Slashdot Mirror


Rethinking the MMOG

Gamasutra is running a piece right now called Rethinking the MMO. Game designer Neil Sorens takes issue with some of the consistent blights on the traditional Massive gaming experience, like the phenomenon of the 'ordinary' hero, and the extremely large time investment required to 'get anywhere'. Though he doesn't offer a lot in the way of concrete solutions to these issues, his appraisal of the genre is sure to spark a few conversations: "As long as developers and publishers do nothing but copy what is successful, they--and gamers--will continue to miss out on these games' staggeringly awesome potential. And as long as [MMOGs] are designed by and for stat geeks (whom I know and love and sometimes am) with little regard for traditional game design fundamentals, they will continue to waste that potential."

163 comments

  1. Interesting points by PingSpike · · Score: 1

    It certainly brings up some interesting points. MMORPGs are a pretty young genre, if you go by just the number of titles. But even WoW pretty much just refines the same old design. I certainly feel some of its tenets could use rethinking. But perhaps some things, like the endless grind, are part of the business model.

    1. Re:Interesting points by ProppaT · · Score: 5, Insightful

      The interesting thing about WoW is that it didn't refine it more than it dumbed it down. Everyone else was fighting to make their game more challenging, more epic in scale, and more intense graphics. Blizzard in turn made their game easier to access, smaller in scale and easier to travel due to easy transportation, and less intense graphics.

      In turn they opened the door to the average Joe who always secretly though D&D and online gaming might be fun if it wasn't for the "nerds" and the amount of time it would take out of their life. They also set the system specs low enough to where anyone with a somewhat modern computer could play it. However, through this "dumbing down" (which I'm not using as a derogatory statement, I'll be the first to say that a lot of MMO's are unnecessarily difficult in a lot of respects) they alienated a lot of the original core audience of MMORPG's. For every WoW player (well, maybe not every seeing that there's so many of them) that makes an joke about EverQuest players, you can be assured that there's an EQ player that's making a crack about WoW "carebear" players.

      The core problem is that you'll always have 3 core audiences: Casual players, power levelers/stat whores, and RPGers who are all looking for distinctly different gaming experiences and because of this there's never going to be the typical progression path for the genre. I think because of this, articles that talk about "rethinking the genre" have it all wrong. How do you rethink a genre that everyone wants to jump into, yet appeals (in different ways) to such a diverse audience? Do we rethink the genre or do we finally give up on trying to appeal to everybody and focus on certain core audiences? I think that's the one thing that Blizzard did get right on WoW...they went out of their way to appeal to the casual gamer. Until someone designs a game grand enough in scale to encompass a caste system to divide and account for different play styles or creates a game with seperate servers that drastically alter the game play for each type of player, I think we're better off picking a target audience and sticking with it.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    2. Re:Interesting points by bugnuts · · Score: 4, Insightful

      The interesting thing about WoW is that it didn't refine it more than it dumbed it down.

      Blizzard in turn made their game easier to access, smaller in scale and easier to travel due to easy transportation, and less intense graphics. Making it accessible and dumbing it down are completely different things. An intuitive GUI is far more complex than one that is "dumbed down". I do realize you're not using that as derogatory, but it's difficult to separate the two. It's really quite complex the way they handled it. In addition, they made the interface nearly completely programmable, which allows gamers to truly geek-out and enhance their own experience.

      Blizzard graphics in WoW are actually quite intense. They have their own style and incredibly complex textures. They use fewer polygons in some areas, but are not blocky because they avoid the blockiness by reducing the number of 90-degree angles. (Thus, things don't look blocky to the eye -- cf: City of Heroes.) Many small items or sections use lots of polygons to give it a "full" and complex feel even when surrounding things are relatively low poly counts.

      The main gameplay thing that wow mostly eliminated was camping global spawns. If getting rid of what most people consider an utterly stupid concept is "dumbing it down" then I want to play that dumb game. Some people actually enjoyed that aspect of competition in EQ -- but most people who have outgrown pimples eschew such games. Blizzard took most of the best parts of many games, and did it right, making a fun game and hoped people would play it instead of implementing cheesy tricks to keep people playing longer. They also know their audience isn't the hardcore kid with nothing better to do than call his 20 friends when a spawn happened. It's now the somewhat richer adult, often with a wife and kids, who has a few hours here and there to play, and most importantly is willing to pony up $15/month to have fun during that time.

      They also have some of the "hardcore" kind of things that others have grown to recognize, and love/hate it. I'm talking 40-man raids (recently changed to 25-man), which are difficult.

      The only thing that's actually dumbed down is pvp. And even that could be changed, if they wanted, without affecting other worlds. There are actually only 2 groups of people - casuals and powergamers, and people fall between those two. PvPers are often a subset of powergamers, and RPers may be anything.

      Of the three groups people you discuss, no matter what game, the casuals will always bitch about the powergamers who will always bitch about the RPers, who will always bitch (in ye olde english) about everyone who doesn't RP. But WoW actually caters to the three groups much better than other games, and I'd even say succeeds quite well. You can accomplish something as a casual, and you can accomplish something as a powergamer. And there's a little corner for thee, Master RPer. Goeth now and stand there and leaveth the rest alone :-)
    3. Re:Interesting points by Skuld-Chan · · Score: 1

      I've lost count of the amount of people who I've run into in WoW who left Everquest because EQ was becoming way to intense. Things like mob camping really don't happen in WoW for example - where I've heard EQ players will sleep in shifts to be the next to down some epic creature who drops something really cool.

      Not that WoW is perfect either - they encourage the whole time sink concept. Good example of this is Cenarion Expedition reputation - you'd have to run Steamvaults something like 50+ times (each run takes about an hour and half with a good team) before reaching exalted. Or use some equally inane strategy. While I've never heard of anyone sleeping in shifts I've heard its not uncommon in a raiding guild to do that to 3am every day of the week.

    4. Re:Interesting points by dc29A · · Score: 1

      The interesting thing about WoW is that it didn't refine it more than it dumbed it down.

      I guess you didn't play any other MMOs then :). Blizzard didn't dumb down WoW at all, in fact it's much more complex than other games. Having played many other MMOs, scripted encounters in WoW are probably the most complex ones. It is light years ahead of Everquest I, II and Vanguard (the other similar titles).

      In most other games, beating a "Boss" mob is simply having a tank getting beaten on by boss while your other players do lot of damage to it. It is not like this in WoW. You have to know a specific strategy to beat a hard NPC, you can't just tell your tanks to tank it and have your damage dealing classes beat it down. There is a wizard in Karazhan who casts a blizzard that moves in circle. Your raid has to be moving. Same time he semi intelligently casts big nukes on a player. Then he casts a fire ring around someone (this person MUST stop immediately). At 40% life he sheeps the raid, gets his mana back and continues with the beatdown. There are 3 different strategies to beat it, it's a very complex fight. Your healers must be on the ball with healing, your DPS must move and watch out for blizzard and other NPC abilities. And this is a regular 10 man encounter.

      You also have more complex fights like pretty much all Naxxramas, Karazhan and beyond, and even the normal 5 man dungeon bosses. Compared to other games WoW is way ahead.

    5. Re:Interesting points by unborracho · · Score: 1

      They also have some of the "hardcore" kind of things that others have grown to recognize, and love/hate it. I'm talking 40-man raids (recently changed to 25-man), which are difficult.

      You completely neglect the fact that the entire endgame is based around these 25-man raids and once you get to the maximum level, there is nothing left to do other than PvP - and even then those players that do 25-man raids have better gear/stats than those that don't.

      I'll admit though, the burning crusade PvP awards are nice, but I'll bet you the farm that the tier 5/6 gear will be better

      --
      "You had this look that of an angel, it was such a bad disguise" --Dishwalla
    6. Re:Interesting points by fitten · · Score: 1

      WoW is not that hard. That's why so many people play it. Some of the boss encounters are interesting, I'll give it that, but when you've done it for the 100th time, it isn't anymore. I played WoW for 8 months, had multiple level 60s, had done pretty much everything in the game, and was extremely bored. Everything turned into a grind... kill 1000s of mobs to raise faction, kill 1000s of mobs to get pairs of nuts to turn in for stuff, do 100s of BGs to get points to buy items, do any of the instanced stuff for the 100th time this month, etc. etc. etc. I quit the game once, came back eight months later, and tried to play it again and after two weeks, couldn't stand it so I cancelled my account again. I'll never play it again. I don't play games to be graphical chat rooms. I like to be challenged. So, I play other games now that have some challenge to them.

    7. Re:Interesting points by C0rinthian · · Score: 1

      Can I have your farm then? Top PvP rewards are very competitive with tier 5 raiding gear.

    8. Re:Interesting points by mulvane · · Score: 1

      They are only young if you don't count the fact they were the next evolutionary step from such things as MUD's.

    9. Re:Interesting points by C0rinthian · · Score: 1

      With the number of subs that WoW is running, I don't think they alienated anyone but the most hardcore MMO players. Even though this group is vocal, it is far from the 'core' subscriber base.

      Regarding other parts of your comment, I feel that 'dumbed-down' is bad terminology to use. Making the game less tedious isn't a nerf, it's smart design. Difficulty shouldn't be measured in man-hours. An excellent example of a difficult but accessible zone is Blackwing Lair. You literally walk in the door to your first boss fight. No trash to clear at all. The fight itself isn't gear dependant, but instead is very skill/tactics dependant.

      The traditional 'EQ type' raiders would complain that this is carebear. Personally, I don't see the point of having to slog through 2 hours of trash to do something interesting.

    10. Re:Interesting points by zippthorne · · Score: 1

      The game simply lasts too long. It's open ended, but that just means that it asymptotically approaches maximum boredom.

      One way to combat this (and a way which I don't think would work for WoW the way it currently is) would be to run the game for different lengths of time. say.. 3 months or so, depending on how much content there is, and then switch things around a little at each reset so it's a new world every time. If player-houses are allowed, maybe some kind of token could carried through to the "new universe" in the form of a trophy depending on their progress. Even Monopoly has an ending.

      I played WoW for a little while when it first came out, and I had the most fun when I was just starting out. The opening cinematic, the various quests which hinted at things to come. As I progressed, the world became smaller: some things I imagined would be possible when I was lower level simply did not exist, tasks I accomplished weren't nearly as rewarding as I expected them to be, and the disappointments added up. (actually, that's kind of like real life sometimes....) I never made it to 60. I did play for 30 levels past where it stopped being fun though, before I realized that the final 10 levels would take me just as long as the previous 30, and offer very little new experience other than larger and cooler-looking monsters to fight.

      --
      Can you be Even More Awesome?!
    11. Re:Interesting points by C0rinthian · · Score: 1

      You don't need exalted for anything. All the 'required' stuff (keys, etc) are had at revered, which is quite easy to get. If you REALLY want that epic they sell, then you need exalted.

    12. Re:Interesting points by C0rinthian · · Score: 1

      I assume you didn't do endgame much at all, as there are some nice skill-dependant boss fights mixed in with the tank-n-spanks.

    13. Re:Interesting points by bugnuts · · Score: 1

      You completely neglect the fact that the entire endgame is based around these 25-man raids and once you get to the maximum level, there is nothing left to do other than PvP - and even then those players that do 25-man raids have better gear/stats than those that don't. You can actually see the stats of most raid gear by going to the euro wow site and poking around.

      I do not deny that the end-game consists of harder and harder raids. 10-man karazhan can be pugged, but it'll be a while before pugs can beat it. But most people can get 9 others together with a common goal. If you haven't met 9 others on the way to 70 that would want you in the group, you're doing something wrong.

      For the casual player, 5-man instances are the end-game. And then 5-man heroics, and there are a LOT of 5-man instances. Those are difficult, and will last the casual player a long, long time, and the gear isn't too shabby. (Note that if you have more than a couple hours to play each day, you're not a casual player... if you're spending more than about 15-20 hours a week, you're pushing into the "hardcore". I'm talking about the person that can play for a few hours during the week and maybe 6 on a weekend.)

      Those that are more powergamer than casual ... well, you have to deal with raids or pvp -- but, even a casual player can get really good items with crafting. And anyone can do this at any conviction level. The best 2H sword in the game is made with blacksmithing, for example. Many really great items are now made with crafting, usable or with bonuses for those with the craft. This means anyone can get some items as good as the best current raid gear.

      The release of BC made a big difference in the intended audience, from what I can tell. I was a powergamer, but now I'm finding I can relax and am enjoying the game far more.
    14. Re:Interesting points by Anonymous Coward · · Score: 0

      Are you kidding? MUDs involve reading and imagination, whereas WoW, EQ, etc. have all sorts of pretty colors! They're obviously completely different.

    15. Re:Interesting points by iamblades · · Score: 1

      No, what is 'dumbed down' about WoW is the lack of any true skill system, to where the only way to advance in the game is to get better gear. The talent system is far to limited for the statwhore in me, I much prefer to be able to superspecialize in one specific aspect of my character if I so choose. I hate arbitrary limitations that say 'you can't get that skill without this skill'. I know I know, its for balancing reasons, I just think MMO devs need to come up with better ways to balance while allowing more open ended playstyles. There is certainly enough money in the market to make it worth their while. I want to be able to put all my points in 1hb and be a hammer wielding maniac, or all my points in defense skills and be nearly invincible. MMO devs, figure it out, balance it, and you got my money.

      It could also be considered dumbed down because it is easy to level, but I consider that a good thing.

      --
      Shit adds up at the bottom...
    16. Re:Interesting points by dc29A · · Score: 1

      I like to be challenged

      Did you kill Ouro or C'htun?
      Did you kill bosses in Naxxramas?
      Did you clear Karazhan?
      Did you kill Magtheridon?
      Did you kill bosses in Serpentshire Caverns?
      Did you finish all dungeons in heroic difficulty?

      There are many very challenging encounters in WoW, many who demand very tight coordination between team members.

    17. Re:Interesting points by Jamu · · Score: 1

      The points would be interesting if I didn't already play Guild Wars. When I read the article I mostly get a pleasant feeling of smugness.

      --
      Who ordered that?
    18. Re:Interesting points by Sarastrobert · · Score: 1

      I am guessing you don't know much about raiding in EverQuest if you say that. I am sure there are some cool and really fun raids in WoW but why beat your chest about it when you don't know what the other games have to offer.

      I stopped playing EQ a long time ago (during Planes of Power) but Scripted raids comparable to what you describe have existed in EQ since long before WoW was released. I think that even some of the Velious bosses had rudimentary scripts but from Luclin and on there where some really complex ones, like what you describe and more. From what I hear from friends who still play EQ, the high level encounters have not exactly become simpler over time.

      No, I seriously doubt that WoW has the most complex script based encounters available, so give that chest some rest. I am sure they have some nice and fun ones none the less.

    19. Re:Interesting points by xiong.chiamiov · · Score: 1

      Blizzard graphics in WoW are actually quite intense. They have their own style and incredibly complex textures. They use fewer polygons in some areas, but are not blocky because they avoid the blockiness by reducing the number of 90-degree angles. (Thus, things don't look blocky to the eye -- cf: City of Heroes.) Really? Some of the backgrounds look decent to me, but overall, it looks really blocky to me (looking at official screens too, not just my friends' comps). Then I look at Guild Wars Nightfall. Ah...

      The main gameplay thing that wow mostly eliminated was camping global spawns. Again, why I love GW. Everything's instanced, so it's even better than WoW, in that aspect.

      Blizzard took most of the best parts of many games, and did it right, making a fun game and hoped people would play it instead of implementing cheesy tricks to keep people playing longer. Are you talking about things like making you grind to level so that you can get new 1337 skillz? Or are you referring to the "crap time" such as having to run from place to place (or pay to fly to/from selected locations)? My WoW friends are constantly amazed at how in GW I simply "map" (teleport) to any town I've been in. There's no sense in running (or riding a mount) back and forth to places. I'm not actually playing the game during that time, and I *hate* wasting time.
    20. Re:Interesting points by fitten · · Score: 1
      From me before:

      I quit the game once, came back eight months later, and tried to play it again and after two weeks, couldn't stand it so I cancelled my account again.


      The two weeks were right before Burning Crusades came out. I cancelled again about a week before BC. I just realized that it was a boring game and after doing all the new content 10 times, it'd be boring again. So, no, I didn't do most of that stuff because I quit a boring game before they came out.

      There are many very challenging encounters in WoW, many who demand very tight coordination between team members.


      Yeah, and after you do them 10 times and get the script down, it's rinse-and-repeat.
    21. Re:Interesting points by fitten · · Score: 1

      I did everything available before Burning Crusade was released. I quit the second time about a week before BC came out. I tried to get back into it before BC but I couldn't stand the boredom and not even the anticipation of new content could get me back into it. After you do the new content (and the old content) 10 times and can follow a script on how to do it, they aren't so much skill dependant anymore as they are just following a script accurately and not messing up. It gets to be where the times someone screws up and wipes the raid are the raids you remember, not the successes because they are all the same (boring). How many times do you talk about raids as being "remember that time Legolasssssss1231231231 screwed up and wiped us when the BigUglyMob agrod wrong?" as opposed to "Remember that 134th time we went in and cleared the instance just like we did the 133rd time?" That should be a clue.

    22. Re:Interesting points by C0rinthian · · Score: 1

      skill at anything is based on repetition and consistency. (Hint: people call it 'practice') I don't know why you'd expect a game to be any different.

    23. Re:Interesting points by fitten · · Score: 1

      Maybe a non-repetitive game :)

    24. Re:Interesting points by C0rinthian · · Score: 1

      Then the repetition occurs on a more fundamental level. TO draw an analogy, a basketball player can't expect to be consistent at scoring points unless he spends time taking shots, over and over again, from various positions around the court. (practice) The goal is that the player never gets in a situation that is new. Every shot the player takes, is just a repeat of a shot they've done a thousand times in practice.

    25. Re:Interesting points by Skuld-Chan · · Score: 1

      You need exhausted to buy/use all those recipes and plans from them however...

  2. Doesn't he seem to want contradictory things by antifoidulus · · Score: 2, Insightful

    'ordinary' hero, and the extremely large time investment required to 'get anywhere'.

    If you had an extraordinary hero who could do everything right off the bat, what would make him/her extraordinary then?

    1. Re:Doesn't he seem to want contradictory things by C0rinthian · · Score: 1

      Maybe that's what makes him extraordinary?

    2. Re:Doesn't he seem to want contradictory things by dAzED1 · · Score: 1

      a small world, that doesn't have 100,000 people per server instance? If there were only 500 or so, 100 at any given time, then everyone becomes extraordinary.

      Not that I'd want such a thing myself, but I stopped playing MMORPGS years ago.

    3. Re:Doesn't he seem to want contradictory things by Anonymous Coward · · Score: 0

      Crackdown, not that it's an MMORPG, is sort of a long the lines of this. Your guy, a genetically engineered super-soldier, at the start of the game outclasses every individual foe in the game in every way but the amount of life and fire power (in the form of a found and stored weapon). One on one, nothing in the game would be a challenge. But that's the trick, you very rarely fight anything one on one. You can have that kind of experience in a single player game pretty easily, there really aren't that many obsticals. But in an MMORPG, you have a plausability problem. Where are your thousands (or ten thousands) of enemies that each of the many near by players defeats each day going to come from? It's one thing in a space opera setting, it's quite another in Middle Earth with a few ten thousand Chosen.

      To some extent I think computing power, for vastly larger hoards of foes, and permanent death in MMORPGs are solutions. But you'd have to make a pretty sweet game to get people to put up with permanent death.

    4. Re:Doesn't he seem to want contradictory things by Anonymous Coward · · Score: 0

      Everquest started you out by killing small rats and snakes. You're level 10 before you even think of trying something as tough as a goblin. Meanwhile every town guard and shopkeeper can kick your ass all over the map. That always made my "heroes" seem very "sub-ordinary."

  3. Well.. What are they doing wrong? ... by Creepy+Crawler · · Score: 1

    Ok. Lets rethink the MMORPG...

    1. Level grinding sucks. We had to do it in Final Fantasy 1,2,3 and most of 4. Same with Dragon Warrior/Quest series. It sucks.

    2. How do you deal with rapidly differing levels of experience? Many places have higher level only places and those aren't fun as they're only high levelers.

    3. How do you manage quests for multiple people? This requires real DM's to do, and not set script spawn monsters.

    4. Perhaps we ought to integrate a real-time element rather than "hit, hit, hit, chug pot, hit, hit...ad nauseum". I do like the tales of Phantasia RT element.

    5. What about griefing? There's always idiots that do that. How do we deal with them? They are paying customers and these companies need the money... ??

    6. Many MMO's prevent user-based content. Perhaps adding possessable units (think second life) will bring responsibility.

    7. I want player-killing zones. Make certain areas with high resources heavy with pick pockets and pk'ers. Th

    --
    1. Re:Well.. What are they doing wrong? ... by Animats · · Score: 5, Informative

      5. What about griefing? There's always idiots that do that. How do we deal with them?

      America's Army has the best solution to that - the in-game Army Disciplinary Barracks at Fort Leavenworth.. "If a player violates enough ROE he is transported to a virtual jail cell at Fort Leavenworth with nothing to do but clink against the bars, pondering his sins. As if to create remorse, one can view the tip of a sunset from the lone, high window the cell but only if one is standing on the toilet."

    2. Re:Well.. What are they doing wrong? ... by Anonymous Coward · · Score: 0, Troll

      Do they have a virtual Guantanamo that AA players can send people to so that they can participate in virtual waterboarding?

    3. Re:Well.. What are they doing wrong? ... by subanark · · Score: 2, Interesting

      1. Yea, it sucks. MMORPGs are designed to be the only game you will play for months. A typical RPG game has about 20-30 hours of gameplay, and took about a year to make. Try to scale that to people who play 20-30 hours per week and keep them occupied for several months, without grinding and you will find you will never complete the game.

      2. High level areas are fun for the first few times you do it. They are designed as a real challange. But once you figured out the challange, yes they can get boringin when you are forced to run it time and time again. But these areas are the limit point of content, where there just isn't anymore. So these areas have to strech out the remaining content as long as possible.

      3.People are attracted to MMORPGs due to their low cost, at around only 15$ per month it can save you a lot of money on buying games. Professional GMs will drasticly increase the game cost, and you have the problem of some GMs being "easier" than others. In pen and paper each GM can run their own world with their own rules. Try to scale this to an MMORPG and the GMs world will collide in horrid ways.

      4. In WoW different encounters require different stragities. Pretty much every boss end level, you are either going to wipe several times on the first go, or you look up what stragity to use. For most people, the AI stragities and the counter-stragities are well known. If you want something more intresting, go and create a smart AI... tell us when you are done, so we can nominate you for a Nobel Prize.

      5. Most games give ways to avoid griefing. In WoW... don't play on a PvP server; if you are PvP just wait 5 minutes before resurection. If its a quest NPC... do something else. This is a sacrifice by letting players have more control over their enviroment; some abuse this feature.

      6. MMOs can have their own content, but it could not be connected to the real content, as in you could not simply allow a player to create a monster that drops some awsome uber item. Runescape does allow player made dungeons (although a bit limited). You can create your own content without limitation in Neverwinter Nights, but characters in different user's enviroments cannot interact without GMs permission (like in pen and paper games).

      7. Yep... several MMORPGs have that. Runescape has that in spades. And Eve is entirly based around that.

    4. Re:Well.. What are they doing wrong? ... by Anonymous Coward · · Score: 0

      Runescape has that in spades.

      Yeah but RuneScape sucks.

    5. Re:Well.. What are they doing wrong? ... by fitten · · Score: 1

      2. Make levels not mean so much.
      3. Make quests driven by players (player made content)
      5. Let the players deal with them but if they become a real problem, let the GMs deal with them.
      6. Player made content. That's how you solve the content problem. Unfortunately, few MMOs have it (WoW doesn't - trade skills are not player made content).
      7. Yeah.

      There is already a game that does most of what you say, and I already play it (have for over a year now). It ain't WoW and most WoW lovers hate it.

    6. Re:Well.. What are they doing wrong? ... by misleb · · Score: 1

      5. What about griefing? There's always idiots that do that. How do we deal with them?


      I liked how EVE Online dealt with griefers... put bounties on their heads. Sure, the bounties become a trophy for the griefers, but so what? At least people can profit from pk'ing the griefers. And in a way it works into the theme of the game. I mean, what is a space game without space pirates? It is especially interesting when you get certain griefers with a reputation. And people talk about them. It really adds to the depth of the game. Sure, it is still annoying as hell when someone steals your loot/ore, but at least you have some recourse. Also, EVE has a relatively robust economic system that is far less open to abuse. From what I undersatnd, (gold) miners are a nuisance in WoW. In EVE, mining is just another role. People building ships NEED people to mine ore.

      Of course, I haven't played EVE in a while, but when I did it was very interesting. I played a good 4 months (I get bored with most any game pretty quick) with an "alternative" role. I didn't do much fighting or "grinding." I made a good living just buying/reselling/building ships and other parts. And it wasn't simple either. I had to find suppliers, buyers, bid on blueprints, deal with competitors and other market forces, etc.

      -matthew
      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    7. Re:Well.. What are they doing wrong? ... by VGPowerlord · · Score: 1

      From what I undersatnd, (gold) miners are a nuisance in WoW. In EVE, mining is just another role. People building ships NEED people to mine ore.

      Gold farmers have to do with gold currency, not gold mining. In WoW, mining is just another profession, although certain elements (Silver, Gold, True Silver, etc...) are rarer than others (Copper, Tin, Iron, Mithril, etc...).

      Gold farmers (AKA Real Money Traders (RMT)) are people who try to earn a lot of in-game money, usually by auctioning items for more than they are actually worth, then try to sell that money for real money in violation of a game's rules.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  4. Missing Something? by twistedsymphony · · Score: 2, Informative

    Apparently he's never played Test Drive Unlimited (an MMO Racer), Chromehounds (an MMO Mech game)... or read any previews for the upcoming Huxley (an MMO FPS).

    1. Re:Missing Something? by Bohnanza · · Score: 0, Troll

      So, there will be yet another FPS, yet another Giant Robot game, and yet another racing game. I didn't know there was so much to get excited about.

      --

      -----

      Sorry, I'm only a 1336 h4x0r.

    2. Re:Missing Something? by twistedsymphony · · Score: 1

      yet another? Please let me know where I can find any other MMO games in those genres.

    3. Re:Missing Something? by Dachannien · · Score: 1
    4. Re:Missing Something? by Darniaq · · Score: 1

      Those utilize MMO-like components, but momentarily, for short periods (except Huxley, but that's not out yet). Your point is the same though. There's a lot beyond WoW/diku, even today (Endless Ages, ATiTD, SL, Habbo, Club Penguin, etc).

      The problem isn't that these games don't exist. It's that most players in the genre prefer them. Eve's an awesome game, but it'd only break 1 million if WoW breaks 20 million. It's indicative of market forces.

      So is this a rant against non-creativity, or rather a lament against popularity?

    5. Re:Missing Something? by Eric52902 · · Score: 1

      PlanetSide did a very respectable job bringing the FPS genre into the MMO world.

    6. Re:Missing Something? by twistedsymphony · · Score: 1

      Very true, I forgot about that game. Though it's not like MMO FPS/Racers/Mech games, or even those genres with MMO elements, are anywhere near the norm.

    7. Re:Missing Something? by Stormie · · Score: 1

      Indeed. The problem is not that MMORPGs are badly done, the problem is that MMORPGs are the overwhelming majority of the MMO field. Character advancement has always been a key facet of CRPGs, and often extreme levels of character advancement. Imagine flinging your freshly generated Baldur's Gate character against Sarevok. And that's a game with one of the smaller gaps between initial and endgame power. It's not uncommon for endgame characters in CRPGs to be hundredfold or even a thousandfold more powerful than they started the game. If you want an MMO's persistent world and community, without people with a thousand hours playtime being a thousand times more powerful than the noobs, then you want something more like an MMOFPS, like that Huxley game linked in the parent post.

    8. Re:Missing Something? by Anonymous Coward · · Score: 0

      The biggest gap I ever saw was with the Record of the Lodoss Wars for the dreamcast. You start out naked with a knife doing 1-6 points of damage a hit with not much more hp yourself to zombies, and end up doing 15 million a hit to undead flying demons with scales and horns while having something on the order of 25k hp. Which amused me to no end.

    9. Re:Missing Something? by Anonymous Coward · · Score: 0

      The first two are not "massive". They are Console MOs, not MMOs.

    10. Re:Missing Something? by NathanRF · · Score: 1

      I didn't play Test Drive Unlimited, but I played a lot of Chromehounds and I certainly wouldn't characterize that as an MMO. Take away the scale of the game and you've got a vanilla FPS with lumpy terrain and customizable characters. The same goes for Huxley. It's got a versus mode virtually identical to the one in the N64 Perfect Dark, where a human player can control stock enemies and try to prevent the player from completing a level. Other than a relatively nonlinear environment to explore, the game has no meaningful MMO characteristics.

  5. Really? RPGs and the lack of real changes. by east+coast · · Score: 1

    And as long as [MMOGs] are designed by and for stat geeks (whom I know and love and sometimes am) with little regard for traditional game design fundamentals, they will continue to waste that potential.

    At this point the vast majority of MMOGs are RPGs. From where I sit it seems that all RPGs have always been about being a stats geek. I'm wondering what fundamentals he thinks are being overlooked.

    Would they improve with a better story line instead of hack and slash? Potentially but you don't really see a lot of this in the pen and paper version of RPGing either. Sure, the GM can entertain and let the group run about with little crazy side adventures but in the end it always comes down to the same question: How much XP to the next level?

    If there are any real thoughts on this there is nothing stopping someone from developing a game that strays from the beaten path but the world of MMOGs suffers, as was hinted at in the blurb, from having everyone being the hero of the game. IIRC, SWG tried to limit the number of truely powerful and progressive toons only to do poorly at luring in players.

    Just for the record: I haven't had a chance to read the article. Take it for what it's worth.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
    1. Re:Really? RPGs and the lack of real changes. by RingDev · · Score: 3, Interesting

      Would they improve with a better story line instead of hack and slash? Potentially but you don't really see a lot of this in the pen and paper version of RPGing either. Sure, the GM can entertain and let the group run about with little crazy side adventures but in the end it always comes down to the same question: How much XP to the next level?

      I think this varies a lot from DM to DM and system to system. White Wolf in particular has a system that really doesn't push for stating. In fact, the thing that made each of the White Wolf (VTM and WW) campaigns I've played in so much fun WAS the story. I'm a geek, through and through, I have geek friends. I used to go to hang out at a local Perkins and recap the game, in story format, to some of my geeky (but not geeky enough to dice) friends. Heck, you kick back in the smoking section and tell a chapter of an epic story and people get interested. I had one guy ask me if I was talking about a movie script. The retelling of those stories was often as much fun as playing them the first time too.

      In a MMO video game, I don't think it would have much of an impact though. For two reasons:
      1) The games are stat dependent. It doesn't matter how well you know the Barron, his aura is going to smack you and you need the gear (stats) to survive it.
      2) As soon as anything is done once, instructions are posted on the web. It doesn't matter if you spend 4 days in the libraries learning all you can about the boss, when it comes down to it, someone can just look up the encounter on thottbot or wowhead and know it all.

      Think about it, if you're telling a story from a pen and paper game to another gamer, it's new and different. If you're telling a story about how you took out a boss in WoW to another WoW player, they're going to respond with "Oh yeah, my guild took him out last week."

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    2. Re:Really? RPGs and the lack of real changes. by east+coast · · Score: 1

      I certainly do agree that it has something to do with the system but I also found that it had a lot to do with the players too. I GM'd Call of Cthulhu about a dozen times for some of my old school D&D friends and these people just obsessed over their stats. I can understand some curiosity in how some of the numbers play out being new to a game system. I felt that the stats whoring took a bit from the game and they ultimately wanted CoC to be another D&D with a different world dynamic.

      Some seemed to catch on but somehow I would have felt better working with some n00bs with some HP Lovecraft knowledge over veteran D&D players.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    3. Re:Really? RPGs and the lack of real changes. by RingDev · · Score: 1

      I looked into CoC long long ago, back in the high school days. Stats were all I knew back then (coming from D&D, Cadillacs and Dinosaurs, and Shadow Run) and CoC didn't really appeal to me for its story content. Something about winding up insane kinda put a damper on the stating up ;)

      But a few good story tellers (and DMs) who really took the focus off of leveling and put it into the story really changed my approach to gaming.

      Damn you, now I'm starting to get an urge to fire up a WW or VTM campaign again.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
    4. Re:Really? RPGs and the lack of real changes. by Stevecrox · · Score: 1

      RPG's don't have to be about level grinding have a looksee at http://www.mystonline.com/ theres a MMOG thats cares as I understand it works well on MAC and a few people have used cedeger to get it working on Linux. Very different from your normal MMOG's

    5. Re:Really? RPGs and the lack of real changes. by east+coast · · Score: 1

      Something about winding up insane kinda put a damper on the stating up ;)

      Hey, fella, don't knock it until you've tried it (going insane, that is). Heh.

      Damn you, now I'm starting to get an urge to fire up a WW or VTM campaign again.

      As I've gotten older the thrill in playing has more to do with playing with old friends. If it weren't for people who I have a real history with I don't know if I'd even be playing any RPGs anymore.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    6. Re:Really? RPGs and the lack of real changes. by CyberKender · · Score: 1

      I disagree. If it's about being a stats geek, then it's not really a ROLE-playing game. This is especially true if you're talking about a pen-and-paper RPG. True role-playing is a limited form of acting, and few gamers I've ever run into do it well. (I've played ren-and-paper RPGs since 1980.) If you move this to computer RPGs, you pretty much have to leave true role-playing out of it. Very few people will be good at it, much less even try to do it when there is no point, save for interacting with another player on a purely social level. Don't get me wrong, I'd love to see people do it, but why should they? If there were enough live GMs to offer rewards for role-playing, or some way for role-playing to effect the story or adventuring, it would be great. It would also take something like a few hundred thousand GMs for just WoW.

      Travel time, XP/rep/stat grinds, and the like are purely mechanics issues. As such, fixing them is not going to move the system away from stats geeks. It will just change how the stats are managed.

      Limiting the number of heroes can work, but it takes some special management. Pretty much the sort of thing that would be required to manage true role-playing. Back in the day, I was on a Vampire: tM-base MUD, where all new characters were normal humans. You had to play the game as such until such time as one of the supernatural took notice of you and decided that you would be useful to be involved. Again, this only worked because there was real role-playing and a high enough GM to Player ratio to support it.

      --
      CyberKender
      Apparently Appointed Lord Mayor of There
    7. Re:Really? RPGs and the lack of real changes. by RingDev · · Score: 1

      Unfortunately, many of my good playing friends are scattered about the world. I have a few local friends I might try to recruit, and a few new friends (people I've met through WoW oddly enough) that I think might make some decent players.

      -Rick

      --
      "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  6. Sounds to me... by CaseM · · Score: 1

    Like he really just wants a single player RPG.

    1. Re:Sounds to me... by Spudtrooper · · Score: 0

      Actually I think many of the flaws he mentions are also shared by a lot of single-player RPGs. Not wanting to grind and deal with the sphere grid is the reason Final Fantasy X has sat half-finished on my shelf for 2 months, and FFX-2 has has unopened right next to it.

    2. Re:Sounds to me... by Rei · · Score: 4, Insightful

      He also doesn't seem to realize that a single player RPG is very different from a MMORPG. For example:

      Trust your ability to balance things later. That?s the easy part.

      No. It most definitely is not. Example: I'm a relatively new member of the dev team at Eternal Lands, an open source, free (as in beer) MMORPG. Early on, the dev team had added in a sword worth an utter fortune to an NPC. It could be crafted, but took an obscenely high level to craft. Eventually (after some similar problems on a smaller scale), the devs came to the realization that once people reached that level, the market would be flooded: people would make those swords in bulk, sell them to the NPC, and completely destroy the game's economy. Fixing it got on their TODO list, but wasn't a top priority item. There was so much else to develop, and hey, nobody was near that manufacturing level yet. A minor oversight, though: you can get blessings from your god (including the manufacturing God) to temporarily up your levels -- all for just a 50 gold fee. The high level manufacturers started making and selling the swords in bulk and threw the economy out of whack.

      Now it's out of whack. How do you fix it? Not only do the manufacturers now have obscene amounts of money, but through their purchases, they've messed up the amount of money that others have. Do you just roll back the entire game to a few months prior? Good way to lose almost your entire player base. It took a long time for them to rebalance the game, and they lost a number of players in the process.

      In short: NEVER trust your ability to rebalance things later. That's the HARD part. Plan everything to death before you hook it in.

      --
      How come things that happen to stupid people keep happening to me?
    3. Re:Sounds to me... by Rei · · Score: 0, Redundant

      Correction: "could be manufactured", not crafted.

      --
      How come things that happen to stupid people keep happening to me?
    4. Re:Sounds to me... by mmalove · · Score: 1

      There's got to be a balance. If you plan everything to death, you'll never execute on anything, and end up where Sigil did with Vanguard, or worse. Money/time is a finite thing in the creation of any project - spend it all planning and you'll have none left to write the code, test it, work out the bugs, etc. The issue you described with the sword - do you really think you would have found that without live players testing the system, prodding it for holes? Maybe, but who knows how much planning would have had to take place before it was uncovered?

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
  7. Ego by Applekid · · Score: 1

    While TFA is about MMOGs, the bulk are MMORPGs so this is potentially valid.

    Single player games play to the ego. YOU are given a quest of great importance. Only YOU could defeat the really f'ing strong bad guy. No one but YOU can organize a rag-tag bunch of badasses to smash evil and bring blah blah blah to the blah blah blah.

    How many single player games are there that represent you amongst a whole group of potential heroes? If you decide to slack off and not do what you're supposed to, does someone else stand up and carry the torch instead?

    No. The worlds and it's advancing timeline is on your whim only. MMORPGs will NEVER be able to capture that so long as the entire world isn't instanced to a specific group of players. And, even then, if the game does that what's the point of it being MASSIVELY multiplayer, anyway?

    The fact that MMORPGs work at all are a testament to the addictive qualities of constantly levelling up for the next best thing and to stay on the cutting edge of new content. It's very "metagame" in that respect. But for the same reason not EVERYONE in real life can be a mover and a shaker, it can't really work online any better than it already does.

    --
    More Twoson than Cupertino
  8. change the world by acvh · · Score: 1

    one thing I agree with in the article is that in the type of game under discussion a player's actions don't effect the world in a significant way, eg. killing a political leader results in a change in the game's direction. I understand the difficulty in implementing such a scenario, but it would certainly make the game feel more organic.

    1. Re:change the world by Rei · · Score: 1

      I've pushed for this sort of thing in Eternal Lands, but I've yet to see any moves in that direction. A good example: invasions. What if the invasion monsters *succeed*? I'd say that, while when you clear out all invasion monsters, the invasion ends, the reverse should be true: if the invasion monsters kill all players on the map, the map should belong to the monsters. Now those invasion monsters should *spawn* on the map, making it unsafe. Only by defeating all of those monsters on the map at the same time would you be able to turn it back to normal.

      There could be all kinds of rewards and punishments for things. Monsters may poison the water supply (if you're in the vicinity of the map, you may randomly become poisoned). A dark lord may cast the region into perpetual night. A volcano may erupt. A mountain pass may be blocked, making you have to take the long route to reach an area (or not be able to reach it at all). All of these things could have ripple effects, as the resources (animals, harvestables, etc) from those maps become no longer accessible or only accessible with much greater risk.

      I agree with the author of the article about giving players more of a sense of creation and ownership in the game. I think the key is not letting them create anything that could interfere with game balance. Let's say that a player can scrounge together enough money in the game. Let them buy a house. Or build one. Or make a statue. Or an archway. Or anything of that nature. It'd push the economy forward, and give them an additional sense of having made a difference in the world.

      On that note, play off people's natural instincts: try to encourage "national" identity. In EL, you can always teleport to Isla Prima (barring a few exceptions), and whenever you die on C1, you come out there. Everyone is, effectively, from the same "homeland": Isla Prima. What if that wasn't so, however? What if you had a fixed teleport/underworld exit location, and it was in some random village somewhere in the world? You'd see your locals much more often. You and they may have built some things in your city. You'd tend to have a natural kinship with them. You could have exiles and immigrants. You could have inter-tribal warfare; things could get destroyed. Perhaps fortifications and military tactics could come into play. The possibilities are endless.

      Of course, dynamic content is an additional load on a game engine -- both in terms of system resources, serverside and clientside, and in terms of development effort. Invasion penalties, on the other hand, would be relatively simple.

      --
      How come things that happen to stupid people keep happening to me?
  9. My first MMOG: boring by MobyDisk · · Score: 4, Insightful

    I signed-up for a 14-day trial of Eve Online. As a fan of Descent, Wing Commander, and Trade Wars I thought I would love this game. After a few days I realized the game was awesome, vast, huge, addictive, and... boring. I think the problem with Eve is that it is _too_ real. I wasn't playing the game - it was playing me. To make progress, I had to spend 15-minute blocks of time watching my ship fly from point A to point B. Or watching a meter count down telling me my character completed some task like building something. *yawn*

    I keep hearing that classic linear offline games are boring and limiting and going away. But that's like saying that a book is too limiting because it only has one possible outcome. With a video game or a book, I want to be the hero, I want to see the journey. I don't want to be thrown into a world where my only goal is to make money or get bigger. What fun is that? I can do that in real life.

    1. Re:My first MMOG: boring by geniusj · · Score: 2, Interesting

      I agree with you completely, and perhaps that's why Guild Wars has been the only MMO-like game that I've played regularly. It has its issues too, mainly surrounding its social aspects, but its chapters feel more like a single player RPG than anything, plus there's no monthly fee. There's no telling if you'd like it or not, but your problems with Eve are the same ones I have, so it might be worth a shot.

    2. Re:My first MMOG: boring by cowscows · · Score: 2, Interesting

      I think that you need to take a slightly different approach to MMOG's. To me, more than anything, they're social games. EvE is just a big universe full of spaceships and such that serve as ways of getting people to interact. The generally slow pace of the game (with the occasional flash of hectic mayhem) gives groups of people a lot of time to organize or work on strategy or just socialize. There are people who sort of do their own thing all by themselves, and if they're having a good time then that's great. But what makes EVE really interesting is the other people.

      Keeping that in mind, EvE does not do a very good job in terms of plugging new players into any social settings. An organized and even mildly sucessful corporation/alliance in EVE is bound to have an active TeamSpeak server going, and most likely does a lot of communicating through their own external forums. But for a single person, just starting out all alone in the EVE universe, that part of the game isn't always immediately visible or reachable. CCP needs to do more to help with that.

      All that said, that sort of social gameplay isn't for everybody. Maybe you're constantly dealing with a bunch of people all day at work, and want to turn that part of your brain off and relax while playing video games at home. That's fine, there's still plenty of room for both types of games. And both directions should be able to integrate some of the MMO possibilities in cool ways.

      --

      One time I threw a brick at a duck.

    3. Re:My first MMOG: boring by fitten · · Score: 2, Informative

      You haven't played in a while then as there have been changes to address travel time. Before the changes, there were work-arounds, though. If you sit at your keyboard and don't use autopilot, you can use WTZ (warp-to-zero) and it makes traveling very fast.... you can cover vast distances in 15 minutes (several systems a minute in anything but a capital ship). Before WTZ was put into the game, people had bookmarks that did the same thing.

      If you were sitting around watching timers, you weren't playing the game. You may have had more fun exploring lowsec/zerosec space or investigated the alliances that, through game mechanics, actually control areas of space (and benefit from having that control), build their own space stations, and have epic wars with other player alliances.

    4. Re:My first MMOG: boring by Anonymous Coward · · Score: 0

      EVE, as with most MMO's suffers from a HUGE level gap. Although there aren't any levels in eve, instead it's time based. The problem being, starting today, it would take more than 5 years to train evey skill to max. Which means the people that started 3 years ago, no matter what, are going to be 3 years ahead of anyone starting now.

      AFAIK this kills eve for any new influx of players. And also means eve will experiance a slow death.

      Point being, joining EVE now leaves you out of the fun game play for at least 2 months. And to be run with the big dogs, you need 1 year or more in game.

      Granted, running with the big dogs in eve is different than it is in any other MMO I know of it, in that, what you do today, changes the game world for everyone.

      Not everything you do has this affect, but the potential is there. Sure, grind some missions and you'll find the game world doesn't change. But bring down an empire and watch the rats run for safe ground. And the vultures move in to take advantage.

      The problem with eve is that to get to and stay in the parts that are fun requires a minimum amount of time per week invested, along with AT LEAST 6 months of previous well guided Training.

  10. Re:Ultima Online during 2000 had most of this by vertinox · · Score: 1

    1. Level grinding sucks. We had to do it in Final Fantasy 1,2,3 and most of 4. Same with Dragon Warrior/Quest series. It sucks.

    2. How do you deal with rapidly differing levels of experience? Many places have higher level only places and those aren't fun as they're only high levelers.


    I would agree. I haven't played Ultima Online for about 7 years now (god has it been that long) but I really enjoyed playing it at the time due to the fact character advancement was based on skills and not levels.

    Again, Ultima Online (in the past I can't vouch for it now because it became a different game) was fairly balanced in this aspect. You had what they called 7x Grand Masters who had maxed out their skills, but if he were jumped by a good deal of newbie players (say 5 to 10) he might face death if he is careless. Wheras a level 60 character in EQ (if he was theoretically allowed to pvp people at that gap) could basically lay waste to thousands of newbie players in less than 5 minutes duration.

    But the real problem that UO was the greifing I suppose and the massive amounts of changes to the game in order to resolve these issues actually drove away many non-griefers (including myself).

    I think the only way to police greifing and player content is to actually trust and empower the players and allow them power over the world itself.

    I think that was Ralph Koster's original vision which he took from UO to SWG, but seeing how both have been changed into something neither they started out to be... well... it is a moot point.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  11. Time wasted^3 + experience = power by Shihar · · Score: 5, Interesting

    When I used to play chess against someone who knows what they are doing, I tended to get my ass handed to me. I didn't play chess all that often, so this should not come as a surprise. For one summer, I played chess a lot. I actually got pretty decent at the game and could hold my own against most people instead of the usual ass kicking I came to expect. Even today (now out of practice) I can put up a decent fight. The same goes for FPS, even ones I have never played. Why is it that I can pick up either of these games after having not played for a while and if not dominate, at least hold my own?

    The answer is simple. These are games of skill. If I decided to play chess or Counter Strike against someone who had been playing it for 2 years straight, they might kick my ass, but not because they have a super Queen that can teleport across the game board while I only have pawns, nor because everyone else starts out with shoot-through-walls rail guns while I start with a knife.

    Playing most MMORPGs is like playing chess against someone with a teleporting queen while you get three pawns, or playing Counter strike where you start with a knife and everyone else gets instant kill rapid fire laser guns. MMORPGs stack the game against you twice. First, people who play more will be more skilled at playing (make sense, eh?). Second though, the game also rewards them a thousand times over for playing a lot. So, not only do you play with people who are more experienced, but have the MMORPG equivalent of teleporting Queens against your two pawns.

    Start a n00b off in Counter Strike or Chess, and the n00b at least has the possibility of winning. Take the most skilled WoW player in existence, give him a level 1 character, and make him fight a level 60 no matter what happens, the level 60 will always win.

    This is the reason why a lot of people loath MMORPGs. I love the idea of a massive online world with other players to interact with, quest with, and fight with (or against). What I hate is that MMORPGs unlike most other multiplayer games, is that MMORPGs DEMAND that you spend thousands of hours of your life in them before you are even given something that kinda-sorta resembles and even footing with the top players.

    Why can't we have an MMORPG where the older and more experience are not given the double bonus of l33t stats and equipment in addition to superior skill at playing that they should have developed?

    Hell, I'll answer the question. The reason why MMORPGs used this worthless system is because they have simple and basic gameplay. If in an MMORPG your stats/numbers/equipment didn't constantly slide upwards, people would simply quit the game. The game play is so dull that MMORPGs need to rely on addiction to seeing stats go up to keep people in these games. Take out of the 'achievement' aspect that comes with killing 10,000 kobolds and people would not suffer the horrible and repetitive gamplay of an MMORPG. The gameplay of MMORPGs does not stand on its own for very long. Hence, we have piles of MMORPGs with atrocious game play that retain players by keeping them addicted to the 'achievement' aspect of their repetitive gameplay.

    When you see an MMORPG that can stand on the merits of its actual game play and not rely on hopeless addiction to watching stats slowly tick up, you will be seeing the first TRUE second generation MMORPG... not the copy cat Everquest crap that is spaming the market right now.

    1. Re:Time wasted^3 + experience = power by geniusj · · Score: 2, Insightful

      Another thing that Guild Wars attempted to tackle with its PvP. It did well in that PvP is definitely player skill based, but there's a steep learning curve if you want to try and understand the entire metagame as it exists now. A new player trying PvP in Guild Wars will pretty much always lose to an experienced player, but that has more to do with player experience than anything else. Of course, the same is true with Counter Strike :-)

    2. Re:Time wasted^3 + experience = power by dave562 · · Score: 1

      I've been playing online FPS games since Quake and from what I've seen, "skill" usually comes down to who has the faster computer and lowest latency connection to the server. Once you've mastered the basics of circle strafing and have a command of the level to the point where you know all of the hiding places and spawn points, there really isn't much more to learn.

    3. Re:Time wasted^3 + experience = power by PingSpike · · Score: 1

      I agree with this observation. Its one of the things that annoys the hell out of me when its inserted in otherwise cool FPS like Enemy Territory with its XP system. Or even counterstrike with its money system. There's a huge skill disparity between the masters and the noobs in FPS games anyway, and its already an exercise in frustration for poor players. But then these games double punish new players, in Wolfenstein: ET players that play a lot not only have the practice and skill advantage, but they also have better weapons and abilities in game. The goal of course was to reward players for winning, but a couple things were forgotten when this idea was implimented:

      1) Winning is its own reward, this is a game, it doesn't need or deserve extra incentives.
      2) This double punishes the losing team, they lose and are then handicapped for the next round.

      Teams are always stacked in public servers, and this gameplay convention just pours salt into the gaping wound.

      These same issues apply to MMORPG. Rabid fans that have been playing a long time complain on the message boards for more loot and uber weapons to justify their playtime, and the developers give them to them. What they don't hear is the new players that just give up because they were forced to start out so far behind. Part of me thinks that while rewards for quests are cool, perhaps its not a very fun game if people are doing it just for the loot. It starts to sound like work to me.

      Some one (Maybe TFA?) pointed out that UO didn't really have this disparity. Maxed out grandmasters weren't able to chop down armies of noobs for the hell of it. If a group of 5-10 skilled noob players ganged up on the master he was in real trouble. This seems to be the balance that a game should strive for, IMO. You are rewarded with more power, but you're never really an unstoppable force. How many demi gods are there really room for anyway?

    4. Re:Time wasted^3 + experience = power by Ikyaat · · Score: 1
      You could not be more correct.

      I am constantly quitting games before completion due the the extremely repetitive nature of the games. I mean come on, we aren't idiots. Just because you make the boars in the expansion pack have bigger spikes and change the color from yellow to red doesn't make them any different, they're still fucking boaring.

      I would like a game that requires skill and has a humongous player base. Games I've found that do require skill (Like the Tekken series) have kept my interest for years and years whereas most new games cant keep me entertained for more then a few months.

      What I find lacking is exactly what Shihar is talking about. Skill requirements. I want a game I can learn and get better at at all times, not from shear volume of hours played, but through refinement of techniques and mastering sequential moves.

      Tekken 6 http://www.tekken-official.jp/tk6ac/index.html comes out this year so heres hoping they don't try to get on any bandwagons and stick with the stuff they've been doing since they started and then we can have at least one decent game in 2007.

      --
      "Luck is a tag given by the mediocre to account for the accomplishments of genius." -Heinlein
    5. Re:Time wasted^3 + experience = power by Yuan-Lung · · Score: 3, Insightful

      Playing most MMORPGs is like playing chess against someone with a teleporting queen while you get three pawns


      Maybe the problem is poeple playing MMO are focusing way too much on kicking each other's asses in PvP rather than the coopertive playing that was originally intended?

      I run a medium sized guild, or Linkshell, as it's called in the game, that has players of various levels, skills, and dedication. We do events where we work togather for a certain goal, and everyone, no matter how much levels or skills they may have, they uaully find some way to contribute. It doesn't really matter if the guy next to your pawn has a teleporting queen if you are working togather on the same team. I donno about what the majority of the players thesedays want, but I do know that it's more fun for me to play with people who aim to help out each other and work togather, rather than waiting for any chance to frag my buttock whenever my back is turned.

      I mean, yeah, there are MMOs where PvP was the whole selling point, but I am not even gonna touch those. IMHO, if you just want to show off your skills, kick people's asses while yelling something obscene, wihout putting many hours to level up your character, maybe a session based game where you get an even battlefield each time, like first person shooters, is a better choice?

    6. Re:Time wasted^3 + experience = power by Suzumushi · · Score: 1
      I see your point, but online games which are based on skill rather than experience/play-based rewards have their disadvantages too.

      I use to play Puzzle Pirates for quite awhile. I spent several months grinding(pillaging) and saving to buy all the stuff I could want. However, Puzzle Pirates really has two tiers of items, things that are really expensive, and things that are only attainable by winning contests of skill against other players. That second category was something I was never able to win, not once. So after 6 months of trying to get a damn parrot for my pirate, and watching the same people win parrots over and over again, I gave up.

      It's the difference between winning an Olympic medal and buying a Leer Jet. Even the common man, if he saves all his pennies can eventually get a Leer jet, but only the truly gifted will ever win an Olympic medal. I don't know about you, but I play games to be the guy who can get the medals. This might also be why I find no entertainment in playing FPS's online...

    7. Re:Time wasted^3 + experience = power by crabpeople · · Score: 1

      Oh yeah counterstrike is a great example of a skilled game. What with all its spray and pray weapons, infinite headshots and three or four choke points per map. I love counterstrike, but name me one regular or casual player that doesnt think hes the best counterstrike player of all time. That game is more luck than skill.

      I would like mmogames to be more skill based, but I just can't picture it. Subspace/continium is as close as I can see to what you are looking for and that game gets boring after a few hours. Even counterstrike would be hard to enjoy for more than 3 or 4 hours straight, whereas you could spend the better part of a day playing wow or eve because there are many things you could be doing.

      --
      I'll just use my special getting high powers one more time...
    8. Re:Time wasted^3 + experience = power by fotbr · · Score: 1

      This is why I don't play PvP, I play PvE, and avoid PvP most of the time.

      Treat a MMORPG as an RPG, not a FPS.

    9. Re:Time wasted^3 + experience = power by bishiraver · · Score: 1

      "Take out of the 'achievement' aspect that comes with killing 10,000 kobolds and people would not suffer the horrible and repetitive gamplay of an MMORPG. The gameplay of MMORPGs does not stand on its own for very long. Hence, we have piles of MMORPGs with atrocious game play that retain players by keeping them addicted to the 'achievement' aspect of their repetitive gameplay." The solution to this, of course, is the most difficult of all. The solution is to replace the artificial level and stat gains with real, tangible rewards. LOTROL tried to achieve this with their silly achievements - but even those were just another grind. These developers are still thinking inside the box. What about having your character actually survive to an old age, only to be able to retire him - and in doing so, introduce a new, unique artifact into the world? Maybe if you had artificial death, but reduced the playtime required to get equipped and 'up to speed' to do 90% of the content a matter of hours, instead of weeks. Maybe if you made the process of dying (or, the syntax of your character's dying) a requirement for an achievement that can benefit later characters? What if there was actually a storyline that players could build towards, instead of reading and occasionally dealing with huge spawns (or, in WoW's case, BRAND NEW DUNGEONS WOO) ... Maybe if you could actually control an economy through trade, or protect an economy through battle.. these games would be more endearing.

    10. Re:Time wasted^3 + experience = power by DRAGONWEEZEL · · Score: 1

      You are rewarded with more power, but you're never really an unstoppable force


      Your link to unstopable force didn't work.
      --
      How much is your data worth? Back it up now.
    11. Re:Time wasted^3 + experience = power by aegisalpha · · Score: 1

      This is an excellent observation. The PvP aspect of MMO's completely turns me off and I wish more developers would focus on the community and storytelling aspect instead of trying to balance stats so that PvP content is preserved.

    12. Re:Time wasted^3 + experience = power by Endo13 · · Score: 1
      Darkfall is the game that's going to be exactly what we're looking for... IF it ever gets released. So far it's been 6+ years in development, and there's yet to be a beta.

      www.darkfallonline.com for more info

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    13. Re:Time wasted^3 + experience = power by argStyopa · · Score: 1

      "Why can't we have an MMORPG where the older and more experience are not given the double bonus of l33t stats and equipment in addition to superior skill at playing that they should have developed?"

      WW2OL.
      Everyone gets basically the same equipment. Yes, longtime players have the capability of getting slightly better equipment (like an Fw190 instead of Me109e4), but then only in very limited quantities (ie they are competing against each other for the limited resource, and thus trying to kill each other once they DO get them).
      90%+ of everyone has the same gear, and it's up to the PLAYER's skill to make the most of it. It's an MMO FPS - so you don't have the 'click to attack and we'll calculate if you hit or not'. Not at all - it's raw skill against raw skill. And a long time expert player that hasn't played for a month or so is almost certainly rusty and doesn't have THAT much advantage against n00bs, particularly n00bs with a lot of realistic FPS experience.

      --
      -Styopa
    14. Re:Time wasted^3 + experience = power by Frumply · · Score: 1

      FF is indeed mainly cooperatively played. The PvP is there, but I'm sure most people stopped after the first time a group of blackmages slept the entire opposing group and then beat them into pulp one by one (I hear it's somewhat more balanced now, but with so few people showing up for Ballista I don't feel like participating).

      Is this really a good thing though? The focus on cooperative play on a MMO means that the only time you can show your superiority in skill is against CPU mobs, and being able to smash Merit mobs 1.5times faster than the average player doesn't provide the same satisfaction of beating down other players with double-digit scores.

    15. Re:Time wasted^3 + experience = power by Derekloffin · · Score: 1
      While I understand where you're coming from, adding skill based game play is a double edged sword. Why aren't lots of people into fighting games nowadays? Because it take TOO much skill to be good. You have to accept that although an individual is skilled, the population has various skill levels and this means low skilled people become easily frustrated with your game. On top of this, it often much easier playing a game that requires minimal skill than it is to be pushed to your limits all the time. I know myself, I can only play high end action games so long then I'm just exhausted on them and have to do something else, and ultimately that means the game sits on the shelf and gathers dust. For a subscription game that's a lost subscription which is bad for the company.

      So you need to balance you skill requirements very carefully. Too little and it's boring and off putting to those with skill. Too much and you alienate the casuals because they can't hope to compete with the skilled people. RPGs by their nature are tuned more to the low skill level crowd.

    16. Re:Time wasted^3 + experience = power by Shihar · · Score: 1

      No one said a player skill (vs character skill) based game needs to be a fiercely competitive PvP game. Further, there is no reason to think that it should take one player skill to dominate. A thief might be playing a game where the 'skill' is vastly different from what a warrior or a mage uses.

      Imagine if for warriors, the game was a FPS hack and slash. Charge the enemy lines, chop shit up, use your shield, slaughter, pillage, you know the game. CS with swords.

      Imagine if for a thief, the game played more like the Thief series. You need to be patient, sneak around, and climb onto shit, sit in the shadows, and when you strike, do it from behind or with a bow. Your goal is to sneak into the enemy castle and open up the gates without getting caught... or just steal shit and ignore that whole battle going on.

      Imagine if for a mage, the game was more like chess. The battle is raging for the castle. The warriors are tearing each other apart. Some thieves have slipped into the castle your are defending, and now you stand on the castle walls looking down. In the distance you see the enemies mages. You see them starting to cast in unison. It looks like they all agreed to cast a fog spell. It takes a good solid minute, for them to cast, but once the time is up a fog is going to descend on the battlefield rendering your archers useless. Seeing what they are up to your side quickly decides to throw down a chilling air spell. As the fog starts to descend on the battlefield, your freeze spell turns it into ice. Your archers are still working fine, but now all the warriors have to content with a slippery battlefield, which is no good for the sieging force. In response, half of the attackers start trying to heat the battle field up, while the other half start summoning bats to harass your casters and keep them from responding properly. Your side splits their efforts with a handful trying to keep the air cool so that the fog doesn't come back too fast, while another group sets about taking care of the bats, and a final group starts lobbing slow moving, but very much lethal fireballs to break up enemy formations.

      The point is to give multiple options... not just make the game one big FPS. It doesn't even need to be competitive. One side could very well be NPCs and the other a band of merry adventures. The point is that it shouldn't take a complete lack of a life in order to jump and get your hands bloody. Further, the game should be fun in it of itself, not because players are like crack addicts desperate for just 5 more exp.

    17. Re:Time wasted^3 + experience = power by Anonymous Coward · · Score: 0

      I have to love that you're so confident of the game that you're not willing to mention that it's FINAL FANTASY XI, possibly because then everyone would know to ignore you as spouting off useless crap.

      First off, anyone who's even played that game briefly knows that there's no way to be useful without spending gobs of time grinding.

      Secondly, there's basically no PVP in that game and the PVP there is suffers from a complete lack of balance given that there was no PVP in the game for so long. (After all, why shouldn't some pawns be allowed to teleport while others can only capture one square on alternate turns?)

      Seriously, an MMORPG without PVP (like FINAL FANTASY XI) is completely pointless. Fighting the NPCs is mind-numbingly boring and easy. (In FINAL FANTASY XI's case, it's even worse, in that basically there's nothing to do other than wait for the auto-attack to finish off the NPC - at least World of Warcraft requires some actual skill in the PvE combat.) Generally the raids are pointless in that it's effectively rolling a die to see if you can manage to get a natural 20. At least in World of Warcraft there's a story to play through in the raids, FINAL FANTASY XI doesn't even have that.

      I run a medium sized guild, or Linkshell, as it's called in the game, that has players of various levels, skills, and dedication. We do events where we work togather for a certain goal, and everyone, no matter how much levels or skills they may have, they uaully find some way to contribute.

      That's definitely bullshit. If you don't have the highest levels and the best gear, you're completely worthless. I've heard of max-level players being kicked out of guilds (Linkshells) because they didn't have the best gear and couldn't put in the 10 hours a day to get it.

      Play a real game with real PVP and stop pretending that defeating NPC monsters involves anything beyond time.

    18. Re:Time wasted^3 + experience = power by biovoid · · Score: 1

      Just wanted to say thanks for the insightful post. You're already at +5 Informative, but if I had mod points I'd probably use them anyway. :)

      I'm a pretty hardcore gamer, but I haven't bothered with any MMOGs since the Ultima Online beta test for the very reasons you illustrate.

      When you see an MMORPG that can stand on the merits of its actual game play and not rely on hopeless addiction to watching stats slowly tick up, you will be seeing the first TRUE second generation MMORPG...

      Can't wait for the second generation then!

    19. Re:Time wasted^3 + experience = power by turing_m · · Score: 1

      "When you see an MMORPG that can stand on the merits of its actual game play and not rely on hopeless addiction to watching stats slowly tick up, you will be seeing the first TRUE second generation MMORPG... not the copy cat Everquest crap that is spaming the market right now."

      Insightful comments.

      MMORPGs are the way they are for marketing reasons. You maximize the number of people who play by making the game compelling visually, make it massively online so that there is the social aspect that hooks people, etc. You maximize the number of months they continue to subscribe by catering to the entire bell curve. (It's like TV marketing in that regard.)

      It does not matter what the bell curve is measuring, be it IQ, reaction time, or finger bandwidth. The important thing is to minimize the impact on the game. If someone realizes they can't win no matter what simply because they drew the short straw in the genetic lottery or didn't train their brain enough at an early stage in life, they will tire of losing and unsubscribe.

      As soon as you allow the level 1 player to come along and defeat a level 60 character, all those otherwise challenged players who have spent the time and money on building their character will quit.

      The phenomenon of the "ordinary hero" referred to in TFA is in fact an emergent quality of the marketing constraints. Change any of the above and subscription rates will plummet.

      --
      If I have seen further it is by stealing the Intellectual Property of giants.
    20. Re:Time wasted^3 + experience = power by VGPowerlord · · Score: 1

      I can't believe that not one person who has replied has said this yet:

      Try playing an MMO that isn't an MMORPG. Not surprisingly, MMORPGs have RPG elements, such as leveling and stats. That's why they're called MMORPGs.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    21. Re:Time wasted^3 + experience = power by Derekloffin · · Score: 1
      We're talking two entirely different things. What you're proposing basically is a MMOFPS/chess/stealth (I won't even go into how unreasonable it is to expect to meld all 3 of these together in any kind of balance and stability). That's not an evolution of MMORPG. It's a different genera and will naturally have a different audience. Believe it or not, people like RPGs, MMO or otherwise, and they don't look for a twitch fest in this type of game. If I want a FPS, I'd play a FPS. If I was looking for a online strategy game... I'd play one of those. Same with stealth. When you propose taking MMORPGs somewhere, it still has to be fundamentally a RPG or you're no longer even talking to the same audience or on the same issue anymore.

      Do we maybe need some more MMO{insert genera of choice here}, maybe, but that's an expansion of the existing generas into MMO status, not an evolution of the MMORPG.

    22. Re:Time wasted^3 + experience = power by BarneyL · · Score: 1

      It sounds like you're looking for someting like Planetside (http://planetside.station.sony.com/).
      This for those who don't know is Sony's MMO FPS type game. While it has levels all players are equal in terms of health etc. Use of weapons requires a certification, what levelling does is increase the number of certification points. The result is that new players can jump right in, choose a couple of certifications and play that part as well as a more experienced player. What the experienced player gains is variety, for example you might beat him in a tank but he has the skill points to jump into a plane after that.

    23. Re:Time wasted^3 + experience = power by wilsonthecat · · Score: 1

      That idea of aging is a good one.

      Your character would age (regardless of whether you play or not), so eventually his abilities and reactions would slow down. You would then have to pro-create and train up a younger apprentice who would be playable by yourself too. I'm not sure how it would translate into gameplay but it would make the game feel a lot my dynamic in my view.

      I also feel that the whole class idea, atleast in WoW, could be disposed of. Make the richness come from customising your character, and then he is able to combine skills from different classes from one very large talent tree. This would need some very intense play testing to get right, but would allow you to change your role in the game without going through the 2 weeks of getting to level 60.

      Huxley looks good if their promise to keep quests dynamic is true. One of the many bland aspects of WoW is the fact the quests are the same whatever character you play. You get a few class-based ones but that doesn't compensate. The majority of the quests are also repetitive brain-dead tasks; when you get a good quest it's quite rare as you realise you are actually enjoying it.

      The formula has made Blizzard extremely rich however. I would argue this has come from an extremely good game engine (no loading screens, great UI) rather than the content itself. If someone can build a world that is so emersive and large then they are 90% there.

    24. Re:Time wasted^3 + experience = power by Spacezilla · · Score: 1
      I realize this is going to sound pathetic already, but to hell with that, I'll just say it anyway:

      This is the reason why a lot of people loath MMORPGs. The funny thing is that it's also what some of us love about them. I'm decent at chess and decent at FPSs, like yourself, but the difference here is that winning in MMOs is so easy. You don't need skill or... anything, really. You just need time, lots of it. It sounds silly, but that's why I picked WoW. Here's something I could be best at, without even trying. This appealed to me and many others, I suspect, although few will admit it. It's very hard to become good at chess and many other things here in life. It's easy to become good at MMOs, you just need time. If I lose a game of chess, it could take a lifetime to become good enough to beat my opponent. It would require a ton of dedication and in the end it might turn out that no matter how much time and effort I put into it, my mind just can't cut it. MMOs are the opposite. A monkey can win there if he has a high level char.

      If in an MMORPG your stats/numbers/equipment didn't constantly slide upwards, people would simply quit the game. True, but this is also the only type of game that has ever kept me entertained for years. I've played so many different games, but none have stuck with me for as long as WoW. WoW also gives me a sense of achievement. If I watch a movie or play a game of chess, I don't feel like I've accomplished anything afterwards. If I spend that time playing WoW instead, afterwards I feel like I've gotten somewhere. If I should forget, all I have to do is look at my monitor to see that my level is higher now, so I must have achieved SOMETHING.

      This is why MMOs appeal to people like me and the same reason that it doesn't appeal to people like you. You care about skill and that the winner should be the person who's best. I just want an easy way to win something and WoW gives me that. And if all else fails, I can always just buy a high level char, in chess world that would be like buying Kasparov's brain. Yes, it's kind of cheap that someone's winning even though he sucks, just because he bought someone else's char, but if you can just get past that, you can really kick butt and win every single day.
    25. Re:Time wasted^3 + experience = power by Cornflake917 · · Score: 1

      That may be true for deathmatch and 1v1 oriented type games. Hell, even CS pub servers you can get away with the knowledge you mentioned. I would love to see you get a group of 5 people (with only the skills you mentioned) with sub 20 pings beat a CAL-invite CS team with 56k modems. With the lag, you might be able to get a few rounds off them, but you would still get destroyed. What seperates CS from other FPS games is the teamwork and communication required. On top of that to be thinking about strategies and adjusting them according to your opponents. Having a top-notch awper on your team is great, but if he doesn't tell you that the bomb is down before he dies, he just lost the round for your team.

    26. Re:Time wasted^3 + experience = power by dave562 · · Score: 1

      You're talking about apples and oranges. 1v1 play style differs from team oriented play styles. Give me 5 people who have played FPS games before, 2 days to get on the same page with TeamSpeak, and of course the sub-20 pings will beat the vaunted CAL-invite team on 56k modems. You can have all the uber strat in the world, but if your hardware sucks, you're getting 250+ms of latency to the server and chugging along at 15fps, you're done.

    27. Re:Time wasted^3 + experience = power by Anonymous Coward · · Score: 0

      ZOMG STUD!!! Your EPEEN...it's SOOOOOOOOO BIIIIIIIIIG!!!

    28. Re:Time wasted^3 + experience = power by DerWulf · · Score: 1

      Let me start of by saying that I love WoW but I've come to realize that the game is not a lot more than 7th grade algebra, especially when playing against NPCs. Is it nice to partake in an epic questline and to defeat nameless horrors together with your friends? Yes it certainly is! But everyone can do it. You can not honestly derive a permanent sense of achievement out of PVE in WoW when sooner or later every boss will be farmed over and over and over again. It would be like taking pride in your "ability" to breathe!

      That's why PvP is so important: humans are the most advanced form of intelligence we know of and pitting yourself against that is worthy of the hero we all would like to be (when playing games).

      --

      ___
      No power in the 'verse can stop me
    29. Re:Time wasted^3 + experience = power by Shihar · · Score: 1

      Only in a world with its mind rotted by D&D does "RPG" (that is Role Play Game for people who have forgotten) mean "kill shit 4 experience n u get levels, w00t".

      If you think that killing bunnies to get levels is what makes a game for you, then there really is nothing that needs fixing. The current crop of MMORPGs with the possible exception of old UO follow this formula with minor variations. If this is what you want, you got it. The next "generation" if MMORPGs will almost certainly regurgitate this tried and true idea that the point of the game is to kill stuff and get more powerful, rinse and repeat until you cap out or burn out.

      Personally, I think that more can be done. The idea of a massive online fantasy world with a coherent theme is not a bad one. The problem is that 'massive online fantasy world' has been tied at the balls with to hack and slash D&D. I want to see an MMORPG where the RPG stands for Role Playing Game, not D&D Leveling Game. I am open to all sorts of ways of accomplishing this. I am just sick to death of "RPG" meaning "D&D Leveling Game".

    30. Re:Time wasted^3 + experience = power by Shihar · · Score: 1

      At the risk of repeating myself, since when did "Role Playing" come to mean "leveling and stats". Do yourself a favor and play a REAL Role Playing game without levels. RPG only came to mean "level and stats" because making a real RPG is hard and it is a hell of a lot easier to copy a D&D combat and advancement system almost verbatim then develop a RPG.

      http://www.armageddon.org/

    31. Re:Time wasted^3 + experience = power by Shihar · · Score: 1

      I don't disagree with anything you have said. There is without a doubt a market for the current crop of MMORPGs, and I don't think that any alternatives would cut much into their business. I don't advocate burning the WoW servers because I don't like that style of gameplay.

      That said, I think that there is a lot of people out there that are untapped. Lots of people have read some good old fashion Cyberpunk and completely get off on the idea of massive online (fantasy or otherwise) worlds where people fight, socialize, and in general contribute to a living and breathing world. These people step foot into WoW and don't see a living and breathing world with interesting stuff happening to take part in. They same a lame world where people kill NPCs 24/7 so that they can go kill bigger NPCs. The entire idea that the core of the game is to slaughtered literally thousands or tens of thousands of NPCs ruins whatever visions of a fantasy world they had.

      It isn't that people want a FPS, a chess game, or whatever. It is that many people step into these worlds expecting to step into some grand fantasy world where things happen. Being told to go 10,000 NPCs and then they can go kill some really big NPCs, for many people, does not even begin to mesh with their vision of what a massive online world is supposed to be.

      So, I agree, clearly there are lots of people who find WoW and EverQuest style games to be their drug of choice, but for many other people, it looks nothing like a Massive Online fantasy world and more like some sick demented treadmill with no purpose.

    32. Re:Time wasted^3 + experience = power by VGPowerlord · · Score: 1

      At the risk of repeating myself, since when did "Role Playing" come to mean "leveling and stats". Do yourself a favor and play a REAL Role Playing game without levels. RPG only came to mean "level and stats" because making a real RPG is hard and it is a hell of a lot easier to copy a D&D combat and advancement system almost verbatim then develop a RPG.

      It came to mean that when the GM became a computer.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    33. Re:Time wasted^3 + experience = power by Derekloffin · · Score: 1

      The thing about appealing to the 'Role' part of RPG is near ALL games are Role playing games if you remove the stat dynamic. If you're playing a racing game, you're playing the role of a driver. If you're playing GTA, you're playing the role of a criminal. If you're playing Supreme Commander, you're playing the role of a futuristic general. Thing is though we don't refer to these as RPG games, they are driving games, or action/adventure games, or strategy games. And once again, maybe we do need more of the MMO of these, but they aren't an evolution of modern RPGs. You can make these other generas RPGish, but that doesn't change what they are at their core. Just because Cratos gets points he can spend from killing enemies doesn't make that an RPG game, it is still an Action/Adventure game with some RPG element tacked on. And the big thing here is these genera (RPG vs all the others) have different audiences, and because of that different expectations. What you are looking for isn't really an evolution of an RPG, is an evolution of one of the other generas which is fine but you have to realize that.

    34. Re:Time wasted^3 + experience = power by Pxtl · · Score: 1

      Well said. The MMORPG is dominant for valid marketing reasons - they're more inclusive and higher time-committment than conventional games.

      I have trouble believing that any MMO game will ever catch on without these elements. Without the constant progression, it'd be hard to keep players coming back for months and years.

      Remember that the "spreadsheet" gameplay was originally implemented because it was the simplest way to do it. Physical challenges and tests of skill are harder to balance and harder to implement than a simple number-crunching. Every second that a developer spends on that stuff is a second they're _not_ focusing on content, and content is what'll keep the players coming back month-after-month.

    35. Re:Time wasted^3 + experience = power by Cornflake917 · · Score: 1

      Well if you're talking about CS 1.6, it's very hard for your hardware to suck enough to give you a disadvantage on a game running a modified Quake 1 engine. That's probably why 1.6 is still more popular than source. Most machines sold in the last few years can handle CS source pretty easily, though.

      It's not all about hardware, but it has to be good enough. As long as your ping is below 50, no loss, and your fps is above 40, then the people that beat you aren't beating you because they have better hardware.

  12. an obvious solution by Anonymous Coward · · Score: 0

    Instead of having everyone have the same in-game ways to "get better" like lvling and getting better equipment and that's it, they need to design it differently. One way is make so many different combinations of factors that there's hundreds of thousands of possibilities so it's untrackable by any fansite or damage calculator and everyone can literally have a different type of character and have them all be good. Put in enough checks and balances and there's no "Epic Fireball is the best attack, everyone use that one if you want to win because nothing can beat it" mentallity. There can be unique attacks and skills for just a clothes-making/alchemy/paladin specialist in an MMORPG like being able to make defensive perimeter flags. Then have a unique skill set only for wizard/farmer/alchemy specialists like glowing, toxic carrot missiles. And telekinesis/blacksmiths could throw molten lead balls at you with their mind. With 100 different character types and skill areas, there would be millions of combinations and strategies and thousands of unique skill sets and everyone can actually make their own character type instead of just picking wizard, warrior, or archer and trying to beat the other wizard/warrior/archers at their own game by lvling higher. Everyone knows people who start games earlier and play more can beat those that don't play as often and that's just stupid. I'm sick of my fireball vs your fireball and the higher lvl always wins and if I want to beat you, I have to play 1000 hours. I'd like to jump in, dream up some new strategy that nobody's thought of before, and start kicking ass right away just for being clever. They'd have to balance it so it's not "wow, the toxic carrot missile is the most powerful" and everyone becomes a wizard/farmer/alchemist and throws weaker builds out the window. Simple MMORPG logic right now says I have to play longer for my toxic carrot missile to be better than yours. But what if I do some thinking and start launching flaming knives at you with my telekinesis/fire alchemy/cooking character and it destroys your carrots in mid air? huh, then what are you gonna do? It's all over, bitch! lol. It's so much more fair to have the system in general be, the more you play, the more skills you can use but your skills don't get significantly more powerful just by lvling up by grinding for hours.

    1. Re:an obvious solution by C0rinthian · · Score: 1

      You seem to blow off things like 'They'd have to balance it' as if that were something to do on the side. You want millions of combinations of skillsets, each combination has to be developed and balanced. Thats a lot bigger workload than I think you realize.

    2. Re:an obvious solution by Planesdragon · · Score: 1

      You want millions of combinations of skillsets, each combination has to be developed and balanced.

      why?

      In a non-level based game, your skills have to only adhere to three rules:

      1: The skill should be fun.
      2: No trade skill should be not worthwhile.
      3: Common skills must be useful almost all the time; rare skills must not overpower common skills.

      In a level-based game, you have a slightly harder design, with four rules.

      3: No combination of Defensive skills should make a character invincible for the rest of their career.
      4: No combination of Offensive skills should make a character useless in battle against XP-awarding foes.

      Really, though, character design is not something that MMORPGs do poorly. The problem is social interaction and world statefulness. (One can only defeat Frostfire so many times before the illusion is gone.)

    3. Re:an obvious solution by king-manic · · Score: 1

      1: The skill should be fun.
      2: No trade skill should be not worthwhile.
      3: Common skills must be useful almost all the time; rare skills must not overpower common skills.


      1 is very hard
      2 is nearly impossible
      3 is doable with soem effort

      remember even making a single player game fun is hard. doing so with a multiplayer game with mulitiple classes and several valid avenues of advancement/playing styles is very hard and only a few companies ever get it right. The rest just hack somethign out and promise updates.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    4. Re:an obvious solution by Planesdragon · · Score: 1

      remember even making a single player game fun is hard...

      Which has zero do to with an MMOG. A single player is balanced around a single player, typically playing a pre-known character, is the center of the whole game. A good MMOG wouldn't try and pretend that it is so, because an idea like that won't last much longer than their first chat session.

      doing so with a multiplayer game with mulitiple classes and several valid avenues of advancement/playing styles is very hard and only a few companies ever get it right. The rest just hack somethign out and promise updates.

      An MMOG is not a single-player CRPG with a multiplayer mode. It's an automated tabletop RPG without a GM and with rigid game-time.

      Getting the darn thing right isn't hard; attracting both funding and a crowd of players to pay for said funding, and making it look PS3-style pretty is.

    5. Re:an obvious solution by king-manic · · Score: 1

      An MMOG is not a single-player CRPG with a multiplayer mode. It's an automated tabletop RPG without a GM and with rigid game-time.

      Getting the darn thing right isn't hard; attracting both funding and a crowd of players to pay for said funding, and making it look PS3-style pretty is.


      Graphics and marketting are a matter of money. Funding is a matter of pitching it to the publishers. Those require work and luck. Ps3 style pretty? what exactly do you mean. high res textures like most PC FPS? multicore programming like gears of war? Heavy graphic polish like FFXII? Companies known for good play balance spend 30%-50% of their developement time polishing play balance (blizzard). Studios that don't (Sony) tend to put out pretty rough games and then spend time doing post hoc game balancing. Sometimes exessively screwing it up (SW: galaxies).

      your post is sort of tangiential to my point. Your reply was "no, it's not a single player RPG with more epeople." that was not my point. You need to balance the game so people find value and fun int he options your provide. Too few games do it right.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  13. MMO's aren't broken... expectations are... by Anonymous Coward · · Score: 0

    Having played UO, EQ, SWG, Horizons, EQ2, Vanguard, WoW and LOTR:online all in beta, I am in no way qualified to comment about what the MMO can do to explore this supposed plethora of untapped potential. Nobody really is, so lets assume this is all just opinion...

    MMO's are simple games at heart, they have to be. Grand adventures are reserved for single player games and that is a fact. Even if WoW managed to establish that extraordinary hero status that seems so elusive, the end of the day would leave you saying "I am special just like the other 8 million people who play! But check out this sweet helm that dropped!" Why focus on a pie in the sky idea such as making each player extraordinary, when you could just focus on making new loot, new monsters, and new dungeons... the only thing that keeps people coming back. The only way that an MMO appears flawed is if you compare it to a completely different genre; "These apples could be so orange-like if we just tried!"

    Why create an environment that nurtures the player to greatness, when it is more important when that player establishes that him or herself. For instance, ranking systems, battle ground stats, and arena placement. Being at the top of a server or battle group in WoW that has thousands upon thousands of players in it seems pretty extraordinary to me... maybe I am just too easy to please.

    1. Re:MMO's aren't broken... expectations are... by Anonymous Coward · · Score: 0

      I guess, he hasn't played GuildWars, which is , to me a online MMORPG, but the levels cap at lvl 20, the rest of the game is mostly finding skills, and defeating otehrs in GuildWars, kinda of like a starcraft.

  14. Levelling too important? by TriezGamer · · Score: 3, Insightful

    A repost of a comment I made on a previous topic, but still relevant here

    Perhaps a majority of the problem is the ridiculously unrealistic gap between an experienced warrior and one with relatively less experience.

    I think the entire problem would resolve itself if the difference between a level 1 character's fighting ability and a level 90 character's fighting ability was significantly less.

    In an MMORPG environment, if 3 level 1 characters could gang up and take down someone who has reached the highest point you can reach, then I think the entire concept of the grind would take a back seat to interesting gameplay.

    PlanetSide is an MMOFPS that takes this concept and deals with it quite well. You can spend your points each level to gain the ability to use new weapons or vehicles, with some abilities having pre-requisite abilities. If you want, you can trade the abilities back for the points you used to earn them, but you can only 'sell' one ability every 6 hours. Once you're level 8 or so, you have access to pretty much everything the game has to offer, and further levels only serve to expand the number of things you can do at once -- essentially expanding your flexibility. But by no means is a level 20 character STRONGER than a level 8 character, they simply have more venues of attack.

    Original Comment: http://games.slashdot.org/comments.pl?sid=222646&c id=18031488

    1. Re:Levelling too important? by aafiske · · Score: 1

      See eve-online. A small pack of week-old newbs in frigates that cost about 250k each can take down a 3 year old player in a battleship costing 250m. Now, hopefully after 3 years the older player would know to avoid wolfpacks, but that's the thing. It's about your knowledge, not the invincibility you get from having played longer. People who buy accounts are generally very obvious: they get ganked in expensive ships in situations they should've known to avoid, often by people in ridiculously cheap setups.

    2. Re:Levelling too important? by TriezGamer · · Score: 1

      I tried EVE and couldn't stand it. I know a lot of people love it, but the pace was far too slow for my taste.

    3. Re:Levelling too important? by Jamu · · Score: 1

      It's a common misconception but PlanetSide is not a MMOFPS. It's a MMOS (Massively Multiplayer Online Shooter). Especially when you consider that a principle tactic involves using the Third Person view to position a virtual camera, and to get a good view of someone with no way of being seen yourself. Not exactly what you'd expect from anything claiming to be an FPS.

      --
      Who ordered that?
  15. Re:Feline Poop! by Anonymous Coward · · Score: 0

    Well said sir... well said...

    I will need to borrow a page from your lexicon the next time I need to give a speech.

  16. Looking at the wrong thing by orclevegam · · Score: 2, Insightful

    I can't RTFA right now because I'm at work and they block "Gaming" sites at our proxy, but based on what I've read from everyone else's comments it sounds like they're looking at the wrong problems. There are certain things that players have always griped about, and I should know, I've been a player in a lot of MMOs, including the pre-cursor to modern MMOs MUDs. The problem is, what players gripe about, and what is really wrong with current MMOs are two very different things. Players don't really mind the level grind all that much, it's part of the point, if you had a button you could push that would instantly take you to max level with full skills no one would bother playing because there was no challenge. What keeps people coming back is the reward of all that effort paying off. In traditional linear games the payoff is getting to the end and killing that last big boss, saving the world. In an MMO the payoff is the accolades you get from the other players for reaching end game, and being able to play your character in a skillfull way. This is part of the reason why many MMOs have ridiculously hard end game content, so that it weeds out the average players from the great players, and provides incentive for the average players to get better.

    If you really wanted to improve an MMO, the thing is not to do away with things like the level grind, but to provide more interactive persistant environment in a way that dosn't destabilize the game. Now, I never said it would be easy of course, because if it was it would have been done already, but if it can be done, the results will be amazing. What players want more than anything else, is to feel both powerful, and to have an impact on the game world. They want that feeling of walking through a town filled with lower level players, and everybody going "Oh man, there he goes, he killed an entire battalion by himself." or even the respect of there fellow equals (or enemies). At the same time they also want the ability to do something with an impact on the game world, they want to be able to have at least a semi-perminent effect on the scenery and creatures around them. Even if it's only something minor like wiping out a colony of pesky kobolds that have been harasing a nearby town (and not having them all immediatly respawn for the next player). Now the tricky part is that you need to do this in a way that dosn't ruin things for the next player either intentionaly or un-intentionaly.

    Which brings me to one of the biggest true gripes players have, which is of course, other players. The problem is, no matter what you do, there will always be those that will be determined to ruin things for everyone else, either by exploiting a flaw in the game, or by harasing other players. The only real solution to this is to provide some way for players to police themselves. This is part of the reason I play on a PvP server, because if someone is harasing me, I can always call on a few of my friends to kill him a few times, and that usually gets the message across that they should go do something else.

    --
    Curiosity was framed, Ignorance killed the cat.
  17. Let the players run the game by danaris · · Score: 3, Interesting

    The best massively multiplayer online game I've seen or heard of, bar none, is Tom Vogt's BattleMaster. (Said Tom is actually a Slashdot regular, too, and with a 3-digit UID ;-) ) While it is not perfect (as what can be?) and is more or less in a state of perpetual beta (which I find a great deal of fun, but others wouldn't), it does a great job, in general, of dealing with the powergamers who want to turn the whole thing into a numbers game, and does its best to give even casual gamers the chance to participate meaningfully (ie, invest ~15 mins/day, and keep up pretty well with those who invest 15 mins/hour).

    BattleMaster is a roleplaying strategy game, where the player has a small family of nobles who can command troops in any of several different classes. The real key here is that in BattleMaster, there is precious little centrally-provided content: the interaction between the players is, essentially, the whole game. Which isn't to say that it's pure, text-based roleplaying (though the game is entirely text-based, aside from the maps); it has a relatively comprehensive system that helps to model a medieval European setting, complete with diplomacy, battles, wars, etc. But all the story is created by the players.

    It's a heck of a lot of fun, and I've been playing it for the past 3 years and more. I don't explain it too well, so take a look at the site, linked both above and in my sig.

    If someone were to take the concept and make a commercial MMORPG out of it, I dare say they could do pretty darn well--at least, once they had enough players signed up to populate a large area. The fun is directly proportional to the complexity of the system, which grows out of the number of people playing...

    Dan Aris

    --
    Fun. Free. Online. RPG. BattleMaster.
  18. More reinvention by merreborn · · Score: 1

    If you're really interested in ideas about reinventing the genre, look to the inventors themselves: read the mud-dev archives, a now-defunct mailing list populated by the likes of Raph Koster and developers behind DAoC and shadowbane, as well as a few who've been in the online virtual worlds game since the days of 300 baud modems.

    There may be archives of the handful of conferences they held as well, which were filled with a bunch of great talks and new ideas.

  19. Multiple games at once... by The-Bus · · Score: 2, Interesting

    My experience with MMOs is pretty limited: I played some UO during the launch, played YoHoHo! Puzzle Pirates for a few months, and tried Second Life once. My understanding is that, for the most part (and particularly WoW) they're about dungeon-leveling. Kill monsters, level up, kill bigger monsters, continue. There's not much variety in what you can do. The Ultima series (and to some extent Bethesda's Elder Scrolls) gave you some variety: you can spend hours, if not days, not killing monsters and still enjoy it. As the article mentions, there's other MMOs: puzzle ones, racing ones, sports ones, FPSs ones.

    Well... what if all those were one and the same? More on that in a second. A quick look at MMOG Chart reveals the market to be, at most, about 15 million players. Considering the increasing popularity of the genre, increasing access to broadband worldwide, and economic conditions worldwide, the market will be increasing. Maybe some day there will be 30 million or 50 million MMO players.

    What this means is that there's room for other types of games (I can see a Cabela's Big Game Hunt MMO as being appealing). If Ultima Online can survive a decade on 100,000 subscribers, we could see an explosion of focused , low-population MMOs if the overall market keeps increasing. It would just be a continuation of what we see today.

    But back to my earlier question? Why do these all need to be separate games? Why can't they all be in one?

    What if there was a game that combined all of these elements and let players decide what they wanted to do? I'll put my example in "real-world" terms but this would obviously be modified to sci-fi or fantasy terms as needed. Let's say you've got a dog breeder that wants to breed his prize dogs with a specific type of wild dog (this player largely plays a Nintendogs-type of sub-game). This wild dog is only found in a very dangerous nature reserve (dungeon) controlled by an enemy territory. He'd have to hire mercenaries to infiltrate and capture this animal (traditional combat MMO players). The enemy territory also has players protecting their resources.

    Let's say something needs to be transported. Ordinarily, you might be able to use in-game methods (CPU controlled) but you may need to hire a smuggler to take it (combat driving game). The goal of this, the end result is to have a lot of different sub-communities while on the larger scale, you've got a lot of players you're interacting with.

    I think that's the "next level" in MMOs and it would solve a lot of the problems with current ones (albeit introducing new ones).

    --

    Small potatoes make the steak look bigger.

  20. PlanetSide had a great leveling system... by RichPowers · · Score: 1

    PlanetSide's numerous other gameplay problems notwithstanding, PS had a great leveling system.

    It worked like this: you earned battleranks (BRs) for capturing bases and killing enemy soldiers and vehicles. The BR cap was set at 20 last time I played.

    BRs allow you to purchase various equipment and vehicle certifications.

    The only thing a higher level gives you is more versatility. A battlerank 20's chaingun is not more powerful than a battlerank 6's. In fact the only difference (on paper) between a level 1 and a level 20 is how many weapons/vehicles he's able to use with one character.

    Contrast this with other MMOs that give high-ranking players uber weapons that are impossible to beat. Unless you invest tons of time into the game, there's simply no way low level players can stand toe-to-toe with high high levels players and their godly weapons.

    1. Re:PlanetSide had a great leveling system... by Jamu · · Score: 1

      BR is a good idea but unfortunately in practice the certifications aren't balanced so almost everyone has the same ones. Versatility isn't much good if it just means putting yourself at a bad disadvantage. Contrast BR with CR though which is the anti-thesis of BR. CR does give you a godly - light shoots down from the sky and kills everyone in a certain area - weapon that's impossible to beat. And because so many players now have high-levels in CR the long reload time doesn't do much to curb the imbalance of it.

      --
      Who ordered that?
  21. In space, no one can hear you yawn. by Anonymous Coward · · Score: 0

    That pretty much sums up Eve. There's even a few fan-made trailers for the game that poke fun at the points you mention.

    The first thing you learn to do when playing Eve is how to hit "alt-tab" to go and do something else while your puddle-jumper is navigating warp gates in controlled space - Eve's audio will still play in real time when the game is in the background. If you're anything like this AC, that means that "playing Eve" is really just replaces the "mess around on the web" portion of my usual evening programming stint.

    Also, the free demo for the game just isn't long enough to get you to a point where the game isn't so laid back. I tried it a while back and have found little to call me back to a getting a subscription.

  22. western by Anonymous Coward · · Score: 0

    i think a great idea might be to create an mmo where pc's can affect the world. that would be a huge undertaking, but think of the possibilities. you could have players creating laws in a working democracy. you could have lumberjacks, miners, rocket scientists--the possibilities are really endless. it would be like The Sims meets SW:Galaxies meets Civilization. that seems like it would be fun. although, it would require a huge amount of resources and time to create.

    a really good way to do this would be to set it in the old west or feudal japan. which makes me wonder why this hasn't happened yet. it seems obvious. if Gun had been an mmo, no one would be playing WOW.

  23. Too many rules by badboy_tw2002 · · Score: 1

    One of the points the author makes that I agree with is that most of these games have too many damn rules outside the "physics" of the gameworld. Too many rules mean you really can't have the emergent behavior that is really the potential of these simulations that involve thousands of people. The way you get thousands to interact is to well...interact. The fact that there's someone on the other side of the person I'm chatting with, be it monster, salesman, king, leader, etc. makes it that much better. A lot of games have missed the mark on it. I've tried a bunch of different MMOs and never really found one that suited me because of this. One of the best experiences I've had was on Asheron's Call PK server. The rules were pretty much "anyone can kill anyone anytime". That meant that if you went into town and were talking to the barkeep, someone could walk up and quite literally stab you in the back. Different gangs of players used to hang out in the various towns and basically control the place. If you didn't pay them an entry fee, they wiped you out. Going into town wasn't a routine levelquest dumping exercise, it was a cautious affair with excitement about whether or not you were going to survive the encounter. Eventually, rules built up around this where players really had to forge alliances with other players, lest they be hunted down for killing someone else. Chaotic yes, but definitely a fun play.

    Obviously, that's one extreme. You could have a more moderate experience by letting noobs get capped in the safe zone but an efficient police and judicial force (hell, even a bounty hunter class that does something instead of the lameness that was Galaxies). Taking an emphasis off retrieving "phat l00t" might help as well, as you'll cut down on some crybabyness if it didn't take 40 hours of play to get that firesword +18.

    The point is, the more restrictive the environment, the dumber the experience for the player.

  24. Varying quest types by level and by class by jchenx · · Score: 1

    Overall, I thought the article was rather well written. There were certainly parts of it that I disagreed with, but as someone who has played MMORPGs for years (including currently WoW), I can see a lot of the points he makes.

    One idea that popped up while reading this, was varying quests by level in an MMORPG (addressing points #1 and #2 of the article, namely boring gameplay and grinding). Anyone who has played WoW knows that most of the quests boil down to the following archetypes:

    1) Fetch X number of Y objects
    2) Kill Z things
    3) Escort X from point A to B (keeping it alive)

    Then there are quests that combine the above (such as fetch X items, but you can only do it by killing Z creatures).

    First of all, there really needs to be more variance in the type of quests that are available. The Burning Crusade expansion for WoW started seeing more of this (the bombing quest comes to mind).

    I think there's a lot that can be done, if there were more class-specific quests. One of the reasons why the current quests are so generic, is because they have to be solvable by anyone. It doesn't assume quests are done by any particular class. Well, why not? As a rogue, I have a ton of interesting abilities at my disposal. I would love to have quests that forced me to use some of the lesser-used skills and talents that I have, as it would certainly mix things up. (And I might learn a new thing or two)

    Once you have more variety in the types of quests available, I think the next thing you want to do is disperse them. I think the simple "kill X creature" quests are actually fine for the initial levels, because you're still relatively new to the game, your class, how things work, etc. That's why a lot of people roll alternate characters so frequently, because there's a lot of fun in "figuring out how X works". Unfortunately, after 20 levels or so, the newness wears away and there's not much variety anymore in killing creatures. That's when you then start introducing the more varied quests, such as the ones that encourage you to try different spells (or maybe a new one that you just picked up), etc.

    --
    -- jchenx
  25. Ahem... by popo · · Score: 1

    they--and gamers--will continue to miss out on these games' staggeringly awesome potential.

    He is talking about the most successful new genre of games, isn't he?

    --
    ------ The best brain training is now totally free : )
  26. Winds of change by benfinkel · · Score: 1

    I think the author fails to acknowledge some of the changes that are already coming down the pipe in this respect.

    It may seem unrelated but I think web sites like MySpace and YouTube have opened a LOT of eyes (read: pocketbooks) in terms of understanding how much people want to contribute to an online community. Look at Sony's upcoming entries, Home and LittleBigPlanet.

    For those who don't know, LittleBigPlanet for the PS3 is a 2D side-scrolling platformer where every level is built with an included level editor and shared, YouTube style, with the player community at large. Home is a similar concept wherein you create a 3D environment for you and your buddy-list to hang out at, a la The Sims Online.

    That's just a couple of examples of a changing attitude towards community gaming.

    I believe that WoW represents the last giant of a dying breed. The term "WoW-Killer" is used a lot, but I don't see WoW being killed, just dying off slowly as it's replaced by more evolved options.

  27. A realistic, story-driven MMO by kornkid606 · · Score: 1

    It seems to me like there should be some way to give players freedom and escape the grind at the same time. I want a way to get away from classes, factions, and anything else that pre-defines who you are in game. I would want a game that is entirely skill based, in order to get away from a level/numbers focused game. I think something closer to an online version of Oblivion would be really fun. I think it should be one EVE style single world. I want to be able to kill any NPC if I have the skill. For instance, if I have a decent amount of skill in stealth and archery, I want to be able to assassinate a shop keeper, steal what I want, and escape into the night. And there should be consequences to my actions as well. I think the idea of player bounties like in EVE is a great idea. Again, I think the punishment system devised in Oblivion is great. If you can commit a crime in secret then there is a good chance that you can get away scott free, but if you go killing NPCs or players in front of others you should get reported and have either a bounty put on your head or be pursued by the authorities. If you are caught, you go to jail and you loose a good deal of money and equipment and, on top of that, your skills decrease. If you continually grief OPENLY, you are going to be right back at newb skill, so griefers would have to get better and quieter, but that is fine because every would needs its murderers and thieves.

    I would like to see an MMO that tried to reflect a realistic world instead of settling for the status quo. Let the players do whatever they want, just like in the real world, but have laws and consequences, just like in the real world. Let the players define who they want to be and how they choose to act.

    I also think there should be a world story arc, which changes as time passes. The players could both participate in and disrupt the story. And maybe civilization crumbles and the world spirals into darkness, but online games are, if anything, evolution in progress. So maybe a year or so down the line a player decides to unite the people and rebuild the kingdom, a kingdom run by the players. And then it would be the players' job to protect civilization from demise. Or, maybe, the NPC heir to the throne rises and gathers a group of NPCs to help bring order back to the land. Who knows? Said ideas would require a group of GMs to help guide the world and keep things interesting.

    One thing about traditional MMOs, take WoW for example. There is no way to become the most famous or most powerful person. Even the highest level players are only known in certain circles. You could complete the biggest, hardest quest, no statues are erected, no stories are told, and only a few people know who you are. The world needs to reflect the actions of the players and reward them for great deeds.

    I am sure it sounds like I am just spouting off game ideas I would like to see, but I don't think it is beyond a developer's reach to achieve. Granted it would take a lot of time and forethought and it would not be easy to implement. But I think it could be done. I think if an online game could be made that had people coming back not to get the next best weapon or next level, but to participate in the story and in the world, it would be a very successful game. But that is just my opinion.

    --
    Future indie game developer of America (and possibly Canada)
    1. Re:A realistic, story-driven MMO by DRAGONWEEZEL · · Score: 1

      Oh, I love the idea of erecting statues! WoW won't do it, but it has the playerbase if it made WoW 2 to do SO MUCH. Like setting up Player-shops in a grander scale Ironforge, Stormwind, Etc.. Creating persistant buildings, hideaways,etc...

      Imagine that in the middle of the forest is a main travel path. You see lvl 60's go through it all the time. You're guild makes treehouses on either side of the path and camo's them. Then ambushes people as they go through? That would be awesome. Truly unique.

      --
      How much is your data worth? Back it up now.
    2. Re:A realistic, story-driven MMO by Korvar · · Score: 1

      I also think there should be a world story arc, which changes as time passes. The players could both participate in and disrupt the story. And maybe civilization crumbles and the world spirals into darkness, but online games are, if anything, evolution in progress. So maybe a year or so down the line a player decides to unite the people and rebuild the kingdom, a kingdom run by the players. And then it would be the players' job to protect civilization from demise. Or, maybe, the NPC heir to the throne rises and gathers a group of NPCs to help bring order back to the land. Who knows? Said ideas would require a group of GMs to help guide the world and keep things interesting.

      Sounds good, until you made a change in the world that irritates most of your players, and they leave. And it's surprisingly easy to do - you change something you think is incidental, only to discover that your players all thought it was integral to the game experience. So integral, in fact, that they never even thought to mention it in the surveys and "what do you like about the game" research you did. See "New Coke".

      One way to do this might be to have a main area with the usual static content, but a specific area with more dynamic content, for those who enjoy that kind of thing.

      --
      Korvar the Fox!! www.korvar.pwp.blueyonder.co.uk
  28. instances by crossmr · · Score: 1

    One of the big issues is instances. Instances make developers lazy. They dont' have to develop that huge of content because they can just make stuff spawn over and over and reload content so everyone gets a "fair" shot.

    Worlds need to be persistent. This is huge and will revolutionize things. Yeah..it means you have to make a huge world to support a lot of players. Guess what? That will make it awesome. The greatest MMORPG that will come along will be one that will have a land area that is equivalent to a large portion of the earth. Put in the ability to have players shape the world (politics, trade, construction, etc) and let them have at it. creating ecosystems for "monsters" and resources will stop the grind. Make skills use based, no levels. It'll never happen because companies are chickens.

    1. Re:instances by edremy · · Score: 1
      And unless it has 6 billion players, it's going to seem empty. Critical mass is crucial- there simply have to be enough people around to feel like you're not playing alone, and to help out when you need it.

      The WoW server I play on has 11k accounts on it. I can spend hours wandering around some places and *never see anyone*. With the exception of a few specific places I won't pass anyone flying around, I'll never hear a comment other than an occasional person selling something. Calls to help perform a difficult quest go totally unanswered. Folks on really low population servers are crying for transfers to places that actually have people playing.

      Worse, it's simply going to take far to long to find everything. Either you give a form of rapid/instant transport (in which case you're going to have a few populated zones and an enormous expanse of nothing- imagine Snowcrash's world) or you have to move slowly in which case nobody will ever see most of the neat stuff.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    2. Re:instances by crossmr · · Score: 1

      A portion. Not the entire planet. And even with 6 billion people there are parts of this world that will seem empty. Much like the real world, people will congregate in cities, and the further you get away from the city/main roads, the more empty its going to be. However the difference with this kind of setup will be that it will be entirely possible to solo most of the areas. Why? Because unless you're trying to assault a stronghold/town/lair, most enemies will be traveling alone/small groups unless they're specifically going out to say sack a town. Areas in which few people tread will likely find themselves to be highly dangerous (and thus more attractive to powerful individuals) "in which case nobody will ever see most of the neat stuff." You can't have it both ways. Creating a small world in which you can see everything in a couple months leads to a situation where everyone bitches they've seen it all. I'd rather have a world where there is still more to see than one which gets old quickly. I'd like to see a world where in 2 weeks the uber guild hasn't mapped out every inch of the game and knows all the sweet spots and has seen everything there. A game like this obviously wouldn't be for someone who is interested in only playing it for a month or two. I'm not saying that an individual would have to put in 15 hours a day to experience it, but they should be someone who could stick with the game for a couple of years. Essentially there would always be new areas for them to visit, explore, conquer, etc. In a situation like this, a group of like-minded players who didn't like the existing government in a town could theoretically gather supplies and strike out into the wilderness. They could conquer an area and found a town. What this would really do is expand the game beyond standard combat roles and give people many different ways to forge their character. They could spend their time simply playing as politician, or playing support roles (i.e. wood gatherer) to build up to later have enough money to be a carpenter. Without the need to ever pick up a sword. Creating a functioning economy and ecosystem in a game would go a long way towards making these games revolutionary and amazing. So could areas be empty? You bet. There could be areas which might not have another player in it for months. An area which might previously have enjoyed a lot of player attention may suddenly go unwatched. Monster populations could rise in their abscence and new threats could be born. Could travel take awhile? I hope so. This is supposed to be a massive game remember? That should include the travel and the size of the land. How massive are things really when you can just from one side to the other for a mere pittance of time and money? Thats not to say someone couldn't lay down big amounts of money to say take magical travel, or something of that nature, but walking or buying a reasonably priced horse should be the norm. A system could be worked in where it simply takes "time" to get from one city to another so long as the two governments have provided enough man power to make the connecting road "safe". What does that mean? It means you set it as your destination and dependent on your mode of transportation (foot, caravan, horse, etc) and distance, you can log out, and come back in x minutes to find yourself arriving at the gates. Sounds silly, but it adds an element of planning. You can either adventure your way to the next town, or say go eat dinner. And while you're doing that, your character is on his merry way to some town you want to get to. Its a nice compromise between realism, and giving a casual player the ability to explore without time sinking.

    3. Re:instances by crossmr · · Score: 1

      dammit..forgot to change the type, formatting is fried...

    4. Re:instances by VGPowerlord · · Score: 1

      To a certain extent, you just described Star Wars Galaxies.

      Which isn't really doing that hot at the moment.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:instances by VGPowerlord · · Score: 1

      D'oh, I should have also mentioned A Tale in the Desert, although it's completely monster free... or it was when they were still on version 2.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:instances by crossmr · · Score: 1

      I've played star wars galaxies, it wasn't what I had in mind at all, nor is it remotely close.

    7. Re:instances by Anonymous Coward · · Score: 0

      What you're describing is basically the initial goal of Ultima Online... and it utterly failed. Why? Very few people want to be peons. This is supposed to be a game. Who would really wants to be a wood gatherer who never picks up a sword? Dull.

      This is where every great "Imagine a virtual world!" theory falls flat on its face. In a more realistic world, most of the people would be peasants. But being a peasant isn't fun, so no one would play the game. Any game premised on such will utterly fail. (UO even abandoned it before launch)

      What you're descibing, in some ways, isn't far off from Eve Online. Some people are manufacturers, but are far from restricted from jumping into a combat cruiser, so it manages to get by. However, Eve is still a marginal player, and the "Imagine a virtual world!" is one of the reasons why. Simply put, the gameplay is dull and the pvp, like the original UO, largely consists of mugging. It manages to eke out an existence largely because it's the only one in that genre.

      Eve would lose half its player base overnight if someone made a wow-style spaceship MMO.

    8. Re:instances by crossmr · · Score: 1

      People don't have to be peons. They're free to aspire to be something greater and achieve that goal. It requires that they actually do something to get there though rather than mash buttons or follow a pre-generated play guide to make it happen. Something that would compliment this system is AI generated and controlled individuals in game. There may not always be enough people who want to be peons. But they're still needed and expected in the game. You might find a certain number of generated populace holding certain jobs. they would actually go out and produce a certain amount of x resource, and that may be modified by external events. Perhaps goblins raid your mine, or another player does. Maybe a person gets sick/breaks a leg, moves away, etc. It would be a ridiculously complex system, but one that would be incredibly rewarding to play in.

  29. Re:Ultima Online during 2000 had most of this by Greyfox · · Score: 1
    Yuh huh and grinding 0-100 in any given level was equally as painful and boring. Also back in the day having a multi-gm character actually meant something. My first mage took months of effort to GM magery and inscription. A few years later when I tried it again it took a couple of days to do both. And any concept of balanced play went out the window with their introduction of artifacts and skill scrolls to go past 100 in a given skill. They also lobotomized the NPCs -- they used to respond to various things that you would say to them but that seems to have been scrapped at some point as well. Pretty much all the blue sky things they wanted to incorporate into UO were scrapped to make it a artifact-grubbing game of grab-ass, a cheap two dimensional copy of WoW.

    Really my biggest complaint with WoW is that your quests don't change the world at all and that there aren't enough of them, especially at higher levels. It seems like it wouldn't be that hard to auto-generate quests from a large set of templates. That way you could customize them to a character or party and that particular quest would never be offered to any other person or party. Then completing it or not completing it would have a much more realistic impact on the world.

    It'd also be nice if someone could do a decent NPC AI. A relatively simple chatbot whereby a townsperson could answer questions about his area of expertise would be a step in the right direction. Having a monster that might notice that its friends are dead and behave appropriately would also be nice. Hell even having the monster say "Wow... Earl and John are looking kind of dead today. Maybe I should do something about that... ooo... flowers..." would be ironic enough to be amusing, at least for the first couple of times.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  30. Heavy WoW player that just quit by geek · · Score: 1

    I played WoW a lot. 14 characters over level 60, 2 at 70. I've been all through MC/BWL/Naxx and later most of Kara in TBC. I just recently quit because I had the epiphany that it was all exactly the same. WoW was my first MMO and from what I've gathered most others follow a lot of the same development ideas and the ones that vary from it were plagued with a multitude of other issues.

    I liked playing the game but as you can see from my number of high level characters and my experiences in game, it was really just a huge time sink. In the real world, time invested = reward. This translates very well into an MMO, but the problem arises when people have real lives + MMO life. This creates a horrible duality in peoples lives where they end up sacrificing things either way. The developer that can work around this will be my hero.

    WoW would be great if I could set my character to begin farming materials or working on professions while I'm logged out, allowing me to actually play when I have time to play and all the mats I need for consumables and other such things will be there. Additional things such as gold farming would be greatly enhanced with an investment system. In WoW the "bank" serves as nothing more than an extra few bag slots. You earn no interest in gold and have none of the "bank" features you would expect.

    Something I've found in MMO's is how the devs are constantly trying to force the community into certain behavior. For example, not being able to sell enchants on the auction house (the devs have said this was to encourage player to player contact) or the recent removal of the global looking for group channel (to force people into using the horrid LFG tool they have). The devs always fall into a power craze trying to control everything. I never understood how or why they would want this to happen. The fun is in the freedom, the less freedom the less fun.

    I could go on and on about other issues but these are the ones I care most about. MMO's right now have lost me. I no longer wish to sacrifice my grades and personal life to play them. I've actually found myself missing the old school RPG's like Diablo II where if I logged out I wouldn't fall behind. I suppose my issues with the genre wont be solved until someone has the foresight to higher devs who aren't completely arrogant (Do some googling on the developers of WoW and the all out wars they fought on usenet with Everquest developers). I just want to play a fun game.....

  31. A few suggestions... by Anonymous Coward · · Score: 0

    I have gotten into the same arguments with my friends, "What is wrong with MMOs?" My friends always kicked around the ideas of grinding, griefing and the shear time required. I, on the other hand, came up with a completely different idea. In every MMO I have seen or played, a player's character has no past. You do not have a family or history. Your character is just there all of a sudden. What's worse than this is your character can't really affect the environment. Every quest you have done, has been done and will be done again. There is nothing to tie you with your surroundings. This means that your character has no real future. So, in other words, you(as in your character) is just an outside observer with no real investment. People want these ties so they create them through guilds, corporations and RPGing.

    I have found that, in pen and paper rpgs, the worst characters were the ones without a background. They were just a collection of stats and numbers that mindlessly went through the environment. The ones with the background had motivation and attitude. They were "real" and believable.

    So, I have some suggestions. ..
    The first is to allow a way for players to have a past and history. Let them have families and lineage. Possibly have characters age.

    The second is to have a character driven, constantly evolving plot/story/history. Will the gnomes in WOW ever get their homeland back. I mean, after Thermaplug has been defeated countless times and they still haven't gotten it back? For once, I would like to watch the rise and fall of an empire.

    The third is to make a random quest generator so not everyone does the same quest (Actually part of point 2 but hey). But at least then people have something to brag about that not everyone else has done.

    The fourth is get rid of the chat channels/tells. I always thought Shadowrun would make a good MMO because the structure is there. Wristphones and the Matrix/BBSs is a realistic way for communication across vast distances and finding people. In WOW, they should not have tells or general chat but Mail and speak crystals...you know some magical thing that acts just like a cellphone? This would also make going to bars and inns important. Need to find a warrior, head over to the warrior's guild/bar.

    The last is have the world enormous with multiple cities to where people don't feel boxed in and confined. The heros of any MMO easily outnumber the denizens of the land. So, I'm talking about huge here. Big enough where you will not run into someone if you are deep in the wild. But on this same note, travel must be fast and easy. Horses, roads allow you to travel faster, warp stones, teleporters, etcs. Easy to get from main city to city but not in the wild.

    In other words, a dynamic/organic world.

  32. MMOG by Archangel+Michael · · Score: 1

    I don't play MMOGs mainly because early game play sucks, and to have any fun one must progress to a certain level. My suggestion is to compartmentalize the game play, so that as players progress, they don't see those either far ahead, or far behind their current status. This way, they only deal with people near their own time / skill investment.

    That way, newbies can play against and with newbies, and not get shafted by playing people who've been playing the game since dinosaurs roamed the planet. And more importantly the Dinosaurs can play with each other without having to deal with newbies.

    --
    Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
  33. Animal Crossing by tepples · · Score: 1

    It'd also be nice if someone could do a decent NPC AI. A relatively simple chatbot whereby a townsperson could answer questions about his area of expertise would be a step in the right direction. You mean like in Animal Crossing series? To get a villager's mind on an item, send her a letter naming the item. Then there's a chance that she might talk about the item next time you meet her.
  34. My personal MMO wishlist by Anonymous Coward · · Score: 0

    All the MMORPGs I've seen have had the same basic flaws, all of which have been eloquently listed above. Level grinding, massive power imbalance, farming... the list goes on.

    I propose a fundamentally different approach.

    * No NPCs.
    * No set quests
    * No XP.
    * No treasure.
    * Closed economy.
    * No safe ground.
    * Dying is hard (unless you're stupid), but also extremely nontrivial.
    * User-persistent karma points.

    What I'm suggesting, then, is something like a gigantic open-ended GuildWars mission.

    There would be a single overarching quest, but the way through it would be up to the players. Let the *players* generate the quests. There's a well-guarded mountain pass that you need to get through? Fine. Round up some heavies, and come up with a plan to take it. You need it, you organise it, you plan it, you pay for it out of your own pocket. And you convince people you're not sending them on a suicide mission.

    Effective leadership would become a valuable skill. As would, ferinstance, scouting - intel on enemy encampment/etc would actually become a valuable, marketable commodity. Imagine that: an RPG where your character class didn't just control your appearance and fighting style - it meant you actually got to play a specific role!

    The permanently 'live' environment would make guards and lookouts an absolute necessity wherever people gathered - and could be a lucrative profession in itself.

    A closed economy and no XP would rule out levelling and farming - a week spent bashing monsters would just leave you with a dented sword and a huge pile of mildly poisonous steak. If you really can't live without stats (seriously, how much stronger does anyone get in their lifetime?), then make your stats dependent on your progress through the main quest - this also rules out the power imbalance, since losing ground would take you back down.

    Of course, people like neat equipment, and they should have it. They just have to trade up. Everyone starts out with bog-standard equipment and a handful of gold, and *nothing* else enters the game. If you want something better, you either trade with another player, or you get an armourer to melt down a couple of crappy swords to make you a reasonable one (or vice-versa). This means that if you've managed to get a +900 sword of wtfpwn, you've obviously earned it from a huge amount of services rendered to other players.

    (discarded accounts might cause gradual inflation - one possible way to combat this would be to have them rise as powerful undead revenants, requiring the sacrifice of a player-worth of valuables to dispel...)

    Expensive deaths and persistent easily-viewed karma would make for a useful asshole-filter. If you consistently bail on people, or betray them, or pkill/etc, then you'll just make yourself a pariah and nobody would help you. If dying were a major setback, it'd mean that the further you went in the game, the less people would suck.

    I'd also like to see a combat interface that actually took a reasonable amount of player skill to drive, so a measure of success would depend on actual *human* experience.

    One scenario involving a closed economy and a strong sense of teamwork-or-else might be an underground railroad. A train of escaped slaves trying to get the hell out of dodge, through vast amounts of increasingly hostile territory (away from the soft decadent lands of the capital, towards the wartorn frontier of their homeland, or some such).

    Ooh. Idea. Players are actually bound spirits/etc that have to possess the body of an oppressor. As they get further from the source of their binding wards, they grow more powerful. If the body is killed, the un-anchored spirit gets dragged inexorably back to the beginning, unless they can repossess another (possibly quite different) body along the way. This would make for a cool new profession: professional soulcatcher. Hang around 'downwind' of a battlefield, and offer drifting souls the chance to take one of your fine captives - for a price. Or (if you're a bit evil) capture and ransom them - but this really wouldn't get you well-liked.

    Now, which of you fine developers are going to go build this for me?

  35. Guild Wars by Anonymous Coward · · Score: 0

    While I have not played WoW, I have played Guild Wars. Guild Wars seems to address some of the issues listed in this article. Example: grinding is used to help move the story forward more so then just leveling. Also, Guild Wars has more focus on how to use skills/tactics then the use of leveling to defeat your opponents. While it addresses several issues listed in the article, it has its own problems as well. On top of this, it's not an epic world game but more of an action world game. The article should have covered this or provided some analysis on this game, if the author wants to talk about moving/evolving the MMO. Since Guild Wars is one of the games that has attempted to address some of these issues like the other games listed in the article and it is doing it with some success, depending on how to view success, with out a monthly fee. Perhaps some insight could be obtained from the analysis of what Guild Wars and others have attempted for the next generations of MMO. Instead of going gush wouldn't that be nice to have in a game.......well someone else has done it so go check it out instead of reinventing the......or perhaps you all ready know this and are using their ideas to make you look good. I hope this is not the case.

    1. Re:Guild Wars by Anonymous Coward · · Score: 0

      There are a lot of games that don't really fit the stereotype, like Guild Wars and Planetside. But those games still do make a lot of concessions and end up worse because of it (like in Planetside, you had to have this huge persistent world to be like all other MMOs, but that made it so that 2 good armies rarely met). And the loot in guild wars was so boring (at least the first one, never played the others)...PvP sucked because it was all about grinding to unlock gear (or twinking at lower levels), etc. So basically they both attempted to solve the problems in the article but slipped up elsewhere. I guess the article could have been more thorough but it's already so goddamn long that most of the people commenting here didn't even read the whole thing.

  36. You don't even play EVE, do you? by Anonymous Coward · · Score: 0

    "The problem being, starting today, it would take more than 5 years to train evey skill to max."

    Try a bit over twenty. Also, how is this a problem? Aww, can't play kleptomania and get every last skill and item in the game? Most people consider that a good thing.

    "Which means the people that started 3 years ago, no matter what, are going to be 3 years ahead of anyone starting now."

    And? You might want to point out that those people who are three years ahead of you are going to be limited to having about a tenth of their skillpoints actually being used in any given ship they're flying. Older characters simply have more diversity, nothing more.

    "AFAIK this kills eve for any new influx of players. And also means eve will experiance a slow death."

    Really? You mean, the fact that EVE is one of the select few games to have continual positive growth since its release is going to kill it? Gee.

    "Point being, joining EVE now leaves you out of the fun game play for at least 2 months. And to be run with the big dogs, you need 1 year or more in game."

    If you can't find something to do with half a million skill points, I feel sorry for you. As for this 'OMG 1 year' bullshit, it's just that. An hour out of character generation and you can serve as a suitable tackler in any 0.0 fleet.

    "The problem with eve is that to get to and stay in the parts that are fun requires a minimum amount of time per week invested"

    Yes, logging on for three minutes to swap skills is absolutely horrible; I can't believe that. I so wish EVE were more like other MMOGs, where you have to spend 40 hours a week killing orcs to remain effective.

    "long with AT LEAST 6 months of previous well guided Training."

    Again, bullshit.

  37. Short Article Analysis by VGPowerlord · · Score: 1

    OK, the way I read this article, the author wants an MMORPG (Pages 2-4 focus exclusively on MMORPG elements) without the MMO (Page 4, Solution 3 shows this the most) or RPG (Pages 2-5 compare the RPG elements mentioned above primarily with single/limited-player FPS games).

    I have a tip for the author: If you don't like that kind of game, don't play them. No, I'm serious. Go play Counterstrike Source, Gears of War, or Diablo 2. You can even play Counterstrike Source or Diablo 2 online with a limited number of players! That seems to be the kind of game you want, as you keep referring back to them.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    1. Re:Short Article Analysis by Anonymous Coward · · Score: 0

      I don't think he wants an MMORPG at all. He wants games where 1) you're advancing some kind of character and 2)the game is online multiplayer. He basically wants more games like Diablo 2, as you pointed out, but in all genres, not just RPGs. CS:S would not fit the bill as there is no "persistent" element.

      So basically, MMO-style advancement paired with non-MMO-style gameplay. Nothing contradictory about that.

  38. Guild Wars Anybody? by Anonymous Coward · · Score: 0

    If you want a chess style MMO where you dont have grind to compete, go play Guild Wars...

  39. No, YOU, think about XP. by SmallFurryCreature · · Score: 1

    Not everyone does. I typically just don't give shit. XP is something that just happens to increase, and at points you go "ding" and you get some new option that might change the way you play your character a little. Big difference at least in MMORPG land between a healer who can just heal and a healer who get his rez spell. "Oops, sorry buddy, didn't notice your meter there, *cough*, can I try my new rez spell on you btw?"

    I have done a lot of MMORPG's as well as the western CRPG's and the Pen & Paper stuff on the occasions I have time available AND I do not GRIND.

    I can understand the concept, it is possibly just a little bit like chatting up a girl, taking her out, pretending to give a shit for the potential future reward of sex. At least I think that is how it is supposed to go. Lets face this is slashdot game section.

    But might I suggest that a possible path instead might be to actually have fun while doing this? That you enjoy talking with her, going out, listening to her?

    Mmm, yeah your right. What a load of nonsense.

    MMORPG's are grinded because people grind them. If you gave players the choice between two quests, one "Kill 100 X" that gives enough XP to advance a level and one that gives 0 XP but tells a story that will move your soul and make you a changed man, all but a handfull will pick the second quest.

    If you ever asked yourselve, how much does this quest pay, then you are a natural grinder. The game don't make you grind, you want to grind. What you should ask yourselve, how much fun is this quest, and see the pay, if any, as a bonus.

    SWG the most reviled of MMORPG's did in fact have some nice story based quests in it. All but a handfull of players completed them however because the payout was frequently nothing more then a momento.

    While some of us were having fun, others were killing the same mobs over and over to desperatly gain another level so they could grind a little bit faster.

    At some point you got to ask yourselve were the fault for todays grind lies, is it purely bad design OR is it just that player when presented with a levelling system can't help but want to advance as quickly as possible?

    When you see stuff like "Double XP weekend" you really got to start wondering what the fuck is wrong with people.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  40. It's only a matter of time.... by Anonymous Coward · · Score: 0

    Unfortunately different types of game run in different times.

    Taking it to the extreme, imagine trying to run a Civ style game where battles were played by other players as an FPS. The world outside couldn't tick on at a year per second while two players were locked in a 2-hour battle, so either the people fighting lose game time waiting for the battle to finish, or the whole world stops every time even a minor skirmish kicks off.

    Moving back to the timescales you're talking about, dog breeding would either be a very slow job (if we assume in-game dogs to have a lifespan equivalent to real dogs) or a worthless job (if we shorten the lifespan of a dog in order that we can run through many generations quickly, suddenly the dog dies too quickly to be worth buying).

    Things like driver-for-hire/gun-for-hire are just as bad -- because you could end up playing a jobless sim, where no-one will give you a job because you've not got a CV/references, so you can't build up a CV/references, so you sit doing nothing.

    Also, the game can't be built to rely on having the correct balance of PCs of different professions, so you'll need NPCs. If the NPCs are any good, they take business away from the PCs. If the NPCs aren't any good, then the game becomes more difficult when there aren't enough PCs of a given class, meaning it's less fun.

    Game = Fun

    No fun = bad game.

  41. Good Article by NathanRF · · Score: 1
    Good article. Some thoughts:

    What is holding this type of game back from more universal success? I'd argue 'nothing.' My god, what would we consider universal success? I think the top selling video games sell in the order of eight million copies (pretty sure there are around 25 that have done so (including Goldeneye) and around half of those are packaged games like Mario, Sonic and Tetris). Doesn't World of Warcraft have something like seven million subscribers? What degree of success does it take to qualify as universal?

    Imagine... World of Warcraft... when a player gains a level, it only lasts until the player logs off. Easy... you'd have ten thousand people leaving their computers on for months at a time.

    My term to describe these games, then, is Persistent Entity Game, or PEG. I accept it. Anything's better than MMORPG. And while the definition of this acronym, PEG, is essentially indistinguishable from RPG, I foresee the eventual designation of a lascivious action verb for this acronym... to peg. I approve.

    Eventually, some developer will create a PEG that fuses enjoyable advancement of a persistent entity with a game that is also fun in the traditional sense. This is an explicit expression of my precise sentiment on the subject. DDO was reasonably fun and I was enthralled with EQ for a year and a half, but I'd characterize neither as consistently fun, per se. The attraction, as the author points out, is in the persistent entity aspect.

    With apologies to the pen-and-paper role-players out there, this type of gameplay [die rolling whackfests~N] is not particularly compelling to the mass market. Yup. Outside of strictly turn-based game play, it's a quaint, awkward mechanism. And I f*cking love dice. Improvements have been made with respect to this (DDO is a reasonable hybrid, as is Oblivion), but neither of them really feel like action games - they're PEGs with klugy swordplay, more closely akin to Diablo than Zelda. And I firmly believe that the game I want is one that marries robust PEG-style development with kinetic, Z-Axis combat. Perhaps even a style similar to a toned down Tekken.

    Listen to me, I sound like Comic Book Guy.

    There is a reason that no one has tried to make a single-player game with "MMO" mechanics: few people would be interested. I disagree. The Elder Scroll series is up to episode four. Though they do feel a bit like deserted MMOs...

    We see evidence supporting this hypothesis in Everquest II and Vanguard's crafting systems, where the designers have "improved" crafting by copying the arduous math-based, meter-centric mechanics used in the adventuring department. I remember a time, not long after Verant released the transparent GUI patch in EQ, when I sat on the beach in Ro for like 90 minutes, crafting arrows. It was a nice experience... once in a while I'd get up and rescue someone from that rotten Dark Elf, but mostly I just sat there making arrows and watching the sun set (three times). I didn't even talk to anyone. It was right around the time it was starting to feel like work to log in (though I played for another 10 or 12 months after that), but it ended up being one of my more memorable sessions. Which really illustrates the subtle point of this article - stagnant sentimentality is the lifeblood of all RPGs.

    ...games should give players who take on tougher or more unpredictable challenges... better rewards... Unpredictability is the key. As long as there're static encounters, there'll be grinding. If it's surmountable, it won't matter how difficult you make it - any fixed scenario with a decent reward will be farmed. Even for the possibility of a decent reward... 1 in 10, 1 in 100, you name it.

    When players zip through the advancement system as quickly as possible, it hurts both the player and the developer. The player does not get to enjoy the ga

  42. This is why I love Eve Online by svzurich · · Score: 1

    Skills, not levels, are exactly the reason I love playing Eve Online. Everyone can potentially take down every other player due to the fact that everyone can play effectively in PVP without artificial levels. The veteran player has a huge advantage in better ships, more gear, and more skills, but the new player is still effective. Plus new players can gang up on larger ships and win.

    Eve isn't perfect, but the balancing is nice. The game trains skills in real time, so the only advantage in playing constantly is gaining more money and items. Anyone can compete with anyone, and there strategy is king, not an artificial level. I don't magically become able to use a different class of ship, I have to train for the skills to not only pilot it but to also pilot it effectively. It's a refreshing change from EQ, EQ2, WoW, IRO, CoX, and the like.