's used to a more traditional MMORPG occupied for long. Blizzard have done a superb job at making a game that's accessible to new players, but the majority of those who are used to other MMORPGs have shunned it. Note that this is actually a good thing for the industry in general.

      Japanese players are not a "vast majority". Best estimates from regular players would be a 40/40/20 split, between Japan, the US and Europe (where a vastly delayed release meant the game got more or less ignored).

      I think your comments about the Chains of Promathia expansion really sum up just how shallow your knowledge is. There was indeed some initial disappointment from CoP, largely from the people who had convinced themselves (despite the complete absence of any evidence) that there would be new jobs included. However, people soon realised that what CoP really added was a strictly player-skill based element to the game. By adding extremely difficult missions to the game, often capped at a relatively low level, Square Enix forced veteran players to learn new styles and assess how they'd been playing the game. Similarly, new players with a talent for the game but without the time to have reached the top levels, were given an opportunity to be among the first to achieve new things, which is always a rare chance in a MMORPG. World of Warcraft has, at present, nothing to match this.

    3. Re:Absolute rubbish by EddieBurkett · · Score: 1, Funny
      Galaxies was, by all accounts, a pretty appaling MMORPG when it was launched, but it was reasonably successful due to the franchise drawing in fans of other SW games and has survived long enough to develop into something worth playing.
      Be patient. In six months SOE will scrap the combat system again and then the game will be just as appalling as it used to be, if not moreso...
      --
      The only thing I hate more than hypocrites are people who hate hypocrites.
    4. Re:Absolute rubbish by Sandman1971 · · Score: 3, Informative

      Want to hazard a guess at how many people play World of Warcraft because either of the Warcraft connection, or the Diablo/Blizzard connection? I've not seen any figures, but I'd guess it's a significant part of the player base. Speaking from personal experience only, it appears that the number is about 60%. Speaking with my guildmates and people on the various servers I play on, it appears that 6/10 people who are playing WoW never played an MMORPG before WoW. And out of those 60%, most have tried WoW due to having played previous Blizzard games such as Warcraft, Starcraft or Diablo. Again, from past experience, it also appears that most MMORPG players play only one MMORPG at a time. Rare are the people who are, for example, playing and paying for WoW and Everquest at the same time. So as the number of total MMORPG subscriptions rises, there's very little 'double dipping', where one person is paying for more than one subscription. This would indicate, at least from my personal view, that it would indicate the number of players is increasing. So I'm absolutely backing up your statement that "The argument about MMORPGs all drawing from the same pool of customers and simply trading them around in accordance with the latest fads is, and has been known to be for some time, complete and utter rubbish."

      --
      It's better to burn out than to fade away
    5. Re:Absolute rubbish by Mr.+Ghost · · Score: 2, Interesting
      The argument about MMORPGs all drawing from the same pool of customers and simply trading them around in accordance with the latest fads is, and has been known to be for some time, complete and utter rubbish.

      It's not complete rubbish as I know that many of the players of these games are signed up for multiple games. I personally only play Guild Wars as I don't like the monthly subscriptions, but I have two friends who plays WOW, SWG, UO, CoF and Guild Wars and two other friends who play 3 of those (WOW, CoF, GW) and another frind who plays EQ and GW.

      So the total pool is definitely larger than the largest MMORPG but it is definitely not the total of all of them. I would probably venture a to say (without any stats to back it up) that 30%-40% of players play multiple MMORPGs if they play any at all.

    6. Re:Absolute rubbish by Anonymous Coward · · Score: 0

      As a fairly hardcore FFXI player who's been playing for over 2 years, I can tell you now that servers are busier than ever.

      Got any figures? Of course not, because Square-Enix isn't talking.

      Funny thing is, Square-Enix was providing loads of figures about their subscription sizes back when they were the #1 largest MMORPG in the US. Now that they're something like #4 based on the last subscription figures they actually gave, they seem to have become a lot more quiet. It's been OVER A YEAR since they gave us any information about subscriber counts. If the servers were REALLY "busier than ever" I'd think they'd be announcing that.

      I think your comments about the Chains of Promathia expansion really sum up just how shallow your knowledge is.

      My comments are echoed by just about any review of the expansion pack. It is quite probably the worst expansion pack ever released for any MMORPG, and that's a fact. But don't take my word for it, just go and look up ANY review of the expansion.

      World of Warcraft has, at present, nothing to match this.

      Yes, Blizzard allows you to use all the skills you've taken months to earn and doesn't require you to have twelves sets of gear on hand in an inventory sized to carry two. I fail to see how that's a problem.

    7. Re:Absolute rubbish by ShibaInu · · Score: 1

      "The argument about MMORPGs all drawing from the same pool of customers and simply trading them around in accordance with the latest fads is, and has been known to be for some time, complete and utter rubbish."

      While you make a good point, bear in mind that MMORPG's suffer from a couple of problems when it comes to drawing really huge audiences. First, there is the issue of time and level of commitment - most MMOs require both. Second, there is the "culture" of online game in general that isn't terribly condusive to causual gamers. Third, there is the issue of cost.

      Time is critical for many of us. If a game takes weeks to get into or to develop skills for, it eliminates a big percentage of potential customers. Single player games with long game cycles are ok, because you can save and play at your own pace. MMOs don't seem to always work that way.

      Read some of the posts about WoW on this board and you'll see that there is a language and culture that develops around the games. Sometimes this can seem indecipherable. Coupled with the time factor, causual gamers may say no thanks.

      It costs money to play MMOs. You need a decent computer, an internet connection and to buy the game. Then you have to pay the montly fee for some of them. While the games provide hours of entertainment for your money, the upfront costs are somewhat high.

    8. Re:Absolute rubbish by RogueyWon · · Score: 1

      Wow... somebody's bitter that he couldn't beat the Promyvions.

      I'll agree with the grand-parent. There are more players online than ever and I think the Euros are getting more common now, particularly at the higher levels. It'd be nice if Square-Enix would extend the auto-translate to cover French and German, but I guess we'll cope.

      I'll also echo the grandparents' points about Chains of Promathia. Its value wasn't apparent right away, but in the long term, it's emerged as one of the best aspects of the game, and also one of the closest to the traditional Final Fantasy experience. Reviews written in the first few weeks after its release would have no way to reflect this.

      Now please, go crawl back into your corner.

    9. Re:Absolute rubbish by Anonymous Coward · · Score: 0

      There are more players online than ever

      Prove it. Why has Square-Enix randomly decided to REFUSE to release subscription figures, if there are "more players online than ever"? ALL companies like to announce when their service is growing.

      In fact, as I recall, they actually had to merge servers a while back. So while individual server populations may be up, the subscription figures sure aren't.

    10. Re:Absolute rubbish by RogueyWon · · Score: 1

      Nope. No servers have been merged. Ever. Nor has it ever been rumoured that any would be. This is just FUD.

      My statement that player numbers have increased is based purely on my experiences with how many players are on at the same time as I am. Hardly a truly objective assessment, I admit, but better than your baseless assertions and FUD.

    11. Re:Absolute rubbish by Anonymous Coward · · Score: 0

      Find subscription numbers that are newer than October 2004.

      You can't, because they've stopped releasing them.

      Why have they stopped?

      Because they're going down.

  3. I liked them better when... by Anonymous Coward · · Score: 3, Insightful

    ... they were called MUDs.

    Let's not forget our roots!

    1. Re:I liked them better when... by Spykk · · Score: 1

      MUDs aren't dead. There is still an active community, although it is smaller than it used to be. If you enjoy MMORPGs, you owe it to yourself to give MUDs a shot. Try the abandoned realms, or find a mud that fits you best at the mud connector.

  4. Current MMORPGs are doing just fine by macrom · · Score: 5, Informative

    Developers must do six very real things to make MMO games reach out to even more people:

    rethink monthly fees

    I think the game should be handed out for free (or minimal charge of $9.99 for shipping you a live copy). That's the main gripe I hear from a lot of players and friends: that we need to pay to get the game AND pay each month. Of course, after a year, you forget that you even paid for the game...

    manage in-game economies in new ways

    I think WoW is doing just fine with that. So far it's not like Everquest where within a year you were pretty much useless unless you had platinum pieces.

    explore new worlds and themes

    Isn't that what City of Heros/Villans does? WoW? Final Fantasy? Star Wars? Sims Online? WTF do you want, a Dukes of Hazzard MMORPG?

    use new technology to change the way people access games

    Until someone invents new technology for ALL of us, you're just gonna have to use a computer and an internet connection to play. Duh. This statement, to me, is pointless.

    weigh the balance between structured storytelling and open worlds

    Call me crazy, but I think WoW does a fine job of this.

    and foster a better sense of community among players

    Humans are humans, and when they get into an online world, they act stupid. There's little accountability for their actions. Again, I think WoW has done a good job of controlling camping (though ninja looting can be a problem, but that's the fault of the player), providing instanced raids for mass amounts of people, faction vs. faction battle, etc. Not sure what the other games are doing, but I think this evolution is happening.

    From reading the summary and glancing at the article, am I the only one here wondering if these people have even PLAYED an MMORPG recently?

    1. Re:Current MMORPGs are doing just fine by Krater76 · · Score: 2, Interesting

      weigh the balance between structured storytelling and open worlds

      Call me crazy, but I think WoW does a fine job of this.


      Wow does an a acceptable job of this but I think there's a subcontext to that small sentence. The continents are used up, there's no open space. No player housing or even just guild housing.

      A guildy brought up how cool it would be for the large guilds with sufficient in-game cash to be able to create a guild house. Maybe have a flag or something that other guilds could try to 'steal'. Be able to buy guards and merchants for the guild house. Have an actual guild bank, not just an extra character that gets mailed stuff. But that isn't going to happen because, of course, they never intendid it to and that even if they wanted to do it it's not like you can just plunk down a guild house in the middle of the Barrens or Duskwood.

      Even as much as I like WoW, you can go on to the forums and see people asking for some pretty standard stuff that is included in other games. I'm still holding out for a global 'looking for group' channel.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    2. Re:Current MMORPGs are doing just fine by Lehk228 · · Score: 1

      i think SWG does this, i never bothered with the station pass since by the time i was interested in EQ2 i had lost interest in EQ but i think you can build whole cities

      --
      Snowden and Manning are heroes.
    3. Re:Current MMORPGs are doing just fine by Anonymous Coward · · Score: 0
      WTF do you want, a Dukes of Hazzard MMORPG?

      More than words can express!

    4. Re:Current MMORPGs are doing just fine by Anonymous Coward · · Score: 0

      Isn't that what City of Heros/Villans does? WoW? Final Fantasy? Star Wars? Sims Online? WTF do you want, a Dukes of Hazzard MMORPG?

      Yikes... a bunch of 20-30-something guys running around as Daisy Duke. No thanks :) What I DO want to see is a Shadowrun MMORPG. Neocron was the only real cyberpunk-ish effort I've seen so far, but it fell flat. Shadowrun has vast amounts of source material, an interesting world, and could have some pretty compelling gameplay mechanics if done right. It also has name recognition, which wouldn't hurt either.

    5. Re:Current MMORPGs are doing just fine by macrom · · Score: 1

      I don't think the continents are ALL used up, are they? I know if you look at the map in game and on the offical site, there are a few zones that do nothing when you mouse over them, implying that they are meant for future expansion.

      As for the guild house idea, I like that a lot. I know nothing of the code behnd WoW, but perhaps they could make the entrance to the guild house an instance, where you enter a portal in a major city (Stormwind, Undercity, etc.) and appear automatically in the house of your guild (similar to the officer's quarters portal I've seen in Stormwind, perhaps). The environment could look the same, but each guild has their own dedicated instance. Maybe the horsepower needed to run this for all guilds on all servers would be too great to implement.

      You idea of a global 'looking for group' channel is REALLY needed. Even better would be a way to globally say, "I'm looking for a group to help with quest X'. One of the things I hate most about WoW is that the process of finding people to help on tough quests is sketchy. Sometimes I find 10 people right away that want to help, other times I have to move to another zone and a different quest because I can't find a group to save my life. It could be that someone in Southshore is looking to finish a quest in Stranglethorn Vale, they just were up in another zone for business of some sort. Hooking up with those people could help speed the progress of a character.

    6. Re:Current MMORPGs are doing just fine by smileyy · · Score: 1

      Real, expensive game boxes were meant to be used as a limiting factor to the number of accounts available at sign-up. And even that still didn't work for Blizzard, as they didn't anticipate the rapid sell-out. Can you imagine the servers if the WoW client had been a free download? Even if accounts were limited, the cap would be reached quickly, leaving many people who really want to play frozen out by those who grabbed the client and an account, but never really bothered to play.

      --
      pooptruck
    7. Re:Current MMORPGs are doing just fine by Impy+the+Impiuos+Imp · · Score: 1

      Well, you can build whole ghost towns.

      In fact, there's a profession called politician, where the higher you get, as mayor you can authorize placement of a repair garage, a city hall, ultimately even a shuttle port, and with additional "levels", you can place your city on the global map.

      A town is just an area with one of these politicians and something like at least 10 houses in it. Never was a politician so I don't know the details, but I did help form two towns by placing houses. Owned my own cantina once, too, as the star dancer. ...in that GHOSTTOWN. :(

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    8. Re:Current MMORPGs are doing just fine by snuf23 · · Score: 1

      "I know nothing of the code behnd WoW, but perhaps they could make the entrance to the guild house an instance, where you enter a portal in a major city (Stormwind, Undercity, etc.) and appear automatically in the house of your guild (similar to the officer's quarters portal I've seen in Stormwind, perhaps)."

      This is exactly how City of Heroes (another game that had no "building" component) has implemented super group bases with the addition of City of Villains. It's certainly not as "natural" as having an actual building out on the environment, but it's a decent compromise.

      --
      Sometimes my arms bend back.
    9. Re:Current MMORPGs are doing just fine by QuantumG · · Score: 1

      If you give out the game for free before the player has started paying the monthly fee they will go to ridiculous lengths to prove to themself and others that the game sucks. Otherwise they know they're going to pay that monthly fee and they know that isn't good for them.

      --
      How we know is more important than what we know.
  5. Where is the open source? by fatalexe · · Score: 0, Offtopic

    It seems like OpenMetaverse would get some more developers with the popularity of this stuff. I never found a server that worked.

  6. Monthly Fees by Digital+Vomit · · Score: 4, Insightful
    Developers must do six very real things to make MMO games reach out to even more people: rethink monthly fees

    I believe monthly fees (or, at least, high fees like WoW's) are going to be the main stumbling block for the developing MMORPG market. If people are going to be paying for a game five times over in a single year, they're going to buy fewer games. Right now, I play WoW and it's the *only* thing I play because I want to get my money's worth out of it. Not many people will want to pay for three of four MMORPGs at $15/mo because the fees will simply be too high.

    Unless monthly fees are drastically reduced to a reasonable level -- say, $2/month (especially if you have to drop $50 up front) -- there will simply be less of a market for more than a handful of MMORPGs. There are not 6 billion more people ready and waiting for new MMORPGs to hit the market.

    Reasonable pricing models will ensure everyone gets a piece of the pie. Obscene pricing models will guarantee one or two major games will dominate the market. I don't know about you, but I would prefer more variety in my online gaming.

    --
    Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    1. Re:Monthly Fees by WeeLad · · Score: 1
      I would almost prefer a (low) monthly fee to the initial purchase price. I think it would keep the company motivated to provide some decent upkeep to their product, whereas a single up-front cost might lend to the host-company's apathy once you initial offering is collected. That way I can quit whenever I feel like and not feel like I have to play long enough to recoup the initial cost.

      Hell, even crack dealers will sometimes give you your first one for free, and they do tons of repeat business.

      However, my only experience with a MMORPG was "The Realm" originally produced by Sierra, but then changed hands a few times. The client software was freely downloadable off the Internet. Small monthly fee. $5/month, I think.

      --
      Seriously, Don't take anything I say seriously.
    2. Re:Monthly Fees by ultranova · · Score: 1

      Unless monthly fees are drastically reduced to a reasonable level -- say, $2/month (especially if you have to drop $50 up front) -- there will simply be less of a market for more than a handful of MMORPGs. There are not 6 billion more people ready and waiting for new MMORPGs to hit the market.

      The problem with low monthly fees is that you need to upkeep the central server and pay for its bandwith usage. At some point the monthly costs caused by a single player (in terms of bandwith used per month, for example) exceeds the income generated by him; and I'm pretty sure that that point is far above $2.

      The most obvious way to solve this problem is to reduce the load in the central server. Use BitTorrents (and every P2P networks) idea and make each client also act as a server. The servers each handle a certain area of the gameworld - dynamically, with more people in a certain area meaning more servers will be allocated to it - and as you walk around, your client switches from one server to another behind the scenes. The central server keeps track of these servers, acting as the initial connection point and central server allocation manager, as well as the central data store.

      The main problem in this system is how to prevent cheating. Propably you'd need several servers running the same operations, and if their results differ, central server arbites the events to get the results and decide who is the cheater.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    3. Re:Monthly Fees by Scorchio · · Score: 1

      Getting your money's worth is a problem. I'd like to see a monthly fee of, say, $10, but you only pay that fee if you play more than a set number of hours. Play half of that time, you pay half the fee. Don't get chance to play at all and you're not charged at all.

      I've cancelled subscriptions because sometimes I just haven't had the time to play enough to warrant paying out month after month.

    4. Re:Monthly Fees by Anonymous Coward · · Score: 0

      As a developer in teh MMO industry I say Bingo to the post above this one.
      Monthly fees are not the stumbling block to larger games. Asia MMO's make
      even WoW look tiny. 4 million subs is a drop in the bucket compared to over there
      and they pay more then we do every month.

      Monthly fees dont keep players from player other games, crappy MMO games that are too
      hardcode, tedious, boring, lame, and buggy keep people from playing other MMO's.

      But I think a novel idea is charge to play, you can play 15 bucks a month or 1 dollar and hour so if you dont play your dont play, if you do play all month it does not exceed the maximum of 15 bucks.

      so you can go away a couple months and not pay anything, or play for 2 hours one month and only pay 2 bucks, or play all month and pay the max 15. That covers the bandwidth expense at least, might not quite cover the customer support expense associated with each player but it could be a good start.

      The alternatives (that I dont like btw) are coming, where the game is free but you have to pay for everything in it, every item you want for example. so to get stuff you have to bust out the credit card to get the stuff and advance in the game.

      The problem with wanting to lower an MMO game to like 1 buck a month is bandwidth, customer support, marketing, adverstising all cost more then that. Plus you significantly drop the revenue model way the hell down.

      so investors looking to drop 20 million(average mainstream MMO) to make one would think long and hard and possibly not do it, since the revenue would be so low and take too long to make an a return on there investment. (if you could reliable sell 1 to 2 million copies every sixth months through expansions you might be ok ala guild wars, but it is yet to be seen whether players even though playing for free, will continue to spend 50 to 60 bucks once or twice a year to keep the game running.

      so instead of focusing on the monthly fee, which we are all a custom too now, how about focusing on better MMO games, that work for the casual gamer and not the hard core fantic(smaller market size), how about games that give you the feeling of a single player experience, games that dont make you kill thousands of rats, or mine ore for hours on end or freakn chop wood for weeks?

      you take almost any MMO other there and stick it in a single player box it would fail miserably, maybe thats saying something? WoW might be the only one sorta fun single player, and probably why its doing so well.

      no more mining crap, mining is boring and tedious.
      no more chopping wood.
      no more standing in line to get your chance to get the item from the one mob that drops it
      no more killing thousands of small animals to get enough pelt to make some worthless boots
      no more over burdening us with tons of regens to cast one worthless spell
      no more running for 30 minutes to get to the next part of your quest
      no more worthless mounts that cost way to freakn much gold and time
      no more having to stand in your house to auction stuff (for pete sake people)
      no more perma death where you lose everthing (your time, your money, and your stuff, cause you idiots thats not fun, thats an instant quit button)
      no more empty land masses with nothing to do
      no more mob farming
      and on and on and on..............

      get a clue, the more hard core the game, the fewer people are playing it.
      I certianly do not think WoW is perfect but I have to admit even a casual gamer can get to 60 in a reasonble amount of time and while doing other things then just mob farming and xp maximizing. certainly a step in the right direction.

      oh yeah and no one gives a rats ass about volumetric shadows, shaders, flashy reflective water,etc in a MMO (WoW is a perfect example of form and function without all the unneccessary eye candy that only runs on the best hardware).

      so copy what blizzard does best, learn from everyone else, leverage what has been done well and learn from everyone elses mistakes and come out and make a better game.

      although if a hard core game is what you want then make one, just dont whine when you cant get the millions of subs that the casual games get.

    5. Re:Monthly Fees by ThomaMelas · · Score: 1

      This is generally how they handle it now. In WoW each land mass is it's own server. Instances are also seperate servers. But letting the client side handle it is going to cause some major lag issues.

    6. Re:Monthly Fees by wilbz · · Score: 1

      The issue with monthly fees as well as box price (the $$ you initially put down to purchase the game) is that many of these arguments have been emperically denied. Pretty much every generation of MMO games has experienced the same kind of discussion: "The market is saturated, how on earth do we expand?". At each of these junctures, it was argued that publishers should lower the purchase price, and lower the monthly fees. Yet one merely has to glance and the profit and subscription numbers for WoW to realise that neither of these is a huge barrier.

      Companies don't need to lower their prices, they merely need to make sure that people feel that they're getting something back in value that matches what they paid. Many have said that they feel Bilzzard's $15/month fee is exhorbitant, but there's obviously a large number of people out there who disagree, and they're putting their money where their mouth is. Anyone who says "I would play if they would only meet conditions X, Y, and Z", Blizzard is obviously not targeting you.

      MMO's are not a necessity, they don't have the same kind of pricing leverage that exists with something like gas or food. The only leverage they have is (A) the quality of their product relative to everyone elses, and (B) their ability to foster a large community to maintain interest in their product (no one wants to play on an empty server). If they can't provide the proper experience, people will simply walk away or go somewhere else where they find the conditions more agreeable. Certainly I can't imagine anyone complaining if they drop the prices, but I'd love to see gas drop back down below $1/gallon and there's no chance I'm going to make that happen.

    7. Re:Monthly Fees by deinol · · Score: 1

      Not many people will want to pay for three of four MMORPGs at $15/mo because the fees will simply be too high.

      I think you are right, but the direction things are going isn't going to be toward a cheaper price, it'll be getting more with your subscription.

      I remember the days when my modem internet access was measured and metered in minutes. Those days sucked. People in general prefer a reasonable rate for unlimited use. Cell phones are moving that direction. My plan has enough minutes it might as well be unlimited access.

      However, I do expect things to go the way City of Heroes/City of Villians works. I can play both games for the same monthly fee. I know they are really different twists on the same game, but the other big companies should take a hint from them. It's all about keeping your subscribers happy, and giving them more to do so they keep coming back.

      I forsee the smart companies building a collection of games all under one subscription. Sierra tried something like this a long time ago, but it was too early and there wasn't enough to do. Imagine if Blizzard launched World of Starcraft (and you know it is going to happen eventually) and let players subscribe to both games for the same price. Then when you get bored hunting for trinkets in WoW, you can just log off and go play WoS. Then later they expand their line, and you aren't subscribing to one particular game anymore, but the Blizzard Online Universe or whatever.

      Just wait, it'll happen.

      --
      Got Apathy?
    8. Re:Monthly Fees by esampson · · Score: 1
      Every so often someone will come out with how $15 a month for games is too expensive and the price should be lowered without offering any alternative revenue stream. Usually these statements are accompanied with some comment about how the companies are raking in so much money from their subscriptions.

      Simply running an MMO is a very expensive proposition. There are employees who have to be paid, facilities that have to be rented, equipment which must be amortized (you don't really think the Everquest servers are running on 7 year old hardware, do you?), and electricity and bandwidth bills that have to be paid. What's more, all of these expenses, with the exception of facilities, increase in a pattern that is close to linear.

      Admittedly, even with those expenses there's usually a tidy sum left over, but for at least a while that money is used to pay for the development of the game. Even with the original box sales most MMOs start out in the hole because MMOs cost so much to make. I believe the typical development and marketing costs for MMOs are right now running in the $30-50 million range. Unless you're WoW you'll probably sell less than half a million copies in the first few months. If we are generous and assume that somehow the company makes $20 a box (which is probably a very high estimate) on sales then they still start out $20-40 million in the hole.

      However, after you've payed the expenses involved in supporting a game and finally covered your initial investment the cash is just pouring in and you can make a big money pile in your office to roll around in, right? Well, not really. See, the odds are pretty good that as a company you've probably had other MMOs that you've been developing that never made it to market. A lot of these probably got axed early on in development and only ran a few hundred thousand dollars because you had a small team of five people on them for six months, but like they say, a few hundred thousand dollars here and a few hundred thousand dollars there and pretty soon you're talking about real money. Of course this trivial amount has to be added to the not so trivial amount for games that get a few years into development with teams of 10-20 people before being cancelled.

      So with the enormous cost of running an MMO how do you pay for it? Advertisements? Maybe someday, but not right now, and right now is when the bills have to be paid.

      Besides, $15 a month really isn't that much. How much do you spend a month on your internet connection? How much do you spend a month on your telephone or your cable TV? Even if you figure that you spend more time watching TV than playing online there is a very good chance that your online time is cheaper per hour.

      Does this mean that the market is doomed to $15 a month charges? Of course not. There's every possibility of someone far more clever than me putting together an alternative revenue source that works. Instead what I am saying is that the issue is more complicated than companies simply reducing their monthly charges to try and lure more customers.

    9. Re:Monthly Fees by Damvan · · Score: 1

      Here is one way to look at monthly fees. Lots of games coming out lately, especially for consoles, have very limited play, you can complete the game in 10-15 hours. Heck, the reviews I read said you can finish the single player campaign of Quake IV in 10 hours. Fable was about 12 hours. Those are games you payed $50 for. Now look at WoW. $50 bucks for the game, plus $15 a month, for say, a year. $230 for the year. At the Quake IV rate of $5 per hour of game, that is 46 hours of gameplay in the year. Anyone who only plays 46 hours in a year of WoW isn't really playing, that is less than an hour a week. Lets say you play 4 hours a week. That is 208 hours a year, or $1.11 an hour. Cheap compared to lots of other forms of entertainment. At that rate, a $50 game should give you 45 hours of gameplay. Given the gameplay hours available to you in WoW, even at $230 for the first year, it is a bargain.

    10. Re:Monthly Fees by Impy+the+Impiuos+Imp · · Score: 1

      Not to mention script kiddies issuing themselves Flaming Swords of Pwnhood. EverQuest learned the hard way to remove every bit of decision making from the client side, turning it into an extremely complex 3D "dumb terminal". I recall stories of people hacking the running speed of Spirit of Wolf, cranking it up to 255, since the server didn't care what speed you actually ran at with the spell on you, only that you had the spell on you.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    11. Re:Monthly Fees by Anonymous Coward · · Score: 0

      Having played MMO's since empiriana (forgive the spelling, I have never complained about paying monthly fee's. I have probably averaged about 10 hours per week for the last 5/6 years and at 15/month its the cheapest form of entertainment available. Movies cost 10.00, sporting events range from 40-300 depending on seats, even playing in a coed baseball league costs more per hour.

      To make mmo's reach a wider population they need to have different payment methods for people, game cards, paypal accounts something for those of us who dont/wont/cant use credit cards

  7. *shrug* by ShadowsHawk · · Score: 2, Insightful

    I really couldn't care less about MMORPGs. I used to play MUD, but quit shortly after they started charging a monthly fee. I'm much happier playing single player games that I purchase for $20-30 as opposed to paying for the same game repeatedly.

  8. but all trolling asside.... by fatalexe · · Score: 1

    I've played Legend Of The Red Dragon and Trade Wars on the ole 9600 baud up through the Realm and now long time Final Fantasy fan. On FF when I look for a party its not even generaly with people from my linkshell, just a couple of random strangers. Most of the time there are people who don't even share a common language as me. I'm not a hardcore gamer at all, i've had it 3 years and i'm only level 53 rank 5. I look at it just like any other medium, be it dvd, book, whatever. I tend too want too buy stuff from the same fantasy worlds i'm allready familar with.

  9. WOW on a console by agent86maxwellsmart · · Score: 3, Interesting

    For me, an accessible console rendition would get me to try one. Sitting in a chair for that many hours isn't something I'll trade my single player experience for. And no, FFXI on the 360 doesn't count...I would want something closer to Guild Wars, City of Heroes or WOW.

    1. Re:WOW on a console by falcon5768 · · Score: 1
      Well just get diablo for the PS2... there is Guildwars for you.

      As for WoW and CoH vs FFXI they all seemed pretty simular with only slight differences to me. I perfered FFXI over WoW myself

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    2. Re:WOW on a console by aafiske · · Score: 1

      Guild Wars == Phantasy Star Online, more or less. Which is available on the Xbox, and I think GameCube. PSO is more arcade-y (a bit...), but that's natural for a console. You team up with 1-3 other people and go do quests and pick up rare items, etc. There is a monthly fee, however.

  10. Six? Make that Seven. by xplenumx · · Score: 5, Insightful
    MMORPGs simply aren't friendly to the casual player.

    Way back, when the dinosaurs still roamed the earth, I used to play muds religiously - Sanctuary, Armageddon, 3K, I loved them all. Lucky for me, my roommate failed out of college due to mudding, which caused me to take a hard long look at my life and come to the realization that while I wasn't failing, muds were certainly keeping me from excelling. I dropped them cold turkey, which was probably one of the best things I've ever done. I've always followed the MMORPG scene quite closely and have always wanted to get back into it (especially since I had a number of friends who played Everquest). Finally when WoW came out, I decided that I was at a good place in my life and career and, after a long talk with my wife, I bought the game. At first it was great - the quests didn't take too long, I could play an hour or two a night without any problems, and I had a great time. Unfortunately, I quickly got to a point that if I wanted to accomplish anything at all in the game, I'd have to sit down for a solid three to five hour stretch (sometimes for several days in a row depending on the raid dungeon). That simply isn't practical. Additionally, while I enjoyed the social element, you simply can't walk away at any time - to an extent the game dictates when you can quit. I finally quit WoW when it became clear that I'd never see the new content that was being released as all of it was catered to the hard core player.

    Is it possible to appeal to the casual player? I believe so. For example in Guildwars, you can hire henchmen which allow you to play by yourself when needed and still progress in the game. The MMOs out there demand that I work my schedule around them; instead I need the games to work around mine.

  11. Monthly Fees by Donniedarkness · · Score: 2, Insightful

    I honestly don't see why so many people get upset about these... they're getting their money's worth (NOTE: I don't play any MMORPG's, and never have)... I mean, updates for the MMORPG's are HUGE, sometimes adding all sorts of new content. On top of that, you've got GM's and such who keep an eye on the players and try to make sure no major cheating is going on. SOMEONE has to pay for those servers, and I'm sure that no one wants to pay > $100 for a computer game, up front.

    --
    Earn a % of cash back from Newegg, Tiger Direct, Walmart.com, and more: http://www.mrrebates.com?refid=458505
  12. The most Underrated MMORPG by AlltheCoolNamesGone · · Score: 2, Informative

    Eve Online. Sci-fi Space themed MMOG with no level/no grind, excellent player based market, balanced semi consentual pvp.

    You can do anything you want when you want without feeling like your falling behind.

    --
    M$ it's whats for diner!!!!!
  13. World of Warcraft enlarged the "pond" by AHumbleOpinion · · Score: 4, Insightful

    Are MMOs doomed to continue fishing from the same pond of players over and over?

    While World of Warcraft did take some players away from other MMOs it's success is also due to the fact that it significantly increased the number of MMO players. It made MMOs far more accessible, especially to casual players. In short, it grew that "pond". There is no reason to think that the pond cannot grow some more, it is just a matter of someone introducing something that non-MMO'ers would find a fun use of their time.

    1. Re:World of Warcraft enlarged the "pond" by Khuffie · · Score: 1

      Indeed. Lets hope www.autoassault.com does that :)

    2. Re:World of Warcraft enlarged the "pond" by AlexMax2742 · · Score: 1
      Hear hear. Before World of Warcraft, I would not have ever even CONSIDERED paying for an MMORPG. I had, in the past, tried Ultima Online and Everquest on freeshards, and Anarchy Online, but couldn't get past their atrocious interfaces and unintuitive gameplay.

      WoW gave me a basic 'feel' of what to look for in MMORPG's and the courage to try out other games that require monthly fees. And I still play WoW from time to time. It did a fantastic job of making the not only the MMORPG but the IDEA of an MMORPG accessable to most everyone. Once I played WoW, games like freeshard Everquest suddenly became a lot easier and intuitive (though I still didn't like it that much). It's the yardstick which I measure other massive games by.

      --
      I'm the guy with the unpopular opinion
  14. Whoa, step back a bit. by Somatic · · Score: 3, Interesting
    EQ was the king for years with 400k subscribers, now WoW is with 4 million. Even though I only played WoW in beta and didn't find it interesting, I respect the numbers.

    But you have to ask yourself: how big do we need MMOGs to get? The movie Titanic broke box office records, but it was a steaming pile of shit.

    Wow has set the bar, and as far as I'm concerned, it's a good bar. It's a healthy bar. 4 million is a damn healthy bar. If you want to go more mass-market than that, you have to go into areas that don't appeal to me as a MMOG player.

    At some point, you have to say, "We're making enough money to satisfy our art", and leave it at that.

    I don't think I want to see the MMOG that attracts 1 billion subscribers.

    --
    My script don't crash! She crashes, you crashed her!
    1. Re:Whoa, step back a bit. by Bellum+Aeternus · · Score: 2, Informative
      This is in agreement with the parent post.

      Why don't people get it? Titanic the motherload of movies made something like $500M. WoW has 4M as a user base all paying around $15/month. Unless my math skills are really in the shitter, that's $60M/month or $720M/year. Given the life span of a MMP that beats the crap out of Titanic, or any Hollywood production any day. MMPs can make litterally billions of dollars if they play their cards right. Blizzard has, we can do the math when they shut down the last Realm.

      --
      - I voted for Nintendo and against Bush
    2. Re:Whoa, step back a bit. by Impy+the+Impiuos+Imp · · Score: 2, Insightful

      This is why you may see the number of MMORPG's produced actually accellerate. The current crop is what you get when people invest hoping to be the next 400k superstar. Now that the bar is 10x that, expect more, and larger and more professional productions to come about.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    3. Re:Whoa, step back a bit. by ultranova · · Score: 1

      But you have to ask yourself: how big do we need MMOGs to get? The movie Titanic broke box office records, but it was a steaming pile of shit.

      But it broke box office records. The people ultimately in charge of things, the owners of the company, usually own it to make money. Therefore, if a piece of shit movie breaks box office records, then a piece of shit movie gets a sequel. And if a piece of shit MMOG gets lots of subscribers, then that piece of shit was a shining success for its makers. For the record, thought, I think that Titanic was a pretty okay movie.

      I don't think I want to see the MMOG that attracts 1 billion subscribers.

      You are making the mistake of assuming that the same content should sell for all those billion people. Lets take a hypothetical game World of Warcraft 2. Suppose that you want to sell the game to two target groups: people who want to adventure around with a single character, and people who like to command armies. So how can you satisfy both ? Simple. You make two games that work with the same servers: an RPG game and a strategy game. When Joe Strategist commands his armies to build a base, Ron RPG sees NPC people building it; when Joe gets to a fight, and Ron happens to be nearby, Ron can run in and help Joe, therefore getting prestige/loot/whatever.

      Both Joe and Ron are playing the same game, but they view it completely differently - Ron as an RPG, Joe as a strategy game.

      In other words, you can have several different UIs and approaches to the same gameworld, and sell them to different people. Any particular aspect of the game might not draw more than a few hundred thousand people, but the game in total could reach tens of millions of players.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    4. Re:Whoa, step back a bit. by Anonymous Coward · · Score: 0
      The movie Titanic broke box office records, but it was a steaming pile of shit.

      Titanic wasn't a steaming pile of shit, for that see a movie like Shakespear in Love, it was, however, a movie that every sixteen year old girl wanted to see 50 million times. More-or-less Star Wars if it had been a chick-flick and this is where the real money is, with people who not just see a movie once but multiple times, buy the DVD and watch every sequal/remake/tie-in or crappy prequal series. Ironically: it also had the most useless and stupid female lead of any movie I have ever *seen* but I digress.

      I mean come on! The "I hate sand" love story of Star Wars makes Titanic look like Withering *flippin'* Heights - And IIRC was the main criticism most people(Ebert) had of Titanic. Just because something isn't aimed at your demographic doesn't mean that it's crap - ofcourse it doesn't mean it's good either.

      Video games are in a tailspin of a decline nowadays because they are locked into this pattern of repeating the same BS over and over again. I mean how many WWII FPS do we really need? I'm am sick and tried of developers chaseing the 16 to 25 warhead-psycopath-OCD market. People who never actually buy games anyway because they just bittorrent everything off the 1.5mbit pipe their parents got them for scoreing 90 in the SAT's. This is despite the fact that games which break the mold, such as The Sims or Nintendogs, have become breakout hits. MMORPH have avoided this fate simply because they haven't been around as long (in their current form anyway) so the cliches of the genre are only just beginning to set in - Grinding, Leveling, Grouping, Soloing, Tanks, Healers, Buffers etc etc. And are near impossible to pirate.

      Saying something shouldn't be popular because it makes you feel 'leet calling newbs "f'king faggots" while grinding for the latest weapon is somthing only a moron could say.

      IMHO.

      -- A.C.

  15. Re:Six? Make that Seven. by NelsonM · · Score: 1

    I agree with a lot of what you said, but I think the point should be changed to "End game isn't friendly to the casual player." I think that is where they have the hardest time striking the balance between rewarding those that are dedicated while letting those that don't have hours to play enjoy themselves as well.

    I thought World of Warcraft did a great job of making the beginning of the game as painless as possible for new people. My girlfiend, who is no avid gamer, was able to easily get into Warcraft with very little help from me. I also noticed noticed (which actually further proves my point) that she starts a new character once the old one reaches around level 40ish because "the grinding quests are boring."

  16. always the same... by wzzzzrd · · Score: 1

    it's always the same. i can remember, some years ago, people were complaining about the dullness of computer games, no innovations and all that kinda stuff. then, an innovation actually happens, like todays mmogs. now? people keep complaining and want the next (r)evolution.

    putting all the nuisances (like monthly fees) aside, WOW indeed is a game that never had happend before, and 4 million subscribers is also a thing that never had happen before. and now?

    yeah, 4 millions is ok, but we've got 6+ billion people on earth! man, that's just stupid. what do you say when all the 6 billions are playing mmogs? 6 billions is ok, but there may be other civilizations in outer space?

    --
    On second thought, let's not go to Camelot. It is a silly place.
    1. Re:always the same... by ultranova · · Score: 1

      yeah, 4 millions is ok, but we've got 6+ billion people on earth! man, that's just stupid. what do you say when all the 6 billions are playing mmogs? 6 billions is ok, but there may be other civilizations in outer space?

      But before getting to them, we need to add splitscreen play to MMOGs, together with appropriate control schemas, so that people can make more future players while playing ;).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  17. The Grind is the problem. by JavaLord · · Score: 2, Insightful

    WoW is successful because for the first 30 levels you can accomplish something every time you log in. I realize that they follow the skinners box method of making things more difficult as you go along to keep you hooked, but I think MMORPG's will succeed when their gameplay (combat) is a compelling enough reason to play, rather than just grinding out for the next level/epic item.

    1. Re:The Grind is the problem. by Impy+the+Impiuos+Imp · · Score: 1

      Actually, this is why I love being a scrapper in City of Heroes. It's the closest thing I've ever seen in an MMORPG to approximating a Quake character.

      I'm still waiting for that MMORPG that has traditional classes, plus one special class, a Quake-like character where damage output is related to pure monkey skill rather than "click click click" stuff. I don't have to "level up to 50" to reach the end game. I just pick up my sword, and if I'm good enough, I run in on the dragon along with the more traditional tanks, healers, etc.

      This would require you to be able to jump in, swat, and jump back out, dodge, etc. That puts a huge strain on the AI because the current "idiot" method basically just has the monster auto-hit you if its within range, and causes it to /stick to you. Subject to taunts and stats, of course, but that's the sum of it.

      I'm glad City of Heroes has progressed beyond EverQuest, wherein if you can gain a height advantage (for example) you can use it, and it's up to the AI to overcome this, which it does. In EverQuest, such things were considered "exploits". Yep, if you did anything but fight and stand there letting the monster /stick and autohit you, you were exploiting. Early on, even zoning with a monster on your @$$ was considered an exploit.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  18. Re:Six? Make that Seven. by Oliver+Wendell+Jones · · Score: 1

    "For example in Guildwars, you can hire henchmen which allow you to play by yourself when needed and still progress in the game. The MMOs out there demand that I work my schedule around them; instead I need the games to work around mine."

    Then obviously an MMORPG isn't for you.

    I see these same complaints all the time - Wah! I bought a MASSIVELY MULTIPLAYER game and it isn't any fun playing solo! No shit, Sherlock. I bet if you bought any board game intended for 2-8 players it wouldn't be any fun solo either - you have to wait until your friends are ready to play, too.

    --
    A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips
  19. Mothly Fees. by antigrimace · · Score: 1

    My 2 cents on monthly fees is that they are completely craptastic for the Hardcore Casual Player like my self. I really do enjoy these games but I find the payment structure asstastic if you only spend 3-4 hours a week playing.

    While perhaps not completely sane, it would be great to if companies could institute a per minute billing scenario. It would not be that hard to do as the game already tracks your logging in and out. So very much like cell phones that have payment plans that can be filled up, something like this used in the MMO world would go a long way to get more casual gamers into it I think as they do not have to commit to a monthly fee and perhaps not use all the time.

    As well there could always be restrictions on the Hardcore Casual accounts in that you could not exceed a certain number of hours per month if you choose to pay per minute, that way those that buy bulk time (reg monthly fee) dont feel they are being ripped of.

    Now I know some people will say that the monthly fee is low and it should be no problem to pay it, but that is just not always the case. 3 kids, a new house and a 2nd car all cost money and take away from paying out to things like MMOs and not getting my bang for my buck (that is low hourly play per month) is not always the best way to spend money.

    Yes this might sound crazy but I think it is time for a change in the structure of MMO payment. Even if they went for a first 3 months bulk (to get there capital intake they need to keep the game running) then gave the option to pay a different way that would be super fantastic to as far as I am concerned.

    Just a though.

  20. GamingHiatus by Rowan_u · · Score: 1

    The one thing that the monthly fee absolutely wrecks is the gaming hiatus. Say you want to take a 6 month break from a game, then hop back on with full access to all your characters and items. This is something that most MMORPGs don't support, and even the ones that do support this it require more than the minimum effort of clicking on an icon to resubscribe to the game. However, in a game with no monthly fee, you can keep coming back to it years later as long a minimum of activity is maintained. For instance, I recently picked up Diablo II again after a year-long hiatus. My characters are all still "living" (thanks to logging in once every three months to reactivate them), and delving back into the world is as simple as clicking on an icon. A partially massive online game like Diablo II or Guild Wars has a chance to capture a huge initial market of cheapskates (like me) that fee-based games will never see. Also, using an advertising based system of revenue (like battle.net does), you will continue to see profits from these users that log back into your world years after first playing the game through.

    --
    only one everything
    1. Re:GamingHiatus by Impy+the+Impiuos+Imp · · Score: 1

      I have seen games threaten to blow away your (non-trivial level) characters (EverQuest did this) if you quit. But that was always just hot air. Letting you think this might happen keeps people paying even if they quit.

      But I have played a lot of games, UO, EQ, Asheron's Call, Dark Age of Camelot, Horizons, Star Wars Galaxies, The Matrix Online, City of Heroes, World of Warcraft. I have yet to see one that I've quit that hasn't sent me e-mails begging me to come back, "Your characters are all still here!"

      Hell, SWG even will destroy your house (though I understand decay is being removed) but I logged on after reactivating briefly after being quit for 6 months, and I could still resurrect it, no problem.

      Remember, if they blow away your characters, that is an account that will never be reactivated. And storage space is cheap. One person on welfare could afford the cash necessary to buy hard drives required to store and back up all the playa data for all MMORPGs ever made, put together. Well maybe not, but a starving college student with a McJob could.

      I would not be surprised if my UO account, untouched since about a year after release, still was re-activatable with all my chars and stuff still there.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:GamingHiatus by zoips · · Score: 1

      FFXI used to have a rather ridiculously short amount of time before they would delete your characters (3 months initially). I quit for 6 months, came back, and yep, my character was gone. Didn't hurt me that much (I hadn't gotten very far initially), but they still deleted it.

      Of course, as it turns out, they didn't really delete characters. They had the whole Return to Vana'diel thing, and people could get their characters back if they'd been unsubscribed for more than 3 months, so obviously they were still keeping your data, but just didn't let you reactivate the character just to be assholes, I suppose.

      I think the deadline has been extended to 12 months now, but they'll still toss your character if you wait longer than that.

    3. Re:GamingHiatus by CyricZ · · Score: 1

      Boo hoo. My cock weeps for your dead Internet game characters.

      --
      Cyric Zndovzny at your service.
  21. So little advancement since UO... by Anonymous Coward · · Score: 1, Insightful

    I'd like to see a game using a fully realtime 3D engine to present a world that appeals to me.

    Ultima Online was great and I completely understand the limitations of 2D and the dialup Internet of 1997.

    Star Wars Galaxies, for example, has the benefit of an exponential increase in processing power, line bandwidth, and even community experience. Yet, we're stuck with the same obstacles of UO and even a few more.

    1) Awkward and uninituive controls that harken back to Resident Evil on the PSX. Would it have been so hard to implement something more free like Mario 64? Not singline out SWG, I ask this about loads of games every year.

    2) Point and click attacking and autodefense instead of any real control. This is why people moan so loudly about unfair imbalance...the whole fight is determined by statistics and the items they're derived from.

    3) It just gets too grinding too fast and for too long. If you learned anything from UO, it's that people might play for more than a month or two. Realtime control would put more emphasis on learning technique and less on grinding for skill points and camping for stat boosting items.

    That and the upfront fees are steep. It makes me think very hard about whether I purchase a game. Rather than the possibility of a fun experience $9.99 at a time for 4 years, it's easy to see the waste of $59.99 if it turns out to be bad. The end result is that I never (well, save the bomb that was SWG) buy an MMORPG at full price, if I even get around to doing it at all.

    This isn't a difficult concept. Every single piece of the puzzle's been done. It's just a matter of taking the risk of putting them all together and raking in the exploding profits that result.

    1. Re:So little advancement since UO... by Impy+the+Impiuos+Imp · · Score: 2, Funny

      Because nothing creates the "Star Wars" feeling quite like killing llama-giraffes by the hundreds.

      Because nothing creates the "Star Wars" feeling quite like being issued a high tech blaster, then seeing it take dozens of shots to kill a god damned llama-giraffe.

      And you haven't lived until you've seen 8 guys standing around a single doggie thingie, 7 shooting it with various laser guns, and one dousing it with a FREEKIN' FLAMETHROWER, for thirty seconds, and the thing doesn't run screaming after the first one second, much less die after the first one second.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:So little advancement since UO... by Impy+the+Impiuos+Imp · · Score: 1

      Speaking of SWG, about 80% of my time was spent being a dancer, as that was the one thing no other games had. Yeah a few had some kind of /dance command, but not with dozens of protracted options, to say nothing of it actually being a viable career. And the other 20% was shooting the damned llama-giraffes with said dancer. She was also a pistoleer, for roleplaying reasons, which sucked compared to all other combat classes, but she did have her own cantina.

      Hmmm, I wonder if the cantina will be resurrect-able. SWG employees, are you reading this? It had better be.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  22. Dumb quote by CrazyJim1 · · Score: 1

    "In reality, people jump off one MMO in favor of the newest release."

    Maybe that's because no MMORPG company got off its ass and upgraded their experience with the loads of money they get from the game. Hey we're making millions, lets all buy yachts now. Tomorrow comes: well, we made our money, so I guess we should be happy. Realistically speaking, if one MMORPG decided to invest 5% of the money it profitted back into the game, it'd last 30 years. Of course, the industry... failing to realize this... always gives an indy developer a shred of hope in becoming the behemoth that is bound to emerge.

  23. Re:Six? Make that Seven. by Shihar · · Score: 1

    I used to play muds religiously - Sanctuary, Armageddon...

    Armageddon? As in the RPI? Hahaha... oh man. That is so funny. You think you can quit. No my friend, you just take breaks. You know Allanak is calling you back... you crave talking your way out of a Templar's grips... loading up on spice from Kurac... going on missions in the Byn... and dodgy fucking 'rinth elves everywhere. Stop fooling yourself, reload zMUD, and come back home. Muhahahaha!

  24. Re:Six? Make that Seven. by scot4875 · · Score: 1

    I would add to this that MMOs, as they exist now, aren't suited to keeping skilled players entertained either. There is no reward for being a good player.

    All of the content that has been added to WoW, with the exception of Dire Maul, has been geared toward large raids which take little skill for individual players to complete -- instead, it's just a matter of getting enough people together and then getting them to do their jobs. A large group of very average players with a couple skilled individuals at the key positions can handle the raid instances easily.

    Because of this, the only way to get the best gear in the game is to repeatedly farm a raid dungeon until you get lucky and get something you need. Or to repeatedly farm the PvP battlegrounds until you gain enough rank to get the best stuff. Absolutely none of the best rewards in the game have any skill requirement attached to them.

    I can go 5-man the Baron in Stratholme (something that most people can *not* do) and get my Argent Crusader, but it's junk compared to that epic that someone happened to get in Molten Core.

    That's what's got me bored to tears with WoW -- where's the challenge? The logistics of coordinating 40 people to just get them to do what they're supposed to do isn't an interesting challenge. Where are my 5-man-only quests that are extremely difficult to complete that yield worthwhile rewards?

    I have no interest in competing with people that have no lives for "most time played" -- and, unfortunately, that is the *only* measure that WoW actually rewards you for.

    --Jeremy

    --
    Jesus was a liberal
  25. more players allt he time by jkcity · · Score: 1

    I always aid I would never pay for a game montly but now I've been paying for eve online for 19 months and have 7 months of paid subscriptions already ahead of me, over the last few months eve has grown really fast and is getting more players ever week and alot of them are new people who've enver played an mmorg before and lots are x wow players looking for something new but before wow had never played an mmorg, the market is growing and its growing fast there loads of small mmmorgs out there now.

  26. How about Free? by dracocat · · Score: 1

    I am not exactly sure what their revenue model is, but Flyff is an interesting one--free. How do they do it? I can't speak for how good it is story wise since it was only just released yesterday, but interface and graphics wise, it is very nice. Still wondering how they are paying for it though. In case you want to see it (http://english.flyff.com./

  27. Derivative crap by sinij · · Score: 0

    WoW proves that innovation does not pay in MMORPGs. We are all doomed to vicious ding/grats treadmil quest for the next shiny for a long while. On a positive note, when we die and go to hell it will feel just like good old catass times, you just won't have to sock it unless they make you to.

  28. Re:Six? Make that Seven. by domukun367 · · Score: 1

    Yes - 5 man content is definitely more fun and challenging than 40 man, however it is very difficult for the designers to balance 5 man content (think of all the different class mixes) than 40 man content. If you make 5 man content very hard, it will be impossible for some groups and trivial for others - look at the Shaman epic helm quest in Scholo. When I first started playing, I used to 5-man Strath / Scholo / Dire Maul / BRS with my mates. However, that eventually wore out. Now the fun for me is running my guild and organising 40 people at once; we just downed Garr yesterday for the first time and the fight unfolded like clockwork, as everyone knew what they were doing and did it well. That's now the buzz for me!

    --
    Please don't send a Word document when a text file will do the job.
  29. Re:Six? Make that Seven. by Haeleth · · Score: 1

    Then obviously an MMORPG isn't for you.

    Or for any of the other members of a vast, untapped, potentially extremely profitable market. Maybe someone should look into fixing this.

    I see these same complaints all the time - Wah! I bought a MASSIVELY MULTIPLAYER game and it isn't any fun playing solo!

    Way to miss the point. There is no reason why "massively multiplayer" has to mean "massive and rigidly-scheduled time commitments". There is no reason why an MMORPG should not be friendly to the kind of person who wants to log on once a week, for two hours, and wander round town chatting to other people, maybe do a quest or two, then log off again and get on with real life.

    The world is not made a better place by people like you ridiculing anyone who dares to suggest that such a model could, just possibly, attract more people than hardcore level grinds.

  30. Re:Six? Make that Seven. by Oliver+Wendell+Jones · · Score: 1

    Well, then, since I'm so slow, maybe you can explain to me how WoW is not friendly to "to the kind of person who wants to log on once a week, for two hours, and wander round town chatting to other people, maybe do a quest or two, then log off again and get on with real life"

    If you mean that it will take you 5 years to get to level 60 and all the really good loot if you only play 2 hours a week, how do you propose making it fair to people who are willing to play more?

    Games like Everquest were absolutely impossible at the end-game without you and a large group of people being willing to make 24-48 hour continuous commitments to the game. WoW is nothing like that. You can get together and do a large instanced dungeon in less than 3 hours.

    If you're having a hard time getting invited to groups like that, try not playing a Night Elf Hunter and play something in high demand like a Warlock, Mage or Priest. My lvl 60 priest can't log in for more than 2 or 3 minutes without requests from complete strangers to go spend time with them. I could do an instanced dungeon in 2-3 hours any day or night without even trying.

    Go play Everquest, experience the wonders of waiting for the Frogluk King to spawn (24 hour timer in a non-instanced dungeon - that's right, you could wait 23 hours and 59 minutes only to see some creep run in and take the kill away from you at the last minute!) and then you'll know what it's like to have to put time into a game.
    WoW is not my first MMORPG (Meridian 59, Ultima Online, Shadow of Yserbius, Never Winter Nights (the original $/hr on AOL, not the new one), Anarchy Online, Eve Online, Asheron's Call, Everquest, The Realm, probably other's I've forgotten) and I've finally done something I've never done before in any game - maxxed out my character, hit the level cap, maxxed out my crafting skills, etc. without even trying! I've never even come close before. WoW is almost too easy. Your claims that it's unfriendly to the casual player are baseless.

    --
    A computer once beat me at chess, but it was no match for me at kick boxing -- Emo Phillips