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The Lameness of Warcraft

Slate is running an article lamenting the fact that, despite World of Warcraft's popularity, it is a deeply flawed game. Author Chris Dahlen makes the statement that Blizzard's MMOG should take its cues from single-player RPGs by offering further customization, morality based choices, and dynamic events. From the article: "Blizzard has written new storylines before. Last winter, it challenged players to team up and fuel a worldwide war effort. As a payoff, it unlocked new territory. This was a good example of letting the users drive a story, but Warcraft needs more of them. New wars should break out, cities should rise and fall, and all hell should break loose at least once a month--and the players should be the ones to make it happen. After all, in a world that never changes, you can never make your mark." I want to be snarky and point out that this guy obviously has no idea how these games are designed, but I think he pretty much nails what every MMOG player really wants out of a game. Now, if only it were feasible within the bounds of money, time, and talent.

354 comments

  1. It's that bad... by __aaclcg7560 · · Score: 3, Insightful

    Warcraft 2 was probably the last best game in the series and the greatest game Blizzard ever made.

    1. Re:It's that bad... by Anonymous Coward · · Score: 5, Insightful

      I know a horde of Starcraft fans who'd disagree.

    2. Re:It's that bad... by ZaMoose · · Score: 5, Funny

      I know an Alliance of Starcraft fans who would object to being called a Horde.

      *grin*

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    3. Re:It's that bad... by Jack9 · · Score: 2, Insightful

      There's nothing special about taking an RTS and making it better. Ubisoft did it with Conquest: Frontier Wars and now Relic has done it with Company of Heroes. Nobody claims that those were the best games those companies ever made because that's RELATIVELY easy. The real trick is making an entire world and an engine that DISTILLS an RPG down to what it's about, item finding.
      D2 is much better technically, creatively, and for the genre (turns out that's what most people like) IMO.

      --

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      Everyone knows me.
    4. Re:It's that bad... by myowntrueself · · Score: 4, Funny

      The real trick is making an entire world and an engine that DISTILLS an RPG down to what it's about, item finding.

      I *must* remember to draw my DM's attention to this next time we play...

      --
      In the free world the media isn't government run; the government is media run.
    5. Re:It's that bad... by ajs · · Score: 5, Interesting

      WoW is a very, very rich game, but like most MMORPGs it requires a lot of time and effort (and some cooperation with others) to see that.

      If you're looking for a good marathon 2-night game, you're correct. If you're looking for potentially years of quality game-play while interacting with others, then WoW is the game for you, IMHO.

      I say this, having played EverQuest for about four years, and having been impressed with much of the world and the story, but ultimately cheated by a company that wanted to milk the game without adding to its depth or richness. In many ways the depth of story and complexity of gameplay in WoW out-strip even early EQ, and they have fixed much of what made EQ painful (tradeskills, quests that weren't worth doing, etc.)

      Heck, it's even beautiful, which EQ never really was for some reason (ignoring the progress that graphics have made, I almost never found the sense of art to be satisfying in EQ). When I fly into Orgimmar and see the red rooves and watchfires, it's truly imposing, which none of the EQ cities were (though the dragon city in Velios came close).

      Fun story: yesterday I ran into a quest for the first time that involved nothing more than leaping off a tall mesa, presumably to my death. It was kind of cheesy, but really fun as a one-off quest. They seem to be much more playful with quests/missions than any game I've played.

    6. Re:It's that bad... by brkello · · Score: 4, Insightful

      WoW is not years of quality gaming. After the few months of leveling to max (which was fun and interesting to me), you just grind the same places over and over again. It's like reading the same storyline every time you log in. It becomes a competition with a group of other people for items. The only thing enjoyable is spending time with the friends you make. End game is very shallow. You can get involved in just about any MMO community and have years of the same level of quality game play.

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    7. Re:It's that bad... by rucs_hack · · Score: 1

      I still play it, and enjoy it. Warcraft II was one of the best of the crop of early RTS games I think. It was the first RTS game that made sea based warfare enjoyable and tactically useful. I think the sea based warfare wasn't equalled until Total Annihalation, and never bettered. Oddly even Warcraft III didn't better it, or so I feel, it just looked nicer.

      I am annoyed that I can't play it multi-player any more though, the modem/null modem/ipx-spx connection methods don't exactly work on my network these days.

      Oh wait, the topic is WoW. I played it, found it tedious and repetitive, and gave up. It would need to be radically changed for me to like it. How I'm not exactly sure, since I haven't spent any time thinking on the issue.

    8. Re:It's that bad... by dieth · · Score: 1

      Where's Starcraft 3... Starcraft: Ghost... Hell I'll even take "World Of Starcraft" But really, SC:Ghost shouldn't have been scraped, it should have been rebuilt as a Multiplayer FPS Keep the storyline of Ghost for single player. Allow full playability of all other characters types.

    9. Re:It's that bad... by JensenDied · · Score: 1

      well since you mentioned it, heres something posted on Kotaku today about SC: Ghost
      coincidentally also mentioned by blizzard in relation to WoW

      http://www.kotaku.com/gaming/blizzard/blizzard-lov es-the-ghost-214942.php

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      09:F9:11:02 - 9D:74:E3:5B - D8:41:56:C5 - 63:56:88:C0

    10. Re:It's that bad... by Dolly_Llama · · Score: 1

      There's lots of replay in lvling. Different classes are a completely different experience, different races, the opposite faction, all kinds of good stuff.

      I have a main and to the whole raid grind, but those alts bring alot of fun to the experience.

      Just recently I logged into my very first character created at launch (but only lvld to 20), and oh was he a horrible mess, leather armor purchased from a vendor, a grey weapon... oh it was embarrassing.

      Knowing the game mechanics and story, then traveling through from a different perspective really is lots of fun.

      --

      Somewhere, something incredible is waiting to be known. -- Carl Sagan

    11. Re:It's that bad... by Anonymous Coward · · Score: 0

      Keep going back to that Tauren. That "leap of faith" quest is one of the longest, most annoying chain quests in the game requiring crap from Shadowfang keep and Scarlet Monastery. I think you end up with a blue reward item. Hint: if you leap off the right place, you don't die in the first quest.

    12. Re:It's that bad... by Yvanhoe · · Score: 1

      Naga tsu !

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    13. Re:It's that bad... by revolu7ion · · Score: 1

      so does... Leeerrrooyyyy Jeenkkkkiiinnsssss....

      --
      Jesus Saves
    14. Re:It's that bad... by Anonymous Coward · · Score: 0

      Too many pictures. In terms of gaming for years, I'm still on mud.arctic.org this 13-ish years later. I wish someone would find it and unplug it.

    15. Re:It's that bad... by Endo13 · · Score: 1

      I've never played EQ, but the way you describe is EXACTLY what WoW is at level 60. There's nothing 'rich' about it. Wow offers at best a few months of quality gameplay, and after that quickly degenerates into nothing more than a grand EQ-style grind fest, just dressed up in cartoony graphics. 'WoW the game' definitely ends at 60. At that point, if you still keep playing, it becomes 'WoW the part-time job' with no real gaming involved.

      For the most part, everything the writer of TFA says is on the money. He just has nothing to say that hasn't already been said a billion times before. But despite that, Blizzard doesn't listen. And lots of people are getting tired of it. I think WoW is a lot closer to a free-fall than many people realize. From what I can tell, lots of people playing right now are just hanging around to have a shot at the exp pack. And don't kid yourself, it won't take them more than a couple months to plow through that. Then they'll be done. For good. It's going to be way too little, much too late.

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    16. Re:It's that bad... by BootNinja · · Score: 1

      you could always shell out 10 bucks for warcraft II battle.net edition. :)

    17. Re:It's that bad... by Negatyfus · · Score: 1

      Hehehe. It's funny, because that's been said by people again and again whenever something bad happens, but there is never any evidence to the statements' truth.

    18. Re:It's that bad... by Frozen+Void · · Score: 1

      Starcraft is the best game blizzard created.Though StarEdit is very lame.The UMS maps creation capability could have improvement ten times over.They just release patches for little bugs.

    19. Re:It's that bad... by Floody · · Score: 2, Insightful
      It's like reading the same storyline every time you log in. It becomes a competition with a group of other people for items. The only thing enjoyable is spending time with the friends you make. End game is very shallow.


      You couldn't be more wrong. WoW end-game is incredibly rich. In fact, in many ways its almost a separate game. The problem is, its not accessible to the casual player. End-game consists of a series of raid instances, with a max raid size of 20 or 40 people. Progression through these instances is somewhat linear in difficulty, although this is not universally true, and the newer instances tend to be far more interesting than those that were available at or shortly after release. However, they do all require a large group of people, it wouldn't be possible for any one person to solo the fights. EQ did some of this as well, of course, but EQ end-game raiding tended to be filled with hours of tedium "clearing" obstacle content. Wow has a magnitude of order less tedium between bosses.

      The richness comes from the fact that such content is designed to be increasingly difficult when played without the equipment that tends to drop once the fight has been successfully accomplished. At first, the difficult is quite simple. In general, the only way to challange intelligent human players is to either (a) present them with human opponents, (b) make the automation considerably superior to human player character in terms of vitals like damage, health and mana, or (c) increase the sophistication of the automation so that it can react more like a creative human opponent (ala Unreal bots).

      Option A is not economically feasible outside of player-vs-player content. Due to the complexities of the game (support classes, special abilities, etc), option C is probably a bit far-fetched at this point. That leaves B, and this is .. initially .. what WoW end-game instances are. Each boss has more hitpoints, does more damage, etc.

      As end-game progresses, Blizzard added an interesting twist to this: Encounters start to involve aspects which make them impossible to complete using the general formula that most players have become accustomed to from levels 1-60 (which typically involves having monsters attack a resilient player, while others kill the monster or heal the one being attacked). The more difficult end-game content requires (at least at first -- better gear later usually reduces difficulty) a large group of appropriately geared players who are exceedingly familiar with the AI mechanics, as well as excelling with their own toon's abilities. Many fights have multiple viable strategies that others have used, but finding the right one for a particular guild/raid-composition, practicing and perfecting it can be quite a challenge. There is typically very little room for individual error. Sometimes, even a single player, out of forty, having a problem performing a needed function (often a non-intuitive one) can be enough to snowball into a wipe (the term for everyone in the raid dying, and the specific fight resetting). The complexity and originality of these encounters is astounding; it may even be the single true innovation in the game (rather than just distilling the fruits of prior MMOs). It's interesting that so much design work has gone into this aspect of Warcraft even though, out of six plus million subscribers, only a small percentage will ever get to experience very much of it.

      From level 1 to 60, Warcraft is a very, very easy MMO. This is a big part of its mass appeal. Beyond the basic five-man level 60 content, unfortunately available only to the non-solo player, it becomes much more difficult. currently, the pinnacle of such content (Naxx) is trivial for none (and experienced by few), if only for the fact that there does not yet exist gear powerful enough to significantly reduce the difficuly.
    20. Re:It's that bad... by Anonymous Coward · · Score: 0

      Tell me, how does respawning big bosses suit any storyline? I'd understand if game were designed so that killing boss once were enough to advance and killing them many times would be possible but WoW isn't like that. WoW _requires_ you to see and hear and play through same story about saving the world from same boss monster that you've already killed 10 times before.

      Really, did someone in Blizzard think that there would be players whose background story could be sane, in that they'd have killed each big boss only once each, at the time they manage to kill biggest boss of biggest dungeon?

    21. Re:It's that bad... by Endo13 · · Score: 1

      Except in this case that doesn't apply, because nothing particularly bad has happened. Instead what we have here is a simple case of nothing worthwhile happening. Yes, people will put up with a lot of 'bad' things and keep playing, while they piss and moan about how bad the thing was - as long as there's fun things to do. But when there's not enough fun things to do and people get bored of what's there, eventually they start leaving. Don't be surprised if WoW subscription numbers start falling in the middle of next year.

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    22. Re:It's that bad... by Negatyfus · · Score: 1

      No, oh no, I won't be surprised. I will, however, be very surprised if they start falling significantly.

    23. Re:It's that bad... by Azure+Khan · · Score: 1

      You seem to be missing the point by enforcing the original point. WoW is billed as an MMORPG, but the RPG aspect dies when you hit 60, unless you wish to play over as another faction, in which case the 2nd time dies around 45 or so, since the high levels of end game generally overlap. Raiding does not have a single RPG aspect, and is more like strategic warfare than roleplaying. In that, you're right, it's like a whole different game.

      The point being made was that, for a game world with such a rich history, and a company with a record of innovative storyline, the world of WoW quickly becomes stale, and fails to provide players with fresh encounters or the ability to move or manipulate the story at all. This is a common failing of MMOs, that provide little new meaningful content, instead relying on the player interaction or gear accumulation to keep player interest. A notable exception to this was Asheron's Call, which even to this day has the most superior player/story interaction of any MMO ever made. Major content updates came monthly, which moved the story along, introduced new dungeons, new villains, new items, new spells, and new ways for players to interact with the world. When The Burning Crusade expansions comes out, it will feel like a story LURCHING forward, because aside from AQ, there has been no forward movement of the WoW storyline in the game. The whole game could take place in the same day, for all the impact anyone has made on the world itself. When the first raid group brought down Kel'thuzad...well, nothing at all changed. Instance reset, good game, let's do it again next week.

      --

      --- I'm going sane in a crazy world.
    24. Re:It's that bad... by asylumx · · Score: 1

      Why would you do so much comparison between WoW and EQ1 when obviously they are of different generations? Perhaps you should be comparing to games like DAoC or EQ2 which are among the newer generation and include many of the newer concepts that were absent from EQ1.

      You mention questing, but EQ1 (untrue to its name) did not really have much along the lines of quests, especially interesting ones. EQ2, however, has somewhere along the order of 3000+ quests ranging throughout the 70 adventure levels, 60 guild levels... and more.

      WoW... well they haven't even released one expansion yet, and not really much new content besides. The graphics? A bit cartoony for my taste, though certainly well done to that effect. The lack of variety in character creation is one thing that really bothers me. Have you ever seen City of Heroes' character creation? Now THAT'S impressive.

      Rich? How can it be rich when everyone has to be one of four different characters available to that alignment, and within that you only get a few classes to choose from? When I play an RPG, the last thing I want is to have a cookie-cutter character.

    25. Re:It's that bad... by Anonymous Coward · · Score: 0

      If you think end game is lame, or has nothing to do--- then quite frankly your guild sucks enough it can't make it to any of the challenging end game raiding content.:P

    26. Re:It's that bad... by ajs · · Score: 1
      Tell me, how does respawning big bosses suit any storyline?

      In a vacuum, it does not, however, when you consider that WoW is played by literally millions of people, it would be horribly unfair to remove an element from the game just because the most powerful group of people on a given server had defeated it. You might do that during a special event where everyone gets to share in the excitement, but if the static end-game bosses were toppled permanently by the 2 or three most powerful guilds on the server, then there would be no benefit in other guilds even exploring the end-game.

      So, you do what the game does from level 1: you allow each character (with some exceptions for class, races, faction, reputation, etc.) to repeat the storyline that other characters before them have already experienced.

      Now, as for a single guild repeating the same bosses over-and-over... that's a bit of MMORPGishness that I think will fade with time. It currently allows developers to spread their resources more efficiently, but as the content becomes more regular, and easier to build upon, I think there will be more of a tendancy to increase the number of encounters, rather than the number of times that an encounter needs to be repeated. Right now, it's simple logistics and economics.

      All that said, I'm not doing the WoW end-game yet. I did the EQ end-game to a point, but quit when the customer service made it unbearable, and before getting to the end-end game. However, the tales I hear from my friends who do are quite promising. Encounters that involve "trash mobs" that can wipe the entire raid unless handled carefully and with a highly coordinated strategy make for the best sort of reward: the feeling of accomplishment that comes from overcoming difficult obstacles. That was always what I liked best about EQ in the raiding environment: you could read strat spoilers all you wanted, but when you got there, it was always exciting because everyone had to do their jobs just right. When it all came together, it was obvious, and a huge payoff. The gear was almost ignorable by comparison to the sense of accomplishment in having a group of 40-60 random strangers work together like a well-oiled machine.
    27. Re:It's that bad... by brkello · · Score: 1

      Uh, I know WoW end game, I was in it. And saying that it is shallow and the exact same storyline is 100% accurate. The fact that you have to run ZG 100 times to get everyone equipped for AQ...then run AQ 100 times to get ready for Naxx, etc etc. It means you have to play the exact same thing over and over again. This is a grind and this is shallow. If there was 100 of end game instances then it would be interesting. Having 4 or 5 that you have to grind over and over again is not rich! It sounds to me like you haven't really experienced WoW end game. It is extremely painful and boring after the first few times you run a new instance.

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    28. Re:It's that bad... by brkello · · Score: 1

      Yes, and even if you are in the best guild you are running Naxx over and over again or the lower instances to help out the new members of your guild. You are still grinding the same storyline. And killing thousands of critters to get exalted rep is not innovative and exciting. All of end game is socialization. If you think there is a lot of game there, you are kidding yourself and just trying to justify your addiction.

      --
      Support a great indie game: http://www.abaddon360.com
    29. Re:It's that bad... by ajs · · Score: 1
      hen the first raid group brought down Kel'thuzad...well, nothing at all changed. Instance reset, good game, let's do it again next week.
      Personally, I'd rather have BC than a trickle of new content. The game has reached a stage where some pretty major things have to happen, and those things are going to have to be planned out and executed over the course of months, and required serious beta testing.

      As for Kel'thuzad... what did you expect? What game did you THINK you were playing, and why did you set your expectations the way you did? Kel'thuzad is an amazing fight according to anyone who has done it, and the reward is in the accomplishment. Do you get upset that the king is alive again in every new game of chess (electronic or otherwise) that you play? Do you get upset that there are still thousands of chess sets on the shelves for others to go buy and play the exact same game?
    30. Re:It's that bad... by An+ominous+Cow+art · · Score: 1

      Klugley tells you, "Hail, Deepone".

      WoW certainy feels like EQ-lite in a lot of ways - there's certainly less hassle involved in tradeskills, world travel (though this can stil be time-consuming), death, rare spawns, unfinished quests, etc...

      I've played 5 characters to level 60 (on the Elune server), so I'm a little burned out on WoW. I still don't like raiding. My main motivation for having that many characters is the enjoymentof learning how to finish quests and overcome obstacles using the different approaches dictated by the differnt classes (and the talent and gear choices I made).

  2. Sounds like a good idea by PieSquared · · Score: 1, Insightful

    Not that I don't like WoW or anything, but I haven't seen anything in it worth paying every month for, in addition to the game itself. Until there *are* such dynamic events, I'll stick with games that are free once I buy them the first time... If ideas like this were implemented, though, there's a good chance I'd be willing to shell out.

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    1. Re:Sounds like a good idea by JFitzsimmons · · Score: 2, Interesting

      You may find EVE online a little more fun. There is no skill cap which does in some ways mean that "everyone who started playing before I did is automatically better than me", but it also means that the game doesn't just end after your character reaches a certain point. The skill tree and market and the vast multitude of ways someone can fit their ships adds an extreme amount of flexibility to the situation so fighting someone who has been playing for longer than you is not an automatic loss. EVE also has the "dynamics" that you crave. The players have a large degree of control over the markets. Territory in "alliance space" can be won and lost as Alliances go to war - these are entirely player controlled events. Finally, if I understand it correctly, there are a number of "event actors" working for CCP which help to move the main storyline of EVE along, again, with player input of course. You'll see these events and their outcomes in the news item that you see every time you pick your character when logging in.

      I feel it is fair to mention some of the downsides as well: skill training takes a really long time. It runs 23/7 (one hour of downtime every day), whether you're logged in or not. Simple skills take 20 minutes. Complex skills take 15 days to a month. Insane skills... I don't even want to know.

      While the storyline of Eve is somewhat dynamic, the missions are completely static, at least as far as I can tell. A few variables may change but as far as I can tell the missions are completely based off templates: "kill 10 grue", "deliver this stuff there", etc. Of course, I counter my own negative point: at a certain point the player interaction can help with this a lot, there is a fully open player controlled courier and escrow section of the game, where the missions are obviously unique (CCP is also supposedly planning some sort of contract support in the near future). Mercenaries and pirates are extremely common and while they don't have something built directly into the UI for managing relationships they are very much a part of the game. Need your expensive cargo hauled through space infested by other people playing as pirates? Better hire a good hauler, who will in turn hire a good merc corp.

      Finally, yes, the grind still exists. I don't think this will ever be done away with in MMOs. The simple fact of the matter is that the more time you throw at any MMO the better your character is going to get, be it money, skill, rep, connections, whatever.

      CCP is offering free 14 day trials. If you ever do give the game a shot, fire me off an email and we can perhaps converse in-game.
      Trial link: https://secure.eve-online.com/ft/?aid=100972&nogre et=1

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
    2. Re:Sounds like a good idea by Morlark · · Score: 1

      One thing that I was surprised hasn't been mentioned so far (and which pretty much invalidates the entire article) is that WoW does have dynamic events. It's full of them. Think of the opening of the Gates of Ahn'Qiraj, and the War Effort. Think of the Scourge invasion. Think of the Elemental Invasions, the Green Dragons and other outdoor bosses, the Darkmoon Faire, the Gurubashi Arena, the Midsummer Fire Festival, and the dozens of other dynamic events that I haven't listed. WoW is chock full of dynamic events, and TFA is utter tripe.

      --
      Santa's suicide mission go!
    3. Re:Sounds like a good idea by Taevin · · Score: 2, Interesting

      I just wanted to elaborate a bit more on the EVE skill system for those that aren't familiar with it. What you say is true, "everyone who started playing before I did is automatically better than me," but in a different way than that statement implies. Having more skill points for the most part simply opens more doors for you (more ships to fly, bigger and better weapons to use, etc.). This causes the game to tend to specialization for most players. A new player that decides to specialize in their race's primary combat frigate will, after only a few weeks time (that is, real-life time), be able to put up a very respectable fight against a much older player in a similarly classed ship. And several new players banding together can easily destroy an older player in a larger ship.

      There is definitely a certain amount of grind though, as with any MMORPG. For EVE, this is really almost entirely related to ISK (the game's currency), however. If you have the ISK, you can buy more skills for your characters and better weapons and ships (read "gear" ;). It still does not make you invincible though; having lots of ISK really just eases your burden in your virtual life. It can give you that extra edge in combat if you have the best gear, and make it less of a problem when your uber expensive ship gets pwned because you thought you were hot stuff. So, in my opinion anyway, that shortens the gap between the power gamers and the casual gamers.

      Finally, as an aside, I think skill training is 24/7. Unless I'm mistaken, training time continues even during downtime (hence CCP always suggesting setting a long skill to train when there will be an extended DT for hardware upgrades or patches - so your skill doesn't finish in the middle of DT and then you lose the rest of DT for training).

      Anyway, I also highly recommend EVE Online. It can be a lot of fun and there are so many things to do that it will likely please most people.

  3. More Content by HappySqurriel · · Score: 3, Interesting

    One thing that all MMO games need is self-generating content regardless of whether that content is procedural or combinatorial; procedural is where content is created through an algorithm, combinatorial is where you have content that is split into a bunch of independant sections where the final product is a combination of all of the sections. This is so important because it would free up resources to produce more "crafted" experiences.

    1. Re:More Content by MORTAR_COMBAT! · · Score: 1

      you mean like Dark and Light advertises?

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      MORTAR COMBAT!
    2. Re:More Content by servognome · · Score: 1
      One thing that all MMO games need is self-generating content regardless of whether that content is procedural or combinatorial; procedural is where content is created through an algorithm, combinatorial is where you have content that is split into a bunch of independant sections where the final product is a combination of all of the sections. This is so important because it would free up resources to produce more "crafted" experiences.

      The problem is in practice (so far), most people would rather do well crafted experiences over and over, rather than boring/annoying/uninspired newly generated content. AO, SWG, EQ all had self-generating content. But none of it could really match what you get in a well crafted dungeon.
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    3. Re:More Content by TinyManCan · · Score: 2, Interesting
      The answer to this is to have the PLAYERS create the content.

      I don't mean in a Second Life kind of way, which I personally find very boring. I mean in a way where player and groups of players can change the political scene, move boundaries of empires and manage a complete, highly complicated economic system.

      The only game I have found so far that even approaches the goal of the "Player Driven Universe" is Eve-Online.

      I think the key component in the games success is that the entire game runs on a single "instance" of the universe. You can interact with all of the other (150k) players of the game. This allows the players to create very large Alliances which can control ground and change the politics of huge swaths of space.

      The economic system is the same way, with only a very small percentage of the market being controlled by NPC characters. Many characters spend their lives just trading goods in a rich marketplace, or constructing ships. Other players might mine for the goods required to build those ships. Still other characters are buying cheap produced goods to reprocess for those same basic elements. Its a very complicated and intertwined economic model, which is very captivating and engrossing.

      Building skills in Eve-Online is also completely different from most other games. Training skills is a real time activity, meaning it will take you x number of DAYS to train a skill. It doesn't matter if you are logged in 60 hours a week or only play 5 hours a month, you can keep progressing in the game, and you won't fall far behind other less active players. Of course if you play a lot you will meet more people, which are the true resources in Eve-Online, which pretty much requires a strong social network for success.

      All of these elements combined really make Eve-Online the Anti-WOW.

    4. Re:More Content by JFitzsimmons · · Score: 1

      I see you're also an EVE fan. Fire me off an email, maybe we can get in touch.

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
    5. Re:More Content by Andreaskem · · Score: 1

      I agree with everything you said. The first MMO I would start playing is Eve-Online. The second would be Horizons (which, sadly, bombed) and I already played Ultima Online (Free RPG shards) some years ago. However, living in Germany with no possibility of getting a broadband connection, playing an MMO is almost impossible.

      Ultima Online (at least on those free shards) was great, because it actually had a stand-alone economic system. Every action of a player affected the environment. One great example: There was a time on a shard, where most players had huge amounts of gold. The result: Inflation! Nobody wanted gold anymore and everything shifted to gems. Gems are actually not really valuable in UO (at least engine-wise), but player actions made them the official currency. Some time later, everything shifted back to normal.
      I would like to see that in a modern MMO and I think in Eve-Online, something like that is possible. Remember the biggest raid in MMO history? In Eve-Online there was a huge infiltration going on for several months in the largest corporation and on cue, the whole corporation was wiped out in perhaps two hours. This is something that makes MMOs rich.
      Moreover, why is it not possible for a player to be a powerful evil mage? He could send armies of enemies attacking the cities. Players will get enough of him and start a raid on his stronghold.
      Why is it impossible to steal things in modern MMOs? Nobody likes it, when his stuff is stolen, but it makes the game richer. You have to care for your equipment. That evil mage could put his gear into his house, but it could be raided. So he puts his most valuable stuff into a chest in his own dungeon. Players will find out and start attacking that dungeon in hope of finding good items.
      These things would make a really great MMORPG.

  4. Top MMOGS of teh future by CrazyJim1 · · Score: 2, Interesting

    Asheron's Call did it right with motes. Collect 2 and it forms a bigger one. Do this for elemental immunity %. 2^100 is a lot of motes to find. Sure you can find ones in higher #s but its a collect game that will never stop.

    Castles that rule housings. You have to conquer the castle to get it, then people who farm the land and run crafthouses pay tithes to you. Any band of adventurers can try and steal your Castle off you, but your offline guildmates show up and defend it.

    Real time combat like Mortal Kombat or Tekken. It'd be like Zelda Ocariana of time MMOG. You would have to do all sorts of sword play or aiming bows like a FPS.

    Those are just 3 of my big ideas.

    I already did #3, but I'm making it multiplayer over the next couple months. I got some bugs with directdraw not working, but it doesn't stop the 3d action combat.

    1. Re:Top MMOGS of teh future by L7_ · · Score: 3, Informative

      Some counterpoints:

      1/ Consumables based on collected items exist in every game. This is not new, and WoW does this quite well. [OT: I thought AC motes were used for the weapons? Its been awhile...]

      2/ See Shadowbane. See 5am raids, see 'zerg'. See server wide alliances. L2 also had something like this castle thing, I haven't heard much about it, so there is no comment on it. DAoC was the first to implement something like this with thier Artifacts: 3 static world objects that grant 1 of 3 realms various bonuses.

      3/ Uhh, lag. Also, see "dialup users". Positioning doesnt work when the server and client have to sync up for positioning and time sensitive distance checks.

      --

    2. Re:Top MMOGS of teh future by Anonymous Coward · · Score: 0

      Good luck sending complex fighting engine data of 1000 people to each other.

    3. Re:Top MMOGS of teh future by YamadaJiro · · Score: 1

      On point 3: Lag is always a problem, but games like Phantasy Star Universe show that you can include some level of real-time interaction. Of course, you can't have enormous battles because of the lag issue, but you CAN have "I push a button, my avatar swings his sword" as well as "I can dodge arrows if I move fast enough". Enough people have broadband to create a sustainable market, although losing dial-up members always hurts.

    4. Re:Top MMOGS of teh future by Acer500 · · Score: 1

      I've heard Ragnarok Online does #2 to great success (I don't play it but have several friends who do. I might get sucked in after graduating :P )

      http://en.wikipedia.org/wiki/Ragnarok_Online

      "War of Emperium (abbreviated WoE), a battle between several guilds for castles in town, which give them access to dungeons and treasures that are not accessible to people who are not in the residing guild."

      --
      There are three kinds of lies: lies, damned lies, and statistics.
    5. Re:Top MMOGS of teh future by Kyokugenryu · · Score: 1

      Lineage 2 has a very advanced system of taking castles and whatnot, complete with a system for players to "farm" and pay tithes to the castle owners via a manor system. It really is a great system.

    6. Re:Top MMOGS of teh future by Anonymous Coward · · Score: 1, Interesting

      Ragnarok's major problem was the fact that GMs were incompetant and usually corrupt. There was a system of recruiting sub-GMs which were regular players given admin powers to help police the game, which ultimately became a method of the most successful guilds to remain on top.

      Players of opposing guilds would occasionally find their accounts temp-banned just before WoE time.

      "Emergency maintenance" would sometimes happen, moving the emperium crystal that you had to break towards the undefended front courtyard of a castle long enough for one guild to take it, returning to its well-defended center once the castle changed hands.

      Zones would occasionally have downtime lasting until after WoE was over... right after certain guilds would take over a castle.

      GMs would look the other way when certain guilds blatantly performed bannable offenses (like changing their guild icon to the mouse icon just before WoE).

      It's a shame. WoE was incredibly fun when it just guild alliance vs. guild alliance and not players vs. GMs.

    7. Re:Top MMOGS of teh future by ildon · · Score: 1

      You know the "globe of water", "elemental water", "essence of water" progression in WoW right now? In the WoW expansion, theres 2 levels of these types of elemental components. "mote of water", 10 of which combine into "primal water".

    8. Re:Top MMOGS of teh future by ari+wins · · Score: 1

      Sadly, I don't have time to get into a detailed post about it, but there's a game in testing atm called The Chronicles of Spellborn ( http://www.tcos.com/ ). It's an "MMORPG", built using the Unreal engine, so things like keeping players in your sights during PvP is a necessity. I'm not one for testing, so am waiting for gold before I give it a shot. At the very least, it'll be something "new". I'd also comment about how FFXII plays similar to an MMO, but that'd start a whole 'nother tangent that just wouldn't bode well.

      --
      Don't worry if you're a kleptomaniac, you can always take something for it.
  5. sheer genius by theStorminMormon · · Score: 5, Insightful

    You're a rat, and the game keeps sending you to look for bigger pellets.

    People never tire of making that analogy, do they? But it's probably about the most worthless analogy you could make. Reducing an activity to stimulus/response may seem clever, but the trouble is that it works for pretty much every human behavior imaginable. And it certainly works for every leisure activity.

    The problem is that games are supposed to be fun. You're going to have to work really hard to come up with an alternative criteria. And since fun is pretty subjective, there's really not much room for criticism.

    Art, literature, poetry, drama and film all have associate bodies of academic criticism and pop-derivatives. So there's a semi-objective framework from which you can criticize these works even if they are popular. Everyone rushes out to see "Titanic", but it still had some really, really lame dialog.

    Unless you're going to make a similar attack on gaming (e.g. lame dialog, bad graphics, etc.) it's really hard to make any criticism that doesn't reduce to petulant whining. There simple is no cohesive theory of gaming criticism (outside of technical elements), and so before you start slinging criticisms you need to build the framework. I don't see that happening in this article.

    So basically, it's just whining.

    -stormin

    --
    The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    1. Re:sheer genius by Anonymous Coward · · Score: 0

      What?

    2. Re:sheer genius by vertinox · · Score: 4, Insightful

      People never tire of making that analogy, do they?

      Actually, I don't like that analogy... Personally I like to call WoW and EQ the games they are...

      "Kill things over and over again so you can kill bigger things over and over again."

      That is the problem I have with WoW, EQ, and various other Diki mud derivatives. Its solely focused on killing AI Mobs.

      Ultima Online was more fun even though it was dated until they removed player interaction (Player killing and thieving). Sure many of you can't stand PvP, but in truth static quests, bad scripting, and poor AI will never beat playing against a human mind.

      Even if you took the PVP away from UO, it still had crafting, housing, and plenty of non-combat activities that WoW and EQ lacks.

      And the fact you only had to spend 3 months to generate a character with casual play rather than 6 months of hard core grinding.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:sheer genius by theStorminMormon · · Score: 4, Insightful

      Old pet peeve: compare games to the old rat-and-the-pill analogy

      New pet peeve: my style of game play is better than yours

      I suppose I shouldn't be to harsh. This is just a public message board, not a peer-reviewed academic journal. But it's still annoying when people try to pass off personal preference as some kind of objective value statement. in this case you say "Sure many of you can't stand PvP, but in truth static quests, bad scripting, and poor AI will never beat playing against a human mind".

      Aside the question-begging (does non-PvP have to involve bad scripting?) what I found truly obnoxious is the false idea that you can either play against an AI, or against a human. Believe it or not, some people don't see that question purely as picking your opponent, but they turn your dichotomy on its head and ask "who can I play with ?"

      I get that you like PvP. And I'm not going to try and tell you that you shouldn't. But your myopically conflict-oriented viewpoint isn't the only one out there, you know. A lot of people like WoW because they enjoy cooperation. I love to shoot my buddies with a rocket launcher in the original Halo, but I also got intense satisfaction out of playing cooperatively with them against hordes of AI. Now you could play team vs. team, but A - some people don't enjoy "killing" each other, especially in an RPG where you actually do some type of damage to the person you "kill" and B - it's (so far) impossible to wrap massive PvP into a story line with any kind of script.

      So in the end, you're no better off than the original article. You're trying to pass off personal preference as objective criticism.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    4. Re:sheer genius by StikyPad · · Score: 1

      Reducing an activity to stimulus/response may seem clever, but the trouble is that it works for pretty much every human behavior imaginable. And it certainly works for every leisure activity.

      I think the implied meaning is that MMORPGs are already reduced to basic stimulus/response, like masturbation. You just keep doing the same thing to get the same result. In other activities -- chess, scrabble, skiing, basketball -- you usually try to increase your actual skills, instead of just having a sign pop up saying "ok, you've played long enough, now you're more skilled!"

    5. Re:sheer genius by gad_zuki! · · Score: 1

      I think people dismiss the skinner box criticism because its all too real. As someone who hurt his grades in college over Muds its hard to deny that there isnt an addictive element here. Its really all about the levels, equipment, stature, and gold. The social aspect also stops the lonliness you would get if you were just, say, shooting hoops all alone.

      You don't need a large body of academic knowledge to fess up to the skinner-box model of gaming. Its real.

    6. Re:sheer genius by mattgreen · · Score: 1

      Oh please.

      There is very little depth of gameplay when it comes to WoW. It deserves all the stimulus/response criticism it gets, because it is overly simplified. MMOs never have much in the way of gameplay, and that is why I don't play them. Without an element of skill, the game becomes repetitive once the shine of materialism wears off the players.

    7. Re:sheer genius by Moofie · · Score: 1

      "playing against a human mind."

      But you weren't playing against their mind. You were playing against their stats. There's no skill...either you're bigger, or I'm bigger, or we're pretty close and we slug it out and the random number generator says you won and I lost.

      What's the difference between an AI mob with a certain bunch of statistics and a player with the same statistics? Do they feel different when you click on them?

      Just because your opponent can pass a turing test doesn't mean it's fun or interesting to click on your avatar until one of you dies.

      --
      Why yes, I AM a rocket scientist!
    8. Re:sheer genius by Moofie · · Score: 1

      "its hard to deny that there isnt an addictive element here."

      Wow. I think that might be a triple negative.

      --
      Why yes, I AM a rocket scientist!
    9. Re:sheer genius by Hortensia+Patel · · Score: 1

      The problem is that games are supposed to be fun. You're going to have to work really hard to come up with an alternative criteria. And since fun is pretty subjective, there's really not much room for criticism.

      No argument there. But a game can be addictive without being fun, and addictiveness is arguably easier to achieve than fun in game design. It's certainly far better understood.

      I haven't played WoW or any of the other MMORPGs, but a lot of players seem to fall into this trap. I don't think I've ever heard anyone describe EverQuest as "fun".

    10. Re:sheer genius by Anonymous Coward · · Score: 1, Interesting

      You're a rat, and the game keeps sending you to look for bigger pellets.

      People never tire of making that analogy, do they? But it's probably about the most worthless analogy you could make. Reducing an activity to stimulus/response may seem clever, but the trouble is that it works for pretty much every human behavior imaginable. And it certainly works for every leisure activity.


      A little side-note here. Stimulus/response cannot actually explain all human behavior, and this has been widely accepted in the psychological community for decades now.

      Of course, I doubt the parent post was being quite so literal as to argue in favor of behaviorism. Then again, maybe the article was also not being quite so literal either and this line was intended as a similie, not a metaphor?

    11. Re:sheer genius by theStorminMormon · · Score: 1

      I think people dismiss the skinner box criticism because its all too real.

      I didn't dismiss it because it was false, I dismissed it because it wasn't useful. It's not useful because you can apply it to all (or most) human activity. The point you're missing is that the same skinner box criticism can be applied to:
      - MMORPGs
      - FPSers
      - reading a book
      - watching a movie
      - eating pie
      - interpersonal relationships
      - human kindness
      - charity work
      - etc.

      The stimulus/response paradigm fails to distinguish activities that the author clearly intended to distinguish. Thus, it's not a useful paradigm (in this case). Whether or not its accurate is another matter altogether.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    12. Re:sheer genius by theStorminMormon · · Score: 1

      This is not a very well-formed criticism.

      a - complexity of the system

      If you're going to talk about stimulus/response than I'm afraid the neurological complexity is orders of magnitude above the complexity of game design. I don't know if you know anything about algorithm analysis, but what you're essentially doing here is quibbling over the value of a constant term when the algorithm is clearly exponential.

      b - value of complexity

      Furthermore, if you redefine the scope of the system to exclude the neurological component, you're still left with the question: why should we care about complexity? Are simple games not also fun? Sure, tic-tac-toe may get boring, but how about pente? That's pretty simple. How about tag? Also relatively simple. Perhaps the interpersonal aspect of WoW, which is augmented by simplistic gameplay, outweighs the relative simplicity of the rule set.

      If anything, it seems vaguely sociopathic to completely focus on the asocial aspect of the game, don't you think?

      c - appeal to skill

      Finally, it's again not clear that skill is not required in WoW, or that skill should even be that important in games. Plenty of games - like a simple race - don't require a lot of skill. Others require coordination (like athletic sports) others require mental skills (like chess) others require elements of both (say survival paintball). And I'd say that organizing and holding together a 30 - 50 member raid displays exactly the type of skill that someone who excludes social aspects of the game may be lacking. It's entirely possible that part of the success of WoW has been that, rather than cater to the kinds of people who want several 300 page manuals before they can use their imagination (that'd be you, AD&D fans) they simply created a simple, fun, attractive world and allowed people to interact in it.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    13. Re:sheer genius by theStorminMormon · · Score: 1

      I'm not aware of any "proof" that stimulus/response can not account for all of human behavior. It seems to me that that is essentially what any strict-materialist, deterministic view of human self hood boils down to. Of course, I don't think that stimulus/response is a term that most modern materialists would use first, but it seems as accurate as any non-technical summary could be.

      If you want to prove materialism wrong, or demonstrate that materialism rules out stimulus/response, please go ahead. This is a hobby of mine, and I'm curious to hear what you've got.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    14. Re:sheer genius by justinlee37 · · Score: 1

      The flaw with WoW is that advancement of your character has no ultimate goal other than sheer advancement: there's a huge ladder of experience and items, and you invest time in making your character better, so he can be better at getting better, for hundreds of hours, until (maybe by the time you die) you're the best.

      WoW is fun for a bit, but the action is repetitive, the quest is long, and there is never an end in sight. I would much rather play a game for 40 hours, and have a complete beginning-to-end experience, than run on that hamster wheel. Some of the quests in WoW are so repetitious and boring (and transparently designed to keep you playing for as long as possible) that they literally amount to killing the same type of monster, over and over, trying to get one to drop an item that has a 0.5% chance of spawning.

      All MMOG's have features like this. You're just not always doing something fun, and whatever you do to advance in the game takes FOREVER. Games of other genres, like FPS's, RTS's, and single-player RPGs, put forth challenging, dynamic, fun games that are tests of skill, and not meaningless hamster wheels that keep the players occupied while they continue to make the designers rich with their monthly payments.

    15. Re:sheer genius by theStorminMormon · · Score: 2, Insightful

      The flaw with WoW is that advancement of your character has no ultimate goal other than sheer advancement:

      So what, pray tell, is the ultimate point of the game in the first place? If the answer is "to have fun" (and it should be) and if people have fun leveling up their characters (and several million seem to) than it seems you have no point.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    16. Re:sheer genius by justinlee37 · · Score: 1

      My point is that the business model employed by the game encourages the developers to spread a minimum of content over a maximum of time (hence the constant rat-pellet analogies), whereas in a game NOT fueled by monthly subscriptions collected from users (many of whom play for years), the business model encourages developers to make games with a maximum of content in an appropriately-sized length of time.

      My point is that I played WoW, and I quit because it was boring. I think there are other people who have had a similar experience, and I think that they can relate to this proposed causation.

    17. Re:sheer genius by Minwee · · Score: 1

      My personal pet peeve is people who talk about things like Diku MUD without knowing the first about them, including how to spell the name.

      But that's just me.

    18. Re:sheer genius by Anonymous Coward · · Score: 0

      Ahhh.. Fresh air..
      Thanks!

    19. Re:sheer genius by Jay+Carlson · · Score: 1

      You're a rat, and the game keeps sending you to look for bigger pellets.

      Towards the end of classic Diablo 2, the game was pretty much solved. With appropriate clever teaming, a serious problem for party members was being able to run fast enough to keep up with the carnage. Big D could die in *seconds*. In Hell/Hell, the last combat fun was finding unique monsters with new and interesting combinations of attributes. (Bring out the Multi Shot Lightning Enchanted Bastard Heph!)

      Magic items (with single bonuses) were boring ages before this. Unique items were kinda fun, but there were a lot circulating in the economy. Rare items (with their characteristic yellow color) had *multiple* random bonuses, and on the far end of the bell curve, there were some truly outstanding items possible. But they were even more rare than the "unique" items.

      Me, I didn't care about items much---I was never fast enough to grab 'em first. So I was mostly there for the comedy value of finding new and weird viable character builds. (Hey, I had a lance zealot paladin. Shut up.)

      Still, most people were playing in the economy. The best summary of motivation was:

      "I like to beat on monsters and make the yellow items pop out."

      Psychologists will now point out only *sometimes* rewarding an action often is more powerful a training mechanism than predictable reward.

    20. Re:sheer genius by Hubbell · · Score: 1

      In Asheron's Call and Ultima Online player skill meant more than levels/stats/equipment except in extreme instances. I was able to take out level 200+ players with a level 100 just cause my cast > theirs in AC. Sure, I had to be infinitely better than them, but it was still very possible. Games like WOW are all point and click with little to no skill involved at all.

    21. Re:sheer genius by mattgreen · · Score: 1

      I don't really wish to play a game where the distinctions of skill are all but eroded by simplified gameplay. I want a game that some people will try, and say, "this is too fast/out of control/intense." I want a game where people are clearly better than other people, but I don't want one where the 'best' people are necessarily the ones who have played the longest. (Obviously there is a decent amount of correlation at times here, but it shouldn't be the SOLE determining factor.) The 'relative simplicity' of the rule set (as you conceded) is cognitively dull for me. It doesn't inspire me to think of bizarre strategies. I do not think it fun to sit around and talk to people half the time. In fact, I prefer games where the individual can upset the entire team if they're good enough.

      When it comes down to it, you cannot explain away that leveling is usually described as grinding. What other genre of games is this true in? Why is it that I have to fight a swarm of monsters, each that look and act like the last? Why does it have to be so repetitive? What if I want more out of gaming than following a bunch of cookie-cutter style quests involving taking various items to places, or killing X Murlocs?

    22. Re:sheer genius by theStorminMormon · · Score: 1

      Sure, but there's a difference between saying "the game is just a rat-pellet system" and "the game felt like a rat-pellet system to me".

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    23. Re:sheer genius by theStorminMormon · · Score: 1

      When it comes down to it, you cannot explain away that leveling is usually described as grinding.

      Yeah, so if "leveling" is the point of the game for you, you have an objective case to make that it's just rat-pellet. My point is that there are other aspects, and that for some people the social/cooperative aspect precludes leveling as the primary aim. Thus, the game is not inherently reducible to rat-pellet even though, in your case, it is.

      -stormin

      --
      The Southern Baptist Convention has creationism. On Slashdot, we have porn.
    24. Re:sheer genius by vertinox · · Score: 1

      Aside the question-begging (does non-PvP have to involve bad scripting?) what I found truly obnoxious is the false idea that you can either play against an AI, or against a human. Believe it or not, some people don't see that question purely as picking your opponent, but they turn your dichotomy on its head and ask "who can I play with ?"

      Fair enough. Some people like chess while others like basketball. No fault in the player liking one or the other.

      And playing PvM (Players vs AI) doesn't have to be done poorly as long as it is done right and enough effort is put into making "smart" events or dynamic quests.

      It is just that IMO that it is really impossible to scale such things to work for the number of people who play WoW.

      Maybe smaller game could pull it off like Tale in the Desert.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    25. Re:sheer genius by Moofie · · Score: 1

      "just cause my cast > theirs in AC"

      So you had a higher stat than they did. Woo.

      I didn't play much UO past the beta, and I was intensely frustrated with the number of hats I had to make in order to buy gear, so I can't speak to that. I still dispute that these games are some sort of mind-against-mind battle of wits.

      --
      Why yes, I AM a rocket scientist!
    26. Re:sheer genius by Hubbell · · Score: 1

      I should of clarified. In Asheron's Call the PVP was made great by a bug in the physics engine that allowed movement while performing actions. Casting spells, firing arrows, using healing kits or potions, you could move while doing all of these. The game used hit detection for spells/missile attacks, and these could all be dodged by manipulating your characters movement to throw off the spell/missile targetting when being attacked. The best fights were mage vs mage, cause people developed casts that were insane and were truly works of skill.

    27. Re:sheer genius by Moofie · · Score: 1

      So you were exploiting a bug.

      Okay. Tell me again how this is a mind-vs-mind competition.

      --
      Why yes, I AM a rocket scientist!
    28. Re:sheer genius by Hubbell · · Score: 1

      That bug was discovered shortly after beta was released in 1998(1997?) and was subsequently supported by the devs. It was an unintended feature afterwards, and was the basis of skill being a factor in AC PVP. Without it, PVP would have been standing in 1 place allowing your stats and the dice rolls determine if you won a fight or not. This 'bug' allowed for fluid and extremely fastpaced fights. The other thing was with spellcasting, you couldn't move very far away from where you started casting a spell, about 3 character widths in radius. If you finished the casting animation within that radius, the spell would cast, otherwise it would fizzle (not be cast). Anyone who played AC understood that while movement was a bug in the beginning, it was fully supported by the devs after they realized what a boon it was to gameplay.

  6. Yes Yes by uglysad · · Score: 5, Funny

    ...Blizzard got it all wrong that is why nobody is playing it. Blizzard, Listen up! If you want people to play this little game you devised, you better start listening to random internet guy or else it will never take off.
    You have been warned

    1. Re:Yes Yes by gad_zuki! · · Score: 1

      Top-40 is popular and profitable but that doesnt mean that its any good.

      The author makes some excellent points but theyre not exactly new. People have been asking for more dynamic content and world changes since the early days of mudding.

      Personally, I dont think most players would want things to get too dynamic. The game is driven by predicatable and published actions to gain levels. I doubt many players will take too kindly to "You town has been invaded and destroyed. Here is a new map that isnt on thottbot. Half your stuff burned and they stole all your gold." There would be lawsuits. I'm sure some people would absolutely love that but they probably dont exist in numbers to keep up a mainstream game like warcraft running.

      Blizzard has made a very nice skinner box and people inside skinner boxes tend to stay.

    2. Re:Yes Yes by hlomas · · Score: 5, Interesting

      I heard McDonalds has the greatest food in the world too, just look at how much they serve.

    3. Re:Yes Yes by Anonymous Coward · · Score: 0

      You pretty much nailed it.

      I think the guy has interesting ideas that could work for various shoot-em-ups or slashers.

      However, I very much enjoy exploring WoW character capabilities as I build up the occassional new role, enjoying the game from an entirely different experience. Quests are fun and, sometimes, challenging to complete. Overall, I like it. It's an adventure role playing game. Granted, additional customization and more content/terroritories will help keep WoW alive longer.

    4. Re:Yes Yes by Das+Modell · · Score: 1

      WoW is good at what it does. The author suggests a wide range of changes without considering how they will fit into the game. You can't just toss in random features. For instance, why bother with moral dilemmas in the game? Nobody cares, players will just pick the option that gives them the best loot. There's no point in adding such roleplaying features if you won't go all the way. What about player-owned land? Where will players own it? There's no room, unless you use instances (maybe an apartment complex in Stormwind, the front door is the instance portal), in which case it would probably be pointless anyway, since the most likely reason you'd want to have a home would be to show it off to everyone.

    5. Re:Yes Yes by thesandtiger · · Score: 1

      The problem here is price differential.

      If I want a nice dinner at Charlie Trotters, I'm going to be spending $300+ per person.
      If I want a .... dinner at McDonalds, I'm going to be spending about $5 per person.
      If all restaurants charged roughly the same price - say, between $3 and $7 per meal per person and could accomodate an equal amount of diners at one time, I can pretty much guarantee you that the Alineas and Mortons of the world would have the highest volume of food.

      In short, people don't eat at McDonalds because they think it's the best - they eat there because it's cheap and convenient.

      But with MMORPGS, we have that "all for the same price/ease" situation. City of Heroes? $15 a month. World of Warcraft? $15 a month. Auto Assault? $15 a month. Random-new-MMO? $15 a month. Really, there's not a lot of flex on the whole price thing. Oh, Guildwars is "free" on a monthly basis, but you're still buying content upgrades (paying the same amount of money, overall, just at a different time).

      To me, WoW is not "the best game possible" but it is, more or less, for my needs, the "best game that's available at this time." I can spend a lot or a little time doing stuff in it, there are plenty of other people playing it to do things with, there are plenty of things I can do in it by myself, it's got relatively straight-forward game mechanics so that I can pretty quickly come to figure out what I need to do to accomplish stuff, it's got interesting (to me) graphics rather than the hyper-realistic clones you see in other games, and there's enough depth to it that I don't feel like I've only got one possible way to play it through.

      I do wish there were some extra elements added - political systems, more dynamically generated events (like, have "stock" invasion scripts that can be run - "Mulgore is being invaded by RandomMobGroup!" with results depending on how much effort the players put in to stop it. If they immediately rally and kill the invaders, they get a celebration when they win. If they are in a long battle, maybe for a week there could be hostiles sneaking into Thunderbluff trying to assassinate the leader. If they lose the battle, Thunderbluff gets ransacked (torched, or maybe conquered, depending on which group the enemy is) and the players need to either take back the city or go to an "alternate" city that springs up elsewhere with refugees. If it got bad enough - like ALL the major cities were taken, a temporary alliance between the factions could take place, where ALL players on the server could try to take back the major cities, etc. All of this could, I think, be programmed to happen automatically. It would just take some thinking as to how to break the situation/response/result stuff down.

      Anyway, blah, that's my $.25 (little more than 2 cents due to inflation)

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    6. Re:Yes Yes by Anonymous Coward · · Score: 0

      Man that's alot more than 2 cents. How many years of inflation are we talking about here?

  7. Gee... by Anonymous Coward · · Score: 0

    Tell us something we don't know.

  8. Let's cry about it... by FreeRadicalX · · Score: 4, Insightful

    So basically, he's saying that WoW is a deeply flawed game because it's not absolutely perfect? Can anyone think of a game that features all of the aspects he claims WoW lacks, plus the ones it already has? While we're at it, does anybody have the waaaaambulance on speed dail? Let's face it, WoW is the best MMO out there right now. It's also *arguably* the best ever. If you can manage to complain about it, at the risk of being labeled a troll I'm gonna assume you're a wanker.

    1. Re:Let's cry about it... by AP2k · · Score: 3, Insightful

      Anarchy Online. Deep customization and events that do change the environment on the outcome of player response. The only thing that it lacks is elves and updated graphics. Then again, WoW graphics really arent all that great anyway.

    2. Re:Let's cry about it... by Anonymous Coward · · Score: 0

      It's a fantastic game, and I won't pretend otherwise. That doesn't mean there isn't room for improvement, being able to actually make changes in the world like he suggests does sound fun as hell

    3. Re:Let's cry about it... by CorSci81 · · Score: 1

      I played AO for like a month. Did they ever get around to actually adding some graphics to that game? Last time I played every spell looked EXACTLY the same.

    4. Re:Let's cry about it... by miu · · Score: 1

      I don't know about "deeply flawed", but I will call it an incredible implementation of a bad idea. WoW has sales numbers that are hard to argue with, but a lot of players want a lot more from an MMO and are already bored silly of WoW. I was a serious addict myself, did all the raids, got all my epics, played 40 or more hours a week, and haven't bothered to log in for 3 months. From what I see I'm not alone in hitting a point at which the game seems to just run out of steam.

      Contrast that with SWG, a terrible implementation of an incredible idea. SoE shipped a seriously buggy game with no content, and the little content they added was laughably bad, but they still had to practically drive their customers away by treating them like crap, lying to them, and ultimately destroying everything good in the game. If they had actually tried to make a good game they could easily have had a WoW level of success.

      I would love to have seen a good company that cared about its products make a game like SWG, user cities, deep crafting, a customizable character system, vehicles, user owned bases, visual customization, and so on. WoW really is gorgeous to look at, with a lot of care and fun put into it, but for all the fun we had doing the lovingly detailed quests as you level up is eventually killed by Yet Another Raid Dungeon and Gear Tier. You can advance your character, but you can never really change your character in any way that is meaningful to the player.

      --

      [Set Cain on fire and steal his lute.]
    5. Re:Let's cry about it... by tibike77 · · Score: 1

      EVE-Online
      Have been playing it since early this year, never looked back to any other graphical MMOG.
      I still casually play some browser/text-mainly not-so-massively multiplayer online games, but that's about it.

      --
      By reading this signature you agree to not disagree with the post you just read.
    6. Re:Let's cry about it... by Anonymous Coward · · Score: 0

      like SWG, user cities, deep crafting, a customizable character system, vehicles, user owned bases, visual customization, and so on

      Have you looked into EVE Online? I found the player killing aspect of it too annoying but it does have most of the aspects you mention in some form or another (except I'm not sure what you mean by visual customization)

    7. Re:Let's cry about it... by erikdotla · · Score: 2, Insightful

      I'll argue that. UO. For a brief period from a month or two after launch to early 1999 it was the best game ever made. When you could kill anyone, anywhere, without penalty. When there was no bank, and all you had was your backpack, and if you got killed, you lost everything. When Dread Lords were truly feared.

      --
      # Erik
    8. Re:Let's cry about it... by Anonymous Coward · · Score: 0

      Actually read the ever more prevailant wow as it stands right now vs eq2 as it stands right now.
      They are both great games, but cater to different crowds and one was deeply "flawed" when it started making alot of people dislike it and have that spread, but how it sits now is one of the best MMOs out. I am not saying it is the best, since SL, WoW, EQ2, CoH etc all caters to different crowds~

    9. Re:Let's cry about it... by Pichu0102 · · Score: 1
      Can anyone think of a game that features all of the aspects he claims WoW lacks, plus the ones it already has?


      NetHack?
    10. Re:Let's cry about it... by lav-chan · · Score: 1

      EVE is like the single most complicated game i have ever played in my entire life. I read about it, i thought the graphics were cool, i thought the idea was neat, it seemed to offer unlimited possibilities, a kind of semi-realistic economy and political environment, all kinds of stuff. And then i actually downloaded the game (and it's enormous)... and it was awful. I do not have the attention span to micro-manage the 4830958347803 different menus and buttons in each of the 393094935656 different aspects of the game.

      I enjoyed WoW for a few weeks, but a lot of what turned me off of it (aside from the monthly fee) is the people who play it. What a bunch of fucking ass holes, Jesus Christ. Making a million duplicate characters is like so much the norm in the game that you just can not enjoy exploring or learning things as you go along.

      People assume you're an expert at the game, no matter how low of a level you are, because (seemingly) every single person in the entire game is on their fifth or sixth character and they know all the lingo and the terrain and the mechanics, and you're just left there feeling like a big ass hole because this level-8 orc you teamed up with (because you thought he was a newbie just like you) is calling you a retard for not being an expert at running dungeons yet.

      Seriously that was my experience the entire time i played the game (i got up to like level 25). Everybody was an expert except me, and of course they're all too busy going through the motions to get their guy up to level 60 for the third time this year that they don't want to help you figure anything out. Even if you're looking for people at your level, even if you're looking for people below your level. They all know more about the game than you, and very obnoxiously so.

    11. Re:Let's cry about it... by ClamIAm · · Score: 2, Insightful

      WoW is the best MMO out there right now. It's also *arguably* the best ever.

      I would argue that WoW is the most well-implemented MMO out there right now. The problem is not the quality of the implementation, but the underlying algorithms that govern gameplay. This is where I lose interest: the game does not really take advantage of the possibilities presented by an MMO. The game world is almost completely static. Sure, it's a well-made static online world, but that doesn't take away from the fact that nearly everything in the game is set in stone.

    12. Re:Let's cry about it... by Korvar · · Score: 1

      Everyone keeps harping on about static versus dynamic content; the problem with dynamic content is that you can't guarantee the user experience. What happens when Stormwind gets completely overrun by the Horde? How do you drop off the quests for NPCs in that area? What happens when one faction gets complete dominance over the other because they've managed to capture all their capitals? The people who play the other faction stop playing, is what, and suddenly it's a one-faction game. And if can actually clear out all the wolves from the forest, what happens to the next people who come along looking for wolf pelts? I admit, I'd like it if, when you've finally finished the "Clear Out The Mine" quest, that the mine is actually cleared out when you next go there. But that then means that nobody else can then clear out that mine.

      --
      Korvar the Fox!! www.korvar.pwp.blueyonder.co.uk
    13. Re:Let's cry about it... by Jesus_666 · · Score: 1

      It's also *arguably* the best ever.

      I find it cute how you manage to apply "arguably", a word denoting objectivity to "best", a purely subjective qualifier. WoW is the most popular MMORPG out there, but that doesn't mean that it's better in all cases - for example, Saga of Ryzom has the more intriguing world and feels less clichéd than WoW (come on, everyone has humans, dwarves, elves and or[ck]s. They weren't even new when Warcraft 1 came out), plus it has Ryzom Ring, which allows for user-created content. EVE Online isn't a fantasy game, which alone makes it better if you don't like fantasy. Ragnarok Online has lots of freeshards (besides, where's WoW's anime series?) with a variety of conditions. Those are all qualities which might or might not be important to a player.

      WoW is the best game for you, but if you try to convince me that that Technicolor grindfest is enjoyable to play you'd be hard pressed. (Yes, I did try it.) The point is, fun is subjective and success doesn't equal quality - cf. McDonald's, VHS, MS-DOS, Star Wars I-III, the Cuban government...
      How about you don't assume that I'm an idiot because my taste in games doesn't equal yours and I don't assume that you play WoW because you don't get more sophisticated games? We'd most probably both be wrong anyway.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    14. Re:Let's cry about it... by ClamIAm · · Score: 1

      Obviously, dynamic content has problems associated with it. However, it doesn't appear that you actually thought through the issues you raised very much. For example:

      "Stormwind gets completely overrun by the Horde" ... "How do you drop off quests there?" ... "suddenly it's a one-faction game."

      Here, it appears that you are taking "WoW's current rules" and changing one rule only, that of territory ownership. This is a completely unreasonable scenario, as such a fundamental change in the game would require other changes to be made as well. For example, an idea (and it is just an idea) would be to allow people to become traitors to their faction. Also:

      I'd like it if ... the mine is actually cleared out when you next go there. But that then means that nobody else can then clear out that mine.

      Several things could solve this. Instanced dungeons. Better storyline writing.

    15. Re:Let's cry about it... by Augmento · · Score: 1

      guild wars is a much better game than wow and it has no monthly fees.

  9. Money? by AetherGoth · · Score: 4, Insightful

    Seeing as how the entire Vivendi company's profits rose by 190% mainly on the "higher margin of the World of Warcraft business," I think Blizzard's standard response about money being a problem in the creation of dynamic events rings a little hollow.

    1. Re:Money? by k_187 · · Score: 2

      except notice it was vivendi's profits and not blizzard's. It wouldn't surprise me a bit to find out that Vivendi's keeping the lion's share of that and just letting blizzard use enough to trickle content out.

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
    2. Re:Money? by Dorkmaster+Flek · · Score: 1

      That is precisely what is happening. Blizzard didn't have the capital to develop a game like WOW on their own so they basically had to strike a deal with the devil in order for it to happen. Vivendi gets the majority of the profits, with comparatively little going back into Blizzard to fund further development of game content. Vivendi is a terrible publisher, everyone in the gaming community has heard nothing but bad things about them, much like EA.

      --
      I like to think of online DRM as something akin to a college -- you pay for lessons until you learn something.
    3. Re:Money? by shashi · · Score: 1
      That is precisely what is happening. Blizzard didn't have the capital to develop a game like WOW on their own so they basically had to strike a deal with the devil in order for it to happen.

      That's a bit of a wild assumption... while it's probably true that Blizzard didn't have the money on its own to develop such a massive title, Vivendi was just an end point to a string of acquisitions that started in 1996, about 2 to 3 years before development started on World of Warcraft.

      Although I do agree with assessment that Vivendi is being stingy in giving back to Blizzard... it's pretty much true of any big corporate author-publisher relationship; the publisher claims the majority of the profits (with the excuse of fronting major costs for marketing, distribution, sales, etc.) and sends back piss royalties to the person that actually created the work.

      Luckily in this day and age the need for large-scale publishing houses are quickly disappearing. Online distribution and indie publishers in the world of books are really taking hold and making publishing more affordable and accessible to a wider base of authors. It makes me wonder if such a model will take hold in the software entertainment industry.

  10. Other MMO's have/might get it right by everphilski · · Score: 2, Insightful

    One example (fta):

    Players never face moral quandaries and never get to choose between an upstanding act and an evil one.

    Everquest allowed you to do this on a daily basis. EQ2 as well. Vanguard (will be released Q1 2007) will have this element as well.

    And on storytelling ... yeah. There is no overarching story to WoW. Or at least not a long, drawn-out historical one. Like EQ or EQ2. Not sure about Vanguard. EQ had tomes and books found in libraries, spawn points and dropped off of mobs that painted a clear picture of the historical timeline and the relevance of various events. And there **were** one-time events that occured in-line with the history of the world (for example, the waking of the Sleeper).

    And Vanguard is doing away with static spawns. It should be a good thing ...

    1. Re:Other MMO's have/might get it right by Anonymous Coward · · Score: 0
      And on storytelling ... yeah. There is no overarching story to WoW. Or at least not a long, drawn-out historical one. Like EQ or EQ2. Not sure about Vanguard. EQ had tomes and books found in libraries, spawn points and dropped off of mobs that painted a clear picture of the historical timeline and the relevance of various events.


      Yeah, I suggest you do some reading, friend. There are novels apon novels of history and backstory for Warcraft.

      http://www.wowwiki.com/Category:Lore
    2. Re:Other MMO's have/might get it right by dsaraujo · · Score: 1

      There a lot of well writen quests in the game. One of the quests, made for the openning of AQ gates, is really good, with lots of characters interaction, action, huge epic-quests and adventure. See http://www.wowwiki.com/Scepter_of_the_Shifting_San ds

      --
      Visit the RPG Search Engine
    3. Re:Other MMO's have/might get it right by Rayonic · · Score: 1

      I have to say, there are plenty of in-game books, events, and even some one-time events in World of Warcraft. (The opening of the gates of Ahn'Qiraj. The Scourge Invasion a few months back.) Quest chains often tell a story and reference the history of the Warcraft universe.

      Everquest is bland and clunky. Ditto for EQ2.

    4. Re:Other MMO's have/might get it right by Vermifax · · Score: 1

      "There is no overarching story to WoW. Or at least not a long, drawn-out historical one"

      Wow I warrant has more drawn out historical story line than both EQ and EQ2. There are books all over the place in Wow that tell parts of the history. Any room full of books usually has one or two to click on.

      There have been one time events in world of warcraft. The scourge invasion and the opening of AQ. I imagine there will continue to be more as time goes on.

      There are many quest line stories, The onxyia chain, the plagueland brothers who are out set on revenge against each other (one side being a horde npc, one brother an alliance npc), some of the plaguelands quests in general are all connected with plenty of story and dialog. Also see the whole store behind Black Rock Mountain the interplay between Vaelastrasz and Nefarion through all three Black Rock instances (lbrs, ubrs, bwl).

      Perhaps you should check out.
      http://www.wowwiki.com/Lore

      And especially
      http://www.wowwiki.com/Timeline

      --

      Vermifax

      Logout
    5. Re:Other MMO's have/might get it right by everphilski · · Score: 1

      Everquest is bland and clunky.

      you probably haven't played since 2001. Since Luclin and later expansions the graphics are pretty damn good. I prefer them to WoW's cartoonish-feel of an experiance. (I've ground 3-60's, i'm not completely unbiased)

    6. Re:Other MMO's have/might get it right by Anonymous Coward · · Score: 0

      And we all know 'good things' are good for everyone!!!!!

  11. Enough of the generalizations. by Shivetya · · Score: 4, Insightful

    No, sorry to burst your bubble, but not every game, by far, wants a world which is torn asunder monthly.

    Warcraft succeeds because blizzard realizes something the pundits don't, people still play games for fun.

    Logging into an unknown situation isn't what most gamers want, if so many other games would have done well that haven't. For the most part players cannot be trusted, especially those who want anarchy and the like. Oh yeah they will repackage it as something other than anarchy but that is all they really want. Fun at someone else's expense drives that other off.

    His ideas for character customization are fine, many would like that. Housing can wait, if ever. The game doesn't need it. As for the morals section, most players still wouldn't care. They will do the task presented. While it might be interesting to have the choice to cheat a NPC what real point is there? A lot of his ideas are best suited to PvP aspects of the game.

    For the most part he seems to be lamenting that WOW does not have features he found interesting in another game. It goes without saying that that other game obviously is lacking in the rest of the department that he'd rather play WOW - just with some things added. WOW is a very good game. That people want to add features to it only proves that point. Unpopular games rarely get lauded and have recommendations placed to them as much as WOW does.

    Look at it this way, there are games that do offer what he wants, and some are coming that will also. Will they succeed? Well it really comes down to one important factor : Is it fun? WOW still passes that test more than any other game for a majority of MMORPG players.

    For everyone claim of WOW being lame I just have to ask, with population numbers like it has what does that make the other games?

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Enough of the generalizations. by WilliamSChips · · Score: 1
      For everyone claim of WOW being lame I just have to ask, with population numbers like it has what does that make the other games?
      For everyone's claim of McDonalds being lame I just have to ask, with population numbers like it has what does that make the other restaurants?
      (Having never played WoW, I know next to nothing about it. I just hate that argument.)
      --
      Please, for the good of Humanity, vote Obama.
    2. Re:Enough of the generalizations. by Derosian · · Score: 1

      I would have to agree with the other person who replied to your thread. At various points while playing WoW, most of them level 60+ I found I kept playing for the social interaction and less because I REALLY wanted that epic gear.

    3. Re:Enough of the generalizations. by Merusdraconis · · Score: 2, Funny

      There is a theory going around that everyone wants out of their virtual worlds the features they saw in their first game, even if it was those features that eventually drove them from the game.

      I agree with the article's premise, but not with its conclusion.

    4. Re:Enough of the generalizations. by crabpeople · · Score: 1
      "WOW is a very good game."

      Its good till a few months after 60 when you realize that no one thought to really do anything interesting with that experience. Unless you think its fun to go on multiple MC runs and get maybe one set piece a month - raiding 3 times a week. The forced battlegrounds pvp sucks too, as its pretty much a numbers game - grinding for honour. Battlegrounds killed wow world PVP. You used to have huge brawls at TM and that was really really fun. Then battlegrounds came in and suddenly no one world pvped anymore. They for sure could have used some sort of player housing or investment in the game world that didnt consist of aquiring items with a few points more of INT or stam. Houses, castles, player forts - the ability to drop items on the ground!. Like you have no way to alter the world invironment at all. Its static. How do you make your mark? By your name only? Wow was fun, but its more of the fun of being addicted than the fun of a long lasting place I would want to go to. At a certain point everyone realizes that unless they want to spend massive amounts of time playing, there really isnt that much more to do.

      Theres only so many times you can pk n00bs in wpl before it gets tediously boring so that you cant even see yourself bothering with the grippo trip to get up there.

      --
      I'll just use my special getting high powers one more time...
    5. Re:Enough of the generalizations. by macshit · · Score: 1

      For everyone's claim of McDonalds being lame I just have to ask, with population numbers like it has what does that make the other restaurants?
      (Having never played WoW, I know next to nothing about it. I just hate that argument.)


      It's the "a million flies can't be wrong" argument... :-)

      --
      We live, as we dream -- alone....
  12. hah by ezwip · · Score: 0

    The only talent or skill in an MMORPG is staying online.

    --
    "I guess I'm gonna fade into Bolivian."
  13. Bicycle Repair Man! Thank goodness you're here! by Channard · · Score: 4, Insightful

    The reason I never really got into MMORPGs, despite trying several including WOW was that you're living in a world where every real person is a hero. It reminded me of nothing so much as that Monty Python sketch where there's a world full of supermen. An offline RPG, on the other hand, lets you be the only hero or at least one of a small band of heroes, the fate of the world in your hands. Online, you're not really making any difference at all. No matter how many orcs you slay there'll always be more and more.

  14. Snarky, obvious! by Dogun · · Score: 0, Offtopic

    I want to be snarky and point out this editor obvious has no grasp of grammar.

  15. Tough to say by static0verdrive · · Score: 3, Insightful

    The problem with this type of dynamic world alteration is that newer characters are subject to the mercy or malice of the majority of the top-level characters. While this may not seem like huge deal, it would suck really bad if you could no longer get your whatever-thingamajig because punks destroyed the place to get it. Also, on most servers, there is a huge imbalance between the number of alliance characters vs. horde characters, so the world (in most cases) would tip toward the alliance's favor time and time again.

    --
    ========
    77 77 77 2e 6d 65 6c 76 69 6e 73 2e 63 6f 6d
    1. Re:Tough to say by Xeth · · Score: 1

      You're thinking far too straightforwardly, just in terms of simple NPCs that can be killed and cities that are razed. The key is to balance out destroyed content with new content. Admittedly, it's a fair bit beyond what most dev houses are capable of doing, but what if, say when you bork an enemy quest giver or town, something new comes up to replace it. If an NPC dies, maybe his son wants revenge and will give a quest to investigate what happened. If a city is destroyed, maybe refugees will send you into the ruins to find lost things. If you bring down the capital city, a faction starts spawning in an internment camp, and your starting area involves hassling guards, finding families, etc.

      --
      If your theory is different from practice, then your theory is wrong.
    2. Re:Tough to say by theghost · · Score: 1

      Sounds like a lot of work for very little actual improvement in the game. Seriously - what's the significant difference between a new village sprouting up with NPCs who meet the same needs the old NPCs did and the old village simply respawning? It might give you a slightly better illusion of a dynamic world, but it's really going to come down to a semi-random name generator and a few algorithms. Even worse, it's open to horrible abuse unless the algorithms are so tightly controlled that it's almost like having the original NPCs respawn.

      Areas are designed very carefully. When you add randomness you start losing balance and convenience. When its unbalanced and a hassle to play then people stop playing. Maybe you think that with a sufficiently robust system you could avoid all that, but that's when you have to ask yourself "Is it worth it?" A few thousand hard-core players will praise your dynamic content up and down, high and low. A few million potential customers will quit your game (or not pick it up in the first place) because it seems confusing and too much like work.

      Maybe you're in the camp of the game artistes who say that they'd rather have 10 quality customers than be the McDonals's of gaming, but if that's you then you're never going to get the funding it would require to pull off such an ambitious project.

      Robust, dynamic, realistec, deep - meh. Fun is what counts.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
  16. EVE Online by colganc · · Score: 1

    EVE Online is almost entirely player driven. The story CCP (the company that makes the game) has is influenced by players. Epic wars and stories unfold all the time and it is all player built. WoW just isn't built with a structure to let this type of thing happen.

    1. Re:EVE Online by cowscows · · Score: 1

      That's all true, but despite all of that, the galaxy in EVE is overall pretty static. I've been playing for about 8 months, and for the most part, the balance of power between all of the big alliances has been consistent. I've read up on a little bit of the history of the in-game politics, and while large alliances have risen and fallen, it hardly is a constant occurrence.

      To be fair, as of late things have gotten more interesting. Two of the larger alliances are at war with each other, and there's a new superpower that's quickly making progress.

      EVE is an excellent game either way. I rather enjoy it.

      --

      One time I threw a brick at a duck.

    2. Re:EVE Online by fitten · · Score: 1

      Well... I started about 8 months ago, too, and in that time, a large alliance (Huzzah) was involved in a war and ultimately collapsed, leaving a hole there. The current war between BoB and ASCN is kinda lame though... it seems mostly about who can post the most on the boards about the other side using exploits and messing with the other team's Ventrillo.

    3. Re:EVE Online by erik+umenhofer · · Score: 1

      I played from beta to about 2004 and things were a little more exciting then, I think maybe more players have hurt the game as it gets harder to topple an alliance. It used to be large groups would build war machines in secret then take out empires on the weekends.

    4. Re:EVE Online by ChronosWS · · Score: 1

      As with the real world, the largest powers rarely undergo massive uphevals, but the smaller ones do all the time. And if you look at the map, the majority of space is still controlled by a variety of small, dynamic, interesting alliances that come and go rather frequently enough to make things interesting. The war between the two largest alliances is interesting in as much as the outcome could result in a major balance-of-power change in the South, but to many in the North the local struggles are more important. All politics is local, right? :)

      A good example of these dynamics happened over the past year when Red Alliance, which grew to take over vast portions of the East, came under attack from all sides and was essentially torn asunder by their myriad foes. Some of those victorious alliances have since gone on to diminsh themselves, but others still remain strong. The North saw the Forsaken Empire collapse and alliances of alliances crumble, allowing new organizations to form and claim territory.

      CCP has done a good job, I think, of providing a framework in which players can tell a story of their own which is as compelling as the one CCP lays out for Empire space itself. The fact that that story is undirected makes it all the more interesting.

    5. Re:EVE Online by Llywelyn · · Score: 1

      Factional warfare, due out Next Year(TM), may fix the static nature of the NPC alliances. There are hints in that direction in the news stories as well.

      --
      Integrate Keynote and LaTeX
    6. Re:EVE Online by sg_oneill · · Score: 1

      I do actually worry a bit about this. Whilst the new regions opening up in Kali should shake things up abit, the introduction of gate guns and a few other things will mean either more blobbage, or makeing it alot harder to take out enemy systems (Ie the usual procedure of lock down your enemys system and start smashing up all the Player owned stations.)

      If CCP really want to spice things up, they need to fix POS wars.

      Eves a spectacularly good game, but its a bit evil on new players due to its design choice of requiring players to play for a long period of time (A dreadnaught capital ship can take at least a year to fly well, although granted a player can be in an interceptor harrasing the hell out of older players in a month) rather than grinding hard over short periods of time. This could be easily sorted by the GM's encouraging some of the 0.0 alliances to start actively recruiting new players. The early days of the goonfleet with 200 players screaming around in newbie frigates smashing the hell out of high skillpoint battleship fleets and takeing on 10/10 complexes and stuff are a good example of how to include new players into the high-end content.

      All that said yes, the south of eden is becomeing explosive. 2 simultaneous megawars (BOB vs ASCN, and LV/V vs RA/etc). *THATS* how you make an awesome game. Forget NPC hunting. Make players fight each other.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
  17. All Games Are Lame by DJ_Adequate · · Score: 5, Insightful

    Indeed. How lame is chess--all you do is move the same pieces the same way over and over again. Obviously the game would be better if there were more options. If people didn't find the game fun, they probably wouldn't play it. While there are things it could have done better, it's hard to think of WOW as a failure. And there is no guarantee that a more complicated game, like the author desires, would actually attract a bigger audience. In fact, I would argue it would do less. If you make it more possible for people to "Leave Their Mark" you are, in the process, going to create a lot of users who fail to make their mark and are frustrated.

    1. Re:All Games Are Lame by electrosoccertux · · Score: 1

      There are very simple things that could be added to wow that would do a lot to keep old players entertained and new ones even more enthralled. I just picked up wow a week and a half ago but I'm already seeing a lot of pitfalls in gameplay. Why is there no system to pair equally skilled players together (why am I still playing with noobs)? Why is the PvP system so dependant on gear (thats nearly all that matters at level 60 I'm seeing)? In case you had forgotten, Mario Kart's AI _always_ cheats. But it keeps the game fun, because you can't just interpolate and say "I'm going to get to the finish line first", because that AI character may speed up much faster than usual and beat you to it. But haha! you have a red shell! So you thwart the AI's attempts to cheat and win. This never gets old. Beating the AI when all they do is follow an equation isn't fun.
      So all Blizzard needs to is implement some spontanaeity in the game. I want to be travelling through Darkshire and see "Duskwood is under attack!" Sure, that happens, but it's never an NPC. Its some level 60 horde player. And people never band together to attack the horde, they just say "hold on lemme go tell my friend to get on". So the guy's friend gets on, kills the horde, and then everybody goes on about their business. If Blizzard put a level limit on the characters that could attack this NPC that is rampaging (say he's level 30, let only levels 23 attack him) then people would be forced to work together to take him out, and then everybody would roll for the blue drops, etc. That would be infinately more fun than just being told "go kill VC in the deadmines" because it would be unpredictable and uncontrollable by yourself. At 2am in the morning a level xx dragon spawns in some territory. Since the only people that can attack it are level xx-7, you'd have to go seek out others for help. Half of what can make a good game comes from the social aspect-- Smash Bros, Beer Mario, and, you guessed it, PUGs in wow. Blizzard just needs to accentuate the PUG aspect of wow and it would be infinitely more fun.

      Other thoughts, about the random NPC attacking a town: it would get boring if the same old dragon came and attacked Duskwood, so why not let the GMs create what you fight? Develope something like that Spore game is working on...either the GMs or high level characters could custom build and summon a creature they created themselves.

      There's so many simple things Blizzard could do that would exponentially increase how fun Wow is.

    2. Re:All Games Are Lame by Llywelyn · · Score: 1

      One of the major problems with the invasion scenario you point out in WoW is related directly to the problem of equipment being so important.

      In Eve, as a point of comparison, a group of "low level" players can wipe the floor with a a couple of very well equipped (and high skillpoint) enemies using trash for equipment.

      In WoW it pretty much mandates that "I'll go get my friend to get on" simply because a group of level 20s simply can't ever take down a level 60.

      --
      Integrate Keynote and LaTeX
    3. Re:All Games Are Lame by electrosoccertux · · Score: 1

      "In Eve, as a point of comparison, a group of "low level" players can wipe the floor with a a couple of very well equipped (and high skillpoint) enemies using trash for equipment."

      But isn't that more realistic? Any relatively well fashioned sword (I don't know what "well fashioned" means exactly, but lets just say some steal folded blade) in real life would be rather effective at peircing armor, flesh, and bone. There's no way another sword could be 15 or 30 times as good (or whatever multiple of the steal sword's quality is), even if it were an uber-Titanium-platinum-best-cOmPOunD-EveER!!11!1 blade. As such, I don't think unhealthy amounts of playing time (I've played this much before and it's simply not fun) should be rewarded. Not to mention that the server load would be less and it would be cheaper for them if they didn't encourage such extreme playing measures.

    4. Re:All Games Are Lame by Anonymous Coward · · Score: 0

      Chess is FAR more thrilling than World of Warcraft. WoW is a soap opera that you PAY to be a part of. It's nothing more than a method to string you along, and separate you from your money while you're doing it. There aren't any surprises. There aren't any thrills. There are overanxious pimply-faced teenagers who inflate their own egos when it comes to running a clan, or plotting the same raid repeatedly, and hopefully, after 32 raids and 5 weeks, they'll make level 71.
      Chess, it's you against your opponent. White is offense, black is defense. Black's goal from the beginning is to gain an advantage and go on offense, or at the very least, to take white to a draw. White's hope is to hold the advantage while trading pieces and then capitalize on a mistake made by black before or during the endgame. Study, strategy, movement, calculation, plot, circumstances, knowing your opponent, staring your opponent down... these are just some of the things that happen during a chess game. WoW... you spend your time repeatedly bludgeoning the same stupid enemies to gain gold, XP, and you do that hour after hour, day after day, week after week. You take orders from the clan/squad leaders. You have to be "on" and going on clan/squad raids. You have to follow the squad. Do as the squad does.

      WoW is a pain. It's not worth $1.00 a month. In fact, I wouldn't play if it were free! Yet people are addicted to it... and they hate themselves for it. But they just can't get over the idea that there is another life outside of WoW.

      Good luck.

    5. Re:All Games Are Lame by ClamIAm · · Score: 3, Insightful

      If you make it more possible for people to "Leave Their Mark" you are, in the process, going to create a lot of users who fail to make their mark and are frustrated.

      You'll also have a lot of users who leave their mark by creating giant penis statues. Enjoy.

    6. Re:All Games Are Lame by theghost · · Score: 1

      1) With magic (or a sufficiently advanced technology yada yada) it certainly is possible that one ubersword could be a bajillion times better than another plain, well-made sword.

      but...

      2) That's beside the point. "Realistic" is not a sufficient justification for any element of game design because realistic is not a suficient condition for fun. In fact, realistic is quite often not fun at all. Many table-top RPGs sacrifice fun in the name of realism. They toss out convoluted systems where every move in combat has to be rolled on three different tables with modifiers for each roll based on the prevailing atmospheric conditions, sunspot activity, and the quality of the bed the pc slept in the night before. They allow the totally realistic outcome of a goatherder with a sling taking down the high-warlord, dragonslaying, barbarian king with a single shot. Fun if you're the goatherder, not fun if you're the barbarian, and only fun for the goatherder until his eyes gets scratched out by a small rabid housecat - another totally realistic possibility.

      and finally...

      3) Rewarding time invested and encouraging unhealthy amounts of play is a whole separate issue. It is possible to enjoy these games without sacrificing your life to them. You will get farther faster if you prostrate yourself to the game, but it's not the only way to play.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    7. Re:All Games Are Lame by elrous0 · · Score: 1
      Why you gotta dis the penis statues?

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  18. What happens if you die? by LotsOfPhil · · Score: 1

    There are a lot of WoW stories. I have a hole in my understanding: what happens if you die in the game?

    --
    This post climbed Mt. Washington.
    1. Re:What happens if you die? by Gerad · · Score: 3, Informative

      I hope you're not just trolling and are genuinely curious, so here goes:

      When you are killed by a monster, all of your equipped items lose 10% of their maximum durability. If you've ever played Diablo 2, the system is similar - item repairs are rarely going to be hugely prohibitive, but they add up, and aren't something you want to do needlessly. If killed by a player, you lose no durability.

      You then have the option of waiting to be resurrected by another player, or releasing your spirit from your body Releasing doesn't keep someone from resurrecting you, but it will prevent you from getting credit for any monsters killed by your group between the time you release and the time you come back to your body. This is relevant for things like quests, and making sure you can loot an item off a boss.

      If you are raised by another player, you come back to life with an amount of health and mana based on the spell or effect used to raise you. If you release, you respawn as a ghost at the closest graveyard. There's usually at least one graveyard in each zone, and it generally won't take more than 5 minutes to get back to your body. As a ghost, you can't interact with the world around you, but you don't have to worry about being attacked by wandering monsters. You can either run back to your body and get raised with 50% health and mana, or speak with an NPC called a Spirit Healer. There's a Spirit Healer at each graveyard where you respawn, and it can return you to life, but will cause all of your equipment to suffer an additional 25% durability loss, as well as giving you a debuff that reduces your stats by 75% (I think) for the next 10 minutes (one minute less for every level under 20 that you are).

      There's a couple of minor exceptions, but that's the basic system. As a mostly casual player, I think the system is pretty good because it discourages carelessness that could lead to dying, but doesn't impose excessively harsh penalties for a little bit of bad luck, or the stupidity of your teammates.

      --
      Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
    2. Re:What happens if you die? by KmN · · Score: 1

      Basically nothing. Your equipment's durability drops 10% (it costs money to repair), and you have to walk from the graveyard where you respawn as a ghost back to your corpse. Alternatively, you can take a 25% durability hit and 10 minutes of resurrection sickness (all stats drop 75%), but you don't have to walk to your corpse.

    3. Re:What happens if you die? by antis0c · · Score: 1

      If killed by a mob, you lose 10% durability and are transported to the nearest Graveyard where you have two options. Option 1. Talk to the Spirit at the Graveyard to be ressurected at the cost of taking 25% more durability loss, and a temporary debuff. Or Option 2, walk as a ghost, to your corpse and resurrect yourself without the aforementioned penalities. If killed by an enemy player, you don't take the initial 10% durability. If killed while in a battleground, the graveyards in battlegrounds have spirits that automatically ressurect people every 30 seconds, so as to keep the action going.

      --

      ..There's a-dooin's a-transpirin'
    4. Re:What happens if you die? by Minwee · · Score: 1

      Well, when you die you have to leave the game. If you try to log back in the server screams at you "Get out of here! YOU'RE DEAD! You don't exist anymore."

      After that there's nothing left to do but to kill yourself. Once Black Leaf is dead there's really nothing left to live for.

    5. Re:What happens if you die? by myowntrueself · · Score: 1

      If you release, you respawn as a ghost at the closest graveyard. There's usually at least one graveyard in each zone, and it generally won't take more than 5 minutes to get back to your body. As a ghost, you can't interact with the world around you, but you don't have to worry about being attacked by wandering monsters.

      Can you stay a ghost? It sounds kind of fun in a voyuristic, griefer-evading sort of way :)

      --
      In the free world the media isn't government run; the government is media run.
    6. Re:What happens if you die? by Anonymous Coward · · Score: 0
      Can you stay a ghost?


      Yes, but it's really pretty boring.
    7. Re:What happens if you die? by profplump · · Score: 1

      You can, but your view of the world is limited. You can't see any non-static elements except those right around your body. You can explore the map a a ghost, but that's about it.

  19. He is describing Shadowbane by capedgirardeau · · Score: 1

    Shadowbane has a good number of the ideas he presents.

    Shadowbane has cities and empires that rise and fall, server wars, people driven politics. No safe areas, you are always in danger of being killed, that really makes guilds, nations, alliances, territory claims really matter.

    When I tried WoW, all I could do was laugh.

    Shadowbane is an amazing game because the players make things matter, not the programmers.

    I don't play anymore because after 18 months it had taken over my real life, but it was the best 18 months of gaming I have ever had and I have been playing MMORPGS since my BBS and MUD days.

    --
    Wax on, wax off baby!
    1. Re:He is describing Shadowbane by Anonymous Coward · · Score: 0

      sb.exe!

    2. Re:He is describing Shadowbane by protest_boy · · Score: 1

      Yes, Shadowbane had so much going for it. Unfortunately it was the worst implemented game ever. Constant server crashes, and lag that made any decent sized battles unplayable.

      It really is a shame. The first game developer that makes another Shadowbane but without constant crashes and software issues will rake in tons of cash.

    3. Re:He is describing Shadowbane by JtDL · · Score: 1

      Assuming you roll on a PvP server, the only safe areas are the starting zones. Once you get to around level 20, there is nowhere to quest that doesn't flag you for PvP. I flag at level one, of course. represent.

    4. Re:He is describing Shadowbane by Anonymous Coward · · Score: 0

      And now, it's apparently free!

    5. Re:He is describing Shadowbane by Hubbell · · Score: 1

      I hope you're being sarcastic, cause PVP in WOW has no legitimate penalties, and is the biggest farce of MMORPG PVP ever created. You can't even call it PVP and be serious, cause it's nothing more than CvC, character vs character. Items/Class/Level vs Items/Class/Level.

    6. Re:He is describing Shadowbane by j1m+5n0w · · Score: 1

      I agree with your assesment; I tried shadowbane once, but the client kept crashing and I gave up.

  20. come back in about 15 years. by Broken+scope · · Score: 1

    Give me some money, a team, time, and good hardware and ill see what I can do.





    Yes, I know I'm delusional, I'm gonna be a cube rat in the end but I can always dream.

    --
    You mad
  21. not too difficult? by lawpoop · · Score: 1

    "This was a good example of letting the users drive a story, but Warcraft needs more of them. New wars should break out, cities should rise and fall, and all hell should break loose at least once a month--and the players should be the ones to make it happen.

    I want to be snarky and point out that this guy obvious has no idea how these games are designed, but I think he pretty much nails what very MMOG player really wants out of a game. Now, if only it were feasible within the bounds of money, time, and talent.
    "

    Isn't this basically starcraft or the original warcraft, albeit perhaps with sturdier buildings?

    I think the trick is to have avatars manage resources, like a king, mayor or general. Avatars would capture territory, harvest resources, defend territory, build cities and armies, and go forth and conquer some more. You wouldn't directly control armies through mouse-click micromanagement, but rather they would simply follow orders. (A neat feature would be where you could capture enemy buildings instead of having to destroy others and only build your own.)

    All of the back story elements that are difficult and expensive to develop would naturally arise as players form alliances, use each other, backstab, double-cross, and try every technique from the dirty playbook of human history to gain more power and wealth.

    --
    Computers are useless. They can only give you answers.
    -- Pablo Picasso
  22. Motivation??? by tprime · · Score: 3, Insightful

    What is the motivation for this kind of change??? In other words, why should Blizzard care? They are making money hand over fist with the current model, why change? Yes, some people are getting tired and leaving, but it seems like they are being replaced with new people just as fast. http://www.tomandemily.com/

    --
    http://www.tomandemily.com
  23. Attention Seeking/Copy Grabbing for circulation by Synonymous+Bosch · · Score: 2, Insightful

    Congratulations, you've just been successfully manipulated.

    If there's anything thought provoking about this article, it's made me wonder how WoW stacks up in profitability versus OFFLINE RPGS.

    How much money did Neverwinter Nights make?

    It's almost unthinkable that an online RPG could reach that critical mass, it seems like only yesterday I was outraged when I bought Ultima Online and learned it had a monthly fee.

    Does anyone have that kind of information on hand?

    1. Re:Attention Seeking/Copy Grabbing for circulation by meringuoid · · Score: 1
      How much money did Neverwinter Nights make?

      Interesting example. I played through the original campaign once. Shadows of Undrentide twice. Hordes of the Underdark three times (once with each of the previous three characters).

      But you buy NWN for the engine, not the campaign. So I'm playing a computer, but it's running player-written content. I've spent a whole more time in Shadowlords, Dreamcatcher and Demon than in all of the original modules... Is that so much worse than spending all my time in a game with other players, but running uninspired 'kill 500 rats'-style quests?

      --
      Real Daleks don't climb stairs - they level the building.
  24. Translate, please. by deepb · · Score: 1, Insightful
    but I think he pretty much nails what very MMOG player really wants out of a game.
    "what very MMOG player"? What the very fuck does that mean?

    Zonk, it takes about six seconds to re-read the portion of the article you were responsible for writing. Maybe you could spend that extra time to at least give the illusion that you aren't typing with an Xbox360 controller in your other hand all the time..?
    1. Re:Translate, please. by Anonymous Coward · · Score: 0
      "what very MMOG player"? What the very fuck does that mean?

      Um... maybe 'every' instead of 'very'? It's really not that hard. I appreciate the point you're trying to make, but you're really reaching on this one...

    2. Re:Translate, please. by Anonymous Coward · · Score: 0

      it only takes 6 seconds to re-read it.. yes, this is true. but you actually took time to try to think of something witty to say, type it all out and then laugh because you thought it was funny. maybe you should have taken an extra 6 seconds to realize that you are a dumbass for crying so much over a missing E. remember, remove head from ass BEFORE posting.

  25. Personally, by robyannetta · · Score: 2, Funny

    Personally, I would like to have seen a massive zombie invasion this last Halloween, but the author does have a legit point... This game sucks (Even when playing my 60 Priest) when all your quests are the same old repetitive killing/traveling/grinding/farming.

    This is why I'm quitting the game after 16 months of playing.

    --
    - Just my $0.02, take with a grain of salt, your mileage may vary.
    1. Re:Personally, by StoatBringer · · Score: 1

      I understand that some servers actually do organise zombie invasions. This was discussed on the SomethingAwful WoW forums. Several hundred level 1 zombies joined the "Has returned for your brain" guild, with zombie names like "Grahurgh" and "Argflflfl", and invaded Stormwind. There are videos of it on YouTube.

      --
      Cress, cress, lovely lovely cress
  26. Main reason for lameness by WillAffleckUW · · Score: 1

    weapons and armor never shatter and break.

    Do that and you'd have a lot less problems.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:Main reason for lameness by Anonymous Coward · · Score: 0

      Two things: Armor does break. It doesn't permanently break, but how many people do you know go "Oh fuck my armor has a crack in it. Damn, time to go get a new epic purple armor." No. In real life you would repair the same piece of armor until such time as it's useless to you. Therefore you find someone with the skills to fix it. Which is what vendors have.

      Also, would you honestly think that would fly with a paying audience? I highly doubt it.

    2. Re:Main reason for lameness by WillAffleckUW · · Score: 1

      Also, would you honestly think that would fly with a paying audience? I highly doubt it.

      It worked fine when I did the first large scale play-by-mail role-playing-game.

      It was only a risk when you went up against characters you normally shouldn't be fighting, who had magic weapons.

      E.g. I'm a level 2 Dwarf and dumb enough to use my +2 mithril armor in a fight against Elric with Stormbringer.

      Look, fighting Elric is always risky. If you managed to get away and your Helm of Light was cracked and fell apart, you counted yourself LUCKY.

      --
      -- Tigger warning: This post may contain tiggers! --
  27. God, You're Dumb. by Anonymous Coward · · Score: 0

    "I want to be snarky and point out that this guy obvious has no idea how these games are designed, but I think he pretty much nails what very MMOG player really wants out of a game. Now, if only it were feasible within the bounds of money, time, and talent."

    You mean, like EVE somehow manages to do?

    Right now, there's a rather large empire falling in the south. Fraps at eleven.

  28. flawed... by ssand · · Score: 1

    The thing with World of Warcraft is it does infact actually have a large amount of static content. There is plenty of quests to drive a storyline, but unfortunately most of this content is ignored by people who speed through these quests to get to the next best level.

    The war effort that the player was talking about wasn't that "Storyline driven" At all. The result of the event was predetermined, and it was just a matter of time until it was unlocked. It was hardly the "teaming up" to conquer a huge task as he describes it.

    Creating a game with towns that rise and fall, with invasions of all sorts would be to the extent of two things. Either a player inputted game where the players create the cities and what not, or massive, constant changing content by the developers. The first one is not the style of world of warcraft at all. If a player wants that, they may as well go to a game "like A tail of two deserts" (or whatever the game is called). The Second option would be on par to creating expansion packs that change existing content instead of adding it, which doesn't make alot of sense. For those who wish to "Change the world" There are plenty of options in the game, such as controlled territories, or guilds that set up their own raids, either in instances or towns.

    Part of what I have seen in MMORPGs is it is difficult to have a world that is ever changing, because people start and stop the game at different periods of time. Having a kingdom go from prosperity to ruin may sound like a good idea, but in doing so, you must create new content for both before, during, and after, with some of the content in each portion being erased.

    Some ideas that we see in RPGS would be nice, but unrealistic in an MMORPG.

    1. Re:flawed... by Broken+scope · · Score: 1

      Well it was about teaming up, then Medivh one the race to do it first, then it slowed down a bit.

      --
      You mad
  29. Let's take Freeport by DrSkwid · · Score: 2, Interesting

    In EQ1 I was disappointed that the war of Evil vs Good races never went anywhere. The backstory told of an attack on Freeport by the Evil races. I wanted to be able to take Freeport, get a group of PCs and enough strength to take out the Freeport guards and other NPCs.

    Was never going to happen.

    DAoC had the territory system and that was good, though organising 100s of people to do a raid was always a bit random.

    Dynamic systems are a tricky business though. Keeping the balance right is an obvious challenge.

    Eventually it will work out, all the MMO people know it. It's just a matter of time.

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  30. Warcraft was an awesome game... by exp(pi*sqrt(163)) · · Score: 1

    ...the article is about "World of Warcraft", a different kettle of fish entirely.

    --
    Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
  31. New Player by Datamonstar · · Score: 1

    I actually just started playing last night after an unsucessful attempt to evade my friend's bombardment of WoW propoganda. I have to agree. The best part of the game for me so far is learning the build-making strat and seeing all the old stuff from the RTS games. I'm an old school Everquest raid fanatic that couldn't put the mouse down, but this game does little tog et me really excited. And yes, I just got done reasoning (with a sleep-deprived brain, mind you) that the game is reminiscent of single player, offline RPG's in much of it's approach.

    --
    The eternal struggle of good vs. evil begins within one's self.
  32. Rinse, Repeat, Repeat... by Bieeanda · · Score: 1
    Last winter, it challenged players to team up and fuel a worldwide war effort.
    Aside from the massive battles at the very end of that "story", the teaming up and preparation amounted to nothing more than hunting monsters for relatively common materials and scouring the countryside for herbs and ores that can be extracted with the game's pretty simple trade-skills. It was basically a reputation grind of titanic proportions, not what this guy claims that every gamer wants.

    Personally, I'd want a faster base movement rate if I was to return to WoW. Even with a mount, moving long distance is a gruelingly slow and intensely boring proposition.

  33. Morality and choices would change WoW by borkus · · Score: 1

    One limitation is that you choose your faction at the moment you create your character, not through the quests that you choose. It's interesting to imagine how the game would be different if someone could choose to join the Defias or Bloodsail Buccaneers or the Venture Company by accepting certain quests. Sure, some quests let you gain reputation with certain factions, but the game doesn't really force you to choose one side or another through your actions.

    I started playing WoW with a friend who's a policeman. When we got to the mid-twenties, we were gathering quests in Darkshire when he sent me a tell - "This guy just offered me money to make a hit on a guy in jail." Now, it's just a regular quest in the game, but from a real-life ethics perspective - especially for a guy whose day job revolves around the judicial process - a vigilante killing for hire is serious stuff. What if players could choose to kill the guy or escort him out after subduing him?

    But yeah, we did end up killing all those dudes in the stockades.

    1. Re:Morality and choices would change WoW by Anonymous Coward · · Score: 0

      "It's interesting to imagine how the game would be different if someone could choose to join the Defias or Bloodsail Buccaneers"

      You can... Declare war with booty bay, and go and kill loads of goblins. Your rep with the pirates will go up. Eventually you can purchase a pirate hat amongst other things..

    2. Re:Morality and choices would change WoW by rhavenn · · Score: 1

      One limitation is that you choose your faction at the moment you create your character, not through the quests that you choose. It's interesting to imagine how the game would be different if someone could choose to join the Defias or Bloodsail Buccaneers or the Venture Company by accepting certain quests. Sure, some quests let you gain reputation with certain factions, but the game doesn't really force you to choose one side or another through your actions.

      My one big problem with WoW is that it is to black and white, but the PvP is to "care bear". The Alliance is supposed to hate the Horde and visa versa, yet unless you go into battlegrounds on a PvP server it really is hard to have a good fight. Also, it's impossible for a Alliance char to get in with good with the Horde. I'd like to make a fallen Pali or whatever who turned to the Horde, etc...

      The game overall is just a care bear fest. If I want to go up and whack the grand marshall with my carrot and get my ass killed and my faction towards alliance lowered then so be it. Of course, make it so that a newb really has to try and do this, not just a accidental right click or something.

      I think EVE Online has the PvP and world politics perfected, now they just need to make combat more interesting and less of a click and let the computer do everything. It gets kinda boring and mining is a sleep fest. *sigh*..the game that has the politics and PvP of EVE and the combat, world and interaction of WoW set in a Shadowrun type universe will have me playing forever...even better if they have a native BSD or OS X client :)

    3. Re:Morality and choices would change WoW by Vermifax · · Score: 1

      You can declare war with the goblin race, kill many of them do some quests and eventually become an Admiral in the Bloodsail Buccaneers.

      Unfortunately all it gets you is the wrath of every neutral town, and a pretty hat that can summon a parrot.

      --

      Vermifax

      Logout
  34. People don't always want what they say. by Lemmy+Caution · · Score: 5, Insightful

    I don't think Dahlen has any idea how "grinds" are created. They aren't part of the designs of the game: they are emergent phenomena that occur when players seek to isolate the most efficient method of achieving a goal, and then repeat that method.

    By their very nature as rule-constituted software systems, games will tend to instrumental play. There is already one exception: Second Life, which is already available. My question is: why hasn't the world flocked there? Could it be that, despite protests to the contrary, we like a well-defined achievement path, and enjoy finding efficient methods for progressing on them? Could the grind be part of the pleasure, even if it doesn't "feel" like it is?

    1. Re:People don't always want what they say. by rucs_hack · · Score: 2, Funny

      Being from another generation, the one for whom the zx spectrum was an awesomely powerful computer (no really), 'grind' has an entirely different meaning. I can't get used to it just meaning 'boring the crap out of myself by doing something over and over again till my head explodes just to get a level up'.

      What does it mean to me? Well that would be using naughty words, and I'm not nearly drunk enough.

    2. Re:People don't always want what they say. by scot4875 · · Score: 5, Interesting

      I think that you are completely wrong. I've played WoW quite a lot. I found the trip to level 60 to be quite enjoyable, with multiple characters.

      Once you hit 60, though, what else is there to do *besides* grind or start another character? Want better gear? Better run through that instance/raid/battleground about 20 times to get it. Want that epic quest reward from the Argent Dawn? Better start grinding skeletons, crypt fiends, dark iron dwarves, and all kinds of other crap for weeks to get it. Want to buy that epic mount? Better start grinding for cash. It'll probably take you several weeks, if that's all you do.

      Almost nothing in the end-game instances require any skill whatsoever, and that includes raid encounters. Either you have the gear and the people and you know how to do it (note: following instructions != skill), or you don't. PvP requires a marginal amount of skill, but it's far too gear-dependent. Getting killed (or killing someone) in 2 hits, before there's even a chance to react, isn't fun, nor is it skillful play.

      Unfortunately, Blizzard hasn't addressed any of this. I think it's surprising that they haven't -- because by requiring these insane grinds, they *force* people to play *all the time* to achieve their goals, otherwise they'd take years to complete. If they just made everything take less insane amounts of work to do, they could actually lighten the load on their servers.

      Of course, maybe that's what they're partially afraid of -- if people have extra time, they might try other games. Those other games might show them that, at its core, WoW is really not very innovative. I mean, just look at what they had players do to for the supposed "world-changing" event when the gates of AQ opened. It wasn't a series of quests designed to be extremely challenging to even the best players. It wasn't even a massive battle that would require dozens of people working together to win. No, instead it was a massive, server-wide farm-fest. You can change the world by bringing 100 million linen cloth to Generic Alliance NPC Smith! Gee, how exciting is that?

      --Jeremy

      --
      Jesus was a liberal
    3. Re:People don't always want what they say. by cyber-dragon.net · · Score: 1

      Why has everyone not flocked to second life? Because it is the single most poorly managed game company in existance. If any other game pulled the stunts they did and ingored bugs and issues with thier game the way Linden Labs does they would tank, and fast.

      The only reason Linden Labs still exists is people are willing to put up with it for thier flavor of fantasy and the openess, but that is changing.

    4. Re:People don't always want what they say. by Lemmy+Caution · · Score: 1

      Actually, I disagree with you... following the right instructions, communicating, and paying attention is/i? "the skill." As well as not losing it when things are getting a little crazy.

      The fact that people are willing to grind for that uber item rather than play another game only goes all the more to my point.

    5. Re:People don't always want what they say. by laxcat · · Score: 1

      Yes. Half of my current enjoyment of FF:XII is wandering around and finding the areas that will level my characters fastest so I can always be a little overpowered for the main story line.

      Of course, that's just how I role.

    6. Re:People don't always want what they say. by rkcallaghan · · Score: 3, Funny
      Lemmy Caution wrote:
      My question is: why hasn't the world flocked [to Second Life]?
      There is nothing to DO in Second Life. Second Life isn't a game so much as it is a shared 3D Design Studio. Nothing like a good night of 3D Studio Max, fun for everyone!

      ~Rebecca
    7. Re:People don't always want what they say. by Anonymous Coward · · Score: 0
      As well as not losing it when things are getting a little crazy.

      "If you get knocked into the whelps and DIE, you will lose FIFTY DKP! Because you did not know what the fuck to do!"...

      "What THE FUCK was THAT?!?!?!"... Angry Raid Leader

    8. Re:People don't always want what they say. by Anonymous Coward · · Score: 0

      People haven't flocked because it costs incredibly large amounts of money to play Second Life and own the so-called land.

    9. Re:People don't always want what they say. by Vermifax · · Score: 1

      Yes, people are always whining 'oh we need more customization options and we want land of our own' but really most people don't.

      --

      Vermifax

      Logout
    10. Re:People don't always want what they say. by j0nb0y · · Score: 3, Informative

      Some people like grind oriented games because it allows them to differentiate themselves from other players by merely spending more time playing the game.

      "But I *should* be more powerful!! I spent more time playing the game!"

      MMOs are infested with this type of player.

      When details of WoW's honor system were announced, I made several posts here and on WoW's forums about how the honor system was "just another grind," and rewarded time played instead of actual PvP skill. I predicted that the players who have the highest ranks would spend 60+ hours a week grinding their PvP rank. And I also said that this is a bad thing.

      The most common response I got was "But these players *should* have the highest ranks! They spent more time playing the game!"

      IMO, games shouldn't encourage and reward players who give up their lives to play the game. Doing any single activity for 60+ hours a week is not healthy. No game should explicitly encourage this kind of behaviour, but most MMOs do.

      Granted, some players would play this much a week without the extra rewards for doing so, but I still don't think we should give players extra rewards just for playing more. Playing the game should be reward enough. If a so called "ranking system" requires a 60+ hour time commitment a week to maintain the highest rank, then a rule change is certainly in order.

      Fortunately Blizzard is ditching the current system shortly. I said they should dump it before the system was even in place. Guess that's what they get for not consulting me...

      The replacement system is better in two ways. First, it no longer purports to be a ranking system. Second, it no longer depletes your honor by 20% each week, thus eliminating the requirement that players spend ridiculous amounts of time each week to maintain high pvp ranks. Unfortunately the replacement system is still "just another grind."

      There is hope for the future though. BC will have a PvP arena system, complete with a ranking system. Here's hoping it's not "just another grind."

      --
      If you had super powers, would you use them for good, or for awesome?
    11. Re:People don't always want what they say. by rkcallaghan · · Score: 1
      Vermifax wrote:
      Yes, people are always whining 'oh we need more customization options and we want land of our own' but really most people don't.
      I'm not sure if you're serious, sarcastic, or moronic. Those things are great; if the game has something else to offer. Second Life should sell their staff to a game company, who could make a [Tolkien/Space/Marvel] game that actually had something to play for and let you do all that custom avatar/landowning stuff.

      ~Rebecca
    12. Re:People don't always want what they say. by Vermifax · · Score: 1

      I'm just pointing out that the game with the most acclaim specifically for having more customization than you can shake a stick at, second life, has one of the smallest populations of active paying subscribers.

      Perhaps it really isn't that desired a quality.

      --

      Vermifax

      Logout
    13. Re:People don't always want what they say. by shungi · · Score: 0

      Second life's problem is that it is too hard for someone with no programming or design experience/knowledge to build anything.

      Imagine if you could make a car by clicking and dragging off the shelf items to make it. That would attract a lot more people.

      The other problem SL has is that you can kill people. What's a game w/out death?

    14. Re:People don't always want what they say. by Klintus+Fang · · Score: 1

      you are mostly correct about how grinds evolve. one exception to that is probably the first iteration of SWG. There was such a decided lack of quest content in that game that the developer's seemed to intentionally place tedious roadblocks in the path toward finishing them. tedious roadblocks that I would classify as a grind.

      as for second life: i can think of one reason why the MMORPG crowd wouldn't flock to second life: the graphics are horrid. worse than EQ1. the fast majority of what you encounter if you can stomach walking around in that gameworld for any significant period of time is utter drivel, more akin to the graphiti on the interior wall of a bathroom stall than it is to anything in one of the more conventional MMOs. the gameplay is also so amorphous that there is no real gameplay at all. second life is to conventional MMORPG's what a blank piece of paper is to pen-and-paper RPG's.

      --
      In a minute there is time For decisions and revisions which a minute will reverse. -T.S. Eliot
    15. Re:People don't always want what they say. by libkarl2 · · Score: 1

      My observations from observing MMPORG rats for the last 8 years:

      "The Grind" is largely a risk management strategy. Especially in games where character death could mean considerable loss of XP, items, wealth, time, etc.

      The two most common reasons players inflict "The Grind" upon themselves are:

      The player's character is level 28 and his/her friends are all at 34, and in order to group with them, the player needs 4 more levels. I am always amazed that some players will let guild/clan politics degrade the gaming experience.

      Gaming addiction. The player is fatigued, but none the less, wants to continue playing. "The Grind" avoids any appreciable intellectual workload.

      Could it be that, despite protests to the contrary, we like a well-defined achievement path, and enjoy finding efficient methods for progressing on them?

      The typical gamer responses:
      1)"Uh, I don't know."
      2) "Whats in it for me?"
      3)"Will it get me 6 levels in four hours?"
      4) "Your a FAG!!!!"

      --
      You are where you are at the time you are there.
    16. Re:People don't always want what they say. by ildon · · Score: 2, Interesting

      Actually, getting killed in 2 hits is one of the primary things that's been addressed in the expansion. The stamina stat on gear that requires level 61 and higher is calculated to be worth 1/2 as much as any other stat, meaning they can put tons of it on all the gear, which they've done, in addition to creating a new stat, called resillience, which is primarily found on PvP gear, which reduces the number of and bonus damage of crits against your character. As for the "force to play all the time", the arenas in the expansion use a rating system that encourages people to play as few games as possible to maintain their arena rank, and the "honor system" rewards have been converted to a form of currency that never is decayed or removed.

      As for not wanting to "grind" raid instances and 5 man instances for specific pieces of gear, there's honestly nothing that could change in that regard that wouldn't either require a ludicrous amount of content or for people to get what they want almost instantly and never have a reason to do an instance again (and when there's no content to be done, there's no reason to pay the subscription fee). However, much of the "luck" that can cause a player to run one instance 500 times and not get what they want is being removed in the expansion, with more tokenized drop systems being added. And they're adding longevity to the new 5 man dungeons from the expansion by adding "hard mode" as a post-level cap method of both giving players new challenges while re-using old content (less development time) and allow more character progression without requiring more than a few friends.

      Blizzard is a smart company. They learn from their mistakes, and they listen to what players consider "unfun" mechanics and try to adjust them. The expansion is an excellent example of this. However, given your perception of the game at level cap, I don't really think much would improve for you with the expansion. It sounds like it's just the dynamic of level cap progression that you don't like.

    17. Re:People don't always want what they say. by cloudturtle · · Score: 1

      "Almost nothing in the end-game instances require any skill whatsoever, and that includes raid encounters. Either you have the gear and the people and you know how to do it (note: following instructions != skill), or you don't."

      Uhm, WTF? Sorry dude but this could apply to anything and absolutly everything in life. You know how to do it, or you don't. How about the learning process? See, that's the part you miss, and i get the feeling you have never stepped foot in AQ40 much less Naxx to say something like that. Sure MC/BWL involve alot of tank and spank, but AQ40 and Naxx require skill and learning to get an encounter down. What you fail to mention is that there are guilds (aka groups of people) like DnT/Drama/Nihilism ect. that go into these instances not knowing how to do it, having less gear than the guilds that follow will have, and they still manage to down these bosses. How is that, it's hard work and skill, it's knowing how to play your class, it's breaking out spreadsheets and calculating the most efficent way to acomplish something so that you can do it with less.

      While alot of wow is a grind and is mindless, the real end game has developed into a rather intellectual pursuit. If you have seen the diagrams that DnT had for the 4 horsemen (when things like CT Raid Boss Mod and BigWiggs only worked up to AQ40) to calculate how much time each tank could stay on one horsemen before they would die, or if you have seen videos of the fights, you may become to realize that if you have no skill that no amount of running the fight over and over, no amount of gear currently in the game (i'm talking 40 players in full tier3 with legendary weapons and all), no amount of world buffs and flasks.. there simply isn't enough "stuff" in the game you can use to enhance your character enough to beat this encounter unless you have skill.

      There are reasons why there are guilds with loads of players in full tier 1 that haven't downed Rag and loads of tier 2 but haven't downed nef or C'thun, and the reason is those guilds simply lack the skill of playing thier class or the skill of coordinating with others to accomplish a goal.

      The attitude that you either know it or not, or you have the gear or you don't is the the attitude of a casual player and/or someone that gives up too easily. There are gear checks in the game (rag/vael/huhu/patchwork/Saph) but even then a group of people with the necessary amount of gear still won't down the boss if they have no skill. And for all those other bosses (literally those are pretty much the only bosses with gear checks unless you count the ony cloak) the amount of gear necessary to down them depends alot more on the skill of the players than the level of the gear they are wearing.

    18. Re:People don't always want what they say. by Anonymous Coward · · Score: 0

      As for not wanting to "grind" raid instances and 5 man instances for specific pieces of gear, there's honestly nothing that could change in that regard that wouldn't either require a ludicrous amount of content or for people to get what they want almost instantly and never have a reason to do an instance again

      And that "reason to do an instance again" is exactly the problem. Why do you want people to do the same thing over and over again, no matter how much they hate it?

      That's what we call "work". Actually, it's worse than work, at least in the software business. Do a thing once, great. Do it twice, acceptable, but at least try to cut'n'paste. If you need to do it a third time, it should be automated, if at all possible (and in the software business, automating repetitions *is* possible).

      If you want me to have a "reason to do an instance again", you better start paying me to play. And make sure you pay more than work, because the game is going to be more boring than work.

    19. Re:People don't always want what they say. by Anonymous Coward · · Score: 0

      The whole point of making it take a long time to reach the highest level is to reward people for doing so. If everybody could be level 60 with the best gear, then the guys that played the longest would get bored and quit. You gotta have a reason to better your character or nobody will play.

    20. Re:People don't always want what they say. by Vanye1 · · Score: 1

      (note: following instructions != skill)

      I have to disagree with this. After years in tech support, following instructions is VERY MUCH a skill...and one that many people seem to lack.

    21. Re:People don't always want what they say. by ildon · · Score: 1

      If you hate it, you won't play the game. Simple as that. That's why the "the game is like work" argument is stupid. You don't have to play the game to feed your family. So if you don't like it, don't do it. It's pretty obvious that a certain portion of the population does enjoy doing it, or at least doesn't mind doing it, or else these games wouldn't exist.

    22. Re:People don't always want what they say. by robnauta · · Score: 1
      And that "reason to do an instance again" is exactly the problem. Why do you want people to do the same thing over and over again, no matter how much they hate it?

      If you hate it, then don't do it. Then also live with the fact that you decided not to have the items that drop there.
      Instances are fun, and are an experience and accomplishment every time you do it. From the low level ones like SM to the endgame ones, it's always fun even if you have done it several times before. It's like watching a movie several times. Some people watch movies many times because they like them every time, others see them once and feel they are done with them. You are another category, the one that has to sit through a boring one on the couch with his girlfriend in order to have sex with her afterwards. You don't enjoy the movie at all, but only want the reward for suffering through it for a few hours.

  35. Take Queues from Eve-Online by erik+umenhofer · · Score: 1

    Almost every event in that game is player organized. And when it's not, the GMs come in and play characters and create events that shape the content and the game. Nations rise and fall in Eve, because it's all player driven. Ask Eve players why they think the concept is better. Especially ask the people who still play after like 4-5 years.

  36. Yeah and *whine*... by nixmega · · Score: 0

    You should be able to jump into the world via virtual reality *whine*, and then you should be able to smell a dwarf and touch a night elf's booby's, BECAUSE I SAID SO *whine*. Everything this dude describes is beyond the capabilities of the developer to put into the game. So shut up and enjoy what they serve you *LOL*.

  37. He's right. For a certain type of player by Anonymous Coward · · Score: 0

    I believe he is dead on but only for a certain, and possibly, the majority fo the player base.

    Instances, BGs and the emphasis on PVE content generates the lameness. However, there
    is nothing to bring the casual and majority of paying customers for a completely player
    driven world has this world would, more than likely, be brutal and completely unforgiving
    to "nubs".

    The closest thing I have seen and participated in of player generated content is on the
    Hamorush (sorry spelling?) server. In this realm, the Horde guild is making an
    attempt to bring open world PVP action back to the game. An alliance guild has been
    created in response and, some may argue, actual War into Warcraft. Towns may not actually
    fall but it does make the Hillsbrad unquestable.

    1. Re:He's right. For a certain type of player by timmarhy · · Score: 1

      the problem with world pvp on that scale is makes it completely impossible to play the damn game. you'll end up with one side completely dominating the entire world which will suck and cause one side to leave. yes his idea's SOUND cool but in practise they will SUCK.

      --
      If you mod me down, I will become more powerful than you can imagine....
    2. Re:He's right. For a certain type of player by Watson+Ladd · · Score: 1

      And what makes you think the weaker side won't try to make internal conflicts in the stronger one? The more the stronger one tries to avoid them, the worse the witch hunts get. And then they piss off enough people so the alliances flip positions, or a third one gets made. Success never lasts. Look at Ancient Rome. Conquered the known world, and destroyed by a few illiterate barbarians.

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
    3. Re:He's right. For a certain type of player by Anonymous Coward · · Score: 0

      That's because in real life people couldn't just switch sides and become Romans at the click of a button. Most people will join the winning side so they can feel like winners, or at least be less harassed. This makes the winning side stronger and creates a positive feedback loop.

      There are always some mavericks that like to play underdog, but they usually don't affect the outcome.

  38. I dunno. by seebs · · Score: 1

    I actually like the game the way it is, for the most part; I don't necessarily want world-altering events, because if I miss them, I never get to see them. I'd rather have events that are just there for everyone to do, despite the suspension of disbelief issues. (Those stupid kids in redridge are obviously throwing that necklace back in the lake the moment you hand it in.)

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  39. Already Done by nate+nice · · Score: 1

    This has been done in a game called "Shadowbane", years ago. It's actually still around for free (game and network) from what I've heard.

    It was built on the idea of "Guild Warfare", where guilds and townships would defend their territory from others with largescale, epic battles.

    It worked great when it was happening but you quickly saw it was a fringe thing. People didn't like risking their things they played so long to aquire.

    In the end, most people are care bears and just want to chat and farm while wasting away their lives.

    Most people in these games don't fit the traditional model of gamers. In fact, many of the players in these games are pathetic and are easily killed by skilled game players who've put in a fraction of the time.

    --
    "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
    1. Re:Already Done by WilliamSChips · · Score: 1

      I thought Shadowbane died because it was buggy. At least that's what every other post mentioning Shadowbane said.

      --
      Please, for the good of Humanity, vote Obama.
    2. Re:Already Done by Anonymous Coward · · Score: 0

      what a 133t sauce you must be ... ROFLS. ethug4lyfe. boom! headshot! you see what I did there?

    3. Re:Already Done by ukpyr · · Score: 1

      IMO, as someone who REALLY liked shadowbane: what finally killed it was a combination of technical difficulties surround huge battles, and the game's tendancy toward such.

      It was not HORRIBLE to lose your town (other than pride) I think many people would find that drama rewarding - if it had broader marketing. I've never played a game that people took so seriously (in a fun way). I trid wow, but the pvp in WoW seemed shallow and arcadeish.

      Another point, as I ramble, you could actually make horrible characters in SB, usually the first of your SB career was "sub-optimal" to say the least. That was fun to, actually learning how to make a finely honed killer after making some really pathetic victims :)

      Happy gaming!

    4. Re:Already Done by nate+nice · · Score: 1

      Bugs didn't help anything but even before the bugs destroyed it, the population was small to begin with. People didn't stick around as much because the PvP was too much for most people.

      I agree, I loved discovering new templates.

      A friend of mine basically invented the Prelate with throwing daggers on the War server. That templates was unbeatable until they gimped daggers some.

      No one made Prelates before that.

      --
      "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
  40. no moral quandaries?!? by kendoka · · Score: 2, Funny

    'Players never face moral quandaries and never get to choose between an upstanding act and an evil one.'

    Obviously this person has never been ninja'ed out of loot, had a priest suddenly drop out mid-instance, or had a gold-farmer train him. =P

  41. MMORPG Design Forum by lymond01 · · Score: 1

    You can see discussion about MMOs and how to "improve" them here:

    VNBoards MMORPG Concepts and Design

    I would say that pretty much no idea has been left unnoticed there.

  42. Time to play something else... by FlukeMeister · · Score: 1

    I want to be snarky and point out that Zonk obviously has no idea how other games are designed, but I think he pretty much nails why games publishers make bad decisions about what they publish. Those looking to play something other than a massively single-player game such as WoW might want to look at games such as Eve Online.

  43. Wow is about raiding/PVP. This guy is a retard. by oompaNerd · · Score: 4, Insightful

    Clearly this guy has barely played world of warcraft at all and doesn't understand what keeps people playing once they hit the level cap.

    1. 90% of the people who play this game don't give a rats ass about the story and when presented with a quest, skip the text and just try to finish it as fast as possible as the means to level up or get an item that they need.

    2. The real appeal of the game is the challenging raid encounters and the social environment that has evolved around beating said encounters. People end up in every social guilds that all work together to defeat very difficult content. It's like the same reason people play team sports, there is no story around the sport that makes it interesting, it's the strategy, the socializing, the working together that makes people keep playing team sports. Also, imagine a team sport where once you have mastered one level of the sport you are presented with new and even more difficult challenges. If your "team" is good enough and cohesive enough, there is even the thrill of being able to spend months working on encounters and being the first group of people in the world to beat them. This teamplay/challenge comes into play in both PVE and PVP aspects of the game. This is what bridges the gap between the FPS/RTS type players and the RPG type players out there (being able to fullfil a class based roll in a highly strategy scenario and evolve your class/gear over time).

    He clearly has misconceptions about WoW and would like to play a game that involves more role playing gayness and less strategy/teamwork/progression.

    I don't want an f'n house. I want to be challenged 100% of the time.

  44. You've never had a good DM, have you? by spun · · Score: 5, Insightful

    Item finding isn't even one of the major categories of play in an RPG. There are three types of players: Dice Rollers, Problem Solvers, and Role Players. A good DM knows his players and can juggle the desires of everyone in a group. When someone looks bored, the DM can throw in a challenge suited to that player.

    Dice Rollers are numbers wranglers who want a good game of chance. The most common sub-species is the Hack-n-Slasher, but that's just because most rule sets lend themselves to that kind of dice rolling. In games that have skill rolls, you'll find these guys rolling for damn near every feat up to and including getting up in the morning. "An 18?!? I spring from my bed and land in my shoes in one smooth motion! Hurrah!"

    Problem Solvers like puzzles and planning. These are the guys who calculate exactly how many miles your party will average per day trekking across the Great Arid Waste and know exactly how much food and water to pack. When the party stumbles across a series of levers and switches in the dungeon, these are the guys to call. "Gruntmore the Dwarf pulls the red lever, goes through the blue door, pushes the star shaped switch, coems back out, pushes the green lever to a 45 degree angle disabling the secret blade trap and we all go merrily on our way!"

    Role Players like to have long, drawn out in-character conversations with every shopkeeper and passing peasant they encounter. Whereas Dice Rollers will do whatever it takes to win, and Problem Solvers playing stupid characters will still come up with genius plans, these guys are apt to do utterly stupid things if they think that's what their character would do. They also tend to talk about their characters in the first person. "I leap from behind the tree and run screaming at the horde of orcs- What? Yes, I know the plan was to sneak up on them, but I'm overconfident with anger management issues. But you should really say that in character..."

    But perhaps I missed your point, were you saying RPGs are about item finding or RTSs are? In any case, I think the real trick to either is actually basing it on a good simulation of some sort, but having story telling hooks that can effect the sim in the scripting interface, and have those hooks have flexible triggers and random details so that the same basic plotline can be activated from many different starting points using characters and locations tailored to the individual players. But I understand how hard it would be to scale a system like that up to WoW levels.

    The real problem with WoW is that it isn't an RPG and it isn't for people who traditionally like RPGs so the players who would bring real quality to the game are driven away by all the Azkiker4921s and l33tWariers in the game.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:You've never had a good DM, have you? by yaphadam097 · · Score: 1

      I was always what you call a "role player." I suppose that is why I feel that what the computer gaming world calls RPGs bears so little resemblance to what I think of as an RPG. There have been games where the characters and the story they told took central stage, but for the most part computer RPGs do seem to be about gaining levels and gathering items. I've always preferred "adventure" games and FPS games because I feel more "in character" playing them.

    2. Re:You've never had a good DM, have you? by Michael+Woodhams · · Score: 1

      No, it is well established that there are four types of roleplayers.

      The Real Man
      The Real Roleplayer
      The Loonie
      The Munchkin

      --
      Quattuor res in hoc mundo sanctae sunt: libri, liberi, libertas et liberalitas.
    3. Re:You've never had a good DM, have you? by Anonymous Coward · · Score: 0

      Can I join your game?

      ~Problem Solver

    4. Re:You've never had a good DM, have you? by Anonymous Coward · · Score: 2, Funny

      But it is undeniable that all types of players, including the DM themselves, only extend a common base type:
      the virgin.

    5. Re:You've never had a good DM, have you? by McFadden · · Score: 1
      Item finding isn't even one of the major categories of play in an RPG.

      While I admire your faith in the game, I think to an extent you're deluding yourself. There are a lot of people who go into a dungeon/campaign licking their lips at the prospect of what they might find - it's what motivates them and most interests them. Some people collect real stuff be it cards, miniatures, stamps or whatever, and others get a kick out of their growing list of imaginary magical swords. True, it's not as prevalent offline as online, but it doesn't mean it's not out there. Item finders are as valid a category of players as any of the ones you mentioned. You might not want to believe it, or you may blame it on the lack of a quality DM but the fact is they exist and I think there are a lot of them.

    6. Re:You've never had a good DM, have you? by ebyrob · · Score: 1

      What a complete crock...

      Real Loonies GM Paranoia.

    7. Re:You've never had a good DM, have you? by Anonymous Coward · · Score: 1, Funny

      Not just any virgin. The kind of virgin who says "well, nobody's a virgin because life fucks us in the end! LOAL!!"

    8. Re:You've never had a good DM, have you? by TheJorge · · Score: 4, Insightful

      This is a great breakdown of player types. You miss one understressed type in RPGs that gets overinflated in online RPGs. I don't have a good name for them, but they're essentially Builders.

      These players tend to spend more time on character creation than playing. They plan out all their stats, profession changes, skills to practice, etc (depending on the game of course) long before they begin their first mission. Often perfectionists, but nearly always they want to create something-- to build something that wasn't there before, usually different than anything else and customized to their liking.

      I think there's a little of this trait in everyone you mentioned, but nearly every hardcore MMORPG player falls into this category. Levelling and more often finding good items fuels this player type. Diablo II did (imho) a better job of feeding this kind of player, with ever stronger items and more varied builds. WoW does it by having a pretty well-defined "best" gear, but making sure to continually add new, better, gear over time.

      As I think about it, this player probably fits pretty well into your Problem-Solver type, but it removes a lot of the roleplaying aspect of it. Rather than finding ingenious solutions to in-game problems, players now compare DPS in offline calculators.

    9. Re:You've never had a good DM, have you? by buffer-overflowed · · Score: 1

      That's the munchkin, aka the power gamer.

      We don't talk about munchkins. Munchkins don't talk about munchkins, because they're of course one of the other types... except in MMOs.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    10. Re:You've never had a good DM, have you? by Jack9 · · Score: 0
      I love it when people tell me what I am, but what really gets me is when someone's denial overshadow's their common sense.
      Item finding isn't even one of the major categories of play in an RPG
      The masses differ and why aren't the ascribing to your very shiny outlook on what an RPG is? This must mean you are smart and everyone else is stupid not to see the truth! X-Files was my favorite show too, when I was a loner.

      The real problem with WoW is that it isn't an RPG and it isn't for people who traditionally like RPG
      It isnt an RPG when you're deciding what everyone else should think an RPG is...do you see the flawed logic? It isn't a flawed game at all, as it not only meets the criteria of an RPG but it has consistent mass-appeal. The role-playing aspect is in any social game, just not the ridiculous fantasy roles that you THINK (for whatever delusional reasons you come up with) should exist. There's nothing more glamourous about someone who roleplays a guild leader than someone who roleplays Glorfindel. The latter is very probably dysfunctional, but that's just inconvenient for people to admit.
      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    11. Re:You've never had a good DM, have you? by Saint+Fnordius · · Score: 1

      Not really, as the Builder doesn't worry about winning. It's the acto fo creation that is important. The problem is that the grandparent talked about the min/max builder, the munchkin. Most builders are more interested in creating a memorable character with flaws, in the act of creation.

      Builders prefer classless systems, building first a backstory and then the character according to his "history". Others like to use random systems, and then work to create a plausible backstory for the resulting character.

      I know some (like me) become Builders also due to a dearth of groups. Building is a solo activity, and the true Builder doesn't worry about playing his character much; he's already thinking about his next creation.

      Builders often wind up becoming GM's, evolving from building a character to building a world.

    12. Re:You've never had a good DM, have you? by Korvar · · Score: 1

      Builders are the types who want the ability to buy housed in MMORPGs, something Blizzard have been hinting at for a while (I believe there's even a housing area in Stormwind, or at least the portal that would lead to it). Back in the day, that was the goal of many MUDs (the original MMORPG!); once you'd accumulated enough experience, you could become a "Wizard" and build your own dungeon for players to explore.

      --
      Korvar the Fox!! www.korvar.pwp.blueyonder.co.uk
    13. Re:You've never had a good DM, have you? by morefiend · · Score: 1

      "Building" is still role-playing. It's projection, a vicarious extension, overgrown children playing dress-up. People that swear by the Sims. The new Potato Heads.

    14. Re:You've never had a good DM, have you? by Jesus_666 · · Score: 1

      Not Neccessarily. Roleplayers just suffer a -10 malus on Charisma when dealing with a non-roleplayer (-50 when the person is of the other sex) and have a maximal value of 1 on Perform:Sex*. Theoretically they could produce offspring, but there aren't enough dice in the world to roll that many twenties.


      * Munchkins are an exception, but they aren't aware that they bought their +20 To Everything with the malus Completely And Utterly Repulsive Beyond Any Hope.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    15. Re:You've never had a good DM, have you? by Jesus_666 · · Score: 1

      Heh. When I go into a dungeon I just hope that my character will come out at least somewhat sane. And no, we aren't playing Call of Cthulhu - my group's default GM manages to make almost-vanilla The Dark Eye v3 just as dangerous to the characters' sanity.


      [The following part will only make sense to TDE players. The terminology might be off since we play the game in German]
      The only real artifact we've ever found is a titanium casket - unfortunately nobody in the party knows what it's made of and it's so incredibly expensive that we won't be able to sell it anyway. Also, it's kinda used to contain a carbuncle infused by part of Amazeroth's essence and I expect to lose it when we get the nearest Praios temple to get the stone destroyed.

      Incidentally, my scoundrel(? the thief-type class) is now determined to join the Praiots and become a demon hunter, even though he is connected to (probably) either Hesinde or Amazeroth since a strange gypsy woman made him a medium without him knowing or wanting it. Since a nervous breakdown he also suffers from occasional bouts of derealization.
      Except for him becoming a Praiot that was all pretty much part of the GM's plan to wear down his sanity. And compared to our recently-vampirized druid (without a vampire even being present!) and our numbed Film Noir-style Rondra priest with necromantic tendencies my character actually got off somewhat lucky. I won't even go into how one character entered a portal into the nether hells lured by the prospect of sex.
      [End of TDE-specifica]


      Really, it depends on the group how things play out. We tend to be more down-to-earth with slow progression in power - all new characters start out at level 7 (to make the classes more distinctive), but so far only one has progressed past level 9 and that was due to gross miscommunication. The most powerful weapon I've found so far is a dagger with a damage of 1D6+2 (as compared to 1D6 for a regular dagger). Usually charcters leave adventures with less equipment than they started with. Magical artifacts are extremely rare and usually bring much more trouble than benefit (like a two-handed sword that can be wielded by anyone but has the unfortunate tendency to possess the wielder).

      We like it that way. When we want to play with big guns we play Shadowrun (v3; all RPG systems get bad once they reach v4). Shadowrun is for putting modified grenade launchers into your van to use them as mine layers. TDE is for roleplay unrestricted by powerful equipment. When you know you won't get it you start worrying about it.


      Gathering powerful items to pimp out your character are a part of roleplaying, yes, but I won't say that they are necessarily a big part. If character building is your main concern you can have that with WoW or Diablo. None of the P&P gamers I've met so far are as fixated on building up their characters as the D&D player stereotype suggests.
      Then again I don't play D&D and won't touch it as long as TDE exists.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    16. Re:You've never had a good DM, have you? by Jesus_666 · · Score: 1

      Of course nobody falls into just one category. When I create a character I plan with a meticulosity (is that a word?) of a munchkin, but once creation is over I transmute into a roleplayer who occasionally does things that are clearly wrong - because the character thinks they're right. I guess I'm just really serious about having detailed characters.
      OTOH I'm also a dice-lover, frequently using a d20 to let my character make up his mind about something he's not entirely sure about. Whenever uncertainty is involed I bring out the dice, because, well, they are uncertainty.

      I don't assume the role of the problem solver often - except for Shadowrun, where the planning is equally as fun as putting the plan into action.

      --
      USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
    17. Re:You've never had a good DM, have you? by alva_edison · · Score: 1

      Paranoia is fun, because fun is mandatory. All hail the computer!

      --
      He effected a bored affect.
    18. Re:You've never had a good DM, have you? by somersault · · Score: 1

      I didn't think I was an item finder until you explained that and I realised I do like customised weapons etc in games, but I think that there will be something of that in most people, and it is not necessarily their defining characteristic. I generally don't like RPGs, and have only ever seen one real life session I think, many years ago (I went a WarHammer 40k club a couple of times, and there were a bunch of guys playing an RPG), as I prefer to rely on my own skill rather than have to build them up some other way (though playing CS with the Warcraft mod is fun :) especially when I only had dialup, the evasion skill was handy :p )

      --
      which is totally what she said
    19. Re:You've never had a good DM, have you? by Kouroth · · Score: 1

      Ooo shiny! That's like the first stage of RP'n. Once you can get past the shiny stage you can get into real RP. RP is mostly about being the person you are playing. RP encompasses everything about your character from shiny sword to using the bathroom, from what your character likes and dislikes to what their past was. Some people don't care for that, they never get past the first stage and that's fine. It takes a very active imagination and many other skills. It doesn't matter as long as you enjoy the game and don't ruin it for others.

      --
      Thermal depolymerization - Lazy recycling.
    20. Re:You've never had a good DM, have you? by Korvar · · Score: 1

      And this is bad because...?

      --
      Korvar the Fox!! www.korvar.pwp.blueyonder.co.uk
  45. The Internet is for porn, not warcraft! by binaryloc · · Score: 1

    But then, if there were wars every month, how would gamers have time to make renditions of our favorite songs Warcraft-style?

  46. A way to shake up WoW periodically by Anonymous Coward · · Score: 0

    Maybe once in a while there should be a player who has the power to kill any other player and admins too.
    Then everyone would have to fight that player together and become heroes.

    "You can just...stand outside in the sun throwing a ball around, or you can sit in front of your computer and do something that matters!"

  47. Lack of customization is a plus by jasmak · · Score: 2, Informative

    Yes it would be pretty cool if you could make your character look different from all the other male Trolls running around, but keeping it just a few simple bodies that are only wearing different things is how the game stays so fast. If everyone looks completely different, every time you run through a city, your computer would have to load the graphic(and therefore need to be given the specs) for every character in the city instead of just which outline they chose and what the character is wearing. This would increase lag a ton and make it much harder for the game to run at fast speeds.

    --
    It is the mark of an educated mind to be able to entertain a thought without accepting it.
  48. Article autor has it very wrong. Explanation: by Archimonde · · Score: 5, Interesting
    I've read the whole article and even though there are a few good points I must point to the obvious bullshit.

    Last winter, it challenged players to team up and fuel a worldwide war effort. As a payoff, it unlocked new territory. This was a good example of letting the users drive a story, but Warcraft needs more of them.


    Not only I beg to differ, but furthermore, I cannot find words to express my disgust with that event. Let me explain.

    Ok, Blizzard announced that in next content patch there will be some huge event, which everyone can take part which will unlock some new content. Content patch arrived, and for each server both factions (alliance and horde) needed to chinese-farm *ridiculous* amounts of materials (which drop from monster, can be gathered etc). Then, when all the materials were gathered, the Guy-with-the-key can open the gates of the new content ("Ahn'Qiraj"), which everyone should enjoy. Well, that one can sound kinda fun, but lets see some facts first.

    Amount of materials were too much for like 98% of servers (look at the sheer number of materials here: http://www.worldofwarcraft.com/wareffort/wareffort .html?113, so blizzard after a few weeks of those majority of servers "slacking", filled those materials by "themselves". Horde faction actually had to gather less materials then Alliance (probably because of many servers have greater Alliance population then Horde), so on the servers where alliance population was about the same as horde, it just didn't work out. Furthermore, blizzard obviously calculated that pretty much all of the server population would help the "war effort" by gathering stuff. Problem is, it didn't. People couldn't care less for two new dungeons (aka instances) which are only available to like 5% of the server population. So players didn't farm those materials much. So it all fell behind.

    At the same time with those huge farming effort, there was a quest line which could effectively be only taken by one(!) person in the whole server. Only that guy could initiate the boss fights, pick rewards, see quest text etc. But that guy needed help from his guild (best guild on the server) and other guilds in defeating some bosses. On some boss fights there was such a big slowdowns that server(s) couldn't handle it and crashed repeatedly. At the end of that ridiculously long quest line (for just that one guy), he got [Scepter of the Shifting Sands] by which he could open the gates of Ahn'Qiraj and ultimately unlock the new content (assuming that war effort - materials gathering was done). So what happened on our server (Ragnaros, EU)? Our server was average in gathering materials so after a month or more, they gathered them "for us". But there was a problem with the guy who needed to open the gates. Some major guilds (me included) helped him and his guild defeat some bosses and make that Scepter. When he finished the scepter somewhere in the middle of the night, he didn't came online for days, telling on the realm servers that whole realm population didn't "deserve" the gates to be opened, that he will not do it, generally flexing his e-peen. The guy single handedly held whole realm as a fools. Some seven days later guy opened the doors after some ass licking by his guild mates on forums. And this was not the one and only incident, there were a lot of them on other servers.

    So to conclude, the event was total fiasco because of server crashes, non-existent story for 99.999% of players, e-peen flexing moron with the key, nolife kids telling others that they should farm materials more so they (nolifers) can go into the new instance, mind-puzzling number of materials to farm for *all* of the population etc.

    We'll, that was my take on that glorious event.

    PS Sorry for the grammar
    --
    Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    1. Re:Article autor has it very wrong. Explanation: by ssand · · Score: 1

      Mod parent up ... What he says is true beyond belief.

      As a casual player, of possibly playing an hour or so a day, the world event was more or less pointless, as I would never see the light of the new instance (and a year later, I still haven't even been able to get to a level to see them). On top of that, we saw many hardcore players grind for the items to sell on the auction house so others would buy them to open up the gates.

      While it could be considered a world event, the term "event" Is the wrong term to use for what was little more than massive grinding and farming by the more hardcore players.

    2. Re:Article autor has it very wrong. Explanation: by Swift(void) · · Score: 3, Insightful
      While it could be considered a world event, the term "event" Is the wrong term to use for what was little more than massive grinding and farming by the more hardcore players.
      That you failed to take advantage of the situation doesn't lessen that it did involve much of the community to achieve. Sure, it could have been better, but like everything thats happened in WoW since it began, Blizzard are new to it. Molten Core is so pathetically boring mainly due to the fact that its the first raid they ever designed. BWL is better, as is AQ and Naxx (even if many wont get that far). The world even for the opening of Naxx was an improvement, though still needed work. I am personally very interested in seeing how they do the event that will open the Dark Portal just before BC is released.

      Back when my server had this event (Proudmoore US, 10th to open the gates) i was not in a raiding guild, but i quickly realised that the people that desperately wanted these 2 instances opened were the raiders, and they would pay to do it. I spent alot of time grinding for cloth and leather and selling it for the inflated prices all the required commodities jumped up to. Also considering i was on alliance, even a level 20 could capitalise since Alliance had Copper Bars (lowest kind) Light Leather (Lowest kind) and linen bandages (lowest kind). I basically paid for my characters epic mount by level 40 due to how i chose to get involved with the event.

      Also, had your server community wanted to do it, it could have become quite a large social event. Medivh US, the first server to complete the event, went about it as a coordinated server wide community event. While some of their methods may have gone against the whole "War" part of the game (ie the large alliance population funnelling what the horde required through the neutral AH for cheap) it brought their entire community together,and most were damn proud when they came out on top.

      Yes, it could have been better, much much better really, but i wouldn't call it pointless simply because you or your server chose not to participate in the ways that were open to you.
    3. Re:Article autor has it very wrong. Explanation: by elhedran · · Score: 3, Insightful

      I'm not even sure the gates of Ahn'Qiraj was about creating a player generated event.

      Look at the materials that need gathering. Then look up some of the research on economies on games like World-of-Warcraft. Ahn'Qiraj may have been merely a sink to pull crafting resources out of the economy until there was a player base to support the crafted item economy, or at least provide partial value to selling crafted items.

      After all, crafted items to work well need a large player base to sell the items to. However on a new server the population is small and most people are in a tight level band. So rather than flooding the market with worthless skill up crafted items, it pulls the mats to make them into the war effort. Then when there is a population 0-60, ensured because even the top level items have been collected, the gates open and the sink disapears.

      Doesn't make much sence when the population was in place, but the event remains for every new server which leads me to believe it is about creating an artificual sink during a specific period of server population pattern, and the requirements are nothing more than a self-regulated test to determine when to plug the sink.

    4. Re:Article autor has it very wrong. Explanation: by Anonymous Coward · · Score: 0

      As a casual player of an hour a day, ANY world event or dynamic world is largely pointless. I can't remember any RPG, paper or pc, that got any satisfactory plot headway in an hour. And we used to play every lunch hour in high school - there just wasn't much plot development in those games.

    5. Re:Article autor has it very wrong. Explanation: by Anonymous Coward · · Score: 0

      Well, the world event was a bit flawed, but AQ20 is fairly friendly to casual players who can't put in as much time as others.

    6. Re:Article autor has it very wrong. Explanation: by ildon · · Score: 1

      FYI, anyone whose guild can complete BWL within 5 hours (and is willing to help the several people that can be on the quest simultaneously, as a few other sections require raid groups) can participate in that quest now, and get all of the quest rewards from it.

      I have to agree, though, that a 1 time event, that I missed completely, and even if I hadn't it would have just been the server crashing over and over anyway, is a pretty shitty idea.

    7. Re:Article autor has it very wrong. Explanation: by SilverJets · · Score: 1

      I would also like to add that this entire event completely messed up the economy of the game for casual players. Prices for items in the auction house went up dramatically or you couldn't even find particular items any more. And I am not talking about special items, I am talking about simple things like cloth and ore.

      I refused to take part in resource gathering so that a bunch of level 60s could get a couple of new dungeons to go play in. I was no where near level 60 and by the time I finally get there these dungeons will be old news.

  49. And this is news to us? by mjhacker · · Score: 1

    Slate is running article lamenting the fact that, despite World of Warcraft's popularity, it is a deeply flawed game.

    I wouldn't go so far as to say the game is deeply flawed... but there are certainly better MMORPGs out there. Why, then, is this game doing so well? I think it has to do with a few things - timing, name recognition, and balance. WoW came out and was relatively unchallenged... The only other major MMO at the time (that I can think of, I'm sure there were others) was Final Fantasy XI, which was suffering a bit from Real-Money Trade and people getting tired of the amount of grinding required to actually get anywhere. Grinding has been slightly alleviated, but it doesn't matter, because WoW has developed a huge playerbase and its growth doesn't seem to be slowing down. So while I might feel that FFXI is a superior game, my claim doesn't matter too much when you look at the number of subscribers - FFXI's highest was roughly around 650,000 (it has now retreated back down to around 500,000), where WoW is 7.5 million and still growing.

    Another thing that WoW has going for it is its name. WarCraft is disputably one of the most praised RTS series ever. I know when I heard about World of Warcraft, I was psyched, because I loved the previous WarCraft games.

    WoW seems to have found that sweet spot where it's easy enough for casual gamers to keep playing, but it has enough content to keep hardcore players addicted. And the formula works - with my work and my classes keeping me busy,leaving only a few hours here and there to play, WoW doesn't leave me completely and utterly frustrated like FFXI does.

    So what if WoW is flawed? Apparently 7.5 million people don't mind it too much.

  50. slate trifecta by callmetheraven · · Score: 0

    Don't get me wrong, I like Slate and read it every day, but THREE slashdot threads, almost in a row, direct from Slate?? Has Slashdot gone Slate-happy?

    --
    You can have my SIG when you pry it from my cold, dead hands.
  51. Plug by gatesvp · · Score: 1

    Here's a plug for the interactive story line concept: Saga of Ryzom(SoR). In particular, check out the Ryzom Ring which allows players to create their own instanced quests off the main servers.

    They also run GM-coordinated events, where GMs are actually directly involved (i.e.: spawning creatures, controlling environment, etc.). In this way big events are not just happening, they're happening differently across different servers. I've not reached the levels to confirm this, but from what I understand, landscapes between servers are actually different.

    Like all MMOs, Ryzom has its faults, but it's definitely a mature community and I get this feeling that they're working towards the goals in TFA.

  52. How about some more exiting combat ? by Anonymous Coward · · Score: 0

    Face it, WoWs combat is lame.
    All you basically do, is type a series of spells and hammer away with your weapon at the same time.
    Compare this to a FPS or a beat them up, where there are skills inovlved on how to manouver, what kicks/ punches to use, or which weapons to use, and how. In Wow, combat is just a tactic of which spell to cast first.

    More exiting combat, and less (boring) running from place to place, and im sold.

  53. Harsh games would work by Anonymous Coward · · Score: 0

    Ok I know I should and I will make an acount but I really wanted to respond to this.

    The dynamic worlds some people (as in myself included) are asking for will obviously risk that one clan dominates the whole world. The problem is that you are saying this is bad.

    Let's imagine a MMORPG of Starcraft. Let's say most people find the zergs cool and play a zerg. Obviously the whole universe would be eventually conquered by zergs. That's bad right ? Nope. The remnants of the Protoss and Terrans would be survivors moving from caves to caves, trying to survive until one day they get in touch with enough people to conquer a town or something. But even if they never do, the fun of roleplaying a minority trying to survive is there. I would actually be more bored in the dominant faction to tell you the truth.

    What could the zergs do in that case ? Well obviously they would turn against themselves after a while because some player would want more power or something. The zergs would be divided and thus the "pwned" factions (say terrans and protoss) could slowly rebuild since no zerg would really care about them anymore.

    So that kind of world would work.

    What I would really like to see though is the ability to steal everything off a corpse like in Diablo 1. You might say losing your super master sword of ultimate doom would sabotage your fun but after the first time it happens to you you'll become less materialistic and focus on the game instead. Also you can always steal equipments from your enemies later.

    Last thing I hate is that if you die it's supposed to be something bad. Lose half of your levels or something but don't treat us like kids !

    The way games are made right now is that everybody wins. How boring is that ?

  54. Re:Wow is about raiding/PVP. This guy is a retard. by ChronosWS · · Score: 1

    There's one flaw in your analagy. Those sports to which you refer involve playing against other people, not computer-controlled content with highly-patterned behaviors. WoW is a game for people who enjoy Mario-style challenges with their friends. And that's fine. But it's not a team sport.

    In PvP is it different - you are playing against other players and in some sense your reputation is on the line when you enter combat, assuming the combat is important enough for people to notice and maybe record the outcome.

    The OP may be confused about what makes WoW great (it is certainly appealing to a large class of MMO players) but he's not asking for more 'role-playing gayness', and WoW is not comparatively high on the 'strategy/teamwork/progression' rankings. It is a run-of-the-mill fantasy MMO with average game mechanics, the Honda of MMOs. People like Hondas. The OP prefers something more exotic, I think.

  55. Re: Bicycle Repair Man! Thank goodness you're here by Anonymous Coward · · Score: 0

    Why on earth would you vote that offtopic? Give the guy a break

  56. BS. by supabeast! · · Score: 1

    I want to be snarky and point out that this guy obvious has no idea how these games are designed, but I think he pretty much nails what very MMOG player really wants out of a game. Now, if only it were feasible within the bounds of money, time, and talent.

    It seems a little more likely that you're just buying into the excuses cooked up by the marketing departments of the MMORPG industry. Turbine pulled off most of what TFA asks for in the original Asheron's Call and made money hand over fist, and still had a hell of a lot fewer customers than WoW. With all those customers Blizzard could easily cram a lot more content into the game, but that would require Vivendi to be nicer to employees (so they'll stop leaving en masse every time NCSoft starts building a new game) as well as customers. The reason MMORPGs have devolved into 3D Diablo clones is that the publishers treat them as cash cows, and use the massive income generated to make their foundering companies look like they're doing better than they really are.

  57. I still don't get by tkrotchko · · Score: 1

    I still don't get games that make you collect stuff which lets you level up which lets you collect different stuff which lets you level up which lets you...

    I'm not saying it's wrong, I just don't get the appeal of collecting things in an RPG. Clearly, there is a market for this kind of game, but I agree with the premise that there must be certain cataclysmic events. Things have to matter, or else who cares?

    To me, WoW and others that are similar are just like the old "Hack" and "Dungeon" games except the graphics are a lot better.

    In my opinion, the reason WoW will never improve substantially is because the publisher makes plenty of money just the way it is. Heck, if I owned it, I'd make sure the only thing that mattered was that people kept paying me $15/month. The trouble is, if you were building a competing game, you'd try to make it look and act like WoW as much as possible because it's proven to be successful. And as long as the market wants collecting games like WoW, then we'll never see anything better.

    --
    You were mistaken. Which is odd, since memory shouldn't be a problem for you
  58. Try Wurm Online - Players alter the world by adoll · · Score: 5, Interesting
    I've been playing a Linux/Windows/Mac friendly MMORG called Wurm Online for some time now. The basic idea is you appear in an iron-age society and there is largely NO storyline. You settle and build your little farm, or you join a village and become a craftsman, or you turn to the "black light" and become a fanatical raider.

    But the land is what's magic about Wurm. You can terraform almost everything in the game - chop down forests and make plains, plant trees and make plains into forests, dig canals, flatten mountaintops and build fortification, dig tunnel labyrinths, and more. About the only thing players haven't done yet is fill in the ocean with dirt, but that should be possible the way the game engine is written :-) . So it is more than a war game, in fact the war is almost incidental to building the villages that fight the wars.

    Oooo, screenshots

    1. Re:Try Wurm Online - Players alter the world by ClamIAm · · Score: 2, Interesting

      Another game kind of like this is A Tale in the Desert. However it has pretty much no combat at all, instead the goal is to complete progressively more complex "tests" in different disciplines, such as Architecture or Leadership. The interesting thing is that the more advanced tests often require groups of people to work together, forcing social interaction (and increasing complexity; see also: drama). Players can also create new laws in-game, which is kind of interesting.

  59. Plug and Comments by Derosian · · Score: 1

    While others are Plugging above I might as well mention the Darkfall idea, beta is due to start in about a month. www.Darkfallonline.com

    Anyway, I believe that it would be possible to regain a large portion of WoW's subscribers by purely starting a hardcore server. Now this wouldn't regain the content gripers, but it would make the anti-carebears happy. Also as above Ryzom Ring is there for the Content whores. Oh and by and by, even though I personally did not like WoW in the end because it is such a social game, I will probably end up playing the next Blizzard game to be released, not including the Burning Crusade.

  60. Not really. by twoallbeefpatties · · Score: 1

    What he's actually saying is that WoW needs to be more like Second Life, Matrix Online, and other RPG's that it outsells by the millions.

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  61. Myst Online: Uru Live by etherlad · · Score: 3, Interesting

    New wars should break out, cities should rise and fall, and all hell should break loose at least once a month--and the players should be the ones to make it happen. After all, in a world that never changes, you can never make your mark.

    Well, not in such a violent fashion, but this sort of thing is the plan for Uru Live.

    Every day, there's a small change. Every week, a slightly larger change. Every month, a major change - a new area of the city opens, or you get access to a new Age.

    A new story element is introduced roughly once each quarter... what the players do with it in the interim is entirely up to them. The players truly develop the story. There are no NPCs (in the computer-controlled sense), however Cyan does have actors who play the role of certain important people, ready to answer questions and react to whatever it is the players are doing.

    This is a lot more impressive to me than Warcraft, although I do enjoy a good quest now and again.

    --
    Soylens viridis homines es
  62. Booster Gold couldn't beat Wonder Woman by twoallbeefpatties · · Score: 1

    "The reason I never really got into MMORPGs, despite trying several including WOW was that you're living in a world where every real person is a hero."

    Well, but that's a bit like saying everyone in the Justice League is like Batman or Superman. There's going to be a difference between the guild leader who main-tanks Naxx and the rogue who only gets into the run when there's an open DPS slot. You've probably got a lead priest who coordinates the healing. There's likely a guild on the server that everyone secretly wants to get into... or despises for it. And there's always the guy with the higher honor rating than you. It's more like being soldiers in an army than about being "heroes." Truth be told, the real heroes are NPC's.

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    1. Re:Booster Gold couldn't beat Wonder Woman by QuantaStarFire · · Score: 1

      I think what he's getting at is that most MMOs put you into this role where you're forced into some kind of combat role; if you wanted to spend your time as a merchant and build up a successful business, or to be a crafter and make the best items anybody has ever seen, you're SOL because of the game's design.

      That's something that's always bothered me about MMOs; there's never the path of the "average person" for players to take, there's no political path, there's no real puzzle-solving to be done ("push these switches in a precise order to open the door; get it wrong and you're all dead"). Everything is fight, fight, fight, and I don't think games--MMOs especially--should have to be that way.

      MMOs really should be about making choices about how you want to develop your character as opposed to killing mobs for the best loot.

  63. Pen and paper by autumnpeople · · Score: 1

    Things like this are a simple thing when you step away from the machine...

  64. Wait a second... by Vthornheart · · Score: 2, Insightful

    ... hold on, this really isn't impossible.

    Asheron's Call had new earth-shaking player-driven events every month, and they had - what - 1/100th of the income and staff that World of Warcraft does?

    World of Warcraft is making tens millions of dollars a month in subscription fees alone, and has an unimaginably large staff.

    Asheron's Call made significantly less each month, and yet they'd make sure that every month there was something new and player driven. In some events, they would even have developers and admins manually control NPCs who helped or hindered players in person for the quests.

    So don't tell me it isn't possible. I've seen it done much better with many less resources. The WoW team is just making so much money without doing it that they don't feel the need to. If WoW was struggling at 30k users and barely paying for their servers, you can bet they'd try harder with monthly dynamic content to try and get a larger market share.

    --
    -Vendal Thornheart
  65. Some sympathy for what he says... by Azureflare · · Score: 2, Insightful

    It's doubtful whether the author ever actually played World of Warcraft, but coming from a veteran of 1 and 3/4 years World of Warcraft basically has lost all fun that it initially had. The only point of the game is to get the next upgrade. A game that's entirely focused around gear upgrades and the next new shiny is appealing at first but after a year it gets really, really old. As a healer in numerous raids in MC, BWL and AQ40 the game requires a great deal of attention and energy to keep everyone alive. The fact that the game becomes like a job is also a factor in what makes the game lose a great deal of fun. I play games to get away from work not create a job which I am not even paid for.

    I feel Blizzard did a lot right with the game but there is one major flaw: they did not create end-game content for the solo player or for small groups outside of PvP (which I don't really consider "content")

    I am a casual player in theory but when I would get involved with my guild in raid groups, the only way I could get a possibility of an upgrade was to go to every raid every night, which often lasted 4+ hours. I eventually got very sick and was unable to work or go to school and this made me realize how ridiculous a game World of Warcraft is. When it requires that you spend 4+ hours in order to accomplish anything, you know something is wrong.

    I want a game where I can spend 30 minutes playing and feel like I've accomplished something. And pretty much the only games that satisfy that are single player games at this point.

  66. Not RPG by Anonymous Coward · · Score: 0

    I think you fail to understand just what RPG's are, especially if you consider Diablo 2 as one =\

    The right RPG's have more than just item-finding. That's just what pleases munchkins the most. An intriging, engaging storyline plus challenges other than fights are essential to an RPG.

    Diablo's character statistics system is a tad too simple, too.

    1. Re:Not RPG by Anonymous Coward · · Score: 0

      I suspect you fall into the trap of thinking you are qualified to define what's an RPG or not. The difference between a fantasy role and a social role is dependent on maturity. Apparently you rather play a dwarf.

  67. So he wants to play EVE:Online? by the_raptor · · Score: 1

    That's pretty much the conclusion I draw. The main fun in EVE is player based emergent conflict (but CCP do run NPC's to start some conflicts).

    However the problem with EVE is that because of its focus on player conflict (economic as well as martial) it becomes a second job. To do any of this "high level" content you will need to put in 5+ evenings a week, and the core of your group will be no-lifers playing 10+ hours a day (I did this for a year and a half). There are very few safety nets in EVE, so if you don't show up to protect your star systems or stations you will lose them. And it will get written up in the forums and everyone will know how you failed (the forum and communities in EVE are very strong).

    There is also the added bonus that occasionally, no matter what your occupation in eve, a group of old players will come crush you for the fun of it. Have fun fighting off a fleet of thirty battleships while you are flying a frigate. This is exactly the player based emergent behaviour the article writer wanted. He should go play EVE. Most other people seem to be happy playing WoW, where you only need to sacrifice three nights a week to raid high end content, and your achievements are safe from hostile players.

    --

    ========
    CINC, 4th Penguin Legion
    1. Re:So he wants to play EVE:Online? by Llywelyn · · Score: 1

      """
      However the problem with EVE is that because of its focus on player conflict (economic as well as martial) it becomes a second job. To do any of this "high level" content you will need to put in 5+ evenings a week, and the core of your group will be no-lifers playing 10+ hours a day (I did this for a year and a half). There are very few safety nets in EVE, so if you don't show up to protect your star systems or stations you will lose them. And it will get written up in the forums and everyone will know how you failed (the forum and communities in EVE are very strong)."""

      You and I don't appear to have played the same game.

      As near as I can tell the "high level" content simply requires that you... log in when you want to play it. Getting to where you can play that is simply a matter of building the isk and waiting for the skills to come.

      Of course, I deliberately do not own a station, and I believe owning star systems is an illusion at best unless you are the only ones in local (and even then). So maybe I simply do not care enough to play this "high level" content that you speak of. Unlike WoW once you hit 60, I don't have to in order to have fun.

      """There is also the added bonus that occasionally, no matter what your occupation in eve, a group of old players will come crush you for the fun of it."""

      A group tried that with us recently. They said that we had to leave the system and give them 300 million for it to end.

      They lost an absolution and a bunch of other nice expensive ships. We lost... a mess of frigates, a T2 frigate or two, and a cruiser or two. They stopped trying.

      """Have fun fighting off a fleet of thirty battleships while you are flying a frigate."""

      Run away. Battleships have a bloody hard time catching a frig unless the frig gets very unlucky or the frig pilot panics. Frigates are very, very good at declining engagements of this nature.

      Besides, if you blow up you lose... a frigate. Whoop dee doo.

      --
      Integrate Keynote and LaTeX
    2. Re:So he wants to play EVE:Online? by firebee · · Score: 1
      Attachment is the root of all suffering.

      In EVE, attachment to an infeasible set of victory conditions is the root of all suffering.

      If you don't have the time, interest, or resources to play the alliance sumo-wrestling game, of course it's not going to be fun. IMHO, it doesn't seem fun even if you do have the time. Go out and shoot something already -- or at least do something else. There are plenty of goals that can be accomplished in EVE if you have a plan and the will to execute that plan.

      Of course, a group of new players might come by and crush you just for the fun of it. Good luck fighting off a fleet of thirty destroyers when you're flying a battleship.

  68. What's lame and obvious is that... by Anonymous Coward · · Score: 0

    someone can't spell "obviously."

  69. Limited by imagination, not by money and skill by dircha · · Score: 1

    What he wants has been here all along.

    And I'm not going to answer PnP D&D (but it should be mentioned).

    For years now the Neverwinter Nights (PC game) online persistent world community has provided compelling roleplaying, epic tales, daily DM participation, and content created by and evolved by the player communities themselves.

    And now with the release of Neverwinter Nights 2, the adventure will continue with shiny new graphics, a more robust 3.5ed D&D rules implementation, and a much improved world design toolkit allowing builders to create more immersive content tha never.

    You're going to be waiting an awfully long time before you can get this out of WoW. WoW is the Walmart of RPGs.

  70. Re:You've never had sex before have you? by Falkentyne · · Score: 0

    Ziiiiiiiiiiiiing!

  71. A Problem with the Genre not Wow? by FreeKill · · Score: 2, Insightful

    I think what the author describes is really a problem with the entire MMORPG genre and not WoW specifically. The dilemma is, how do you create content that will push the genre in a new direction while pleasing 7 million casual to hardcore gamers and keep them paying a monthly fee? While adding interesting events is definitely a good idea, it really is not feasible. Take the AQ war effort for example, an interesting WoW event that required people to contribute to unlock a new area of the game. IMHO, this feature was a complete failure because it really only appealed to a small percentage of the community. The area being unlocked required months of preparation to even be able to tackle, so immediately any casual gamer that wasn't geared from head to toe had no shot at it. The end result? The casuals did almost no work and the hardcore teams did the lions share of the war effort, so they could unlock things for themselves... What's the moral of that story? Simply that adding dynamic and shifting content like that sounds good on paper, but adding a new multi-tiered dungeon that never changes or improving the PvP laddering system both have much wider reach and are a better use of the developers time. Adding time sinks that are repetitive and consume a players time are a better way to keep the monthly fees flowing. Thats the bottom line...

  72. Well, it depends what your playing... and why. by pjr.cc · · Score: 1

    Zonk says this:

    "I want to be snarky and point out that this guy obvious has no idea how these games are designed, but I think he pretty much nails what every MMOG player really wants out of a game. Now, if only it were feasible within the bounds of money, time, and talent."

    But it's hard to actually read much into that because its hard to understand if he means "its not possible because its blizzard" or "its not possible anywhere". If its the latter then Zonk should probably not post about mmo's in the future. If you look at a game like eve-online then it is very very played controlled (I do play eve online myself, im in BoB if your wondering). BoB is considered the best pvp'ers in the entire game, but we own territory we've had for over a year now and we take more, alot of what happens in the game is a direct consequence of things we're resposible for. A few weeks ago we declared war on one our close lying alliances and the biggest aliance in the game (which is what i would say is "all hell breaking loose"). Its resulted in a new ship type being used a couple of times that hasn't been used until now (titans), and the ship itself costs so much and takes so much to be built its hard for anyone but an aliance to do it (actually, its impossible due to the game mechanics themselves). CCP claim eve's market is player controled, but thats not really true (imho), Star wars gallaxies is the only true player-controlled economy in the mmo landscape as far as im concerned.

    But, people hate that too. Eve is really the type of place where you need to have friends and be able to influence real people and those consequences can affect the game the way no other mmo allows. Its quite impressive, but theres lots of people in game that complain "if you dont join an alliance you cant be anything in this game". So it has two sides (player controlled hell, that is).

  73. it IS possible to leave your mark. by Mathonwy · · Score: 2, Informative

    "Blizzard has written new storylines before. Last winter, it challenged players to team up and fuel a worldwide war effort. As a payoff, it unlocked new territory. This was a good example of letting the users drive a story, but Warcraft needs more of them. New wars should break out, cities should rise and fall, and all hell should break loose at least once a month--and the players should be the ones to make it happen. After all, in a world that never changes, you can never make your mark."

    There ARE mmorpgs that have non-static worlds that the players feel like they can change. (Because they can)

    Might I reccomend some, such as a tale in the desert or possibly eve...

    1. Re:it IS possible to leave your mark. by DrXym · · Score: 1
      Might I reccomend some, such as a tale in the desert or possibly eve...

      Of the two, I'd say EVE is the most evolving, complex and intriguing of the two. You can either follow the missions that the game generates and progress through it treating it like a complex uber game of Elite, or immerse yourself in the player generated politics, corporations, scams, thievery and everything else going on.

      I thought the grind in ATITD was abysmal and it sunk an otherwise interesting premise. While I'm sure it's realistic that you need to gather wood and slate to make a lathe to make boards to make a rack to dry out the bricks you made by collecting clay made with your jug of water just so you can build a kiln to make fired bricks to build more stuff while watering flax seeds, to gather flax, to wait for it to rot, while collecting thorns to make flax combs etc. etc., all the while replacing things that have worn out, it sure puts a dampener on game play. There are other professions but these have their own built in grind, such as running very long distances in real time. In some ways ATITD almost sits between a proper MMPORG and something like Second Life since it is possible to build things like statues in the world. It's too bad that the game makes it so tedious to get anywhere.

    2. Re:it IS possible to leave your mark. by DorianBrytestar · · Score: 1

      I played ATITD and loved the detailed crafting, but one glaring thing to keep in mind is that ATITD is a tale. You are part of a stry that has a definite ending point. At a certain time, the tale will be over, and all the time you spent building up your compound and your "city" will be gone as it's wiped away. I simply could not put in large amounts of effort into the game once I found that out.

  74. Hey, wait a minute... by vga_init · · Score: 1

    WoW used to get so much good press on Slashdot. Now this! I hope this doesn't have something do with...oh...I don't know... recent news?

  75. Was WoW this guy's first MMO? by the+Gray+Mouser · · Score: 2, Interesting
    If Warcraft doesn't get any better, online games will be nothing but a kill-this, collect-that experience.


    Because Goddess knows, players in Everquest never needed to "grind"...

    Seriously, WoW is the largest game out there for a reason, and there are many other games out there trying to appeal to different audiences. Someone in this thread mentioned that travel took too long in WoW - surf over to the Vanguard forums and see what people there think about that (hint: they believe EQ1 was the golden age of gaming and auction houses and fast travel destroyed the genre).

    There's only so much you can do in an online game. FFXI actually had a great story, and let the players feel very much like the hero altering world events. But the grind and forced grouping in that game were insane. EQ2 doesn't know what it is: right now it's trying to be WoW, and not doing a very good job of it. Warhammer should be a great PvP game, and Age of Conan also looks very intersting.

    And of course don't miss this gem.

    Loads and loads of great games on the horizon, if you just pick your head up and look around.
  76. Re:Other MMO's have/might get it right RE:AC by everphilski · · Score: 1

    But not an overarching story. A tale of Gods and godesses, of love and betrayal, etc. The article points this out quite clearly and none of the lore I can find on WoW contradicts this. There is "local lore" and some big stories ("the scourge" "the scarlet crusade" etc) but not an overarcing sweep of a story.

  77. Content Is Extremely Hard by Databass · · Score: 1

    World of Warcraft is many ways boring and repetitive- but apparently that makes it tractable and enjoyable to, I dunno, 7 million players.

    The other thing is- the game the article writer has in mind, where a new completely fresh war is launched every month with loads of content, may simply be beyond the limits of what is realistically possible in terms of human productivity. How many MMORPGs have had sweeping story arcs and fresh, dynamic stories? If they exist, why aren't they more popular, more recognized, and more successful than WoW?

    Apparently it's really hard work to push out fresh content that doesn't break servers. If it were easy to make dynamic MMORPG storylines, I imagine companies less powerful than Blizzard would be doing it on a regular basis. If a "powerful" company like Blizzard only trusts themselves to push out quests with a limited scope and keep a mostly static world running, perhaps we can use that as a clue that it is difficult to push beyond such a stable world.

    1. Re:Content Is Extremely Hard by daverabbitz · · Score: 1

      Well NeverWinterNights was(is) popular. It's not really an MMORPG, but a good deal of servers pushed new content continously.

      Actually, I think smaller player count RPG's like NwN are better as you have more social interaction with DM's and you get to know the regulars. NeverSummer was great until I ran out of time (found a job and stopped bumming around playing NwN).

      I never did finish NeverSummer as a door stole all my items, which completely turned me off the game. It would of been alright to steal all my non-quest items, but it took all of them, and I pretty much had to start from the level 20 quests again.

      I played WoW for about two weeks, but just couldn't see the attraction, the game was just get quests, complete quests, repeat. Also you can't do trixie things like standing on bulkheads as it has no Collision Detection, and if Opponents can't reach you they tend to just teleport (lame). Also the story was boring, and almost all the quests I did (up to ~lvl20) were just, kill x of these, or get x of item y. Overall I got the feeling that the game was designed to take as long as possible to play with the minimal amount of content.

      I prefer games where you can be better through superior strategies and tactics, rather than just more playing time and items.

      Crossfire was good in that respect, but once you learnt all the strat's it became *way* to easy (there should always be some difficulty to a game), in that I could join a server and level to 108 in 4 hours or less.

      --
      What could be better than a jet powered motorcycle? http://www.youtube.com/watch?v=u8l6GTHLSWE
  78. I'm too late to the party... by rampant+mac · · Score: 4, Interesting
    So I doubt this will be modded up, but you want a real MMORPG story line? Where the players *make* a difference? Go look up Asheron's Call. No, not the crappy sequel, the original. In that game, each shard (rpg world) was given a task to open up a certain gate... One server (where you have to be pvp flagged to unlock the gate) decided to be a little different. They called up all their guild mates and friends and DEFENDED the gate from attackers. And they did it. For an entire month.


    In the end, a GM, in some rare NPC form finally had to come along and destroy the gate the guild was defending.

    Turbine finally conceded and raised statues dedicated to the defenders of that certain server's gate. The statues were viewable on all servers, and it showed everyone who played AC just how much a player's actions actually affected a game.

    It's a shame more MMORPG's aren't like AC.

    --
    I like big butts and I cannot lie.
    1. Re:I'm too late to the party... by Anonymous Coward · · Score: 0

      Asheron's Call has a free 14 day trial going on:
      http://trial.ac.turbine.com/

  79. you are all missing the point again! by DragonTHC · · Score: 1

    it's not intended to be a great RPG with great gameplay.

    it is intended to hook you enough to keep spending your money monthly.

    that is the business model. ALL mmorpgs are deeply flawed from the enlightened player's perspective.

    they are perfect from the shareholders' perspective.

    --
    They're using their grammar skills there.
    1. Re:you are all missing the point again! by chrizogre · · Score: 1

      Good thought.

      The game as structured is NOT about empowering gamers. No decisions anyone makes ever reflect individual understanding and consideration, except in the Auction House, in an instance, or in a pvp battleground.

      Leveling leads to more leveling, loot leads to instances, leads to loot, leads to instances - all of which happen as a matter of course, until the very last instanced encounters (Molten Core, Blackwing Lair, Naxxramas etc.). Loot in WoW is akin to walking along the street and finding a bill of substantial value (however much that is to the reader). Presumably, one pockets the bill and uses it later. These are the keys that enable players to survive progressively deadlier instances. One's advancement isn't always the result of skill - just finding that lucky bill. If bills were known to drop more regularly on certain streets, it would be a good idea to walk there more often, but there's nothing particularly engaging about that idea, and it takes a lot of time.

      The instances progress to greater complexity, but moreover they are just trickier to execute - the adversaries are balanced versus the average gear one might expect to field. It is carefully balanced, well-hidden hoop jumping.

      Talents available to players to build their character's strengths offer some possible thought, but the decisions one can feasibly make result in certain common configurations. Everyone that plays the game will agree that there are some talents that hardly anyone uses. This leads me to conclude that the talents aren't so much as enabling, but a test of the individual's ability to understand the patterns and dead-ends of their choices. Of course, all the patterns are spelled out in the forums and various resources around the web, so there isn't even much thought going on there, either.

      This in contrast to snarky remarks made about chess! EVERY move in chess has the potential to empower the individual toward the goal of checkmate. The strength of chess is it's simplicity, and it's cost. Chess is virtually free, compared to the prorated expense of owning or at least using a computer, buying WoW, and paying the monthly subscription fee - in addition to the opportunity costs of sitting on your ass for hours on end, playing the game. Each piece is imbued with abilities that are valuable, unlike the AFK guy sitting in Silverwing Stronghold.

      Similarly, PvP reinvents itself each time based on the adversaries you face, but very good players tend to gravitate together, and form 'premades' (teams of players assembled with the intent of winning particular battlegrounds) and combat other premades. Given the same set of loot, and talents which are expensive to change, these eventually become somewhat rote as well.

      What's left? The Auction House is where some research and decision-making can impact on a tangible succcess - selling an item. Even then, some items are commodities, and sell at fixed prices regardless. And selling that superior-level weapon is ultimately predicated on having said weapon, which is random.

      All the rest, whether anyone enjoys it or not, is just execution. Kill 12 boars, deliver the poor sot from evil, etc.

      The RP options are slim, the player-driven content is trite or nonexistent. The occasions of guild and player associations fracturing due to internal disagreements and narcissistic behavior are well-documented.

  80. Two words by Suit_N_Tie · · Score: 0

    Leeroy Jenkins!!!!

  81. WoW is an adventure theme park ride by Anonymous Coward · · Score: 2, Insightful
    You know the ones, were you are driven along and go through an area that explodes and collapses all around you, or are in a theather with spectactular battle and things exploding and collapsing on stage.

    Very exciting, thrilling and just like in the movies but only if you allow yourselve to be swept along. If you pay even the slightest bit of attention you notice that all collapses are rather weak and obviously designed to be pulled right back up once the show is over, that explosions don't ever destroy anything and that in fact you are in carefully constructed machine designed to "collapse" over and over again only to be reset each time the audience has left. Sometimes even before the little cart has left the area (never ever look behind you in one of these rides)

    WoW is like this. Put blinders on and it almost looks like your in a real RPG. There is a world out there waiting for YOU the hero to explore, creatures to fight, villains to slaughter, things to blow up. But they will reset in a few moments for the next audience only WoW never got the timing of the little carts with tourists right so the reset may trigger while you are still watching the show.

    On the dock of the first main area for the night elves is a dude whose wive is ghost. The story itself is not that bad but this ain't a rpg. It is a adventure ride pretending to be an rpg, so you do not actually get any choice except to get out of the ride. But if you follow the ride there is only one conclusion wich is the same for everyone. Since you will pass this spot a lot you will more then likely see other players on the same ride. You might even be "turning in your quest" while someone else is seeing the touching reunion scene.

    Offcourse single player RPG's are in essence the same. But here at least the "reset" for the next adventurer is hidden from your eyes. Only on replay will you suddenly find this magical world with all the same people wanting you to do the same thing you already done in a previous life.

    But in a MMORPG you will be the 1000000th to discover the dying soldier who has been dying since game launch 3 years ago and will be breathing his last breath for years to come, get a unique blue stone for deliviring a broom (eq2) just like everyone else who got the same unique blue stone for the same broom.

    It is kinda hard to then feel unique.

    Is WoW wrong for being like this? Well, no. It is just the way MMORPG's play. While other ways are possible they are far more difficult to implement. Remember, Star Wars tried to be different and look how it ended up, a crap WoW clone desperate to get even a fraction of the players.

    Second life and Eve Online are often mentioned but both are pathetic compared to the subscription numbers of WoW.

    Theather gives you a far more personal experience then an adventure theme park ride BUT just how many theather productions can compete with the visitor numbers of even a small themepark?

    Because if you can allow yourselve to ignore the obvious resets and that you are just the 1 millionth customer being services you get a fairly good fun experience.

    It is just like life. We like to think the mega superstar waved at US in the 100.000+ audience, that the actor acted for us, that a <fill in your country here> audience really is special to a performer, that we are the best lover of your lover and we most certainly don't like to know that we are the 100th and that number 101 is already waiting in the hall.

    But lets not forget that WoW is already amazing customized to you the player. An awfull lot of the NPC talk mentions your race and sex and proffesion. A feat many a single player RPG cannot even handle.

    WoW is the current leader, it is not the most ambitious but it shows what can be done succesfully with todays technology and todays audience.

    Todays audience? Why yes. What after all is the point of writing complex plots even allowing you to make complex moral decissions if the majority of g

  82. Re:Other MMO's have/might get it right RE:AC by popeguilty · · Score: 1

    And thank the gods for that- the last thing the world needs is more Robert Jordans.

  83. In Dreams by feyhunde · · Score: 1

    There's one quest line that is a coda to a Blizzard novel. The quest chain that ends with In Dreams, the Fording saga, tells the story of the rebirth of the Knights of the Silver Hand. It's deep into lore, with the quest itself having pages of dialogue between characters. And as the game progresses, this storeline becomes more and more important, as Tiron Fording is the last True Paladin, a warrior of the Light whose powers can not be stripped from him despite the Order kicking him out.

    --
    I'd say more, but my guild is raiding.
  84. Ultima Online?? by Pyrofool · · Score: 1

    I'm not sure if this has been said already or not...but when the guy made the comment on how the guy had no idea what he was talking about. He makes a good point. I've personally played (in order from most to least) Ultima Online, World of Warcraft, Runescape, and FFXI. My favorite MMO was hands down UO. It offered all the things that this guy mentions. The ability to become good or evil, factions that could be taken over, towns that rise and fall because of it, and all sorts of community story events. It was so engaging. The skill system was so customizable. It wasn't just about what weapons/armor you could or couldnt wield. In UO different combinations of equipment could be tailored for different characters. I loved WoW for the 6 months I played it, but it did just get to become a boring grindfest, repetitive instance-ing, and just the same, never-changing world.

    1. Re:Ultima Online?? by Narcocide · · Score: 1

      A sad day indeed for Britannia.

  85. Re:Wait another second... by Klintus+Fang · · Score: 1

    Asheron's Call never was as popular as WoW is. Who cares if AC did it. Why would the people who run WoW look to an MMO that is vastly less successful than they are for examples of how to improve??

    As for me: i was WoW player. loved it for a long while. not long after I hit level 60 though, I lost interest and closed my account. I'm glad for the people who are enjoying the game beyond that. The appeal of the grind for more stuff isn't enough to keep me playing. WoW has made the perfect game I think for the people who like that sort of thing above all else....

    --
    In a minute there is time For decisions and revisions which a minute will reverse. -T.S. Eliot
  86. To the author: what is the piece's purpose? by Two+Scoops · · Score: 2, Insightful

    Sure, if you just want to let off steam, get feel-good feedback, put a few ideas out there, then perfect. You've done your job.

    But if you want to make a change, if you want big game companies to start listening and innovating and implementing your ideas, you've got to frame it all differently by talking to them. Not the fanboys and the serious gamers. Sure you might be saying what fans want, but you have to present it for the companies.

    I don't work for any game companies, but these feature suggestions lack the justifications that they would look for. These guys want to deliver quality product on time and on budget. A big part of that involves balancing the pros and cons of implementing features.

    Look at customization for example. I would love to trick out my avatar too, but the cons are huge. Large gatherings would generate massive lag (because that kind of data compounds fast), lots of users can't benefit much (using older computers with poor graphics), and not to mention the Myspace factor (give non-designers design power, get migraines). Suggesting possible caveats in the article (and possible solutions) goes a long way toward answering objections before they're even raised.

    For big time MMOG devs it all comes down to this: Any feature is worth it, so long as the return it makes from users signups and/or retention is greater than the cost of development/maintenance. Show directly how each feature accomplishes these goals and you just might end up as a creative consultant. :)

  87. Re:Wow is about raiding/PVP. This guy is a retard. by rgaginol · · Score: 1

    Yeah, like a team sport, but one that leaves your real world meat sack unattended and going the way of man boobs. Seeing the South Park episode, "Make Love not Warcraft" was the perfect joke at this where the players doing the "Fight to Win" montage. I did like play WoW to begin with, but playing an instance for eight hours without a break is a little demanding - especially if you've still got a girlfriend.

    Warcraft Exec #1: Fellow board members, we have a problem. Somebody in the World of Warcraft is ignoring the world's rules and is going around killing innocent players.
    Warcraft President: Why kill innocent players? The game is about finishing quests.
    Warcraft Exec #2: What kind of person would do this?
    Warcraft Exec #1: Only one kind, whoever this person is, he has played World of Warcraft nearly every hour of every day for the past year and a half! Gentlemen, we are dealing with someone here who has absolutely no life.
    Warcraft Exec #3: How can you kill that which has no life?

  88. Re:Wow is about raiding/PVP. This guy is a retard. by Anonymous Coward · · Score: 0

    I think you have some misconceptions about WoW. 80% of players never zone in to raid instances, and that's why their prominence is being massively reduced in the expansion. The relatively small portion of players who raid are just treating it like EZ MODE EQ -- and spent the last two years vocally whining Blizzard into churning out content most subscribers would never see -- but that's not really where the genius of WoW's design is. They really should capitalize on the quality of the 1-59 game, because it's enormously better designed than the endgame.

    Now, that doesn't mean I agree with the article's moronic conclusions, but it does mean I disagree with yours.

  89. You liked Ultima Online? Take a look at Darkfall. by Panchoe · · Score: 2, Informative

    For everyone who hates WoW there is someone who will love Darkfall.
    I love the fps nature of this game, and the persistent mmorpg aspect is a nice bonus.
    It should be entering beta soon and be released next year.
    Well worth the wait if you ask me.

    I ripped this from the game's forum.

    just some points of interest:
            * full pk/pvp - no restrictions to who you can kill
            * full loot - even items equipped
            * item deterioration - items will be lost (making crafting lucrative)
            * complex crafting construct
            * instant travel will be difficult - opening up more pvp/pk confrontation
            * player/guild run cities - capturable / siegeable / destroyable
            * 100's of weapon designs for customization and personalizing your chars
            * no levels!
            * skill based structure - skill gain by use, skill loss by neglecting to use
            * instant interaction - you do not have to grind before you play the game
            * dismemberment - after unconscious, dismember (a killing blow) or revive/res
            * no floating names - terrain cover actually works
            * no targetting - you have to aim at who you want to hit
            * no health bars - you have to judge by appearance how someone's doing
            * ships - pirates / pirate guilds / sea transportation and storage for merchants
            * huge underwater environment - no wasted space by a large part of the world
            * 100's of underground environments - dungeons etc
            * no instances
            * zerg based guilds will have drawbacks
            * party members take AOE damage; and radius mellee damage - from their group
            * manual blocking
            * manual attacking
            * usable "moves"/"skills"/"spells" like in most games we're familiar with now
            * manual parrying
            * move while blocking
            * increased damage from behind
            * close range 3/4 mellee view
            * FPS view for ranged (bow&arrow / magery)
            * cookie cutter free - invest time in any skill you want to
            * collision - no more walking through anyone (bodyblocking does apply)
            * pushing
            * formations will be key
            * strategy and co-op for large battles will be key
            * playing as an individual will be feasible
            * griefing friendly
            * racial anamosity and NPC faction - A and B get along, but not with C, D or E guards apply
            * character appearance extremely customizable
            * unique playstyles or tactics will be important
            * minimal playerbase spread - no overabundance of servers
            * limitless things to do during downtime
            * racial benefits and drawbacks
            * no classes
            * shit talking friendly

  90. Re:Other MMO's have/might get it right RE:AC by tm2b · · Score: 1

    I suggest that you play through Uldaman, at least.

    SPOILERS follow

    We get the beginning of the story of the creation of the world, and the origins of the Dwarven and Trog races. We are told how to get to the next piece of the story (and when we do, we see that the following parts are not implemented yet), and are told that VERY big events are in progress - the return of the world's creators.

    The game's still young. There's a lot there that looks like the beginning of some fairly interesting, long range stories - but we haven't even had the first expansion yet, to see the next chapter of those stories.

    --
    "It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
  91. EVE Online had the right idea.. by iteyoidar · · Score: 1

    World of Warcraft does have a pretty complex gameplay system, the problem is that most of the fun parts are pretty much destroyed by the standard MMORPG developer vision of, "Spend time, progress"...I don't mean that grinding in itself is bad. I played the game for 6 months, and became increasingly aware of this MMORPG mentality, "If Player A spends more time than Player B, Player A should be *guaranteed* x rewards...". There's absolutely no way around it. If you want to get anywhere in the game, you have to follow the exact same path everyone else did. If Player B is "level 30" and finds a way to defeat Player A who is "Level 60", or finds a way to solo sections of a 40 person dungeon, that's absolutely terrible and will certainly be prevented in the next update(which most of the playerbase is happy to see happen). It's obvious from the way the combat is structured. In PVP, players have giant red tags over their heads to prevent any sort of hiding(that would avoid the numbers game that is PVP) etc...in PVE any target more than 4 levels above the player is essentially invincible. All of the giant 40 person bosses are immune to all the cool status effects classes can do to foster a sort of "ant colony" mentality in guilds, you'll never your guild member's individual contributions without some sort of data tracking UI mod.. The only MMORPG I've played that attempts to avoid this was EVE Online(a sort of space MMORPG). You could play for a few days and have a ship capable of going just about anywhere, and have a reasonable chance of survival against players with ships worth ten times as much(HOW TERRIBLY UNFAIR!). If you put less time into the game, you don't have as many options as you could otherwise, but you can still easily focus one thing and be pretty capable at doing that. This isn't a plug for EVE. The atmosphere absolutely sucks. Spaceships are supposed to be sexy. Instead, you are introduced to your character as some foul looking being(its impossible to make one that looks good) who is apparently suspended in a glob of green goop with tubes going up his ass. Not to mention that spaceflight itself is terribly boring. But they had some good ideas as far as giving players real freedom instead of a sort of single-minded time=progress focus like WoW. I suppose I just hate MMORPGs in general. The whole EARN things with your time just ruins it for me. Games(not just electronic) are about strategy and pushing the game mechanics to the limit, and playing mind-games with your opponents, perfecting your skills. These things are pretty much non-existant in warcraft.

  92. Re:Other MMO's have/might get it right RE:AC by ildon · · Score: 1

    The "overarching sweeping story" is that there are forces at work within Azeroth to set loose the Old Gods and their various servants from the elemental planes. Additionally, the plot point of the expansion is that the demons from the twisting nether have been plotting to make another assault on Azeroth, presumably using another planet and then outlands as a bypass to enter through the dark portal. Not to mention good old Arthas at Icecrown Glacier massing his forces for an eventual assault on something or other.

    And before you can claim that none of this is visible in-game, these plot threads are the reason that players are supposed to be entering Molten Core (elemental lietenants of the old gods), Ahn'Quiraj (an old god himself, escaped from his underground prison and manipulating an ancient insectoid race), all of Outlands and the expansion (Burning Legion probable entry point), Naxxramas (Arthas's initial scouting force and primary foothold outside of Northrend).

    Plus, many of these plot threads are intertwined throughout quests going all the way back to level 1 undead quests and level 1 dwarf quests.

    So yes, there is an overarching plot. In fact there are many overarching plots.

  93. Maybe you haven't had a good GM either. by Anonymous Coward · · Score: 0

    You've just described why so many pen & paper roleplaying /suck/. It's because two-thirds of the players aren't roleplayers. The dice rollers should be playing Yahtzee and the Problem Solvers should be playing Rubrik's Cube. If you want to actually /roleplay/ stick with people who want to do that.

    I completely disagree with you about items. Item collection is one of the key rewards in pen & paper RPGs and a skilled GM doles out those rewards frequently.

    Your attitude about roleplayers is surprisingly dismissive and arrogant. Of course players want to talk with everyone they meet! They're looking for adventure! A /good/ GM won't describe shopkeepers or wandering peasants that don't relate to the adventure. An /excellent/ GM will be able to conjure up an adventure on the fly that meets the desires of the players.

    You bring up some good points though, like a a good GM being able to keep players entertained, and the fact that MMORPGs should just be MMOs and drop the RPG part.

    I say this having just finished a 300+ page manuscript on gamemastering pen & paper RPGs.

  94. You are playing the wrong game. by tilandal · · Score: 1

    You are playing a roleplaying game and you never once mentioned anything about roleplaying. An RPG is not about items. Its not about skill. It is about socializing in an enviorment with your friends. The reason you dont like the game is because you are not playing the game. You are given an enviorment to do pretty much anything you want. What you do is up to you. No one forces you to grind for hours to get an item. You set goals yourself and you complete them yourself. The game is not simple, you are simple. The only goals you can figure out are "Kill people in PvP" and "Collect shiney objects". Have you every assaulted a city? Have you ever fought infront of packed arena to test your metal against other players? Have you started a trading company? Have you attended a wedding? Have you gone skydiving? Have you challenged your friend to a fishing contest? Have you gone at a tavern after a long day slaying demons? Have you ever chased an outlaw an collected the bounty on his head? An RPG is not supposed to be hard to play. Its not supposed to take any "skill". Have you every played a pen and paper RPG? It requires no "Skill" other then bringing together a few friends.

    1. Re:You are playing the wrong game. by Anonymous Coward · · Score: 0

      WoW is hardly an RPG. It's hard to get immersed when everyone around you is shouting "LOL, MY GUILD RAID, U COME?"

      Or

      "LOOK TEH BOOBIES! LOLOLOL WTF!"

    2. Re:You are playing the wrong game. by knightperson · · Score: 1

      I wish games like WoW, which we call Role Playing Games, could be renamed to something else. I've played City of Heroes and Dark Age of Camelot, and the problem I have with them is that the interface is too unwieldy for role-playing. A bunch of friends sitting around a table occasionally rolling dice can let their imaginations go because the interface (ie. the table that you can stand up from if necessary) doesn't get in the way. When you have to type to say anything, remember the non-intuitive keystrokes to do anything (particularly in early DAOC), or type an obscure slash command to do anything other than stand or walk there isn't much of an opportunity for pretending to be something else. Since that is the essence of role-playing, you can't role play without it!

      The other problem, as mentioned in other posts, is the inherent stability of the virtual world. Much of the thrill of "adventuring" is changing the world, or at least standing above the crowd. With 5 real guys in a living room there's plenty of room for them all to be famous in the virtual world. In an MMORPG all the players have the same opportunity to stand above the crowd, which means that most of them don't. The two games that I've played addressed this in small ways: A DAOC crafter can take pride in his/her repeat customers and the amount of gear out there with his/her name on it, and the custom base raid option in City of Heroes / Villains has some potential, but basically every character in this type of game has to play a subset of the same stories as everybody else.

      Maybe MMOCBG (Massively Multiplayer Online Character Building Game) would be a better choice, either for the obvious reason or because suffering supposedly builds character... Or Massively Multiplayer Online Repetitive Metric Increasing Game. Massively Multiplayer Online Repetitive Accounting Game? How about Massively Multiplayer Online Repetitive Procedure Game? That way you wouldn't have to change the acronym!

  95. Great by what measure by SuperKendall · · Score: 1

    I heard McDonalds has the greatest food in the world too, just look at how much they serve.

    They do; it's very tasty and cheap to boot.

    Oh, you meant healthy? Then why did you use an ambiguous word like great - even though inadvertently you spoke a truism; for people that like to eat at McDonalds, it's the greatest food in the world.

    You seem to be trying to imply something unhealthy about WoW by metaphor, but just like McDonalds eaters there are other choices they can make if they wish.

    I don't play WoW myself, but I know plenty of smart people that consider it a fun diversion.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Great by what measure by myowntrueself · · Score: 1

      I don't play WoW myself, but I know plenty of smart people that consider it a fun diversion.

      Most of the people I know who play WoW would absolutely *choke* if you called it a mere 'diversion'. Its a major part of their lives. They can't stop talking about it.

      When you work alongside 5 other people all of whom play WoW you realise that it is very far from a 'diversion'... In fact, work is more of a diversion -- diversion from talking and thinking about WoW!

      --
      In the free world the media isn't government run; the government is media run.
    2. Re:Great by what measure by shashi · · Score: 1

      Ha! I know what you mean... I play a little WoW myself (maybe a couple hours a week), but I never have to worry about keeping up with the latest WoW trivia and news because of the two guys I sit between at work.

  96. Re:Wow is about raiding/PVP. This guy is a retard. by slicknick1986 · · Score: 1

    Roleplaying "gayness"? Sounds a bit narrowminded. I am part of a roleplaying guild on one the game's roleplaying PVP (RP-PvP) servers. We roleplay, hold roleplaying events, AND we do 20 and 40 player raids and PVP. Sure, WoW is probably geared more towards "action" and less towards roleplaying (as in comparison to say, the old Ultima Online), but that does not mean there isn't room for both.

  97. its still the most popular mmo in gaming history by Intangion · · Score: 1

    also with 180 servers its hard to allow the worlds to change alot, that would mean they would need teams of dedicated live event handlers for each realm..
    its just not ever going to happen

  98. Re: Bicycle Repair Man! Thank goodness you're here by forgotten_my_nick · · Score: 1

    Actually in Ultima Online we used to call that FHS (False Hero Syndrome).

    Despite what people believe they are not the hero of the world when they enter it. They just think they are.

    So in UO for example before they made a non-PvP world a lot of players used to think "I am the great hero ....", and then when they got smacked into a bloody pulp by another player who then ripped thier skull from their body, stole all their items they couldn't handle it.

    Most would just leave, some would complain to GMs. Forcing support to hand hold rather then people taking care of the actions themselves.

    FHS exists in other games, especially where PvP is involved and is probably the number 1 killer of characters.

  99. Meh at Community Goals by rov4416444 · · Score: 1

    Blizzard has written new storylines before. Last winter, it challenged players to team up and fuel a worldwide war effort. As a payoff, it unlocked new territory. This was a good example of letting the users drive a story, but Warcraft needs more of them.

    As great as this sounds on paper, this is exactly what WoW does not need more of, at least not how they implemented it. The reality is that the new content being unlocked was for large raiding guilds, a small percentage of the player base. The primary quest chains required large amounts of in-game funds and guild organization to achieve. Very very few people got to experience this (fun) part of the content.

    Then, they added some grinding requirements (turnins of massive amounts of trivial items), something that required "everyone" to participate in. This was the not-fun part of the content, and it had to be done by people who would never, ever experience the content they were unlocking. Many servers were only able to get their content unlocked by exploiting players by holding "contests" in which the winner got a reward for turning in the most stuff.

    Seriously, one of the lamest things they've ever done in this game to date. It follows the pattern that WoW has followed thus far: Raiders get the fun challenges, and the best rewards. Non-raiders get to put in massive amounts of time performing repetitive tasks for sub-par rewards or none at all.

    It seems they are making strides with this in the upcoming Expansion, since gear will be equalized when the level cap is raised, and also the raiding requirements are being reduced to 25 people instead of 40. But, I remain skeptical that they will hold to this design principle.

  100. Nevrax, anyone? by Jesus_666 · · Score: 1

    So, essentially the author wants WoW to be more like Saga of Ryzom?

    I think that WoW's server concept might make this less feasible than Ryozm's three-plus-one servers (one for each of the English, German and French communities and one test server) - after all, if players change the world that means that every server will develop differently, leading to (w|m)ildly divergent realms. This is maintainable when you have few servers, especially when each server is used by speakers of one language (thus avoiding confusion between the individual servers), but with the dozens of servers WoW uses all hell would break loose, not to mention the confusion in the boards.


    A: "Damn, I want Zoggo's Gauntlets!"
    B: "Why, they suck?"
    A: "Well, on my server Zoggo survived the assault on Deadopolis and thus had time to perfect the gauntlets. They give a sweet attack bonus."
    B: "The assault on what? We don't even have that town!"
    A: "Well, it used to be Darnassus but then the Forsaken took it over and renamed it."

    --
    USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  101. He's only scratching the surface... by kapowaz · · Score: 1

    ...and also, voicing some rather old concerns (I'm sure it was around a year ago that PC Gamer in the UK covered the whole issue of the never-changing status quo with your quests never having an effect on your surroundings). It's true that WoW could benefit from a more 'interactive' world, where the boundaries and territories of your particular faction could change, but then other games do this - see EVE Online for instance; if you want to play a game where you have truly dynamic borders and power struggles, there's your candidate.

    I think the biggest worry for me with WoW is one I've never seen discussed; the economy. Since each sharded server will eventually mature into a well-populated realm containing a large number of high-level characters, the value of certain commodities and equippable items will change. Eventually, as enough high-level players reach a certain state of wealthiness, you'll see the emergence of a large number of Twinks. As soon as this takes hold, items which are useful to Twinks shoot up in value and price out legitimate players. Rarer equipment which would normally only command a moderately expensive fee suddenly become beyond the reach of anyone except those who already have wealthy high-level characters.

    The resale market isn't the only area affected. Tradeskills which would normally consume certain commodities and produce items of use to low to mid-level characters become irrelevent as the produce no longer has the demand, and so the trade goods used to make them also diminish in value. All the while, the few tradeskills of relevence in the endgame (such as enchanting) continue to become increasingly profitable (individuals charging a fee for the mere privilege of having an enchant performed, even if you provide the raw materials). As the status quo gradually shifts, so do the attitudes of the populace, who effectively all shrug their shoulders in resignation, saying "If you can't beat 'em, join 'em".

    Other games (well, my only experience is with EVE Online) work by ensuring that the market is self-replenishing; goods are produced from raw materials but ships can be destroyed in combat, meaning that there will always be demand for further production. By not having any kind of 'release valve', the economy of WoW is in perpetual inflation, and eventually it has to break.

  102. It can't be flawed if it's so popular. Right? Yes! by Lazy+Jones · · Score: 1
    The author seems to be a bit frustrated with his WoW addiction. It is a fact that WoW is popular and successful because it is *addictive* and not because people chose it after they made a rational decision based on the intriguing storyline and continuously added new content. It may lack a storyline, but obviously that doesn't prevent it from being fun and addictive, so it is rather arrogant to call it "lame" because it doesn't have one. The comparison with Oblivion is particularly ignorant, since Oblivion is already pretty indifferent about your choices in the game, the faction system of that game is no more complex than the simple reputation system in WoW (e.g. you can get rep with Bloodsail pirates too). Oblivion has 0 replayability value, is 100% linear (contrary to all the PR claims) and was a great let-down for many old Morrowind fans like me, because it has boring, similar-looking content all over.

    I can't say I liked the constant grinding in WoW very much, but since there is enough variation in it (you can grind rep, PVP ranks, gold or hunt particular items), it serves well enough to keep you busy and moderately entertained (which is the whole point). What drove me off in the end was the requirement to have a well-composed guild with 40 disciplined players ready for raiding in order to see the interesting content (I left when we were at Vael) and that Blizzard had weird ideas about seasonal content, which made me feel like the whole game was aimed at 10 year olds.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  103. Re: Bicycle Repair Man! Thank goodness you're here by Anonymous Coward · · Score: 0

    And there needs to be big boss dragons for each hero to slay. But after that it gets really weird with WoW: not only there needs to be those big bosses, they need to have unlimited lives so that heroes can slay them again and again. To hell with the storyline, Ragnaros lives again! and again and again and again and again and again and again and again and again and again and again and again and again and again and again and again

  104. Re:Wow is about raiding/PVP. This guy is a retard. by Koby77 · · Score: 1

    While I certainly agree that this writer for Slate is a moron, my favorite part is the second last paragraph where he tries to compare Warcraft to Matrix Online, as if Matrix Online is somehow better in any regard. Lol!

    The problem with most all of the WoW naysayers is that their alternative ideas have already been tried, and they have already failed. Complain all you want, but the gaming public has already voted with their feet.

  105. The World IS flocking there by Danathar · · Score: 1

    The CTO game to NSF last week to talk about Second life (in terms of research, because NSF funds research). The Subscriber base has gone from 300K to over 1.1 Mil from Jan to November. Women especially enjoy the world (which Linden Labs refuses to call a "game")

    At the rate in which it's growing, assuming they can scale and the rate of subscriber sign up does NOT increase they will surpass WoW within 3 years.

    I could go on about Second Life. I don't use it THAT often (maybe once a week), but I think it's going to be VERY big.

  106. 2 words: "Eve Online" by PopeRatzo · · Score: 1

    You wanna see "cities" rise and fall? You want immersion in a universe-system that creates opportunities for player interaction?

    Maybe I'm just sick of the swords and sorcery stuff, but as an ex-WoW'er, I'm blown away by Eve.

    --
    You are welcome on my lawn.
  107. Why don't the players make up the story? by master_p · · Score: 1

    Why don't the players make up the story? why is the company responsible for making new story lines? in a truly open-ended RPG, I would simply throw a bunch of players around, give them the means to do various things, and let them have endless fun...

    1. Re:Why don't the players make up the story? by DorianBrytestar · · Score: 1

      And your game will have 500 players after 2 years. I've played a game where the entire content and even the skill gains were all handled by the players. I admit it was an awesome game. But having players "run" events only works for so long. There are many more "bad" people that try and give out events, run things and they end up sucking than there e skilled and talented people that can come up with fresh and exciting events. You simply cannot leave the entire game up to the players to create. If they could do that then why would they need you in the first place?

  108. Play a Tabletop RPG by kria · · Score: 1

    If you want intense customization and morality choices, you don't want a MMORPG, you want a plain old paper and dice tabletop RPG, IMHO. And if you want that feeling of more than just you and the other 3-5 people in your party, then find a "massive" non-online game, like the living ones offered by the RPGA. In particular, I recommend the Living Arcanis campaign, where the actions of the players have made a lot of changes to what is going on.

    (Note: The RPGA is a marketing arm of WotC/Hasbro, but not all the campaigns in it are.)

  109. EVE Online does it pretty well i think? by NekoXP · · Score: 1

    The player commerce, guilds/companies, corporate battles (some of them are quite interesting to watch if you stand back...) when one guy decides you're building too many space stations near to his. Great fun. 99% of the content in the game seems to be player driven, and while you spend a great deal of time mining and waiting for the skills to learn (but at least this kind of grinding is easier if you have friends in your corporation to help you, and you only waste TIME waiting for a skill to learn; there's no effort, it's as if your avatar is reading a book while you're idle, there's no running and jumping and skinning to do).

    All in all i think a better organised game with a much better player experience, but if you don't like space, trading or corporate/interplanetary rivalry, you're pretty fucked. WoW is the best of a pretty okay genre of fantasy MMORPG, but I can't think of any other ones to rival EVE.

  110. If that's what you want.... by AP31R0N · · Score: 1

    If you want to play a game where you can conquer territory and not worry about grinding or someone stealing your loot... PLAY PLANETSIDE!!! In PlanetSide you are a soldier in a never ending battle to capture continents. New and veteran players have access to the same equipment. The game requires operating within a team. Organized teams beat gaggles every time. The game isn't a grind or treadmill because you can start the game with just about any weapon or vehicle that a veteran can. High ranked players have access to more things at once. i've been playing it for about 3 years and still love it.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  111. Hire a writer by SAN66 · · Score: 1

    Hire a writer to make weekly content that flows with the world. Integrate player actions into the story. Change things in the world based upon players actions. This is one of the reasons I don't play MMORPG's and stick to standard RPG's. To me, online RPG's have a complete lack of purpose where there may be baby step goals, but they keep dangling the carrot just out of reach and there will never be any resolution. Plus I don't have time to waste on such things. The MMO I would jump on would be one that has a weekly running story I affect and that I can play for a couple hours a night and not miss too much if I miss a day.

  112. hurm.... by Churla · · Score: 1

    "and all hell should break loose at least once a month"

    You know. A lot of players are already "married" to WoW, no need to say it needs to be a woman.

    Seriously though. The problem here is that to have real actual events shaping the world means that old content has to go away as it's changed by events. This really doesn't work in the current framework of MMOG's because a new player needs to have the same amount of content as previous players had.

    A perfect example in WoW, the Gnomish captial of Gnomeregan was overtaken and irradiated. (i.e. it's an instance characters go to and fight evil machines and irradiated bad guys) You would think after 2 years we would have cleaned that place out and gotten the gnomes back their capital city. The problem is if they now change up the game and say 'OK, it's clean.. you can all safely go home now!' then you have a gaping hole where a pretty important instance for that level was.

    The reality is that MMOG's have to stay pretty much static except for new additions. That poor villager who needed you to kill 15 orcs 2 years ago will still be in need of help killing orcs from new people today. Because if you don't then your content developers will constantly be re-inventing the wheel and recreating old content which means no new content, which means losing customers.

    Want to see what happens when a game determines that the users will control in world development? Go check out Horizons.

    --
    I'm a fiscal conservative, it's a pity we don't have a political party anymore
  113. please...can you be anymore clueless by hesaigo999ca · · Score: 1

    >I want to be snarky and point out that this guy obvious has no idea how these games are designed, >but I think he pretty much nails what every MMOG player really wants out of a game. Now, if only it >were feasible within the bounds of money, time, and talent. Obviously neither do you, it would be very easy to create a random AI built into each level local/state/continent that would then produce an event charged with certain characters from a bank of characters based on location and level of play or difficulty that would generate a storyline for a desired result.... ie- randomly rolled event "earthquake" = local + state + maybe continent (depends how big) towns and cities are devastated...many places are in ruin.... workers are running evrywhere building the houses back ( sort alot like age of empire which somehow blizzard managed to emulate with their lumber cutters ...so they could use the same model for city workers) ...slowly the towns are rebuilt...new quests pop up everywhere for all different levels the lower more mundane...we need to get fresh water...go to the waterfall outside our city(stormwind) and fill these jugs....the more jugs the more xp... the higher level.....they would be garrisoned to protect the city as nearby horde camps would definately see an advantage to attack or maybe blizzard also creates a horde quest to go steal an artifact in the now less protected town or city(requires a raid) ...these are what makes Dungeons Masters tick man....god forbid we should replace paper & pen with computers, we all lose our imagination! SHEESH

  114. Re: Bicycle Repair Man! Thank goodness you're here by Oriental_Hero · · Score: 1

    Is there anything in WoW that the player next day can show his friends on a map the next day and say "See that? I was responsible for that!"

    This is why I liked Planetside (which to be fair is not a MMORPG but a MMOFPS).

    The scale and size of it meant you could get into the bigger picture (other than just killing) and do something and make a difference. It didn't last long (usually overnight) but you could point to an enemy front, indicate the base that suddenly went neutral and then changed allegiance and then became the focus point of a offensive action that reclaims the continent (essentially a commando raid behind enemy lines achieving a strategic strike that denied the Enemy resources).

    I guess all the different ways of killing (using artillery with spotters, or flying troop carriers to air drop onto hostile bases, or flying fighter cover for your bombers that are pounding the vehicle production facilities of an enemy base) are no different from the character specialities/roles in WoW raid but somehow the co-ordination feels better.

    --
    Oriental Hero "I want to live in a city where the Police don't shoot you" Jean Charles de Menezes
  115. Now it's official: by Jesus_666 · · Score: 1

    World of Warcraft is the new Counterstrike.

    --
    USE HOT GRITS WITH STATUE OF NATALIE PORTMAN (NAKED AND PETRIFIED)
  116. Re:its still the most popular mmo in gaming histor by DorianBrytestar · · Score: 1

    This is a point that needs to be driven home and hammered into the throat of everyone saying how much Wow sucks. I wish I had a product that sucked so much that it was more popular and made more money than all of its other competitors combined. No one is saying it's perfect, no game is, but every game has good and bad points, and to say something is "bad" or "lame" smacks of grandstanding or jealousy from some people.

  117. Article is nothing new by ChozSun · · Score: 1

    The points that were brought up plagues every single MMORPG ever.

    All I am saying is wait for it.

    The upcoming expansion levels the playing field between hardcore raiders and casual (those with real lives) players. But beyond pwning each other in PvP, what is there beyond that?

    With the release of Naxx, we are taking steps closer and closer to confronting Arthas. The story begat from World of Warcraft must have an ending. Warcraft 1, 2 and 3 had endings and WoW shouldn't be any different.

    In my opinion, I believe the storyline of WoW would end at the end of 2008 to pave way for either Warcraft 4 or WoW2. Let us not forget that the Warcraft movie is coming out and that would be a easy way to transition between two stories.

    --
    ChozSun
    ChozSun.com
  118. Everquest 2 by Anonymous Coward · · Score: 0

    Blows WoW away in graphics, gameplay, and content
    Especially with the new (Nov. 14) release ECHOES OF FAYDWER

    Get out of the Cartooniverse of World of Borecraft. Enjoy a truly good avatar building engine. Give that 3d graphics card a workout and enjoy a sanely populated server.

    Unless you just hate sony and hate having fun, EQ2 is guaranteed to please.

  119. WC3 Skills WOW Skillz by Debrusac · · Score: 1

    WoW does need events which make it seem like you change things. Frankly I always expected there to be some kind of weekly total of the battleground games won and lost by Alliance/Horde.

    Players should have the ability to complete quests which take many hours to do, but which have effects which last until the weekly maintenance. E.G. so that there are continual attacks on a certain factions town and that the counter quest is available.

    The Invasion stuff was really cool, but where were the drops outside of Nax.

    The pvp content in Silithus and EPL is an attempt to do just what the article talks about, but Bliz ain't gone far enough yet. Buffs and graveyards dont cut the mustard as rewards. A better idea would be vendors who only sell to the horde cuz they won more games last week etc - thats a start.

    If a buff is a reward, then really the buff that everyone at Ironforge should receive should be named after your player or guild. Rallying cry of the Dragonslayer? Try "Rallying cry of Guid I Stab Your Face" and then the world will become a little more personal.

    Guild have precious little that they can do beyond PvP, instances and world bosses. Where is the rep??????
    I think that this is Bliz being arrogant - they know that word spreads about a guild's profficiency, but this is "real" to the game.
    Bosses downed should add to a guilds rep with a certain faction.

    I agree wholeheartedly with the comments in the article which state that the raids are laughably easy - particularly MC

    Having played Diablo 1&2. and SC and WC2/3, I find that the amount of skill required to last more then 10 minutes in WC3 is monumental compared to the challenge of AQ20 for example. And that only 2 things are required for a succesful run, decent gear, and good communication. Ventilo/Teamspeak is essential, and the group must know what spells to cast when. Of course this assumes you've got a balanced party, but Bliz are working on this for the expansion. Lets hope there's more different content.

    Within a 40-man party the individuals skills are rarely tested. A hunter for example can trap one mob, put a pet on one, and tank another standard mob. But this is rarely called for.

    Boss fights need to be more variable, more unexpected.
    Guilds often say that they need people with skills, but once they've seen a few epics, they're happy to assume said skills are there. Epics > Experience > Skills in truth and as we've said it ain't hard to get epics.

    PVP ranks are pointless also. Simply by playing AV a lot u can get a decent rank. U don't even have to be any good.

    The game devalues skill because that would make it hard for 9 y/o's to play, and would cut the subscribers down - This just means that harder content should be put on top of the easy content, they as yet havent restricted any content to those who can.

    We don't want to be lucky to get the opportunity to change the world, we want to be made to do "the right things" in order to make them happen.

    WC3 skillz > WOW skillz, and there isn't anything in the game which delivers that level of difficulty. Discipline and taking orders - this ain't skill, and no WC3 player will win because a voice in their ear is ghosting for them.

    What we really need are instances which have lots of quests inside the instance so that the individuals can run about inside of their own accord. It may sound like mindless chaos, but you would be able to reward the best member of the raid with items - or even a ticket to join a special random raid made up of non-newbs.

    In lvl 60 envionments, players should be made to take on 2 or 3 opponents at once.
    The Epic hunter quest tests the individuals skills, but where to go after that!!!

    The game is so big, that there are a lot of ways in which they could change things to add the needed content, the original poster of the link to the article thinks that the desired would be unfeasible, but frankly it depends on wether you want Ironforge to be evacuated, or fur

  120. WoW is right. It's important. by avb85 · · Score: 1

    slashdot - news for nerds. stuff that matters. Yup. This game matters a whole heap. People who enjoy it, play it, and you almost never hear from them.. The people who dislike the game.. are always trying to fight it like it's some corrupt political movement. Play the game and stfu or play a different game.

  121. The Problem Here by Nom+du+Keyboard · · Score: 3, Interesting

    The problem here is that this is a great idea for L60 players with nowhere else to go. But for someone new to the game just trying to level up, well you're just making it harder for them than for the established players. Maybe you need starter worlds (servers), each of which evolve over time into more challenging storylines that everyone can move to together.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  122. What about AC1? by Hausenwulf · · Score: 1

    "I want to be snarky and point out that this guy obviously has no idea how these games are designed," You might want to reconsider that statement. Turbine did monthly content installments with AC1, which included content much like what the author mentions, including the complete destruction of a major city (as in "smoking crater"). While I have not seen another mmorpg do it, one did, so it can be done.

  123. OT: meticulosity by jahudabudy · · Score: 1

    FYI, yes it is. However, meticulousness is the more common noun form in American English.

    --
    ...sometimes, in order to hurt someone very badly, you have to tell that person terrible lies. - PA
  124. Re:trashtalking something I like makes you an idio by ivan256 · · Score: 1

    Reducing an activity to stimulus/response may seem clever, but the trouble is that it works for pretty much every human behavior imaginable. And it certainly works for every leisure activity.

    People never tire of making that argument. The trouble is that, while it sounds good, it's just plain wrong. Most human activities fall into a stimulus-reasoning-response pattern. There is even a mathematical description of stimulus-response that explains why you are wrong. If you can't come up with a function of stimulus x that produces the predictable response y, you don't have a stimulus-response model.

    After that, your argument goes off into the weeds on some wild tangent that basically adds up to "I like Warcraft. This guy didn't like something that I like. Therefore this guy is a whiner." Of course now, if you really are a WoW fan, I have become what your kind calls a "hater", and by calling me such you'll have proven to your peers that I'm an idiot. It's stimulus-response.

  125. Re:More Content? Player created content by ggwood · · Score: 1

    Players should get to create "alternative" content as a reward. Other players should have the opportunity to go through "An_Orc_Cave_01" yet again, or "So-and-so's_Orc_Cave" for a change. Then the other players should rate the experience on a few different fronts.

    The shift that has to occur is that designers have to think of their playerbase as a wing of their dev team - from whom they take recommendations, get content, get feedback and work for free - in fact, they pay you to hire them - the first MMO to do this well can become more popular then WoW.

    I sincerely doubt any one company will (1) write the game engine and (2) develop the content and (3) offer the customer service and (4) host the game on their servers in the future. In part, that is a different story.

    --
    a war on terrorism? How can we end a war on a method?
  126. Re:trashtalking something I like makes you an idio by theStorminMormon · · Score: 1
    Actually, you have no idea what "my kind" is. This is clear because you think I play WoW when, in point of fact, I've never played the game in my life. So much for your brilliant deductive reasoning.

    Sadly your mathematical "proof" does you no better. The stimulus/response referred to in this article are meant in the statistical sense. This is an article about regression modeling and has nothing to do with human behavior. Stimulus/response, in statistical terminology, are just a better way of saying "independent/dependent variables". We don't like to use independent/dependent (as is done in high school) for the simple reason that independence and dependence have specific meaning in statistics. So, in short, your wikipedia link is utterly irrelevant to the discussion at hand.

    I'll try to clarify the context I have in mind for "stimulus/response":

    It's not as simple as a direct mathematical function from one variable (or vector of variables) to another. We're talking about a highly complex (e.g. chaotic) system. So it would be naive to expect the inputs to map directly to the outputs. What I'm actually referring to is materialism in general. According to materialist theories for human cognition, the "self" is massively modular. That means that you've got a vast array of systems, all of which act deterministically. You feed in input (stimulus) and the output is determined by the system (response) without any intervention of a human will. The will, in essence, disappears into the cogs of the machine. Instead of an actual entity, human will becomes merely a simplified description of the system as a whole. And this is leaving out the possibility of randomness (although whether true randomness, in the form of quantum events, could possibly have an effect on neurons - and thus behavior - is dubious at best). So "stimulus/response" just refers to the fact that there's nothing between the input (stimulus) and the output (response) except, as Newton would put it, billiard balls on a billiards table. Every step along the way is deterministically defined.

    I'm not trying to wow you with my mumbo jumbo pseudo-science babble. I realize that I'm still an amateur in this field. I'm just trying to explain to you that there's a lot more going on. When I see someone say "stimulus/response" I immediately think: "deterministic". To me it doesn't matter how many intermediaries you throw up between the stimulus and the response. You could have an entire rube goldberg contraption that would make any simple function-mapping impossible, but would fail to alter the fundamental nature of "stimulus/respones" - determinism. If you are seriously interested in this topic at all, check out "Elbow Room" (http://en.wikipedia.org/wiki/Elbow_Room) by Daniel Dennett (http://en.wikipedia.org/wiki/Daniel_Dennett).

    In particular, pay attention to his analogy regarding the digger wasp. From wikipedia:

    Dennett describes the mechanical behavior of the digger wasp Sphex. This insect follows a series of genetically programmed steps in preparing for egg laying. If an experimenter interrupts one of these steps the wasp will repeat that step again. For an animal like a wasp, this process of repeating the same behavior can go on indefinitely, the wasp never seeming to notice what is going on. This is the type of mindless, pre-determined behavior that humans can avoid. Given the chance to repeat some futile behavior endlessly, people can notice the futility of it, and by an act of free will do something else. We can take this as an operational definition of what people mean by free will. Dennett points out the fact that as long as people see themselves as able to avoid futility, most people have seen enough of the free will issue. Dennett then invites all who are satisfied with this level of analysis to get on with living while he proceeds into the deeper hair-splitting aspects of the free will issue.

    My point regarding "stimulus/response" is essentially just a rej

    --
    The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  127. Re:trashtalking something I like makes you an idio by ivan256 · · Score: 1

    I'm just trying to explain to you that there's a lot more going on. When I see someone say "stimulus/response" I immediately think: "deterministic". To me it doesn't matter how many intermediaries you throw up between the stimulus and the response. You could have an entire rube goldberg contraption that would make any simple function-mapping impossible, but would fail to alter the fundamental nature of "stimulus/respones" - determinism.

    I see what you're saying, and I come to exactly the opposite conclusion that you have given the same data. If anything you have further strengthened my opinion that most human behavior is not purely stimulus/response. Human behavior is not deterministic based solely on stimuli. It is not a matter of how many intermediaries there are between the stimulus and the response. In fact, given the same stimuli repeatedly, a human may not respond the same way twice simply because there are many factors in the response that cannot reasonably be considered stimuli. Furthermore, given exactly the same stimuli, people have the capability of choosing a response arbitrarily. You may argue, though, that context is a stimulus...

    From a physical perspective, you cannot convince me that any level of simulation, down to a quantum mechanical copy of a human being would be able to predict the responses of the subject. Such a copy would diverge immediately and rapidly from the subject person. So, is a system that is not provably deterministic actually deterministic? I would say no. I have a feeling that many quantum physicists would agree with me. Perhaps materialists are right, and "free will" is merely a set of quantum states, but that certainly isn't deterministic; the outcome is not yet defined. Or perhaps I'm wrong and even in quantum mechanics, nothing is random. Even so, that still leaves the problem of The Beginning, which is essentially the same philosophical problem when you boil it all down.

    Now, I'd like to go back to something you said early on in your comment:

    it would be naive to expect the inputs to map directly to the outputs.

    Then you say:

    That means that you've got a vast array of systems, all of which act deterministically. You feed in input (stimulus) and the output is determined by the system (response) without any intervention of a human will. The will, in essence, disappears into the cogs of the machine. Instead of an actual entity, human will becomes merely a simplified description of the system as a whole.

    How can you not see that those two statements contradict each other? You're saying that the inputs don't map directly to the outputs (presumably because you don't know how to describe the mapping), and then you are saying that the inputs do map directly to the output. So, are you saying that the statistical model doesn't apply because we have to take the "cogs of the machine" on faith? If so, you seem to be describing yourself as a materialist using an argument that is spiritual.

  128. Re:trashtalking something I like makes you an idio by theStorminMormon · · Score: 1

    If anything you have further strengthened my opinion that most human behavior is not purely stimulus/response... In fact, given the same stimuli repeatedly, a human may not respond the same way twice simply because there are many factors in the response that cannot reasonably be considered stimuli. Furthermore, given exactly the same stimuli, people have the capability of choosing a response arbitrarily. You may argue, though, that context is a stimulus.

    1. First of all, there is no evidence that humans can actually decide "arbitrarily". In order to be genuinely arbitrary, you'd need to have some kind of a biological genuine random-number generator. Unless you think humans have little quantum-detectors in their brains, it's hard to imagine how this could work.

    2. "factors that cannot reasonably be considered stimuli" What might these factors be? In a materialist universe *all* you have is the physical state of the brain/mind and the physical input to that system. But this system is a result of past stimulus, is it not? Either a thing physically effects the brain (e.g. is stimulus) or, in a materialist universe, it does not exist. Thus, quite literally, you've got nothing but a physical system that is determined by previous stimuli, and then additional stimuli. That is *all*.

    It's fine with me if you're position is "strengthened", but it's pretty clear to me that you had no logical basis for it in the first place, and are continuing to react to my viewpoint viscerally instead of rationally.

    How can you not see that those two statements contradict each other? You're saying that the inputs don't map directly to the outputs (presumably because you don't know how to describe the mapping), and then you are saying that the inputs do map directly to the output.

    OK... way to tell me what I'm saying instead of read what I wrote. The difference is this: the connection between inputs and outputs is deterministic, but not direct. "Direct" is not a scientific term (as far as I know) so I'll explain further. If you are subject to a vector of inputs at time t1, the output (at time t1+x) will be a result of the not just the stimuli from time t1, but also the condition of your brain at time t1, which is in turn a consequence of vectors of inputs received at times t1-y (y>0). Thus the system as a whole is entirely stimulus/response, but *part* of the response of the system is to change (in deterministic ways). Thus it is not "direct" since the systems makeup changes over time. In addition, "direct" can also refer to the fact that the human neurological system is very complex (that's the modern term for chaotic). What this means, by definition, is that a very small change in the inputs or state of the system (the initial conditions) can result in dramatic changes in the output. Thus you can't possibly subject the system to "repeated stimulus" because with every new stimulus the system changes. These changes are complex, and therefore the resulting changes can be orders of magnitude more dramatic than the (approximately) identical stimuli.

    So, are you saying that the statistical model doesn't apply because we have to take the "cogs of the machine" on faith? If so, you seem to be describing yourself as a materialist using an argument that is spiritual.

    The cogs of the machine are not taken on faith. They are called neurons. As well as other biological entities. Do you disbelieve in neurons? Would you consider neuroscience to be "spiritual"?

    -stormin

    --
    The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  129. Re:trashtalking something I like makes you an idio by ivan256 · · Score: 1

    In order to be genuinely arbitrary, you'd need to have some kind of a biological genuine random-number generator. Unless you think humans have little quantum-detectors in their brains, it's hard to imagine how this could work.

    Define detector. Why can't a system that contains parts which behave randomly when observed individually produce random output? Biological neurons are capable of firing based on the stimulus of a single particle. Quantum physicists say that the movement of individual particles is completely random. Isn't that enough of a quantum detector? (Of course that still doesn't answer the question of whether said randomness qualifies as 'will'...)

    The cogs of the machine are not taken on faith. They are called neurons. As well as other biological entities. Do you disbelieve in neurons? Would you consider neuroscience to be "spiritual"?

    No, but you said:

      "We're talking about a highly complex (e.g. chaotic) system. So it would be naive to expect the inputs to map directly to the outputs."

    For any given state of a neural network, you can describe a direct map between a set of inputs and the output. Your application of your definition of direct seems dubious to me, as an input driven by feedback (state) is still an input to the system. Furthermore, if you follow your hypothesis to it's logical conclusion, the entirety of existence is simply the intermediary between the initial input and the final output. Doesn't that mean that every input into the human system is merely state in the system. After all, then inputs at t1-y in your example couldn't possibly have been anything but what they were... Lastly, if you don't buy that state is an input, how can human reaction be considered stimulus/response when clearly the response is the result of a sequence of stimuli?

    complex (that's the modern term for chaotic)

    Frankly, while the rest of what we're discussing is philosophical, that statement is just bullshit.

    chaotic - adj, Completely unordered and unpredictable
    complex - adj, Involving many parts; complicated

    A system can be extremely complex without being chaotic. Chaos is practically synonymous with nondeterminism.

    it's pretty clear to me that you had no logical basis for it in the first place, and are continuing to react to my viewpoint viscerally instead of rationally.

    Right. If I was being logical I would come to the same conclusion as you?

  130. Re:trashtalking something I like makes you an idio by theStorminMormon · · Score: 1

    Why can't a system that contains parts which behave randomly when observed individually produce random output?

    In general, it can. In this case, however, the only parts of the system that behave randomly are sub-atomic particles. Unless you have a different suggestion for the non-deterministic elements?

    Quantum physicists say that the movement of individual particles is completely random. Isn't that enough of a quantum detector?

    Exactly, that's why I made referrence to a quantum-detector. The problem is one of scale. There's no way that a neuron, which is a cell composed of millions of atoms, could be sensitive to the quantum variations in any given atom. Nor is there any evidence of a kind of escalator that could some how amplify a quantum event to a level that could influence a neuron. So when I said "quantum detector" I'm explaining that even though there's plenty of random behavior in the brain at the sub-atomic level, there's nothing at the cellular level that is affected by that quantum behavior. That's where you need a detector: at the cellular level. No biologist that I know of seriously entertains the notion that such a detector exists.

    As far as whether random fluctuations get you a "will", I don't think they do. I'm not a combatibilist. I think random fluctuations aren't what we want when we talk about "will" at all.

    For any given state of a neural network, you can describe a direct map between a set of inputs and the output.

    You are again displaying your ignorance. In order to describe the map between a set of inputs and the output, you'd need a description of the state of a neural network. We don't even have that! And we're not close to it either. We don't even have a definition for "neural network". Where do you set the boundary? The spinal cord clearly plays a role, so don't say "the brain". So every single nerve from brain to tip of the toes? Fine - use that as a starting point. You seriously think we can model an entire neural network? We're not even close. Once we get there, we can see whether or not the inputs map to the output, but I'm still fairly certain they won't. We'll get to why once I address your misconceptions about "chaos".

    Frankly, while the rest of what we're discussing is philosophical, that statement is just bullshit.

    This is the what, second time you've used a copy/paste "definition" to prove I'm wrong? Third? And it's the second or third time you've been completely, totally wrong. The simple reason for this is that I'm using these terms in their technical sense. I used stimulus/response in the philosophical/neurological sense, you mis-applied their statistical definitions. In this case I'm referring to chaos theory/complexity theory. Looking the words up in websters or dictionary.com is not going to get you the technical definition I'm working with.

    I really don't have the time or inclincation to give you a full tutorial on chaos/complexity theory. Honestly, I don't have the academic backgroun either. I haven't even finished my masters in System's Engineering yet (which deals with complex systems). But let me take this statment for starters: Chaos is practically synonymous with nondeterminism.

    Contrast your statement with this (from wikipedia's entry on chaos theory): As a result of this sensitivity, the behavior of systems that exhibit chaos appears to be random, exhibiting an exponential error dispersion, even though the system is deterministic in the sense that it is well defined and contains no random parameters

    So we're back to what I originally described. As a chaotic/complex system, the brain is deterministic. No randomness. Despite this it exhibits some of the characteristics of randomness. Thus, quite fairly, the brain can be both deterministic AND not have the inputs relate DIRECTLY to the outputs in the conventional sense. Not only is that possible, it's kind of the point of chaotic/complex systems.

    Right.

    --
    The Southern Baptist Convention has creationism. On Slashdot, we have porn.
  131. Re:trashtalking something I like makes you an idio by ivan256 · · Score: 1

    I'm not calling you irrational because you're not agreeing with me. I'm calling you irrational because as long as you continue to use words without knowing the meaning of those words you can't even join in the discussion.

    That's truly hilarious.

    The only reason we ended up in this conversation (instead of me not responding to your second comment) is because you presnted your argument using words that mean something completely different. You, of course, justified your incorrect terminology by saying that you are using the "technical" definition, which is utter bullshit. Alternatively, you use a word (chaos), and then later say you were refering to chaos theory which is something completely different.

    You are now number three on my list of idiots who have claimed the OED definition of an english word is incorrect. I would like to continue the philosophical portion of our discussion, but I cannot because we don't speak the same language. I don't have time to argue simply because what was written isn't what was meant.

  132. Re:trashtalking something I like makes you an idio by theStorminMormon · · Score: 1
    The only reason we ended up in this conversation (instead of me not responding to your second comment) is because you presnted your argument using words that mean something completely different. You, of course, justified your incorrect terminology by saying that you are using the "technical" definition, which is utter bullshit.

    The original terms were "stimulus/response". The context was as follows:

    Reducing an activity to stimulus/response may seem clever, but the trouble is that it works for pretty much every human behavior imaginable. And it certainly works for every leisure activity.

    I think it's fairly clear that I'm using the terms stimulus and response as they refer to human behavior. I'm discussing reduction of an activity, and I mention that it works for every human behavior imaginable. The context, I think, is pretty clear.

    Your response went something like this:

    The trouble is that, while it sounds good, it's just plain wrong. Most human activities fall into a stimulus-reasoning-response pattern. There is even a mathematical description of stimulus-response [wikipedia.org] that explains why you are wrong.

    The referenced wikipedia page (here: http://en.wikipedia.org/wiki/Stimulus-response_mod el) clearly refers to "stimulus/response" in the statistical sense. You are thus conflating two different meanings of the words, from the realm of human behavior and from the realm of statistics. I'm not making up anything here, nor is this bullshit. I do statistical analysis for a living. I'm working on my masters degree right now, and in the last lecture in my "Statisttics for Engineers" class the usage of the terms "stimulus and response" was a brief tangent the professor took. So it's fresh in my mind. I really don't know what else to tell you on that part.

    Frankly, I'm not too worried about convincing you. Since your chosen form of argumentation involves repeatedly calling your opponent an idiot (not to mention arguing based on baseless assumptions about their free-time activities), I'm well-aware that trying to change your mind is likely a lost cause. This is purely intended for the odd lurker who may (for whatever reason) stumble across this thread.

    Alternatively, you use a word (chaos), and then later say you were refering to chaos theory which is something completely different.

    In point of fact I did not use the word "chaos". Feel free to look through my posts if you like. Use the find function to speed things up. I did, however, use the term "chaotic". This is the original context:

    We're talking about a highly complex (e.g. chaotic) system.

    Thus I am clearly referring to complex/chaotic systems. I'm sorry if you expected to find the mathematical definition of either "chaos" or "complexity" in the OED. You should have tried wikipedia first. Here's the relevant section on complex systems: http://en.wikipedia.org/wiki/Complex_system I would direct your attention to a quote near the bottom: "Every decade or so, a grandiose theory comes along, bearing similar aspirations and often brandishing an ominous-sounding C-name. In the 1960 it was cybernetics. In the '70s it was catastrophe theory. Then came chaos theory in the '80s and complexity theory in the '90s." Cybnernetics is considered by many to be the birth of systems engineering (my field). Chaos theory and complexity theory are developments in this field (although systems engineering is by definition multi-disciplinary).

    So this leaves us with two examples in which I used a term in what I thought was fairly clear context. In the first term you jumped from one discipline (human behavior) to another (statistics) and used a specialized definition from the latter to contradict my usa

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