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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.

66 of 354 comments (clear)

  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.

      --

      Often wrong but never in doubt.
      I am Jack9.
      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 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.
  2. 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 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.

  3. 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.

      --

  4. 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 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)
    2. 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.
    3. 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.
  5. 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 hlomas · · Score: 5, Interesting

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

  6. 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 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
    3. 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.

  7. 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
  8. 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 ...

  9. 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 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.

  10. 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.

  11. 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
  12. 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 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.

  13. 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
  14. 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?

  15. 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.
  16. 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
  17. 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!
  18. 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 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
    4. 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?
    5. 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.

  19. 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

  20. 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.

  21. 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 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.

    2. 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.

  22. 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.
  23. 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 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.
    2. 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.

  24. 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.

  25. 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
  26. 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
  27. 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.

  28. 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...

  29. 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...

  30. 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.
  31. 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.
  32. 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

  33. 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. :)

  34. 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

  35. 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
  36. 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."
  37. 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.