Fantasy Trumps Sci-Fi For MMOs
simoniker writes "Mythic's Mark Jacobs, whose MMO company is being acquired by EA, has commented in detail on why fantasy MMOs sell better as part of an extended interview. He suggests of MMOs: 'Fantasy is easier than sci-fi. Want to know why? It's simple. A gun. What's a gun? A gun is impersonal. A gun can shoot somebody from across the room... Part of the challenge we found with Imperator is how do you make a combat system based on lasers and energy weapons, compelling to an RPG audience. The other challenge with a sci-fi game is that fantasy is very well defined in our minds ... I also think there's something I can't explain, which is that people are more willing to play a fantasy game that's not as good online, than they are willing to play a sci-fi game that's not as good online. And I'm not sure why that is.' Suggestions?"
So then use Klingon pain sticks or something. Sci-Fi doesn't have to be with a gun. Or limit the range of the gun.
Maybe people don't want to play in sci-fi games because they're tired of all the technology in their real life? Computer problems, phones, pagers, emails, IMs, ads on TV and radio... it all adds up without realizing it. People play games to take a break from real life. Do you think they'll play in a game with even more technology, or a game with stuff they'll never have, such as magic, monsters, etc?
...don't be so harsh. Anarchy Online did...
...really...
...poorly. Ok. Bad example.
Star Wars: Galaxies....
Earth and Beyond....
Eve is awesome! Hell, I'm learning a new skill in that game right now.
I don't buy this argument. In fact, I think that copyright restrictions and forced creative direction are what destroys an MMO. Look at Star Wars Galaxies, too many copyright restrictions and attempts at intervention from LucasArts as to how the game experience should feel. Look at Middle Earth Online. Actually, it doesn't exist and is some pretty famous vapor ware.
Now look at games that are completely original to the developing companies like World of Warcraft, lineage I & II, Runescape (fantasy games), Eve Online (a sci-fi game). You might point out that there are more successful fantasy games but I think it's just the fact that sci-fi is often spurred from novels or movies. Rarely do you hear of an original sci-fi game. Therefore, your players have this pre-conceived notion of what the game should be like and if it misses the mark, they are disappointed. I'd like to think the correlation of success comes with creative and artistic control as well as originality. I don't really buy the argument that projectile weapons make a game difficult to design.
My work here is dung.
Not much more to say. Monoblades, short-range lasers, granades up the wazoo, and some ship battles. I'd cancel WoW in a heartbeat if they did Buck right. ...now where did I put that Commador 128?
This sig isn't original enough, it's time to come up with something witty...
It is much easier to suspend disbelief in a fantasy setting than it is in a sci-fi setting. One problem with sci-fi is the "sci" in "sci-fi". You have to justify the scientific reasoning when doing sci-fi. Fantasy is easier because you can explain things as "it's just magic" and that fits the theme...
I don't know offhand what IS, but I don't think it's the "impersonal" factor of guns being able to shoot across a room - witness the Counterstrike and Quake and countless other multiplayer FPS games that have been massively successful. I'd say there is some other factor at work here.
I'm thinking offhand, but most of the time your classic fantasy stories have been about parties of heroes (witness Tolkien) whereas classic scifi has tended to be much more individualist (even with the Matrix, the main character so strongly overshadowed the others that it didn't really feel very much like a group effort). (Maybe Star Wars is an exception to this, and the Star Wars games have tended to be fairly successful, although some people call it space-based fantasy instead of science fiction anyway.)
I can't really think of any compelling party-leaning science fiction stories at the moment. And this translates out to the scifi games I've tried, from single player stuff to MUDs. They've all felt very "lonely." In fantasy, you have clearly defined classes with separate roles and you tend to need a group of them to get anywhere, which is begging for a multiplayer setting.
Keep in mind that I'm only on my first cup of coffee, though.
picpix image polls. create - share - vote. fun!
I wonder if it's the races and roles that people find easier to identify with in a fantasy MMO. Typical RPG characters like Human, Elf, Dwarf, Wizard and so on are pretty well defined. Give someone Human, Alien, Other Alien etc. and they don't know how to associate with the role.
Just a thought.
Argh.
Im getting tired of the same old fashion nerds and dwarves MMO's. I was extremely excited when i heard that there is a warhammer mmo coming out, then i wanted to cry when i found out that its not warhammer 40k :(.
What's so much different between a laser-gun wielding trooper and a lightning-spell chanting wizard?
They are both focusing energy on the enemy, no?
Methinks the problem is that there hasn't been a really good Sci-Fi MMO yet. Yes I know, Anarchy Online was decent as was Planetside. But nothing on the order of WoW has ever come out.
It's a quality thing, not a fundamental human nature thing.
Execute? [Y/N] _
" I also think there's something I can't explain, which is that people are more willing to play a fantasy game that's not as good online, than they are willing to play a sci-fi game that's not as good online. And I'm not sure why that is.' Suggestions?"
fantasy is more popular than sci-fi for all rpg's (not just mmo's) because of what the summary says: guns. think of final fantasy 8 and final fantasy x-2. both featured guns, both were not the most popular games in the series. if gamers wanted to play with guns, they would play a fps. would World of Starcraft have been as popular as World of Warcraft is?
I think it's largely an issue of art style. Sci-Fi MMOs are either immaculte buiness sims (like EVE) or ugly dystopian battlegrounds (like Auto Assault) while fantasy MMOs are lush forests and towns nestled in mountains and meadows. My guess is that people would rather frolic "outside" than in claustrophobic corridors which they see enough at work.
Another issue is the familiarity with the weapons, as mention in TFA. A 3-foot sword has a 3-foot range, but a 2-foot gun has an arbitrary range that takes practise and familiarity to recognize by sight. It's quicker and easier to cut a guy with a kitchen utensil then to hone a masterwork of alien engineering.
I believe that it's mainly due to the inherent need of science to justify how something works. I always find it interesting how a Sci-Fi MMORPG is going to explain healing, buffing, shape-changing, etc. While no one seems bothered by the limited range of spells, I'm sure you'll hear people complain that said gun should be able to shoot for hundreds of meters. Personally, I understand the need for gameplay to overshadow realism, but maybe the sci-fi crowd needs the scientific justifications to enjoy the game. Before this article, I've always believed that sci-fi MMORPGs were going to suffer due to this situation.
The reason some online games do well and others don't is because of a game design. A design that creates community and has fun and engaging play will do better than one that doesn't. I also think advertising and general appeal helps to pull in those people who wouldn't otherwise jump over the fence that seperates MMOs from other games.
I can't wait for the Trump MMO! Massively multiplayer online Apprentice will be great!
This guy's the limit!
Look at TV ratings NFL vs NHL
Sales of Coke vs 7up
The problem is not Guns in Multiplayer - as you say, look at all those FPS games. The problem, as I see it, is that Gunfights don't map as well to a series of prebuilt animations in turn-based combat.
Everyone wants their MMO to basically be Everquest with a different tileset, and the camera doesn't suit the kind of long-range fighting that gun battles suggest. If I point at an enemy and click to shoot at it, I want to shoot at it, not have a bunch of stat monkeys decide whether my character is good enough to do so.
So the setup practically demands an FPS control instead of an RPG one, and then your nearest city descends into Lag Hell. Oops.
"I Know You Are But What Am I?"
I like having both feet on the ground. It's that simple.
I know it sounds like an odd reason and I don't know if it applies to others but I can relate better to my Inkie toon than being a ship that flies around. And don't get me wrong, I love flight sims but that's because they're sims with real dynamics and not just the random chance of one stat beating another stat. Actually, I feel that way about some FPSs too. I very much dislike having to ride in a jeep in medal of honor. I'd rather be on my feet.
I know it sounds like a weak reason but since it's my consumer dollars that they are trying to win over they have to understand that's simply how I feel. Besides, dark elves kick ass. There ain't not dark elves out in space. Hmmm... I have an idea for a new MMORPG... EVE-Quest.
Look at books: In recent years, the Narnia, Harry Potter LOTR, Robert Jordan, D&D adaptation novels (Dragonlance, etc) have ripped up and down the bestseller lists. I'm having trouble even thinking of recent science-fiction bestsellers. Look at movies: A lot of those names repeat, don't they? Add in the fantasy-heavy pirate blockbuster movies. I'm having trouble thinking of outright huge science fiction movies. Yes, we can count the last "Star Wars" movies. There are other genres where fantasy is trumping science-fiction.
Where were you when the voynix came?
All the sci-fi based MMOs have been utter shit so far. Star Wars Galaxies? Utter shit. Anarchy Online? Utter shit. The Matrix Online? Utter shit. Everquest was the first real big MMO out there, and World Of Warcraft cashes in on a decade of building up a rabid fanbase. Those two just happen to be fantasy games. If Blizzard had decided to make an MMO out of Starcraft instead, it would have done just as well.
Part of it, is that magic looks cooler than tech. It is not about guns being a long-range attack (most spells are long-range, as are arrows and throwing stars). A real issue with sci-fi RPGs is that there really isn't a fighter-type class since there are very few melee weapons in a sci-fi universe. They just to be more creative (perhaps even a hybrid).
What I would really like to see, though, is a game that completely eliminates the classes/jobs and provides every skill a la carte (and preferably using the Korean MMO model... free to play with premium real money items). Perhaps one already exists but I just don't know about it yet.
I quit WoW for EVE. After leveling 5 characters to 60 and decking out my Mage in Tier 1 epics. EVE is so much better, gangs are cool. Awesome graphics, cool soundtrack. The strategy in skill planning and ship building is awesome, and running a corporation is so much more fun. Next build gets built in voice chat too. You can level in EVE without even being logged in. Plus, it made my wife happy. She gets to see more then the back of my head.
As someone who runs pen-and-paper RPGs in fantasy and scifi environments, I've learned that for Scifi to work on the same playability and fun levels as a fantasy RPG, many tweaks need to be made.
There is the gun issue from TFA, but if done right it's not anywhere near as big an issue. For something immersive like an RPG, the game must be crafted with things like this in mind. In the "Dr Who," "Star Trek," "Star Wars," and general scifi RPGs I've done, the story has to be crafted in such a way as to make things interesting for the players without just being a shoot-em-up. There are scifi concepts galore, but they have to do far more than just "shoot bad guy X to get item Y." In these particular Universes, the "tank" type of character tends to be the absolute least interesting to play. Storyline, brain-requiring quests, and interesting puzzles make all the difference in something immersive.
In any case, I really think the best stories can't be cold computer-generated grind quests, they need to be crafted around the players talents and shortcomings.
To be fair, my love of truly immersive interactive RPGs is part of why the whole MMO deal never did it for me. A game world full of people going "lol" and "a/s/l" and "omg nd heal pls" really kicks the crap out of suspension of disbelief.
I digress, but I do believe that immersion and feeling like part of an imaginary world is doubly important to scifi fans in such an environment. Hardcore scifi nuts, the types who read Gibson or Heinlein or Asimov or Douglas Adams or whoever else, tend to want to use a brain more than they want to just shoot everyone. It just takes a lot more effort on the part of the game creators to get it right. Think of the best scifi games you ever played. What was interesting about them which you don't see in modern MMOs?
Take the Hitchhiker's game from Infocom, for instance.. I've played very few games that I've ever felt more immersed in. I was totally Arthur Dent for most of my time in front of that monochrome screen. (Except for the parts where I wasn't..) And how many times in that game does the player shoot or kill anyone?
Slashdot Burying Stories About Slashdot Media Owned
Fantasy is always going to be more popular than sci-fi because of the implied sense of things past and the past is always a golden age in the human psyche. Sci-fi tends to imply the future which is just too difficult for most people to even visualize. Successful fantasy settings are all pretty much the same medieval time frame and everyone knows all about that. Sci-fi settings can be anything and good luck getting a group of people to agree on anything.
Role-playing games have the same issue; while there have been science-fiction themed games over the years (Cyberpunk, Traveler, Star Frontiers, etc), none of them has come close to approaching the widespread appeal of the fantasy games (D&D, White Wolf's stuff, etc.). The ones that seemed to achieve the broadest appeal were those with crossover potential, like Rifts and TORG.
The one place sci-fi does better seems to be television. There have been fantasy TV series, but they don't come close to the number of sci-fi series that have a relatively large following.
or if you don't bother to even try) than sci-fi itself becomes fantasy (that's why Star Wars is considered fantasy by most people that care about fantasy
should be
or if you don't bother to even try) than sci-fi itself becomes fantasy (that's why Star Wars is considered fantasy by most people that care about sci-fi
The Southern Baptist Convention has creationism. On Slashdot, we have porn.
World. Of. Starcraft.
May just be wishful thinking on my part, but if Blizzard ever decides to do it, it would probably invalidate this article. I'm not a WoW fan at all, and ever since I quit RO I've placed a moratorium on MMOs for myself. But I don't think I could resist something like this, assuming it's done well.
Not that other sci-fi themed MMOs can't be great. I'm just going off of Blizzard's track record here...
when they cancelled their SciFi MMO with a fairly rare topic (romans in space) and replaced it with a Warhammer MMO. Most likely because they noticed Warhammer's imitators made big money with an MMO and now they wanted to cash in on the same niche. Well, if you really believe you have the skills to beat Blizzard in terms of game design...
Justice is the sheep getting arrested while an impartial judge declares the vote void.
"Sci-fi, could be anything. And that's tougher. You're now creating very original IP. I think that some day someone's going to get it right. Nobody has yet - nobody's even come close to getting it right."
While the part about the challenge of creating original IP in Sci-Fi is true, it is harder to come up something from total scratch, I think EVE is pretty damn close to "getting it right". Its a Sci-Fi MMO that is big, diverse , pretty to look at and lots of fun.
Oh, and the part about guns, total hogwash! In fantasy, bows/magic spells take the place of guns and work just fine. They are both just kinds of ranged weapons, the only thing that is really different is the on-screen graphics.
What does it matter if the majority of MMO RPGs are dorks-and-dragons-based? Virtually every MMO RPG is the same, just running with different skins and irrelevant backstories. You have some sort of market, you have an endless collection of weapons and armour, you have a dozen varieties of character types, and a vast world full of resources and monsters. Sure in this game you might have a space ship, or in that game you might get to ride a giant panther, but these differences are superficial. You still trudge through level after level, learning skill after skill -- does it matter if you're a level 20 Druid learning Smelting, or a level 20 Space Smuggler learning Counterfeiting?
The gun argument is nonsense. FPS MMOs are huge, and sci-fi doesn't require guns to be sci-fi. Look at Dune: guns are obviated by personal shields, and laser weapons become fatal to the user. Then look at Star Wars: katanas upgraded to lightsabres. Maybe it has to do with modelling them on the fantasy MMOs? I know I'd much rather play as the ship than as the captain, a hyper-advanced android than as human, and I'd rather not zip around space looking for asteroids full of goldonium to sell at the space market.
The same is largely true for PnP. I think there are a couple reasons.
A great deal of the challenge in RPGs (online and PnP) is logistics -- travel distances and hardships, scarcity of information and equipment, etc. In a pre-industrial fantasy setting, that's more plausible, even with magic. People are more willing to accept that travelling across the continent is hard, even with a horse. They accept limitations on magical substitutes like teleporatation circles. The have no problem with it being hard to find a magic item because they are handcrafted and thus rare.
Those things are a lot harder to buy into in a sci-fi setting. I always thought it absurd in Anarchy Online that a pair of sunglasses was more expensive than a decent piece of armor (because the sunglasses were *arbitrarily* rare). It was stupid that in at a tech level where we could re-create humans from clones that there was any scarcity at all. Travel distance either becomes a non-issue, or again, limitations break the mood.
Combat does also enter into it. In a low tech setting, the slower pace of combat feels right. We're used to seeing movies with long swordfights, etc. In a high-tech game, combat seems absurdly non-lethal.
Maybe more people like phantasy than sci-fi.
Any insufficiently developed magic is indistinguishable from technology.
Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
This has nothing to do with fantasy. It has everything to do with the fact that, so far, every science-fiction themed MMO has outright sucked or, at best, been mediocre. So far, there has not been a stand-out sci-fi equivilent to World of Warcraft. SWG should have been that game, but LucasArts chose the wrong company to develop it.
A science-fiction themed MMO can be successful if:
* It isn't just a failed fantasy MMO with updated graphics.
* It is accessible and playable by non-hardcore MMO addicts (single biggest factor in WoW's success).
* It is essentially fun to play and not a grind (a concept that appears to be completely alien to most MMO designers until WoW).
* It uses the primary elements that make science fiction in general appealing as its main focus and theme (space, aliens, blasters, etc.) in the same way that successful fantasy use traditional fantasy themes as their main focus (magic, monsters, dugneons, treasure, etc.). See SWG at release for an example of what not to do.
Real simple : cycle time.
How many games have wizards who can fire 60 rounds per second?
It's difficult to balance out the classes when someone can fire that fast -- you have to either nerf all of the damage, or make sure they're really inacurate (and well, then you've got your basic storm trooper).
Not to mention all of the extra overhead needed in showing all of the combat going on when there's a whole lot of shots being fired. (anyone remember that level in Quake 1 w/ the fire pit in the middle, and balconies around the sides? If were playing against a bunch of people on dialup, all you had to do was whip out the nailgun, and spray wildly)
Of course, MUDs had this problem to a lesser degree, and the common situation for that was to just treat everything as semi-automatic, and when you got your attack, you'd fire a burst, rather than a single shot, and resolve all of the damage at once.
Build it, and they will come^Hplain.
The reason that Fantasy does so much better than sci-fi is not so much that it is magic or that the science in sci-fi is so bad, or anything like that. It really boils down to the fact that fantasy games, movies, and books are almost always on the scale of an epic. There are clearly defined lines of good and evil, and there is almost always a violent struggle against a great evil involved. This is the reason (imho) why Star Wars has done so well - it is an epic. How else would one explain that in spite of all the cheesy dialog, acting, and special effects (not to mention blatant violation of scientific laws) it has managed to capture such a large portion of the culture?
Two necessary parts for an epic are: a hero, and (of course) a villain or monster. Fantasy has this (it is an integral part), but sci-fi typically does not.
Don't a lot of the fantasy genre still have thing like projectile-casting spells (fireballs, etc) or various types of bows, spears, or other manual projectile launchers. How is this different from guns or laser beams in terms of implementation? In the end, many of the projected sci-fi technology (time distortion fields, transmogrifiers, etc) is still just a fantastic as things in fantasy worlds having hobbits and orcs.
with fantasy as it tends to be world/region specific.
Sci-Fi for the most part is locked into this idea of being multisystem with starships, though a good sci fi never has to leave the world its based on.
* Winners compare their achievements to their goals, losers compare theirs to that of others.
Fantasy is personal, generally hand to hand, missle weapons tend to be weak.
Sci fi is impersonal, big boms and guns from a long range, unless they switch to fantasy weapons, light sabers, vibroswords.
I prefer Sci fi books that focus on psychology and characters. Fantasy tends to focus on larger scale things, or skills and adventures, not psychological character development.
LOTR was about an adventure and the reluctant hero, Enders game was all about Enders mind.
I was thinking the same about guns of WoW, but I guess the difference is that you're not shooting lasers or high-tech ammo, just small rocks and basic bullets. It fits with the world. And only one class uses them as main weapon (and sometimes). The rest uses them to pull, and they still have to do melee. About spellcasters, I think that was very well explained some post ago.
Please someone make a Shadowrun MMO. I loved that universe in the pen and paper days. It was the best of both worlds, wizards with railguns!
What is Fantasy? Magic, dragons, elves, enchanted items, dungeons, etc....
r ely-wowza" kinda stuff, everything is run down, low-tech trying to keep hi-tech going. That's my kind of SciFi.
Sure, it's always tweaked to hell, but it's the same familiar elements each time.
What is SciFi?
Spaceships? No, not always, look at Fallen Earth.
Lasers? Not necessairily.
Space Travel? Could be.
There's no common elements, there can be, and normally are, but not many. And people are more defined in the Star Trek/Star Wars/Stargate worlds, "generic" scifi could be anything, and by generic I mean common elements, it'll be a custom, new world.
It has to be familiar, or you've lost a good portion of players already, and scifi just doesn't have much of that. Star Wars? I'll pass, it's mildly interesting(am I the only slashdotter who doesn't care much at all for the whole star wars story, even the first 3 were bleh). I like Star Trek, and look forward to the game, but I doubt it'll hold my interest, it's always been about the story, and the game looks more about the consoles/technology. Stargate? Well, it's getting an MMO too, but, um, er, I'll pass. I really enjoy Atlantis(not the second season, third is good so far) but as a game? maybe, as an MMO? How about not?
I can tell you what I like, Fading Suns, but it's an RPG, not a comp game(although I think they had a few). Broken down, "wow-you-can-travel-through-space-even-if-just-ba
But fantasy is accessible to all, easy to understand, and pretty well defined. Just try releasing a fantasy game without magic, enchanted items, sure, but no magic. It won't work either.
For the mostpart the "other races" are still humanoid though, but fantasy has plenty of things beyond that such as dragons, beholders, and various other tentacle monsters. There are plenty of identifiable aliens as well, those from the Alien movie (bipedal/quadripedal), predators, klingons, kilrathi (sp?), Kzinti, Posleen, etc etc
Yeah, somebody might not immediately identify with a Posleen (basically centaur-structured lizards), but the badasses from the Alien series are pretty identifiable (ever played AvP), and the Kzinti/Kilrathi are pretty much fuzzy people.
Thinking about it, one of the previous comments definately hits near the mark. People will identify with being an orc, hill-giant, or hobbit because they're common fantasy characaters. People could also identify with being a Klingon, Geiger-Alien, Predator, Kzinti, etc.... but that's not going to happen because when you include them all you're probably going to have your ass sued into the next starsystem by the copyright owners of Star Trek, Aliens, Predator, and the Larry Niven books. I suppose you could make similar characters and/or use parody (a-la SpaceQuest), but look at what happen with City of Heroes and the lawsuits wherein players could make characters similar to movie entities.
Anothe reason why current Intellectual Property laws suck ass, while using a Klingon named "Worf" in your game might be dubious, you shouldn't be attacked for having something klingon-like, hell it's a compliment to the creators.
You don't don't know why that is? Well I have no idea what the sentence even means! I've tried reading it 3 times, and still don't get it. Anyone?
I run a table top rpg based on a mostly hard science fiction game called Traveller. I had to drag my players in kicking and screaming to play traveller. Part of the problem seemed to be related to how much science is in the game. These are players that usually play D&D. When many of them were exposed to science fiction rpgs, they could accept the arbitary rules of magic. However, I think the reason for some of that is the nature of, well, nature. Science is actually kinda messy, which is why we tend to learn about physics in the so called 'thought experiments'. The best example is what happens when you drop a feather and a hammer here on earth vs on the moon. On the moon, both fall at the same speed; on the earth they fall at different speeds. Why? Air provides resistance and force on the feather (force in the form of wind, resistance in the form of air resistance). So a game designer builds a magic system so that it is 1) internally consistent and 2) useable. Nature has no such constraints.
I agree. There's a big difference between, "I blast things with my tool," and "*I* blast things."
In addition, I'd like to note that having the powers be personal means that it's easier to distinguish between character types without BS restrictions. In a world of magic, you can have necromancers, elementalists, healers, summoners, etc. each with wildly different abilities that makes them more differentiated and gives a greater feeling of being somehow special.
In a world of technology, anyone can use a gun, a laser, a medpack, cybernetics, nanotechnology, etc. You can be more skilled at it than someone else, but there's no reason for strong differentiation between ability types. Your character isn't necessarily Special. Any artificial restrictions on access to tools and powers become more blatantly arbitrary than in a fantasy setting.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
But in fiction you need structure. Fantasy (at least of the sword and sorcery variety) is one of the worst genres of writing simply because people just make stuff up for hundreds of pages at a time. This kind of arbitrariness can kill dramatic tension because any kind of deus ex machina can appear at any time.
Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
Phantasy. Star.
While the 'MMO' feature of PSO pretty much failed, the game itself was amazingly addictive. I have very high hopes for PSU.
Though I suppose if you really looked at it, these games probably lean more towards fantasy than sci-fi anyway. At least it has guns, which invalidates that claim.
Looking at the various fantasy-related MMORPG breaks down party roles into clearly defined responsibilities: tank, healer, DPS. Some variation between different games is inevitable (pets, hybrids), but they appear to rarely break away from these primary roles because they're well established. Does easy = mass market? When you get some SciFi MMORPGs, they tend to have more open-ended class roles resulting in alot of hybrid classes or their roles are defined but not as clear as a D&D meme that's been around for 30 years. Here's a pop quiz: Guess the best tank in Guild Wars--warrior, necromancer, monk, or mesmer? Which one is the best healer? Guess the best tank in City of Heroes--Blaster, Brute, Defender, or Tanker? Which one is the best healer? Guess the best tank in Anarchy Online--enforcer, soldier, doctor, or agent? Which one is the best healer? Guess the best tank in Matrix Online--soldier, patcher, code shaper, or programmer? Which one is the best healer? Now, folks will say "well this is a complicated answer" and "you can add modules slots to make any Eve ship a better healer". But a game's complexity is usually something to be overcome for mass market acceptance unless there's a built in audience that can understand the concepts (e.g. Star Wars or Tolkein fans).
His answer to, "Why is fantasy so hot?" is basically, "Because with fantasy, we don't have to be original." Listen, this is about a much larger "problem" that's been slowly cropping up recently within in geek fiction: readers (and gamers) believe they're willing to try something new, but they really aren't. So, when you pick up a hundred fantasy novels off the shelf in your local bookstore*, you'll find that most of them have similar themes ("We have to save the world!"), have the exact same types of settings (similar to medieval Europe), have the exact same types of action (swordfights with wizards) and have the exact same type of fantasy beasts (dragons, zombies, dragonzombies, zombodragonoids). Likewise for fantasy games. Why is fantasy so limited? It should really only be limited by the author's/ designer's imagination. But too often, designers and authors (rightfully) believe that their audiences just want more of the same. That they don't want a completely new type of world, a completely different definition of "magic," a completely different set of creatures unique to the world. We end up with more of the same becuase that's what sells. And since it sells, producers/ publishers are unwilling to take risks. The sad truth is, the self-important fantasy crowd lives in an adolescent power-fantasy. They know how they like their superheroes, and they know how they like their fantasy. Sci-fi is too challenging to them becuase from one universe to the next, the rules are completely different. (This could be the case for fantasy too, but too often we're just force-fed more of the same). What Mr. Jacobs' answer should have been was, "Because it's easier to force-feed our users more of the same." *(a pre-Amazon phenomenon)
Life is full of misery, loneliness, and suffering - and it's all over much too soon. --Woody Allen
Fantasy has several established archetypes so there's enough variety in character choice. Warrior, Rogue, Ranger, Mage, Healer, and some variation in between. Sci-fi's got guns. That's it. If you're Star Wars you've got guns and lightsabers, but Jedi are supposed to be rare.
Balancing melee weapons with guns (a la SWG) is pretty much impossible because it breaks the laws of physics and along with the basics of latency, ruins the fun for either the melee classes because they can't get close enough (realistic) or the ranged classes are so gimped that the melee can trash them against all logic and reason.
Trying to create enough classes with guns just needlessly restricts the player. Why shouldn't a guy that's an expert with a rifle be able to shoot a carbine? That makes no sense.
At least that's the answer I can take from SWG. Star Wars really isn't a good universe for an MMORPG. An MMOFPS, though, now that would be a different story. Anarchy Online, I think, just wasn't all that attractive of a universe. Very odd. And had a very rough start. If there was a Sci Fi game with the polish and pazazz of WoW, I'm sure it'd do just fine, if they could solve the class problem.
Anyone remember Anachronox? I remember playing that when it was released (well... playing being a relative term given the amount of bugs in the game), and thinking it was a near-perfect setting and combat system for an MMO.
Course, we can't ALL be El Puno.
"Mythic's Mark Jacobs, whose MMO company is being acquired by EA, has commented in detail on why fantasy MMOs sell better as part of an extended interview. I find this article to be rather amusing, in that they chose this moron to discuss MMORGS. The short of it for the slashdot audience is that this guy is is a tool. Not once has anyone in this thread mentioned the Mythic Entertainment flagship product. For those who are interested it "WAS" Dark Ages of Camelot. And if you've read this far along, please take a trip down memory lane, via the VNboards. I can't paraphrase what the thousands have done before me with any degree of justice, but here goes a try. 1. DAOC, the game 2. Lust for money via 2nd accounts 3. profit 4. Timesinks 5. Mackey (on the devteam@mythic) 6. Class imbalance 7. Trials of Atlantis fiasco 8. Cowardice, the lack of customer forum for feedback 9. Spazdic changes to the game, and promises un-kept 10. custering, and downtime 11. Denial and lies 12. Never in the office, on the road pimping vaporware 13. Stupid expansions that destabilize the game 14. Pumping up the gotta-have-items arms race 15. Ignoring game mechanics. "Warlocks, Banshees, Turrets, Casting thru walls" hours of fun with 15, enjoy. 16. Arrogance above all. Taking this guy's opinion at face value would be a mistake. (just so everyone knows, he bought the DAOC game from another company before it went live. Jacobs is a complete tool who just happened to pick up a product that was ready to go live.) Enjoy the link.. http://vnboards.ign.com/daoc_general_board/b5176/p 1
Ok, I'll probably get flamed for my ignorance but are there any RPGs based on the old pnp games Traveller and Twilight 2000? If not then why?
It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
If they do it right, then it will sell and be happily played by many.
Star Wars Galaxies was going great, before they poorly rewrote the interface. If they had rewritten the interface properly, then I would have stuck with the game. I still did good with the changed interface, but it just wasn't all it was cracked up to be.
If you ignore the other uses of a tool, does that make the tool less useful, or you less useful?
Galaxies sucked, but it could have been bigger than WoW if it had been any good. I dont want to play a fantasy MMO, i want to play a sci-fi one. I may start EVE online sometime soon, but what i'm really looking forward to is Tabula Rasa and Stargate Worlds. But i dont know when either of those are going to be released.
"Sic Semper Tyrannosaurus Rex."
The concept of a RPG has more "practice" with fantasy. What PnP RPG dominated when RPGs were first created? D&D (Note I'm not making any comments on the *quality* of said RPGs, D&D was the most popular). This led a ton of CRPGs based on fantasy concepts (yes there exist sci-fi CRPGs, but not nearly as many as the fantasy oriented ones), and when MMORPGs (and MUDs) were created these were the settings that people were familiar with. The industry has more practice solving "setting problems" in fantasy settings. There are a lot more precedents and examples in fantasy on how to solve these issues that MMORPGs can build upon. That is why it's easier.
Why not fork?
Hellgate: London is looking to be a pretty good Sci-fi MMO at the moment.
But I think the Department is really onto something with that suggestion.
sic transit gloria mundi
... Sony Online Entertainment does
Who was it that said, "Any sufficiently high level magic is indistinguishable from magic."?
It's not offtopic, dumbass. It's orthogonal.
Oh, I don't know. I'd think I was pretty special if I could blast things with my tool. =)
However, I don't think I'd be interested in a Bukakke MMPORG.
It's not offtopic, dumbass. It's orthogonal.
The reason that MMO's with a fantasy element are 'better' is principally down to Tolkein. He spent years of his life creating a beleivable fantasy world which people enjoy, and will do for many years to come.
From him we get the rich depth that so many MMO's rely on. I love his work, it populated my imagination when I was a child.
There has been no equivilent story world in the conventional or sci-fi world. The Dune universe, which I enjoy more than Tolkeins work, almost gets there, but it's never been tried as an MMO. Even Dune uses an analogue to magic (melange and it's associated effects), so probably doesn't count.
Star wars doesn't count as sci-fi different from fantasy, because it *is* fantasy of a sort, and has magic, albeit by a different name.
everyone uses the crutch of magic these days. It speaks not of originality, but of unwillingness to venture beyond what is known to sell.
Where, I ask, are the risk takers, prepared to move in a new direction with an MMO?
The problem is it would take years of work to create a new rich 'motherlode' story. The potential for such stories exist, but the games industry is scared to venture into any field that might reduce their precious profit margin.
The problem isnt that Sci Fi is il suited to MMOs, its that the Sci Fi MMOs of late have been really crappy.
Star Wars Galaxies? First off, there is the light saber, which throws his whole gun problem out the window. Second, has is there a better example of an MMO concept that should have worked brilliantly but failed because the developers where just dumb?
Phantasy Star Online. One of the best MMOs ever. Sure its a little dated and it is lacking in many things which define current MMOs, but in this game you can see just how well a PROPERLY done Sci Fi MMO can do.
Finally has this idiot never played Q3A? No its not an MMO; but who the hell can play this game and say a gun is impersonal?
Of course, there are very few Lovecraftian MMOs out there. I can only think of Cthulhu Nation.
One of the best pseudo-RPG (well, that's from japan and it's for playstation) of all times, for me, is Xenogears. They mix fantasy and sci-fi fairly well. Why does we have to choose between Fantasy or Sci-Fi ? why not both in the same game ?
Forgive me if this is a stereotype statement, but in my experience, women are much more likely to participate in a fantasy setting than a sci-fi setting. As a related example in entertainment, most women I know prefer Lord of the Rings over Star Wars. As soon as you lose that segment of the populace, you're going to have problems. I know I'm less likely to jump into a sausagefest.
This issue can only be settled by an MMORPG of a fantasy race against a sci-fi race!
Why does it have to stop with those two genres? really I can't help thinking that if there is a 'problem' it is becuase no-one can think outside of this pair, which in the case of classic fantasy has been well and truely done.
For originality why not set something in the present or in the recent past, perhaps in a 'Buffy' style universe. If that is a bit too modern fantasy, how about Westerns, a bit of artistic license with the Indians and you can have a large array of skills. What about a 'cold war-esque' bond style setting, a couple of cities with many interestng skills, all manner of 007 gadgets and all of the ultra-camp, ultra-silly characters?
Come on lets think just a little outside of the current blinkered ideas.
If this were really happening, what would you think?
"fantasy is very well defined in our minds"
Isn't this phrase a bit contradictory? Shouldn't this be setting of warning alarms in what is supposed to be a creative industry? Maybe the problem isn't sci-fi vs fantasy, maybe it's stuck-in-a-safe-rut vs being-creative-and-coming-up-with-new-ideas?
Maybe we need a new name for what are now popular yet highly generic fictional "fantasy" worlds, such as "Olde Tyme Wizard's Worlde" so that "fantasy" can go on being imaginative. The whole fantasy genre as it stands is terribly predictable, after all. Sci-fi isn't doing much better.
"The creative imagination; unrestrained fancy."
RTFM; please, I beg you.
Fantasy and sci-fi are like the same operating system with different graphics (worlds=star system, magic=technology, etc)
Just like western and samurai flicks (7 samurai = magnificent seven, etc)
Outside of the occasional typo, there are no mistakes or plot holes. If you think you've found one and you can't figure out how to get around it, it's because a wizard did it.
http://www.nuklearpower.com/8bitfaq.php
Most(all) scifi MMOs are extremely bad in terms of story/lore/world quality. I think it is harder to make a bad fantasy because people generally agree on some basic concepts that should be found in a fantasy world. Plus fantasy is usually so silly that people who might be turned off play it any ways because they think it is silly. (elves and orcs and magic. give me a break).
There are a lot of ways to do scifi and not everyone likes every sub-genre. near future cyberpunk/sf, far future space-faring (Dune), etc. Do you want something fairly logical and understandable in modern terms like Arthur C. Clark, do you want something way out there like Frank Herbert, or do you want something that focuses on the weirdness of people like William Gibson?
A Philip K. Dick MMO would be great, but probably would not be playable by the masses unless it was Hollywoodized like all these films "based on philip k. dick's novel".
“Common sense is not so common.” — Voltaire
Star Wars is not science fiction it's fantasy. Just because you use swords does not make you fantasy and just because you have a gun does not make you science fiction; personally I'm partial to Phillip K. Dick's definition which I am only able to paraphrase at the moment so I doubt I'll be nearly as succient nor as accurate.
...disagree all you want but I think I'll stick with PKD on this one.
'The Shifting Reality of Phillip K. Dick' contain many different short stories and pieces of speeches he gave throughout his life; in one of those speeches Dick espouses his definition of science fiction which goes something like this: A science fiction story takes place in a world that is not our world, but could be. In other words, the story is grounded in some sort of reality that we know. Star Wars has no such grounding, unless someone knows where I can find me some Ewoks to enslave.
I have only played SWG, and the star wars franchise is the only one mentioned that I have knowledge of so I'll limit my critique to that but clearly it's just shitty fantasy. Star Wars has been shitty fantasy for a long time and has never been science fiction. It's childish and nonsensical...
PS: If you think I've just commited an act that merits hari kari, stand up from your desk walk outside and breath some fresh air...
While I am not a fan of Fantasy MMOs, it is mainly because of the monthly dues. Plus my personality really isn't into Fantasy, its with Sci-Fi space sims.
Lately I have been playing Darkstar One, which to me is a re-incarnation of WC: Privateer, but with a better looking ship, and weapons. I have been into this game the moment I found the demo, and have been playing non-stop even though at this point all I am doing in the game is playing the randomly generated 'quickie cash' missions. (I'm improving my Saitek X45 flyin g skills)
I've gotten into EVE, and I really love the vast universe it brings to me. I could get lost into such a vast sci-fi mmo, but one things holds me back from getting into the 'monthly pay for' phase of game play. Its the interaction with my piloting of my space(craft)ship.
Sci-Fi MMOs have to abide by higher gameplay standards than that of Fantasy MMOs. Fantasy has to create scenic worlds, on a planet. While Sci-Fi, needs to create planets, within galaxies, to which even our own knowledge of the universe is incomplete so everything must be created theroy. While I will settle for EVE mixed with Freelance, and Privateer qualities, physics and game play are very hard to incorporate into a MMO. How about the alien races. I'm pretty sure, that a Sci-Fi MMO could just involve humans the way EVE has done. The storyline is impresive, create 6 human races with entirely different cultures. Attempt to create a universe with peace. Give the player a ship, and tell him to survive in space. DONE.
Just make the space physics, economy, social interaction (go ahead and create space stations with NPCs, hell make planets with NPCs too... Go as far as allowing people to goto 10 or more places on one planet) But as long as I can combat like a pilot against uneven odds of space pirates/bounty hunters/alien races, then fly home on the last leg of my spaceship to the nearest solar system to fix my ship, and fix my next job, then... and ONLY THEN will I be happy.
Here is what I would want in a Sci-Fi MMO;
1. Vast Universe... (EVE's universe is huge... I know it would take me years to goto each solar system, only to go back to one, and its been changed entirely. Thats how reality works too)
2. Human/Alien Races... (I have no problem dealing with some foreign alien, Rule #1 if it shoots at me, I shoot back. nuff said)
3. Economy... (EVE, excells, heck I could possibly find enough friends to help me manage a vast company in EVE, but hell, I need better friends to help me manage my OWN finances. Make the economy complex, but also allow for some form of automation, that will pay the ingame bills, every time you goto a planet/space station)
4. Gameplay Interaction... (This one is what EVE lacks. Put in some flight controls, and first person POV so I can duke it out with space pirates. If my ship exploids then... shits, I'm a bad pilot. Restart at the nearist planet/spacestation, and lose the mission.)
5. Gameplay cont... (As with Dying, respawning is not a bad idea for Sci-Fi.. heck we don't explain WHY when I die in Guild Wars, I end up alive at the nearest gateway, why not in a sci-fi sim as well) With Darkstar One, when I die at the lasers of a pirate, I just reload my most recently autosaved game, and retry.
6. graphics... (Things can't get worse from todays standards of MMO graphics, so at this point it can only get more detailed, or stay the same. EVE has done well with the online MMO for Sci-fi graphics)
7. Customizability of... (Characters, Ok, so Fantasy allows you to customize how your character looks, Sci-Fi can do the same thing with characters. You start off as a person/alien anyways, so let us customize five or more races of human or alien.)
8. Customizability of... (Spaceships, well for sci-fi why not customize your spaceship. Give users 10 or more types of spaceships they can start from, and then allow us to customize the wings, engines, shields, paint jobs, computers, etc. I know we'll upgrad
"Don't Forget to Salt the Fries"
Fallout MMO 'nuff said.
Why must a MMORPG be a single avatar per player? A player could control several characters, or a team, or a military, or a civiliation, or research lab, or a starship, or whatever. The players could be super-titanium robots, which would get rid of the gun problem. Or other alien races that developed different types of weapons. Or perhaps some real time strategy aspects could be pulled in, but on a larger scale. You'd then have a mechanism for balancing out extremely power technologies. I suppose you lose a bit of the immersion when you don't play at the single character level, but I could see a market for a more complex gaming mechanism that would suit a sci-fi universe.
LS
There is a fine line between being a cultivated citizen and being someone else's crop. - A. J. Patrick Liszkie
Science Fiction as a whole is in a decline at the momment. Fantasy movies are all the rage right now, and I can't remember seeing a decent SciFi movie on the big screen, unless one counts comic book movies (Which I wouldnt). Fantasy books are occupying more and more space in the joint "Fantasy-SciFi" sections at bookstores. Star Trek is the ultimate borometer for the genre and it has plumited into non existence in recent years. It seems like SciFi fans need to sit tight with Battle Star Galactica and wait out the drought. Long range weapons are a scape goat. Fantasy RPGs have had long range magiks and cross bows for some time. The problem is the creative teams. Character driven science fiction which focuses on individuals and not space battles is possible but instead of looking to the galactic battles of star wars or star trek, one must recapture the flavor of mystery and personal struggles written by authors like Asimov. Technology is a poor excuse aswell. The best Fantasy stories are consistant and well thought out in the limits of the magic, and politics of the world. However Science Fiction has lost the rigor in this area it once had. The "science" component of science fiction lies largely forgotten. Still I am surprised no one has mentioned a few gems such as Vendetta Online. Nor has anyone mentioned Orson Scott Card's upcomming mmorpg, through eGenesis. (Nomatter how much I loathe the man personally, he is a great writer)
Bush reassures Americans: "Global warming is a hoax, and in completely unrelated news, The Rapture is upon us."
Now why can't Fantasy trump Sci-Fi in Final FANTASY? The old ones were perhaps some of the greatest games ever created, but VII and on completely suck, have been ruined by the younger generation, and hell, they don't even used the word, "castle," in them.
At least there's still Dragon Quest.
It's not that guns are more impersonal. Guns, swords, fireball spells, all are just ways your character has power over the environment, and the difference between a mage casting a fireball spell and a marine hucking a gernade is really minor.
The problem is that the sci-fi games need to be done right, make sense and be fun.
Imagine a game where it's the year 2075, and the middle east is surrounded by a massive wall, the new great wall, 150 feet tall with automatic turrets every 20 feet, and a 1/2 mile kill zone on the inside. Now imagine that the classes you can play are gang-member of gang (a, b, c, d), secret agent, red-cross worker. As you level up by gaining prestigue with your faction, you gain access to better special equipment (maybe gang b has control of an old soviet arms stockpile you can 'buy' weapons from)
Throw in gang wars, objectives, drug-induced psychic powers, secret research compounds, nanotechnology run wild, self-made kings, palaces surrounded by parks patroled by killer robots, bordering on bombed-out slums... Give people the ability to PvP, level, quest, explore and upgrade and you have a game.
The sci-fi games out there are crap, 'it's a bad genre, no one likes it' is just an excuse for failure.
MMORPG games that are Sci-Fi based have worked out many times in the past! Examples to back that up are
e =bellato
Earth and Beyond (shut down when EA aquired the company leading that): Had an advanced crafting system that was ahead of it's time and was a primarily based space fighter! http://enb.rpgplanet.gamespy.com/ (Most of EnB sites are now down.)
Star Wars Galaxies: An Empire Divided: Had several ranged profession (carbineer, pistoleer, rifleman, bounty hunter, smuggler) as well as melee professions, with a space based expansion that came later on and an interesting take on crafting classes. The game is now in ruins though, the development team that was put in place to develop the product was new to the MMORPG world and throughout the games life it has seemed to be in 'beta' because of that. www.starwarsgalaxies.com
PlanetSide: A complete FPS battlefield using ranged weapons for a majority of the combat (aka you can use a knife) www.planetside.com
Eve Online: I'll let the site speak for itself http://www.eve-online.com/
RF Online: http://www.codemasters.com/rfonline/news.php?them
So, can you really say fantasy > Sci-Fi?
It seems to me that it is the MMO part that is hard to accomplish well. There are good Sci-Fi RPGs out there and some of them are really good. I know I really liked Fallout but that game doesn't lend it self very well to an MMO. The whole problem is they need to incorporate team elements into it successfully. Planetside put in the team elements but it was a FPS which may or may not appeal to RPG fans. You need someting in between the two.
What I wonder is why haven't we seen the equivalint of a Fantasy FPS?
Chain Mail Bikinis and swords. And, of course, cartoonishly over proportioned females that cater to every deeply rooted adolescent fantasy. Breasts. Huge tracts of land. Say no more, say no more.
any realistic game set in space consists of mostly this: space.
perhaps a sci-fi game doesn't have to be based on an interstellar sim? perhaps a sci-fi game could be more along the lines of deus ex, or, my personal favorite:
Fallout.
MORTAR COMBAT!
In a fantasy setting its easy to explain why you need to fight the enemy up-close (swords, battle-axes are a "natural" part of a fantasy environment).
In sci-fi environments you need to have a convoluted story about why I cant shoot someone from a mile away with my *laser* weapon instead of beating him on the head from a few feet.
So, apparently Sci-Fi vs. Fantasy boils down to whether or not a game can come up with a believable and convincing way to kill.
My first thought? Why do all games have to contain murder? How about coming up with an online RPG that doesn't include hacking, shooting, maiming, or some other form of relieving another being of life?
I guess no one has THAT much imagination.
One word:
Anime
As with most Anime the emphasis is on teams of individuals who depend upon each other. Consider Nadesico, Irresponsible Captain Tylor, Geneshaft, or even Neon Genesis Evangelion. Then of course there's Sakura Wars which derived from RPGs to begin with. A MMOG based on Sakura Wars would rock! Geki! Teikoku Kageki-dan!
Yes, but what about the oft-overlooked demographic of female gamers? MMORPGS seem to have a much highger rate or female participation than tabletop RPGs, and perhaps higher than normal video games.
I think it's the immersion in a fantasy world that attracts them - I don't think sci-fi is as popular among women as mideval-style fantasy is.
And hey, who says "sci-fi" has to mean gunfights? I'd love to see a series where everyone uses a lightsaber-type weapon. Just wish they'd make a Halo MMORPG...
The gunfight is far faster, spot, shoot, kill.
While in real life a hit with a broadsword is probably as much an instant kill as a bullet in the head, movies have made us believe that sword fights last minutes while gunfights are over in a matter of seconds.
Now take a look at the various MMORPG's games. Because of the general lack of AI or anything approaching tactics let alone strategy most fights are about wearing down the enemies hitpoints slowly in a prolonged duel. No instant kills allowed. It just doesn't fit in the gameplay.
SWG offcourse had guns and believe me that after years of movies and books and other star wars games it came as something of a shock to find that stormtroopers do not die instantly if you hit them with a blaster shot. Neither two, nor three, nor five. In fact during a period before the dreaded CU/NGE debacle you had roving bands of stormies that had some very big brothers that could whoop your ass. But apperently not spot you sniping their platoon down one by one. Well when I say sniping I mean firing away at their heads with concealed shot for about five to ten minutes a piece.
Not that the melee combat was any better but at least that seems acceptable. You can parry my sword blows but how exactly do you stop an energy bolt straight between the eyes? It gets Jagged Alliance kind of silly where you shoot somebody with a machine gun at point blank range, only somehow manage to hit them once, in the head and they still fight with 94% of their health gone in the next round. WTF? Any notion of suspense of disbelief is gone. You are in a spreadsheet with pretty picture mate. Not fighting the evil empire. Or rebel scum.
The same problems occurs ofcourse in KOTOR with the damn lightsabers. You get this cool weapon that can slice through anything except it seems clothes, swords and any piece of armour. That wasn't the deal!
Guns don't work in current MMORPG gameplay. For instant kills to work you need more enemies, they need to be more intelligent (how many MMORPG's are there were the enemy is even capable of seeking cover?) and you need far better code for instance collesion detection to avoid people targetting and shooting through walls. Already a pain with swordfights it could make gunfights with instant kill even more frustating.
Oh and if you add instant kill on the enemies, do you add it on the player? A modern war based MMORPG would suck for the point guy. Spend an hour getting ready to get to the quest area only to be ambushed and get a bullet in face and be forced to respawn.
Your argument of aloneness doesn't ring true to me. Star Trek is very much a group off people, especially the original series, while say the entire TES series of games (Oblivion) is very very lonely.
People accept a resistance to fire. They do not accept a resistance to hot lead. MMORPG structure at the moment just can't do gunfights. Hell, single games can barely do it. FEAR and that old Lucasarts cowboy game are about the only games I remember where there was movie style gunfights going on.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
"Melee weapons don't punch through the wall and fuck up your bathroom."
http://www.starthugs.com/
The gist is, in Star Thugs, most person-to-person combat is on a starship, which is very cramped quarters and full of equipment that, like most things, doesn't respond well to being shot at. Since people generally board to capture a ship and the defenders typically own the ship, both have a vested interest in not blowing away everything down to the hull plating.
(There's also richochet dangers from projectiles, concentrated explosions and heat blasts from energy weapons, and so forth)
So starship crews use melee weapons.
They also carry projectile weapons, since they're not always interested in taking the ship intact, and they're not always on a ship.
All Hail the Maggott Show
A setting like Gibson's Neuromancer detailed would seem ripe for MMO goodness. I suppose Matrix Online is in the same genre-space, but I got lost in WoW and haven't really managed much other than food and an occasional shower since then. Why did Matrix fail?
cleavage
Ok, issues of Tolkien, guns, magic, copyright law, realism, etc... aside.
There are just plain MORE fantasy MMO's out there. From a quick count on MMORPG.com's list (including both live games and those announced as in production), I see a total of:
Fantasy: 143
Historical: 9
Horror: 2
Real Life: 4
SciFi: 39
Sports: 1
Super Hero: 2 (CoH/CoV)
Now, these numbers are not horribly accurate in that I could be counting wrong, that standalone expansions to games are listed individually, and that some games are categorized strangely (Phantasy Star Universe is on the Fantasy List, as is Toontown, etc...). But even given these discrepancies, there are still well over 3x as many 'Fantasy' games as 'SciFi' out there.
Given that the first games to market in the genre were fantasy and that most derivative works are, in fact, well, derivative... shrug.
Ammon Lauritzen http://simud.org/
You and a couple other respondents to my original post are missing what I'm saying. My point is that the existing attempts to make multiplayer SciFi have not been from the few franchises (Star Trek, Battletech, etc) that actually feature such party-based ideas while maintaining a fairly strong scifi focus. That excludes the Warhammer and Star Wars franchises which are arguably more space-fantasy than they are science fiction. Not that a good scifi game would need to be from a franchise, but it would need to have a compelling backstory and clear role differentiation.
For the rest of them, it's still not the guns, per se, but rather the fact that there is no clear role differentiation between characters that makes it uninteresting. You can cheat on things like instant kills by doing it movie-style; ever notice in most movies with long gunfights, the opponents trade shots that never actually hit anything, or only seem to hit non-vital points? The old Westerns with your protagonist hiding behind a rock or a barrel in a saloon or whatever are classic examples. And Dune and other scifi stories (some of Asimov's spring to mind, and even Warren Specter's Deus Ex) have ducked the gunfight issue by concepts like personal shields which could easily be implemented to drag out the duration of gunfights.
I still think the real problem is that most existing scifi games haven't divided up your science officers, medical personnel, security guys, etc., and left room for group play that makes sense. It's doable, it just hasn't been done well yet. In the meantime, we get lots of boring scenarios (I've seen it in MUDs as well) where there are no distinctions worth mentioning between character "types" and so no incentive to really team up with people other than the sheer "watch my back against PKers" factor. You go to play, and you end up feeling relatively alone, just Stormtrooper #1932 as someone else pointed out.
picpix image polls. create - share - vote. fun!
Heavily IP-laden sci-fi game: The Matrix Online. It bombed.
Original sci-fi game: City of Heroes. Did pretty well. Sure it's no World of Warcraft, but then again, neither is any other fantasy game out there.
The parent post is exactly right. The grandparent post seems to indicate that choice of class = choice of weapon. The thing that is probably your character's most defining characteristic, and it boils down to just a choice of weapon? No thanks. That's neither interesting nor realistic to me.
Hacker, Detective, Fighter Pilot, Translator, Zero-G Marine, Terrorist, Media Star... any decently fleshed-out SF background will allow for far more interesting character professions than a fantasy setting.
The trick is, as others have already pointed out, that fleshing out an SF background is way harder than slapping together a pseudo-Tolkien setting with a couple additions. "Elves are blue! You can be a centaur! Swords in this game are EVEN BIGGER!" It's lazy world-building, but it's what the masses prefer.
In fantasy, you can explain anything by saying "a wizard did it."
In Space, no one can see your midriff baring padded leather bustier armor.
"Don't you know you're going to shock the monkey?"- Peter Gabriel
Granted it was a game too early for its time, but you had no classes, you leveled up and got points which you could apply to any skill you wanted. Got sick of having your skill points invested in piloting skills, go to a terminal, wait 24 hours and you can reconfigure your skills to access sniper rifles, repair things etc.
You can actually play it for free now.
Bring back the old version of slashdot.
Science and technology are relatively new to humans; we've been evolving in essentially fantasy environments for thousands of years. This older environment is the only one that's had the chance to make a significant impact on our psychological genome. Aside from simple tribal affiliations, we're programmed a bit with feudalism. That's why struggles of national and global democracy, equality, etc are so difficult. Falling under authroity is something we're genetically conditioned to want.
It's a theory.
another option is chris rock logic. "Yeah, we got guns, but bullets are so expensive that I only use them as a last resort..." Might work for post-apocalypic worlds.
People who think they know everything really piss off those of us that actually do.
Fantasy lies within, subjective. Get it wrong and its your own fault. Lighten up!
Sci Fi lies without, objective. Get it wrong and its R&D's fault. The bastards!
``Tension, apprehension & dissension have begun!'' - Duffy Wyg&, in Alfred Bester's _The Demolished Man_
The main barrier in implementing good scifi world (or today's, for that matter) is speed of spreading of information. This affects world dynamics, and if you cannot implement it, it just won't be believeable. That's why all good computer RPG games are either fantasy or post-apocalyptic scifi, because these are very static worlds.
I was specifically referring to MMORPGs:
My desired requirements:
1) Korean MMO model
2) Non-browser based (I want a game client designed to utilize the hardware I have rather than catering to the lowest common denominator)
3) Quests/missions
4) Experience and levels
5) Universally acquirable skills
6) Spending real money has a marginal impact on gameplay
And while not necessarily "required", I would prefer the game to be focused on cooperative PvE rather than PvP.
These requirements eliminate all of the listed ones so far:
Entropia - does not meet requirements 1, 3, 4, and 6.
EVE - does not meet requirements 1, 4, and 6
Ultima Online - Never played, but assumed to not meet 1 and 6 (maybe more)
Runescape - Never played, does not meet 2 and 6 (additional areas are only available to subscribers)
An example of a single-player RPG that handles 3, 4, and 5 would be Fable (but I would prefer more skills to be available)
Basically the argument isn't SF vs. Fantasy it's everything versus "Lowest Common Demoninator Concensus Fantasy", i.e. fantasy with trees, demons, orcs, elves, dwarves, magick spells, bows and arrows, warhorses, et al. It's not "Wizard of the Pigeons" fantasy, it's not "Winnie the Pooh" fantasy, it's not even "Byzantium with Vampires" magic (like "The Dragon Waiting"), or, say, "The Land" as in "The Chronicles of Thomas Covenant the Unbeliever".
Basically, it's Dungeons & Dragons.
If you stray too far from the implied "kitchen sink of stolen ideas and no real characyer" that is D&D, you fail. This is because every gamer is familiar and comfortable with it, probably likes some little corner of it (oooh bards...), and you don't need to explain anything. Sure, you may have an elaborate back story -- but no-one cares.
Indeed, you not only can't stray far from the D&D world, you can't stray far from D&D assumptions and concepts. E.g. "race = destiny" (orcs are evil, elves are good -- with occasional exceptions), "experienced people have lots of hit points", "being 90% dead has no impact on your ability to run, fight, or cast spells", and so on. Not only has nobody successfully challenged the D&D setting, any attempt to stray from these howlers has also failed.
vibroknives are used to cut a loaf of fresh bread without crushing the loaf with virtually no pressure required.
Looks like a fine wire or long cheese cutter, but vibrates so fast that gravity alone can let it cut thru virtually anything.
Vibrosaws were used to cut stone for the great pyramids as well.
Sword version are logical offsprings.
Note: Jedi's are not allowed to use vibrosword/knives/saws because no "Force" is required in their use.
I only look human.
My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
I don't think Counterstrike is a good counter-example of the "impersonal" factor seeing as the three most used words seem to be, 'gay' 'fag' and 'n00b'. The Quake games were too fast paced to have serious discussions (in game) either.
Indeed, I've seen the same done with "skill points" in both fantasy and sci-fi settings. Higher skill lets you used bigger, badder weapons. Personal skills also give you higher health, better healing rate, better ability to dodge, hack computers or whatever. Star Wars KOTR pulled this off fairly well, but I've seen many previous games that did it just as well.
Tell me we'd be reading this if Blizzard had made World of Starcraft, or Mythic was making their Warhammer game based on W40k. Sci-fi is fine for MMOs, we just get slammed with 'fantasy' because D&D was fantasy and copycats have stuck with the theme ever since.
You're definitely on the right track here. Fantasy taps into the collective human psyche. Most of the fantasy "stereotypes" are actually mythical archetypes that are burned in to our subconscious lives. The whole premise of "Vogler's model" in filmmaking is that the closer a script matches the "hero's journey" as mapped by Joseph Campbell, the more responsive people will be. Star Wars is set in a high-tech world, but is more fundamentally a mythic journey with all the standard archetypes. I see no reason sci fi MMOs can't do well with the same formula.
I was going to spend the time in this thread just using up moderation points since this is a very interesting topic for me. Instead, I see this post which is nothing but troll fodder because Anarchy Online needs to be defended, by God.
You see, I have always wondered why fantasy is so damn pervasive amongst the MMOs out there. I mean, I've been playing MUDs since 1992 (started on BatMUD). I can say, with all the certainty that is possible to muster on a message board, that I have killed my fair share of freaking Orcs. I have cast my share of magic missiles and fireballs. I have weilded my share of Vorpal swords, and +4 str clubs, and +2 Dex daggers. I have won every kind of God damned armor you can think of. Banded mail. Chain Mail. Plate Mail. Mithril Mail. Leather. Padded Leather. Cloth. Weave. Hemp. Whatever... If clothes can be made from a material, I will tell you that I've worn it in an online video game. I have see every kind of vista imaginable. I have delved into every kind of dungeon, or crypt, or hole in the ground. Walked through every sort of Elvin city, or Dwarven caverns, or...
I think you get my point...
I have done it all! There is absolutely nothing new you can bring to the table concerning a fantasy setting that I haven't seen before! I challenege you, in the name of all that is Holy to give me something new in this genre.
Then there is Anarchy Online. I am not going to defend their pathetic launch, or the state of the game back then. What I am going to defend is the ingenuity of it _now_. First of all, when it came out, it overestimated the intelligence of the average gamer. I'm not saying that to insult anyone, I'm saying that that's what it did. It attempted to explain, in scientific theory WHY things happened.
Let me give you a few examples. They would describe spell effects as "clouds of nanites.". For those unfamiliar, just picture millions of tiny robots working in unison that appear as a cloud to the naked eye. These nanites would be programed to do various things. Want to heal someone? The 'Doctor' would control these nanites to enter the bloodstream, and increase platelette generation which would help close wounds, etc. Paralyzation? Same deal. The nanites would enter the pores of the skin and arrest the nervous system until their charge expired (think: length of paralyzation). The list goes on and on. This was the problem with the game. It was hard for people to grasp! The "spells" were cryptic with this sort of language, and there were hundreds of them. This game was freaking hard. Top it off with a skill-based system with 200 levels, and you have yourself an unbelievably complicated game.
Tradeskills were the same way. You had to gather materials, and literally read tons of manuals (which you bought) which described creating weapons and armor in very scientific theoretical ways. It wasn't like, 'Get 3 copper and make bars and hit this button, and you'll get a copper vest.'. It was more like 'Get this plasma coil and connect it with this sort of metal, and this particular paste, and blah blah blah'.
Not to mention...
1) They were the first game to introduce instanced dungeons. 2) First game to have linkable items. 3) First game to have random quest generators. 4) First sci-fi MMO (already mentioned that) 5) First game to be truly skill based
So... next time you start slamming Anarchy Online, you have to understand that Funcom had balls. Too big of balls, in fact. That the game hard to figure out, didn't spoonfeed it's audience, and had a horrible launch, Anarchy Online (and Funcom) got the most unfair rap imaginable. Since that time, they have 'dumbed up' the game. The descriptions on the "spells" are now "This heals for +n points of damage" and stuff. They took out all the scientific dialogue and made the game easier to digest. Players who play it currently can probably help me out here. All I know is that it's much easier to get into now, and the bugs are fixed.
I look forward to their newest game Age of Conan with glee, because I know they will take chances, and bring something new to the table. Trust me on this!
++Om
I know it's in it's own catagory but...
I like playing City of Heroes.
And it includes Gunfire, Melee, Bows and all sorts of other combat.
There are ways to make the combat systems work. Sci-Fi MMORPG's haven't succeded due to crappy development and ugly player experience. If someone made a unique concept sci-fi game and created a nice player experience... then the players would arrive. In addition it seems to take a certain critical mass of players for a MMORG to self sustain it's customer base. Until a MMORPG does, it requires a large amount of advertising to reach out to potential players.
Actually as I look at the NCsoft site, they have three recent SciFi games that look good.
http://www.plaync.com/us/games/
Only time will tell if any of them take of as much as some of thier other titles.
HTC EVO 4G LTE w/ CM 10.2 | NookColor w/ CM 10.2 | Samsung Epic 4G w/ CM 10.1
I tend to be more interested in fantasy games because they're so far removed from what I'm around every day. Open fields, castles, rivers as opposed to closed-in, maze-like cities, constant night-time settings, a bleak, post-apocolyptic world, a corrupt government. If someone would make a really original, fun sci-fi game, I'd play it, but for some reason I'm content with cliche fantasy settings.
I have to agree with nerfbot04 100%. If Mark Jacobs knows anything about MMORPS it's how to get people to stop playing them. I played DAOC for 3+ years before I gave up. I endured every torcherous patch/release/etc and sent feedback, protested some changes, and offered better solutions to poorly thought out changes all efforts were pointless. DAoC early on 1st-2nd year peaked at 30+ thousand players at peak time...every patch, change, release, etc they shoved down our throats was one more step in forcing players out of the game...it now hovers around 10-13k players at peak time. At one time I had 10 people I worked with all playing DAoC and we all enjoyed it...I finally left when not only all my friends left but my entire guild and alliance eventually disolved. In contrast, Eve has been around for pretty much the same amount of time, I've played it for 3years probably also. They are very responsive on support issues and continually upgrade with no cost upgrade/releases. Not only that but when I started playing Eve they were a solid 7k peak time strong in a SINGLE persistent universe(unlike DAoC's divided server set up at the time). NOW Eve is creeping up on 30k concurrent peak users in a single persistent environment. Now you decide who business model would you rather have your money in. Jacobs who drove his business into the ground by rash short sighted often obviously bad decisions from the top down and eventually had to yard sale it to EA Games to squeeze the last few pennies out of it. Eve who has systematically and slowly made good decisions while keeping the cost and flash to a minimum is now after many years of operation GROWING bigger than it has ever been and is positioned to continue profiting for many years to come. I know which one I still send a check to every month, I have to say even to this day I like DAoC better but at some point you just give up hope that mythic/jacobs would ever get there head out of there a$$.
A mix of cyberpunk and science fiction. Sure it's a low population game but it's the best gun combat there is. Collision objects work well, you don't shoot people through walls unless your weapon has splash damage. Your enemies generally know proper PVP (by enemies I mean players) so they know how to duck, get under cover, even move out of your firing range. There aren't a whole lot of kills from "long range" as theres only a handful of sniper type weapons and NO weapons in the game are instant one hitters, you always have a chance to notice you are taking damage and react.
Plus they included two "casting" classes one offensive and one defensive (think Shadowrun style). Toss in kick ass vehicles, even melee combat in the form of swords, knives, blunt objects etc And it works. Hell the game is actually cheaper to play than most others, I think it's like $11 a month whereas WoW is what, $15+ after tax? All the game needs is people to play it. It's even got longevity past "kill other players" since the world map has dozens if not hundred+ "outposts" that your clan/guild can take control of and defend/attack (kind of like in Planetside).
Just thought I'd point out one good scifi style MMORPG that did well, with guns and with a non fantasy setting.
Aw Frell this
for instance
Pirates
Lilliput people in a world of giants
Steampunk
Film noir detectives
Roger rabbit toon land
Wonderland
Oz
Anthropomorhic animals in a low tech world
and that's what I thought up in about 3 minutes. Try other things, dammit.
If I say "orc," you may think of one of ten different-looking possibilities but you know what an orc is in general. If I showed you a picture of an orc, you'd immediately say "orc."
If I say "fractaloid," you're drawing a blank. If I show you a picture of a purple, tentacled, green-haired, three-eyed creature, you'd say "space monster" not "fractaloid."
Star Wars and Star Trek have made inroads towards this end, but they didn't have nearly enough impact. "Lord of the Rings," Dungeons & Dragons and all the general mythos that those pulled from are well known paradigms that most people recognize in fantasy. In fact if you see a variation of a winged demon carrying a sword and a whip, you're first response would be, "Oh, like a balrog."
Sci-fi lacks this immediate recognition and until some mind-bogglingly-successful science fiction story comes along and sets the standard, it will always play second fiddle to fantasy.
A big part of this may lie in the simplicity of time, too. We've known about mythical and fantasy creatures for centuries. The future has yet to be written. When you're dealing with sci-fi you're dealing with complete imagination from one or a few people, not the general consensus of millions. As others doubt that imagination and believe that they would have created it another way or that couldn't possibly ever exist, then the believability breaks down even further.
I agree with what Jacobs says in TFA. I think they did a fine job with Camelot. I beta tested and played it for a while, but when I recognized it was too much grinding, I left it. The world was beautiful and the story was straight out of British, Irish and Norse mythos, which I truly enjoy. I especially agree with his statements about realistic expectations for future game designs. I seriously doubt that EA is ready for a realist, though. We'll see how long Jacobs can last in the soul-engulfing machine that is EA.
Whats really wrong with scfi is that they try to imitate fantasy based combat systems .
Starwars galaxies is a great example of this
Brawler ? pike man ? Sword man ? Fencer ? Teras Kasi Artist ?
They had an entire combat system based on a fantasy based rpg and tried to incorporate scifi into it
you had people running around with swords and hammers smashing and slashing just like a fantasy rpg
and those with guns were just hampered by this system espically those classes that should have been lethal i,e carbineer & commando
and i dont even want to get into the creature handler stuff except to say that seing 4 rancors 3 dinosaurs and bunch of other beast running through the streets of most cities in swg was major immersion kill for a scifi game
but then again swg is great game to use for all kind of examples good and bad .
But a scifi game should never try and make melee classes and ranged classes equal
instead of figuring in what makes a gun lethal i.e its ammo or powersource
designers make the melee class able to compensate with special bonuses that negate ranged weapons .
Instead they should hamper gun toters with the requirements that make a gun a gun
ammo and reload
sure you can have a all powerful laser weapon but if you encumber that gun with some sort of requirement to keep firing then the gun is balanced
but of course this leads to the other point on fantasy games
fantasy is easier to create than scifi
no need to program ammo and reload time for each individual weapon no need to program hit based location area for targets and separate damage modifiers and no need to program modifiers in that take into account for hit locations
just a mana bar a health bar and maybe a stamina bar
base all action on these and you can have myraid of ways to accomplish stuff
where as the other way is a programmers nightmare
basically i believe that fantasy is so prevalent because it is a whole lot easier to create
and until some really creative people with really good programming skills come along and design a game engine that can truly encompass a physical world or universe environment and achieve believablity
with the combat systems scifi wil always be a second to fantasy based mmorpg's.
At least us scifi lovers have fps to look forward to battlefeild 2142 unreal tournament 2007
may have some of the system in place that will help feed our starvation for scifi based mmorpg
not perfect and not true mmorpg but bf2 has been a good alternative and im hoping that the mechs in 2142 and unreal 2007 will be even more satisfying
Music the Paint dancefloor the canvas your body the brush
I agree with you on pretty much all these points. Anarchy Online is, up to this point, pretty much the ONLY game that has ever kept me playing for a longer period of time. I played AO for little over 2 years, and still more than a year after i left, i find myself thinking back and comparing all other games with it.
The skill system was extremely complex with implants and IPs, but those that really took their time and did the math behind it all, they were Gods! Effort and skill really mattered, not farming gear in the same instance over and over again.
The most fun i ever had in AO was making lowbie twinks, with the enough work you could be untouchable. Unbalanced, yes. Unfair, not really.
I'm still holding on to the idea of Funcom making another Sci-Fi MMORPG, after all they did hint on something with their "The World Online" stuff... Til then i guess i'll check out Age of Conan, because Funcom thought big and won my heart.
Since when did Donald Trump start a company involved in software development?
I know they weren't the first, but they are still one of the best at combining an FPS with an RTS. The same principle could apply -- you have various levels of commander, your "level" is all about military rank, so there would be a flurry of high-level activity -- and probably also a lot of ducking and covering. Sounds like fun!
If the Zerg are done at all like the Natural Selection aliens, well, just imagine... "The hive is under attack. The hive is dying..."
Don't thank God, thank a doctor!
I think it's common knowledge now that Blizzard's coming out with an expansion to World of Warcraft. With it comes two new races, the Draenai (or, as many fans like to call "Space Paladins") and Blood Elves (the Horde's new "pretty race"), along with a skew of other things that butcher the Warcraft lore.
Just the fact that Blizzard's screwing with the lore of Warcraft has already pissed off most of the games player base. On top of that, Blizzard's also taking each faction's unique classes (Alliance Paladins and Horde Shamans) and giving them to the other faction. So, not only are fans pissed off because the lore got thrown out the window, but many of them are discussing the reprecussions of having these new factors implemented, including the balance of damage/tank/healing classes in raids and the logic issues that come from having Paladins on the "evil" or "tribal" side (this also raises the question of why the "good" side has Warlocks, which are described as anything and everything but good, and why the "bad" side has priests, for obvious reasons) and having Shamans on the "good" or "religious" side.
Chances are, unless Blizzard does something to make just about every one of their 4 or 5 million fans really happy, they're going to lose 95% of their userbase. Why? Because people pay attention to details. Troll the forums for the game (especially the Shaman forums, as they have had the most problems regarding balance) and you'll find breakdowns of things that usually only appear in the design phase of games. Such things include include damage mitigation of armor (i.e. - how much damage can the armor absorb before the wearer takes damage), diminishing returns of non-physical attacks (the more you cast a particular spell at something the more they become resistent and eventually become immune), how stats factor in to things like mana and health regen for various classes and races, and how abilities scale with the character's level.
Granted, not every sci-fi buff is an expert in quantum mechanics, but they generally know enough to be able to question things that would affect gameplay. You'll still have that group of people that will try to find answers to the questions of "how" ("how do dragons fly/breathe fire?" "how does this tiny spaceship carry 20 people?" etc), most of which don't really affect the game. Depending on what it is, many people are rather forgiving on the minor details, but if something's badly overlooked, say, the passage of time between starting and ending a warp jump, then it can take away from the game because it may affect timed missions.
StarCraft was a good sci-fi RTS. Unfortunately, it probably wouldn't make a good MMO. Why? The lore is simply too complex and would most likely require too much of a change in the lore to make it a feasible MMO (the Terrans and the Protoss are enemies, but some of the Terrans and Protoss broke off from the main, but didn't necessarily betray them, and everyone hates the Zerg; so what would be playable races? and what classes would there be?). On the other hand, if Blizzard (or even another company) managed to pull it off without destroying the lore, it could make a really good MMO, mainly because it's restricted to a handful of worlds for each race and the races are pretty balanced already, and without having the exact same thing for each race while still keeping the fundamental tech/unit tree (infantry, cavalry-like, cloak detection, seige, cloaked, anti-air, air-to-ground, and a big, expensive, kill-all; though many would argue the Terrans are gimp, but they've got Nukes).
Why is there no mechwarrior type MMOG in development? You could play for the various factions, or form a mercenary unit. Fight on the ground, or fight in space. Own land, own a ship, own a rank. You could have skills for repair, salvage, tech, computers, hacking, spying, etc.
A few people have commented on the "but it has to be scientifically feasable" aspect; I won't go into that, but clearly that is one very large factor.
Going beyond that, there is a HUGE backlog of anime from which the fantasy MMO can draw. Anime and literature.
Look at WoW -- whether you like the game or not is irrelevant, we are solely looking at numbers and revenue -- it is the most popular MMO ever, even with some serious problems in the game that have been explored in other discussions.
Why then? Well, it has a great deal of Tolkien in it; and those of us who enjoy fantasy have typically been weened on the "bible" of all fantasy; Tolkien's LOTR trilogy. (As an aside, it was originally meant as one book, a bit of trivia for those who are interested).
Drawing on old school fantasy literature, particularly material as venerated as Tolkien's, will lend an appeal that may not be strictly warranted by the game itself.
Going beyond Tolkien are the legions of fantasy writers and anime and manga that provide rich sources of inspiration for the fantasy based MMO.
While there are undoubtedly many excellent sci-fi novels; a more than sizeable percentage of them tend to focus on the "battleship/laserbeams/heroic men in space" theme.
That sort of material isn't as easily translated to MMOs successfully, neither is it as readily useable as source material; you have to stretch further to come up with appealing concepts. Moreover, even if a concept is good, the sci-fi base isn't as appealing to as wide an audience as fantasy based MMOs.
Consider the large influx of women into WoW -- College women, teen girls, and homemakers often with small children who can log on and enjoy the light fantasy aspect where a more serious sci-fi atmosphere wouldn't be nearly as appealing.
Too often girls and women are forgotten as consumers of these games; more and more they are becoming the consumers. In addition there is a new group playing; retirees, often in couples. These people also seem to prefer fantasy-based games.
When you consider all of these factors and who the gaming population is, and is becoming, sci-fi MMOs would have to come up with something extraordinary *and* accessible if it is to attract the aforementioned groups -- in addition to the regular target audience (teen to lower 20's males) who have grown up on fantasy, anime, and fantasy based console games.
The following is simply my opinion, so don't flame me for it, cause I'm allowed to have it...
IMHP/experience is comes down to this. Nerds like magic. Geeks like tech. Nerds don't have social skills (And spend their time playing Everquest/Wow). Geeks have (In some cases) people skills and hang out with real people.
I think that some of the reasons that sci-fi mmo's/rpg's are harder is the leveling.
In fantasy based ones you can start the character with a quarterstaff or a short sword etc, and has they get better they can progress to decent stuff (larger, two-handed etc)
With sci-fi, you've start with some kinda of gun weapon, but realistically there is no reason why your weedy level 1 character can't fire the super weapons straight off...its not like pulling the trigger is harder to do. So to get the progression the devs have to unrealistically hamper the character.
Also in a similar vein, who cares if your stronger in a scifi enviro, the guns aren't going to do more damage are they?
and without this levelling, there is no real progression apart from the story...so you need a utterly excellent (planescape torment level excellent) story arcs.
just my pov...
----- I refuse to have an argument with an unarmed person
Lets be honest here, that's EXACTLY what it is. The screenplay for "A New Hope" is ripped almost word for word from Akira Kurosawa's "The Hidden Fortress" right down to R2D2 and C3P0 (who are peasant lackeys in the original). Lucas took this movie, juxtaposed it onto the Space Opera genre of pulp fiction, and Star Wars Episode 4 came out fully formed. Star Wars really has VERY little to do with Sci-fi.
Meh. I quit AO waayy back when because they were seemingly changing the rules on me at least once a month. I'd level a character up because it had combinations of abilities/etc. I thought would give me an advantage, only to have the rules changed. Constantly. My (IIRC) fixer got nerfed(range fix I think... it's been a while). I rolled a (IIRC) nanomage, that got nerfed. The crashes, mission bugs, etc. never bothered me a terrible amount. The game stayed in a state of beta not from a stability standpoint but from a balance/finalization standpoint for as long as I played it. That's what killed funcom in my eyes, not any code problems. You'd go from munchkin to gimp on a constant basis.
I actually quite enjoyed the beta, the ending beta event, and the first several months of the game in spite of it's problems. Once they nerfed me, hard, with no real option to re-optimize except reroll, the THIRD time. I quit. By the time the option to redistribute points was added, it was too little too late. Not even a free month or year(now free with ads) could get me back. I had lost all faith that funcom could deliver any kind of consistant world, and it just wasn't worth the time investment.
Sucks too, I was mainly drawn to AO by the setting.
That's why people left AO in droves and it died, horrible management by Funcom.
The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
No running water, no showers, no TOILETS. (I'm almost surprised fantasy games haven't made much of the supposed lack of toilets. Of course, Ultima 7 made it a point to install commodes in its inns....)
No phones, no lights, no motor cars. Not a single luxury! Like Robinson Crusoe, it's primitive as can be.
fallout. --- best sci-fi rpg ever. (best rpg ever imho.)
Eve is about the closest we have gotten to a Sci-Fi MMO and it still lacks something for the "masses". The PVP system isn't for the masses and other than PVP in Eve it's a pretty slow game and doesn't translate well to the wowbies of the more popular mmo's. Star Trek On-line might be the last great hope for an excellent Sci-Fi MMO(unless Bio-ware decides to go Sci-Fi with the MMO they have in development). Star Trek has the planet based lore and the space based lore that appeal to two types of gamers. The ones that absolutely love flying around in space and the gamers that like to have their feet on the ground. There's soo much you could with a Star Trek MMO it's kind of scary.
Will Star Trek on-line be that? I doubt it from what I read they seem to be shorting the game already. You can only be Federation and you can't be one of the "evil" races in Star Trek(aka The Borg which everyone and their mother would be at launch). I hope I'm wrong and they hit one out of the park with Star Trek but I'm not holding my breath.
In popular fantasy games such as World of Warcraft you have relatively simple characters fighting each other and solving rudimentary quests which involve a mindless repetition of killing and gathering tasks. Other then the occasional puzzle in trying to understand what the developers might have been thinking when the quest text is misleading, there is next to no intellectual challenge at all.
The same thing is generally true about fantasy stories - the characters just plod through all the artistic situations and eventually triumph (or not) and rarely do the characters actually encounter intellectually challenging situations.
But in a good science fiction story, much of the appeal is the intellectual challenge of mapping the actual events that take place to the reader's own understanding of the world in a scientific context.
One of my favorite sci-fi stories is the one Arthur Clarke wrote about the ship trapped in a pool of dust on the moon. To me the basic drama of the situation is made more interesting by the unique environment that challenges the characters and their rescuers, but someone without any appreciation of the environment Clarke proposed in his story would probably find the entire thing contrived and uninteresting. Consider also the works of Larry Niven. One of the defining characteristics of his stories are things the characters do in amazing yet plasuable settings.
Putting this in gaming terms, I think the defining characteristic of a good sci-fi game would be that as the player advanced, they would get more and more insight into the fundamental workings of the the world they were in and would have to put this knowledge to use in sophisticated and indirect ways. In particular, they should be rewarded for finding and leveraging exploits.
From wikipedia:
The science fiction genre is essentially a literary device for creating a type of "alternate reality," wherein writers can explore human issues by way of metaphor, exaggeration, and abstraction thus maintaining both a removed distance and a broader perspective toward current human life and events[citation needed].
According to renowned science fiction writer Robert A. Heinlein, "a handy short definition of almost all science fiction might read: realistic speculation about possible future events, based solidly on adequate knowledge of the real world, past and present, and on a thorough understanding of the nature and significance of the scientific method." [1] Heinlein immediately adds that if you "strike out the word 'future' it can apply to all and not just almost all SF."
Science fiction author Theodore Sturgeon wrote "a good science fiction story is a story about human beings, with a human problem, and a human solution, that would not have happened at all without its science content." [2].
I think the problem is the player will not identify themselves with avatar and the suroundings. sci-fi is simply too abstract, with fantasy we know good and evil, elves and dwarves, and what to expect from them. If we start introducing new concepts, such as alians and dreary appacalyptic worlds. players need to go through a whole culture shock. In my opinion a significan part of world of warcraft's success is that the charactors and the world they live in fit together nicely and it draws the players in the fantasy that is destinct depending on your choosen race. This is a fairly unique atribute of WoW, as most mmorpgs just toss you in the same nooby zone with no imediantly precived consiquences of your opening decisions. I think sci-fi can be done and well enough to attract the main-stream. Obviously only weapon cant be essentialy different lighting bolts(guns) which would extremely limit gameplay, and players must be able to imurse themselves. If your going to have a cyborpunk guy, make sure he lives in a cyberpunk city, with cyberpunk buddies, not a orc weilding an axe/shotgun.
btw i think warhammer is a rough world to do because to me(a somewhat outsider to the universe) seems extremely complicated, and just seems to lack sold foundation for a player new to the universe to relate to.
ps sorry for the poor writeing, its not like im getting paid