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Beating WoW At Its Own Game

The BBC has up a short piece on the hopes of game developers and investors to 'beat World of Warcraft'. Representatives for the upcoming Age of Conan, recently-released Lord of the Rings Online, and Star Wars Galaxies all discuss what it's like competing in a post-WoW world. Funcom game director Gaute Godoger has a point when he says, "The industry so needs competition to World of Warcraft ... We need other strong games that can make people understand that there's more to it than WoW." The article discusses some of the features each of these games offer that differ from WoW, and theorizes a bit on where the MMOG genre will go next.

383 comments

  1. No first post by Pharmboy · · Score: 5, Funny

    Due to everyone playing WoW, there will be no first post for this article.

    --
    Tequila: It's not just for breakfast anymore!
    1. Re:No first post by thc69 · · Score: 3, Insightful
      --
      Procrastination -- because good things come to those who wait.
    2. Re:No first post by Knara · · Score: 4, Insightful

      Perhaps the real point here is, "people who have problems with addiction shouldn't engage in behaviors that can, *for some people*, be addicting"?

      I mean, comeon, I like a self-reinforcing, carrot-stick game well enough, but lately I can't get around to playing it. The game (or any game) on its own isn't nefarious. But, I suppose we have to villianize it *somehow*, right?

    3. Re:No first post by drinkypoo · · Score: 1

      The game is not the addiction. The escape is the addiction. I've seen a woman's three kids wind up fucked up because she was J.Random IRC slut who would blow off taking care of her kids to drive eight miles to get laid because she had no self esteem. This is likely the result of some childhood abuse; a truly disturbing percentage of children are abused... And of course, whether she abused her children physically or not (I rate it unlikely, but what do I know? She was more the cut-herself-in-the-bathroom type) she abused them emotionally. WoW is not the problem...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:No first post by bigstrat2003 · · Score: 1

      So... are you ripping on WoW because some people take it too far? Because if so, I don't think that's very fair of you. I play WoW quite a bit (it's my main game these days), but I still have a job, a life, all those other good things that non-WoW players have. Clearly, both types of players exist, if it were the game's fault, shouldn't the people like me (the ones who play, enjoy the game a lot, but don't go overboard) not be in existence? Shouldn't we all be addicts?

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    5. Re:No first post by Ryan+Amos · · Score: 2, Insightful

      WoW seems to have managed to take care of that itself with the new expansion. It drove enough players to realize "this game is stupid and takes too much time" that people are quitting in droves.

    6. Re:No first post by thc69 · · Score: 0

      Perhaps the real point here is, "games that have problems with addiction shouldn't result in games being designed to, *for some people*, be more addicting"?

      I don't like a self-reinforcing, carrot-stick game at all, and now that it's destroyed my marriage I have every right to villanize it. The game is designed specifically to be addictive so that they can be sure not only to get their monthly fees, but to get it spread by the users like an illicit drug. The game is nefarious, but the word "game" doesn't just mean a bunch of C code and some graphics, it means the community that Blizzard created, the types of people they brought together, and the way they attack very specific weaknesses in peoples' minds and souls.

      Ever hear of "honor decay"? There's one very concrete example of a "feature" designed specifically to encourage addiction. Oh, and now new games will come out that attempt to beat WoW at its own game -- to be more addictive. You'll have to excuse me while I gather my buddies into a guild and we go on a raid of Blizzard's headquarters (and anybody trying to compete with more addictive games), where we'll sack, loot, pillage, and fucking burn the place down. Now there's an instance for you.

      Yes, I blame my wife too, and I blame the previously minor relationship issues we had...but it's damn hard not to blame the people who designed something specifically to take advantage of her weakness while taking her away from me and putting her in situations to destroy our marriage.

      --
      Procrastination -- because good things come to those who wait.
    7. Re:No first post by pixelpusher220 · · Score: 2, Interesting

      and this probably isn't a good idea for those 'addictive' personalities right?

      WOW Credit Card

      too damned funny. But it really cements the notion that WOW is in it's own league among other games, no?


      --
      People in cars cause accidents....accidents in cars cause people :-D
    8. Re:No first post by thc69 · · Score: 1

      So, you're saying that it's okay for them to design games to be addictive because they don't make every player an addict?

      --
      Procrastination -- because good things come to those who wait.
    9. Re:No first post by onetwentyone · · Score: 1

      Something about that doesn't sound right. I thought you played WoW because you didn't have a girlfriend to keep you occupied.

    10. Re:No first post by bigstrat2003 · · Score: 2, Insightful

      And who's defining "addictive"? What you're calling "addictive", I call a fun game. Therefore, the company that makes it is doing its job. It's not their fault if some gamers don't have a sufficient grip on reality.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    11. Re:No first post by Kelbear · · Score: 5, Insightful

      WoW's effect on people is similar to some drugs but to a much lesser degree and without a chemical component. Perhaps there is a genetic predisposition to the addiction like alcoholism, perhaps gambling?

      But in the end it still came down to a decision, and as much as we would like it to be otherwise, we are faced with the reality that we are responsible for our actions regardless of the factors that influenced the decision. You can be predisposed to being fat, but it does not excuse you in the eyes of society. When it really comes down to it, gun to the head, people will see bodyfat as a reflection on that person's character. Whether or not the circumstances are "fair" doesn't make much of a difference.

      An alcoholic can blame alcohol all he or she wants, but the responsibility will sit with the alcoholic for their actions. And it's their prerogative to make the right decisions and accept the consequences. It may seem harsh, but I do prefer it over the alternative, where decisions are made for me by someone else.

    12. Re:No first post by Knara · · Score: 5, Insightful

      No, WoW did not destroy your marriage. It didn't show up and sleep with your wife. You and your wife's inability to deal with problems in your marriage destroyed it. It's not nefarious, it's a game that millions (literally) play without it messing up their lives.

      In short, "save it for Livejournal".

    13. Re:No first post by Pharmboy · · Score: 1

      In short, "save it for Livejournal".

      I was gonna say "Jerry Springer" but I guess that works, too.

      Remember: No matter what is wrong in your life, and no matter whose fault it is, there is likely someone who you can sue and at least cash out a bit on the problem.

      --
      Tequila: It's not just for breakfast anymore!
    14. Re:No first post by HUADPE · · Score: 1
      There is a difference between WoW and a drug, a big one. A drug introduces an addictive chemical into your body (nicotine, ethyl alcohol, etc.) which can chemically addict you regardless of the pleasurable or unpleasurable properties of the consumption of the drug itself.

      A game or other activity can addict you, but only insomuch as you enjoy playing it and want to repeat that experience. Not that this can't be addicting (as it releases chemicals in your brain associated with pleasure) but it cannot reasonably be blamed on the people who sold it to you, unlike drugs (maybe).

      Almost any activity can be addictive to some people. And if someone does tend to get addicted to things, WoW might not be the worst thing. It's probably better than being addicted to alcohol.

      --
      This sig has not been evaluated by the FDA. It is not designed to diagnose, treat, prevent, or cure any disease.
    15. Re:No first post by gyranthir · · Score: 3, Insightful

      Sir, it sounds like to me, you did this to yourself. You allowed it to happen, you allowed yourself to not seek help until it was too late. Don't cop out and say the game did it or the drugs did it. OMG the drugs told me to take them over and over I needs them... There is no physical addictive qualities you immersed yourself into the game to avoid RL problems, but instead it caused them. I play WoW, I know it can cause a desire to play, but if I don't play I don't feel sick and lose my ability to operate as person.

    16. Re:No first post by Vicarius · · Score: 1

      It is so addictive that some Sysadmins deny it by blocking wowdetox.com completely :(

      I'm just getting frustrated that I can't read many articles due to idiotic firewall/proxy.

    17. Re:No first post by aztektum · · Score: 1

      Just because you can go buy a gun doesn't mean you should use it to shoot up a grocery store. That's a decision the manufacturer, who clearly makes guns for shooting things!, leaves up to you.

      However, you're right, push the blame off onto everything else. It's your right to do so. Why not too, huh? Sounds like you're good at pushing off personal responsibility.

      Perhaps it should be "PEOPLE who become addicted to gaming should not play those games they become addicted to."

      Asshat.

      --
      :: aztek ::
      No sig for you!!
    18. Re:No first post by Hoi+Polloi · · Score: 1

      Don't think you are special. Everyone has the potential to become addicted to something under the right circumstances. It is part of how our brains are built.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    19. Re:No first post by Anonymous Coward · · Score: 0

      There is more to drug addiction than the chemical itself. There is also the act of using it, finding it, being around people that use it, depression, etc. Drugs also work via their affect on brain chemistry, so do other addictive behaviors. Does it matter if the thing altering your serotonin levels is a game or a drug?

      "of the pleasurable or unpleasurable properties of the consumption of the drug itself."
      I've read stories about people playing the game because they felt a compulsion even though they didn't get any pleasure out of it.

    20. Re:No first post by eserteric · · Score: 1

      I can't help but notice that in your post you blame everyone but yourself. You might want to look into that.

    21. Re:No first post by wizzahd · · Score: 1

      Really, if you think about it, alcoholism is one of the few diseases you can be yelled at for having.

      "Goddammit, Otto, you're an alcoholic!"

      "Goddammit, Otto, you have lupis!"

      One of those two just doesn't sound right.

    22. Re:No first post by Anonymous Coward · · Score: 0

      That's because lupis is a disease and alcoholism is an addiction.

    23. Re:No first post by Maxo-Texas · · Score: 1

      Monopoly served this role in the 1930's.

      People who are going to have problems are going to have problems.

      It sucks about your wife, but if it wasn't Wow, it is very likely she would have found something else.

      Interestingly, if you have a reward someone wants in relationships, you can use the same quasi-random reward to make them more strongly desire a relationship with you. People are suprisingly trainable. And you can catch yourself being trained by others (usually unwittingly) by getting randomly rewards you desire from them.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    24. Re:No first post by Anonymous Coward · · Score: 0

      can't believe this got modded 'insightful' and not 'funny' and im not being funny.

    25. Re:No first post by johncadengo · · Score: 1

      WoW's effect on people is similar to some drugs but to a much lesser degree and without a chemical component.

      There's a chemical component, this is why we like it so much. It gives us a rush. It creates endorphins and satisfaction (albiet temporary). Our brain might release these chemicals and they may not be injected, so to say, but they are chemicals and they do come with the experience of the game.

      --
      My page.
    26. Re:No first post by Knara · · Score: 3, Interesting

      I read an article a year or two ago about a study a group did regarding shopping. Turns out, getting "stuff", even though we're buying it ourselves, gives us an empirically observable "high". I would imagine that getting virtual "stuff" likely results in the same sort of chemical reaction.

    27. Re:No first post by teh_chrizzle · · Score: 3, Funny

      You and your wife's inability to deal with problems in your marriage destroyed it.

      i don't like that logic, it makes it sound like it's my fault... i much prefer arguments that leave me blameless and say that there is nothing wrong with me.

      --
      sarcasm:
      -noun
      1. harsh or bitter derision or irony.
    28. Re:No first post by cjb-nc · · Score: 1

      Ever hear of "honor decay"? There's one very concrete example of a "feature" designed specifically to encourage addiction.

      Yes actually, I have. In fact, I wrote most of the wowwiki article on the subject.

      For those of you who don't know... The honor system in WOW was a competitive ranking system. In order to advance, you had to maintain your place at the top of the pile for weeks and weeks on end. Bare minimum to go from Rank 0 to Rank 14 was 12 weeks at the number one spot, and longer for lower spots. Skipping a week completely would cost you multiple weeks to recover if you already Rank 12 or 13.

      I honestly believe that Blizzard underestimated the tenacity of its hardest-core players when it designed this system. What should have been measure of skill versus skill quickly degenerated to the point where the top players were those that could stay in game, playing PVP matches for 80-120 hours per week. You could be good, and score lots of points in a short time, but you'd still lose to an average player (or pool of players) who could play 24x6.5 days/week.

      Blizzard realized this too. That's why the old honor system is gone, since the 2.0 patch.

      -- Greenman of Lothar
    29. Re:No first post by Knara · · Score: 1

      Sure. However, some people are more likely to become addicted to an arbitrary thing than others. Not only that, but since this is not (technically) a physical addiction, it can't be compared equivalently to substance abuses where neutrotransmitters are changed due to the (typically) drug that is being used.

      In any event, the point of this whole thread is that it's not WoW's fault his marriage broke up. I dunno who we should blame otherwise, that's another whole discussion, but it's definitely not a product that millions play daily without ill effect (aside from RSI...?)

    30. Re:No first post by djp928 · · Score: 1

      Ever hear of "honor decay"? There's one very concrete example of a "feature" designed specifically to encourage addiction.

      Yeah, and they fixed it. Honor doesn't decay anymore. You should play again!

      -- Dave

    31. Re:No first post by misleb · · Score: 0, Troll

      Perhaps it shouldn't be considered a disease?

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    32. Re:No first post by endianx · · Score: 2, Informative

      Really, if you think about it, alcoholism is one of the few diseases you can be yelled at for having. "Goddammit, Otto, you're an alcoholic!" "Goddammit, Otto, you have lupis!" One of those two just doesn't sound right. That was from comedian Mitch Hedberg. Give credit where credit is due.
    33. Re:No first post by C0rinthian · · Score: 2, Funny

      Your spending will earn you gametime. It's brilliantly evil, and is actually a Credit Card 'Reward' that I can honestly say I'd use. (Unfortunately)

      But I could never, never take that thing out of my wallet with a straight face.

    34. Re:No first post by Cornflake917 · · Score: 1

      Not that I'm saying that's a bad thing (or that you're wrong), but do you have the statistics/numbers/evidence to back up that claim?

    35. Re:No first post by lateralus_1024 · · Score: 4, Funny

      "WoW did not destroy your marriage. It didn't show up and sleep with your wife."

      You might want to cancel the 3.4.10 patch. That's all I'm going to say.

      --
      If you think /. comments are bad, check out Digg.
    36. Re:No first post by Anonymous Coward · · Score: 0

      she was J.Random IRC slut who would blow off taking care of her kids to drive eight miles to get laid because she had no self esteem

      So what was her nick, on what server? Just wondering.

    37. Re:No first post by Bob-taro · · Score: 1

      Interestingly, if you have a reward someone wants in relationships, you can use the same quasi-random reward to make them more strongly desire a relationship with you. People are suprisingly trainable. And you can catch yourself being trained by others (usually unwittingly) by getting randomly rewards you desire from them.
      That is the best post I've seen all day <subliminal>buy me beer</subliminal>!
      I mean you really summed up the whole issue <subliminal>and pizza</subliminal>!
      However, you are obviously way too smart to be trained in the way you suggest <subliminal>give me your steam account info</subliminal>!
      --
      Prov 9:8 Do not rebuke mockers or they will hate you; rebuke the wise and they will love you.
    38. Re:No first post by wizzahd · · Score: 1

      I was really hoping that more than one person would pick up on that without me having to point it out, but yes, it is.

    39. Re:No first post by Udderdude · · Score: 1

      A lot of raiders who had their years worth of gear obseleted instantly weren't too happy.

    40. Re:No first post by Old+Wolf · · Score: 1

      There is no physical addictive qualities you immersed yourself into the game to avoid RL problems,

      Some studies have shown that when watching TV or playing computer games or other such activities, the body produces opioids, which stimulate the same receptors in the brain as externally-supplied opiates. I read about it on Slashdot a few months ago...

    41. Re:No first post by Old+Wolf · · Score: 1

      Fuck no! We do NOT need games more addicting than Warcrack.
      http://deletewow.com/


      Down the left-hand side of that page:
          WoW Gold - Quick Delivery
          Low Prices on All Servers! Quick & Safe Delivery 24/7

          World of Warcraft Hacks
          Lvl 1-70 in 5 Days, New Gold dupe, 400 gold an hour, & much more!

          World of Warcraft gold
          Cheap Price & Fast Delivery! 24/7 Live Support, Purchase Now!

      /tar Capitalism

      /cheer

    42. Re:No first post by Stalyn · · Score: 2, Insightful

      WoW's effect on people is similar to some drugs but to a much lesser degree and without a chemical component.

      All your actions and behaviors have a chemical component. That is how the brain works.

      An alcoholic can blame alcohol all he or she wants, but the responsibility will sit with the alcoholic for their actions. And it's their prerogative to make the right decisions and accept the consequences. It may seem harsh, but I do prefer it over the alternative, where decisions are made for me by someone else.

      Your decisions are made for you by "someone else"; it's called your subconscious which is nothing but deterministic chemical reactions happening in your brain. Your consciousness is not being in control of your actions but rather being aware of them. See Libet's experiments.

      --
      The best education consists in immunizing people against systematic attempts at education. - Paul Feyerabend
    43. Re:No first post by gyranthir · · Score: 1

      Quoted for Emphasis:

      Any argument where you can make yourself blameless makes it a win win for anyone looking to hide there addiction from themselves.

    44. Re:No first post by ineedbettername · · Score: 1

      The same exact thing was said about Everquest in its heyday too. "It's addicting, don't play it, there's no point!" Y'know what we called it back then? Evercrack! The "___crack" joke is older than dirt, dude.

    45. Re:No first post by geminidomino · · Score: 1

      Have they un-crippled rogues yet? (Quit when 1.7 did that)

    46. Re:No first post by KDR_11k · · Score: 1

      It does. Also getting it at random still works (constant rewards will cause the subject to notice when the rewards stop and possibly break the conditioning, random rewards make the subject always hope for that chance) while throttling the rate at which people go through the content. Koster wrote an article about how to make an MMO addicting.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    47. Re:No first post by KDR_11k · · Score: 2, Funny

      I am sorry but subliminal is a non-standard tag and only interpreted by Microsoft Brain(TM). Please use the fnord tag as specified in appendix 23 of the secret HTML specification.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    48. Re:No first post by KDR_11k · · Score: 1

      You'd be wrong about that. Designing a game for addiction does not necessarily mean it's fun, it means it's using a reward scheme to increase addiction (like e.g. random loot). Of course fun is necessary to get people to stay long enough for the addiction to start but after that they no longer care if they're having fun.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    49. Re:No first post by fractoid · · Score: 1

      Interestingly, if you have a reward someone wants in relationships, you can use the same quasi-random reward to make them more strongly desire a relationship with you. People are suprisingly trainable. And you can catch yourself being trained by others (usually unwittingly) by getting randomly rewards you desire from them. This is so true. The random-chance-of-reward psychology is responsible for peoples' addictions to everything from gambling to MMO games to abusive relationships, it's even acknowledged in the 'treat em mean, keep em keen' mindset that I hear advocated so much. It's not the treating 'em mean that makes it work, it's the random chance of reward that keeps them hooked.

      In fact, thinking about it, I bet it's responsible for a lot of the breakups in mid- to long-term relationships. One partner was keeping the other 'hooked' by being noncommittal (making the relationship off-again-on-again in some respect), and when they finally commit, the hook is gone and with it the interest.
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    50. Re:No first post by fractoid · · Score: 1

      Nope, rogues are still the most nerfed unloved class in the game. They need buffs badly, and no-one understands their angst.

      Of course, they can still take down any class 1v1 without breaking a sweat... but they may have to use cooldowns to guarantee it.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    51. Re:No first post by Maxo-Texas · · Score: 1

      hehe.

      It's more like... if there is anything you want from me.

      Response to your posts. Approval. Praise for your writing style. Agreement with your point of view.

      And I randomly give those things to you, then you are going to work harder for them up to the inflection point.

      You can see it in relationships. And being smart won't stop you from being emotionally trained if the other person is randomly filling your needs. You are aware of the process but still feel elated or sad all the same. Your body and emotions are trained while your mind rides on top. The only way to stop it, is to stop wanting whatever reward they give you or if they push it too far too fast. Over time the period between random rewards can be pretty amazing if you build up to it.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    52. Re:No first post by SyncNine · · Score: 1

      For what it's worth, honor decay was removed in the 2.0 patch and replaced with a better system that doesn't decay over time...

      --
      To the darkened skies once more, and ever onward.
    53. Re:No first post by thc69 · · Score: 1

      Grinding and farming are fun?

      --
      Procrastination -- because good things come to those who wait.
    54. Re:No first post by thc69 · · Score: 1

      Actually, I sought help no less than a month after she began playing. I went to a psychiatrist and I went to the Yahoo WOW_widow support group. I was unable to get her to get help, though, and she refused to see a marriage counselor until months later when things were too far gone to be fixed easily.

      Now it's seven months later and I'm living in my camper (more comfortable than I expected, BTW). I'd like to go home and she really wants the marriage to work but she's incapable of choosing me over WoW. She has said that she cannot stop playing WoW! She is seeing a therapist, who seems mostly effective, but doesn't seem to understand the WoW addiction -- although maybe she hasn't told the therapist all about that. The WoW addiction led to other, worse things and maybe she's been dealing mostly with those things.

      WoW encourages (not forces) people to have horrible priorities, and sucks them in strongly -- and then exposes them (and forces them to work with and become friends with) other addicts. Those relationships become the most important things in the gamer's life, much more important than real life relationships.

      I'm not proposing the abolishment of WoW, as much as that would please me. My original post's point was that we don't need games that are more addictive than WoW.

      --
      Procrastination -- because good things come to those who wait.
    55. Re:No first post by gyranthir · · Score: 1

      My point is, that if you cancel her subscription she will not have a medical shock where her heart beats erratically, her whole body dry heaves and she cannot function at all. (Physical Addiction). If she is still playing WoW and wants the marriage to work, she needs to force herself to stop. Other than that she seems to prioritize the game over you, and that after 7 months should tell you and her that this isn't going to work as long as she cannot control herself. And work out a better schedule and priorities.

    56. Re:No first post by Ryan+Amos · · Score: 1

      No statistics or numbers (Vivendi holds those tight to their chest) but anecdotally (which ordinarily is not good evidence but it's the best we have,) there aren't very many new players and even older servers that used to be overcrowded seem pretty empty. Newer servers are total wastelands. I'd quote numbers but things like Wowcensus and the like never were very accurate and only Blizzard knows the real subscriber numbers. Even if people aren't cancelling their subscriptions, they're playing a whole lot less than they used to, which leads to cancellation eventually. The magic is sure gone for me, and many others I play with seem to agree.

    57. Re:No first post by walnutmon · · Score: 1

      I can help you...

      Age of Conan will be out in the fall

      --
      You take it, I don't want it...
    58. Re:No first post by thc69 · · Score: 1

      You've never removed WoW from an addict, have you?

      They get tremors, shakes, even worse sleep patterns than when they were on WoW (yes, it's possible), and so on. I know, early on I tried to stop her by force a couple times and that's what I got -- and I'm not the only person who has reported physical symptoms. I didn't manage to get close enough to measure her heart rate. All the endorphins, adrenaline, and other neurochemical (seratonin?) rushes in the game have a real physical effect on the gamer.

      It's worse than other behavioural addictions in that way because it is possible for the gamer to immerse all day and all night in the game. With gambling, for example, the gambler must stop on a daily basis, and after not too long runs out of money and is incapable of gambling more. In fact, the gambler probably must stop many times in the day -- and they certainly have to spend some of their waking time driving or walking to the casino. The gamer sits in their chair getting obese and abusing caffeine and junk food, and some even end up with health problems that are a direct result of sitting there all the time. They roll out of bed and into the gaming chair and then back into bed 22 hours later, get two hours sleep (in which they dream and talk about WoW), and start over again.

      Children go uncared for who would otherwise be supervised and kept in health. There are reports posted regularly of children wandering off into the street, falling down stairs, and so on while not being supervised by someone who used to supervise them before WoW. Pregnant wives are even worse off; they are universally neglected by their gamer much more than they were before their gamer had WoW.

      If you want to argue that WoW is not addictive, the proof is in the pudding.

      If you want to argue that it is a good idea to design games to be even more addictive, then you need to hang out in a WoW widow support group long enough to see a few such examples and the effect on the lives of real people. The fact is that people who were fine family members while using other games can very easily become monsters while playing WoW.

      Maybe if a game is made that is really more addictive than WoW, there will be enough proof going around for everybody to see, and gaming addiction will get taken more seriously like other behavioural addictions.

      --
      Procrastination -- because good things come to those who wait.
    59. Re:No first post by gyranthir · · Score: 1

      I play wow seriously, I raid, 3 days a week =) I turn if off, I work 40+hrs a week and go to see my friends when I have time, I also play 20+hrs a week if given the opportunity, but it's pretty easy to turn off. All you have to have is some will power and priorities.

  2. Do some research by danbert8 · · Score: 5, Interesting

    The article refers to the Star Wars Galaxies updates as minor fixes and modifications that made players happier and expanded the player base. A simple check would have shown that after every major overhaul, experienced players left in droves and were replaced by noobs. Then to top it off it touts adding creature handling as a new feature (neglecting to add that it had existed long before, but they removed it). Surprising that SOE finally admitted maybe people liked raising animals, and put a feature people wanted in a game.
     
    Yes, I rant, but being an avid fan of SWG before the Combat Upgrade, I can tell you that SWG is no longer the game it was. And then it was beaten while it was down with the New Game Experience which turned it into an action game instead of an RPG. Poor SOE, if you want to release a new RPG, do it. Don't replace what people were playing with something else, ESPECIALLY if they are paying a subscription.

    --
    Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
    1. Re:Do some research by andy9701 · · Score: 1

      Yeah, I agree. Funny how they don't mention how much crappier crafting is now vs. before the first "upgrade". I also like how in the next patch, there are player run events...which I remember participating in two years ago.

    2. Re:Do some research by danbert8 · · Score: 2, Funny

      No kidding. It's like Sony beating you up and taking your lunch, and then trying to sell it back to you.

      --
      Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
  3. SWG one of the first MMOs? by wolfen · · Score: 2, Insightful

    I love how the Star Wars Galaxies guy tries to excuse their massive screwups by saying SWG was one of the first MMOs and that "their wasn't a manual then for how to do them"

    Hmmm... didn't SW:G come out after Dark Age of Camelot which was a nice MMO that was based around the concept of "Do Everquest but make it fun"?

    Maybe the SW:G team could have spent some time with the Everquest team to help them avoid making the exact same missteps?

    1. Re:SWG one of the first MMOs? by Corwn+of+Amber · · Score: 1

      Maybe if VMS could have been a Multics clone, we'd all be running secure OSes by now, too.

      --
      Making laws based on opinions that stem up from false informations leads to witch hunts.
    2. Re:SWG one of the first MMOs? by mwvdlee · · Score: 1

      SWG's excuse is bullshit; if they claim they had little material to base upon, you'd expect them to be atleast as playable as those "few" MMO's that were there. They didn't even succeed at that.

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      Slashdot social media options: AIM, ICQ, Yahoo, Jabber and Mobile Text. Why no MySpace?
    3. Re:SWG one of the first MMOs? by Remus+Shepherd · · Score: 2, Informative

      SWG was in the third generation of MMOGs. Everquest and 10six were the first generation of 3D MMOs. (There were dozens of 2D and text games that qualified as massively multiplayer before them, Ultima Online being the most well-known. Call them the zeroth generation.) The second wave included DAoC, AC, and AO. None of them hit it big, and some were laughingstocks like WWIIOnline. The third generation is when MMOGs really got rolling, with CoH, SWG, and Lineage. WoW is in the fourth generation, and has become the 800 pound gorilla of the internet.

      Incidentally, the second generation MMOG Anarchy Online was also made by Funcom, the people who are doing the Age of Conan. Considering what a buggy, frustrating and at times repellent mess AO was, I'd stay far away from Age of Conan. These are people with grand ideas and wonderful creativity, but they cannot code worth a damn.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    4. Re:SWG one of the first MMOs? by Hubbell · · Score: 1

      AC, UO, and EQ were the first generation of MMORPG's, don't know where you're getting your facts from but they are wrong.

    5. Re:SWG one of the first MMOs? by Avatar8 · · Score: 1
      Yes, saying SWG was one of the first and they had nothing on which to base it is utter crap.


      I cannot remember what year SWG came out (2000? 01?), but what I do distinctly remember is that Raph Koster was in charge of development and production overall AFTER he left the Ultima Online development team where he'd been for about two years after retail release (release September 1997).

      If Raph's experience in developing and launching UO (by all means one of THE first MMO games) wasn't good enough, then what better experience could they possibly get?

      I think SOE's statement should read "We didn't know what we were doing. We just stumbled along like the other MMO's of the time. We really wish we would have had some original ideas and real talent like those guys over at Blizzard. Who knew you could learn from other peoples' successes and mistakes?"

    6. Re:SWG one of the first MMOs? by Remus+Shepherd · · Score: 2, Interesting

      Gah, I keep forgetting Meridian 59, which was 3D and predated Everquest by a few years. It was one of the few early MMOs I never played.

      Anyway, Wikipedia has a good history of MMORPGs, although they only define three distinct generations. I think the popularity of games like Lineage and the visibility of games like SWG caused the WoW phenomenon, and should be seen as the fathers of the current generation of games.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    7. Re:SWG one of the first MMOs? by Avatar8 · · Score: 1
      I agree with Hubbell. Your facts are off. If I were to speculate, I'd guess you just started playing MMO's a few years back.


      Here's some reading to catch you up.

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

      Everything I see it mention of which I have any knowledge is correct to my recollection. I heard about Meridian 59, but I didn't enter the MMO world until UO when I started in October 97 I beat tested AC, DAoC, AO, SWG, Guildwars, Lineage, Shadowbane, D&DO and a few others. UO, WoW and LotRO are the only ones I've played retail. Hoping to beta test Tabula Rasa.

    8. Re:SWG one of the first MMOs? by Remus+Shepherd · · Score: 1

      I wrote about MMORPGs for a gaming site in 2000/2001, and played almost all of those early games, so I have a little experience to base all that on. I also posted the same link you did about eight minutes ahead of you.

      But yes, my initial post (somebody mod it down, please) was based on memory, and my memory was faulty. AC was released almost simultaneously with Everquest. Lineage actually predated Everquest in Asia, although it didn't reach America for a few years. Everything else I wrote (especially the warnings about Funcom) is pretty accurate.

      So, I apologize, mea culpa -- memory error, data corrupted. Take whatever you find useful, discard the rest. Then we can all get around to speculating about Spore again. Here's hoping it dents WoW's dominance.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    9. Re:SWG one of the first MMOs? by ubrgeek · · Score: 1

      I'm confused: Why wouldn't MUDs be considered the first MMOs?

      --
      Bark less. Wag more.
    10. Re:SWG one of the first MMOs? by jfodale · · Score: 1

      Original ideas? WoW broke hardly any new ground in MMOs as far as ideas go. What WoW has going for it is talent, though. They basically took the EQ grind, polished it up, gave it a great UI, and let their hordes of existing fans at it.

      --
      Waiting for Warhammer Online.
    11. Re:SWG one of the first MMOs? by VGPowerlord · · Score: 1

      I cannot remember what year SWG came out (2000? 01?), but what I do distinctly remember is that Raph Koster was in charge of development and production overall AFTER he left the Ultima Online development team where he'd been for about two years after retail release (release September 1997).

      SWG launched in July 2003, I believe.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    12. Re:SWG one of the first MMOs? by Cylix · · Score: 1

      The funny thing about SWG...

      They boards during the beta periods were going crazy with ideas. I didn't have the game and I frankly didn't want to play it either. However, the idea of being able to shape the things that come was a fairly intriguing idea.

      So, myself and friend worked on stopping the devastation to crafting. *I have no idea what has happened to it since* Overall, we had some positive changes in the game. (He played, I theorized, we posted).

      However, there was a flurry of activity and while you really shouldn't listen to the forum whores too much... it isn't a bad place for inspiration.

      Forum whores, they shout the loudest and often appear to be the majority, but often they are quite the minority. Thus, what they say should be taken with a grain of salt. This is a problem nearly every MMO suffers from. (Though I believe WoW just bans players... so they might have solved this one ;) )

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    13. Re:SWG one of the first MMOs? by Avatar8 · · Score: 1
      Yeah, noticed you posted the same link just before I did. Sorry for not double checking before posting.

      I agree that aside from order of MMO releases, the rest of your original post is quite accurate.

    14. Re:SWG one of the first MMOs? by Avatar8 · · Score: 1
      I consider the whole of the Warcraft, Starcraft and Diablo enterprises all quite original (yes, I know the debate between Warcraft and Warhammer).

      Even though I never played EQ, I heard enough about it from friends who did play. I think WoW made huge strides of improvement over EQ: artwork, interface, story/history, crafting and questing.

      Did EQ have any questing? If not then was there any purpose to killing monsters except to get experience, money and possibly some better gear? Was there a story? I think following a main storyline with lots of little side stories is a huge improvement. It puts the "RP" into "MMORPG; without it you're just playing Doom online in a fantasy setting. I always enjoyed the "choose your own adventure" books and that's what I compare WoW's questing system to.

      Granted no RPG (MMO or otherwise) is truly original as they all stem from Tolkien's, Carroll's and Lewis' literary works and Gygax and Arneson's paper tactical strategies. One definition of "genius" I recall is "seeing a connection, relation or possibility where others do not." I think that is exactly what the Blizzard team did: they considered what had come before, where the genre was going, what were the weaknesses and what were the common denominators that would attract more players. I think the end result is a group effort of genius.

    15. Re:SWG one of the first MMOs? by Tony+Hoyle · · Score: 1

      EQ had these, as did FFXI (in fact that had a far more immersive storyline as they were all interrelated, unlike wow which tend to be chains of unrelated quest).

      What wow added was the ability to play the game quickly.. short quests, double XP if you didn't play for a while, less of the waiting around for stuff to happen.

    16. Re:SWG one of the first MMOs? by Remus+Shepherd · · Score: 1

      Well...they're different beasts. They weren't 3D, and many of them were on BBSes, predating the internet itself. They're definitely what MMOs evolved from, but they deserve a category in history of their own.

      There's also the first M in MMO -- 'Massively'. I think a MUD can handle a couple hundred players tops, and I've personally never seen one with more than 50. That might not qualify as massively multiplayer. Today's games handle millions of players at a time (though not in the same area).

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    17. Re:SWG one of the first MMOs? by The+Slashdot+Guy · · Score: 1

      What about their alliance of existing fans?

    18. Re:SWG one of the first MMOs? by Knara · · Score: 1

      "3D" isn't a requirement for an MMO. There's plenty that aren't

      I played a bunch of MU*'s back in the day. All of them were on the Internet (accessable via Gopher a lot of the time). And a few hundred players at a time was "massive" for the time, given that they were free and run on timeshared systems. Massive is relative even today. EVE has now a top-end run of 28k users simultaneously, but has much fewer total subscriptions. WoW has millions of subscriptions, but can't run anywhere near 28k users on a single server, much less keep all their users in a single-shard universe.

      I can't think of any MU* that ran on a BBS, but I imagine there must have been some. LoRD and Tradewars weren't MMOs, since they often ran on single-line BBSes, and I'm not sure if you could log more than one person into an installation at a time (been a loonngggg time).

    19. Re:SWG one of the first MMOs? by nosredna · · Score: 1

      It wasn't a MUD or similar by any means, but there were massively multiplayer games on BBSes... Barren Realms Elite comes to mind (a strategy game, but definitely massive... I think the network we were associated with had a peak playerbase of 5000, although it did take 4 days for everything to propogate out across the country with the nightly updates).

      Most of the BBS games were multiplayer capable but not designed to handle it... Tradewars specifically had some interesting exploitable behavior, where you could have two people on withdraw money from a bank account simultaneously and both would get it. We duped the bejesus out of cash in that one.

    20. Re:SWG one of the first MMOs? by Simon+Garlick · · Score: 1

      Yeah, because Raph Koster was a complete noob who didn't know anything about MMORPG gameplay.

    21. Re:SWG one of the first MMOs? by Andy+Dodd · · Score: 2, Informative

      In my opinion, DAoC did pretty well, and continued to do so until some dumbass decided to replace the grandparent's "do Everquest, but make it fun", with just "do Everquest" when they added EQ-style "rare mob" camping in the Trials of Atlantis expansion. Things went downhill from there, almost immediately players started looking for somewhere else to go, but until WoW, didn't find anywhere else. Mythic didn't realize how angry their playerbase was with them until WoW was released and their subscriber base dropped by 30% or more in a matter of a month or two, and started continually going down from there. They finally started fixing ToA, but by then it was too late, their players had already lost faith in the company as one that was reactive rather than proactive. To this day, I don't think Mythic realizes just how badly they screwed up - Due to their highly unique RvR endgame (which resulted in some players actually coming back from WoW, albeit only briefly in most cases followed by a break from MMOGs in general), they had the ability to weather WoW if they'd been smart, but they spent nearly two years antagonizing their player base instead of keeping them happy.

      At this point, DAoC is dead with no way to revive the game, Mythic has one of two options:
      a) Keep the status quo. The hardcore addicts stay happy, but the game continues hemorraghing the more casual players (which are now considered addicts by any other game's standards) because they can't compete in RvR with the hardcores. Game eventually dies as its playerbase dwindles and it is impossible to recruit new blood. Mythic has gone a long way in making the grind to 50 enjoyable, but once you hit 50, a new player basically is going to get their ass kicked out in the Frontiers, with no good way to progress. If they join the zerg, they make no RPs. If they try to 8-man, the hardcores farm them and they not only get no RPs, but they make the hardcores even stronger.
      b) Overhaul RvR, or at least the rewards system. For a game whose developer vision has always been massive capture-and-hold warfare at keeps (and later towers with the NF overhaul), the rewards for keep warfare sure are shitty. If you want to gain RPs, you need to join a roaming 8-man group and avoid the massive keep battles (other than farming reinforcement groups). For a long time there were zero rewards for keep/tower taking and defending, eventually rewards were added but they were insignificant. (For example, spending 3 hours sieging a keep and successfully taking it is worth about as much as two player kills in an 8-man roaming group.) Mythic needs to drop the RP rewards for player kills and crank the keep/tower taking rewards WAY up. (Plus perhaps a 3-4x bonus for player kills made in defense of a strategic asset, to encourage people to defend keeps rather than let them go and retake them.) But such an overhaul that devalues 8-man roaming groups, while it will enable the game to attract and retain new blood, will also drive away their existing hardcore playerbase. In short, they need to somehow pull off something akin to NGE without destroying the game, but unlike SWG NGE, Mythic would be doing this to save a dying game, rather than try to overhaul a recently launched game that was still potentially growing.

      --
      retrorocket.o not found, launch anyway?
    22. Re:SWG one of the first MMOs? by Andy+Dodd · · Score: 1

      I'm fairly certain SWG came out well after 2002 - I'd already been playing DAoC for a while when it came out, and I started DAoC in June 2002. (DAoC launched in 2001 I believe, as I'm fairly certain I started about 3/4 of a year after release.)

      --
      retrorocket.o not found, launch anyway?
  4. Reps for Star wars galaxies ? WHAT are they just by unity100 · · Score: 0, Troll

    discussing there ? a NON game they screwed up SO bad to the extent that they even alienated the staunchest star wars fan ?

    go fuck yourselves off in some remote location please. If you have "reps" from swg "discussing" shit, and if these are sony people, not only your article, but its writers, you, deserve it.

  5. Some suggestions by metamatic · · Score: 5, Insightful

    In case any MMORPG developers are reading this, some suggestions:

    1. Either make me pay a monthly fee, or make me pay for the client, not both. Charging for both makes it seem like you're not convinced I'll want to keep playing. By all means have a CD distributed in stores at a price that covers costs; it's just the phenomenon of paying $50 for the chance to pay another $10 that doesn't make sense.

    2. If you can't make the client free, make it transferable, so I can sell it if I decide I don't want to keep playing. There's no way I'm going to spend $50 on a game I may not even like, if I can't resell it to get back some of the cash.

    3. Include Mac and Linux. I don't run Windows and won't run Windows. There are millions of us, and we have very few MMORPG choices right now, so it's an easier niche for you to get into than the more saturated Windows market.

    4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches.

    5. I prefer SF to fantasy, yet most RPGs are fantasy. I guess it's easier to artificially limit the players and work around plot issues when you have magic around and a lack of fast long distance transport and communication technologies.

    6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse.

    7. Don't require bleeding-edge hardware. My next machine is probably going to be a laptop with Intel graphics.

    Generally, the idea I'm presenting is to try and go for the potential players who are not being served at all by the current online gaming market, rather than to compete to steal customers who already have a choice of a half dozen games they could be playing. You know, try to be the Wii rather than the PS3.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:Some suggestions by idesofmarch · · Score: 5, Insightful

      Sounds to me like you are suggesting they cater to the market of one - you. Maybe you did not mean it that way, but have you read what you wrote? It is all "me me me."

    2. Re:Some suggestions by Odin_Tiger · · Score: 1

      Ditto. My roommate and I are both long-time Eve players. Recently he's been getting into Vanguard and wants me to try it. It looks great, but...oops...it requires vertex / pixel shader 2.0. From my perspective of having a pretty nice video card that handles all my other games (including Oblivion and F.E.A.R.) on high settings without issue, that's a load of crap. And it's $50, even if you buy it online and download it, no physical media involved . So essentially, this is a $200+ game just to try, plus monthly subscription. Give me a fucking break and take a lesson from CCP...the client should be a free download, and the game should be functional on hardware that is still considered pretty damn nice.

      --
      Unpleasantries.
    3. Re:Some suggestions by XxtraLarGe · · Score: 1

      Sounds to me like you are suggesting they cater to the market of one - you. Maybe you did not mean it that way, but have you read what you wrote? It is all "me me me." I think his suggestions are very good. I'm a Mac user and don't have a bleeding edge computer, and I'd prefer to not have to pay for the client if I'm paying a monthly fee. I'm sure there are many others in the same boat as GP, even if you are not.
      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    4. Re:Some suggestions by toleraen · · Score: 4, Informative

      1 & 2 - Several MMOs have trials that you can play. Just off the top of my head I know that EQ1 and WoW have free trials, I'm sure there are others. I think I played EVE for some period for free as well.

      3 - If there actually were millions of Linux using MMOGers out there, they'd make a client. But there aren't (not trying to troll, just being realistic). Cedega/Wine has several MMOs running as a secondary option.

      4 - I don't remember ever playing any form of deathmatch(pvp?) in any MMOG. PvE is the focus of most MMOGs. PvP is usually a side game you can participate in if you choose.

      5 - Are you saying that warp drives and ansibles are somehow more realistic than a teleportation spell? There are plenty of Sci-Fi based MMOGs...SWG, AO, EVE, TMO, etc.

      6 - I think WoW is the only one to ever actually do it. Are there MMOs with tons of spyware all over?

      7 - I've played several MMOs on my crappy laptop with Intel Graphics, including WoW and EQ, among others.

    5. Re:Some suggestions by metamatic · · Score: 1

      Well, I haven't done any extensive market research, so I can't talk with any credibility about why other people aren't playing MMORPGs. I just know that I have broadband, I have all my computers and consoles connected to it, I play video games several times a week, yet I haven't played any online games except Animal Crossing and Clubhouse Games on the DS. I figure there must be other people kept away from MMORPGs for similar reasons to me.

      Oh, and I forgot one:

      8. Make it so you can play for a couple of hours a week and get somewhere and have fun. It seems like WoW requires way too big of a time investment.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    6. Re:Some suggestions by Mathness · · Score: 1

      8. Game cards which can be bought in stores. Not everybody have an option to pay online.

      --
      Carbon based humanoid in training.
    7. Re:Some suggestions by Kleedrac2 · · Score: 4, Informative

      Wow ... you sound exactly like I did 2 years ago before playing WoW :) ...
      1. I think it's fairly obvious now that the retail box is to pay for the time and effort of developing the client and the monthly fees are to cover bandwith and server maintenance.
      2. Allowing you to sell your account leads to the sale of high level accounts which denies them money for having that same player buy the box new and level on his own.
      3. More than a few MMOs these days do have a Mac client. Plus if you're die-hard against Windows Cedega supports quite a number of MMOs as well.
      4. I've played a few MMOs and with the exception of Guild Wars none of them focused on PvP ... it was always an option.
      5. Yeah there's really not a whole lot they can do about that. Most RPGs in the non-computerized world are fantasy as well. Just the nature of the beast. That said look into Hellgate:London coming soon. :)
      6. Spyware? I assume you're referring to the WoW check for hacks? I wouldn't go so far as to call it spyware. Especially when it doesn't talk to Blizzard unless it finds something worth reporting. As for EULA's ... come on man ... what software doesn't have an EULA? Freakin' Linux has an EULA ... less restrictive yes ... but it's there.
      7. I played City of Heroes on my notebook with Intel video. WoW is currently playing on a 3-year-old machine. You can't crank the graphical settings but these games don't require "bleeding-edge" hardware.

      Hope this helps :)
      Kleedrac

      --
      Sure we wang, can.
    8. Re:Some suggestions by Suzumushi · · Score: 2, Insightful
      I'm sorry you got moderated as a troll, because I wholeheartedly agree with you. Particularly, the pay for client and subscription con. I didn't start WoW until the client came down to $20, because I could justify it as the first month's subscription cost.

      I also agree on the necessity to design for lower end machines. I think the reason WoW is as popular as it is is mainly a function of how it can run on such a wide range of machines.

      Lastly, as much as I hate spyware and invasive anti-cheat programs...what good are they if they don't use them? Why do I still get spammed in-game tells in WoW for real money seller websites? My WoW chat window is fast turning into resembling my yahoo email inbox...

    9. Re:Some suggestions by l3mr · · Score: 1

      Try Guild Wars. It only costs at the store, no monthly fee, and since it has a hard level cap of 20 ( reachable in 15 hours or so ) you can play it as much or as little as you want and still be on equal footing with friends who might play it everyday for way too many hours..

      --
      The world always seems brighter when you've just made something that wasn't there before. - Neil Gaiman
    10. Re:Some suggestions by Kleedrac2 · · Score: 1

      Wow you still use yahoo? Crazy. Responding to your last point however, the anti-spyware/anti-cheat modules are designed to stop people from ruining the game, not making an ass of themselves. The spammers, while I hate them probably more than you do as I'm running an addon called WIM which makes whispers appear in their own window, while an annoyance, aren't ruining the game. What the AS/AC modules are for is people who would try to ruin the game by allowing their characters to do things they shouldn't be able to. Try fighting an opponent who seems to move in 30-40 foot "leaps" ... or, in the PvE sense, try beating that guy to the Mithril Vein :) Another thing to keep in mind about the gold spammers is that from the research I've done in game most are level 1 characters attached to trial accounts (one of the many reasons most MMOs don't do free trials over the web :P ) and thusly there's really nothing Blizzard can do to stop them short of stopping the trials alltogether ... which would lead to said gold farmers buying a copy of the game and getting it banned once a week :) My roommate thinks they should ban by IP but as I believe most of these guys are spamming from cyber-cafes I doubt this would be an option.

      Hope this helps!
      Also please email kleedrac at gmail to get a gmail invite and join the rest of us in the 21st century :D
      Kleedrac

      --
      Sure we wang, can.
    11. Re:Some suggestions by Red+Flayer · · Score: 2, Interesting

      1. I think it's fairly obvious now that the retail box is to pay for the time and effort of developing the client and the monthly fees are to cover bandwith and server maintenance.
      The fee for the client is mostly to encourage subscriptions, IMO. Once someone has invested $50, they're not likely to subscribe for a month and then drop it, or they'll have wasted $60, not $10. I think the pricing is determined by how to maximize revenue, not how to cover specific costs -- though it's important that subscription revenues are greater than bandwidth/server costs. At any rate, it's the opposite of a dealer giving someone crack for free to get them hooked -- instead they make them pay enough that they're hooked out of a sense of money already invested...

      Allowing you to sell your account leads to the sale of high level accounts which denies them money for having that same player buy the box new and level on his own.
      I think the parent was talking about selling the license, not a character account. This touches back on my last point -- if you don't pay $50 for the box/license, you're less likely to maintain a subscription. $50 is paltry compared to two years of subscriber fees; the trick is to get them invested in their character(s) enough that they're hooked.
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    12. Re:Some suggestions by tibike77 · · Score: 1

      I'm a long-standing EVE player myself (including several RL friends in the same corp).
      All I can say is that what the grandparent post wants, he gets it almost 100% in EVE.
      Point-by-point, here is it.

      1, 2 and 3.
      Client is freely downloadable. LIMITLESS number of 14-day trials available (upgradeable at any time to full accounts), characters NEVER get deleted (theoretically, they should be eligible for deletion after 6 months of inactivity, but no purge was ever made and it's not planned to ever happend).
      You only pay the monthly fees, and "expansions" are automatically (and 100% free of charged) applied to everybody.
      Works just fine in WINE, is supposed to also work on Macs (no idea about the details)... and a native Linux/Mac client is "in the works"

      4. Well, about coop/deathmatch... there really isn't a differentiation between one and the other in EVE. Each coop can turn in a deathmatch or vice-versa (both less likely, but possible).

      5. Science-fiction, check. Can't get more sci-fi than spaceships, clones, neural implants and all that.

      6. EULA is more than lenient (except against real-money-traders), and even when you DO break the EULA, you're usually not punished unless it was something serious. Oh, and "griefing" is not an EULA breach, it's actually "expected behaviour". Heh. Exceptions to the rule exist, but only to reinforce the rule.

      7. Well, it works so-so on old hardware, but it scales poorly for "mass encounters". If you have a PC that was "cutting edge" 5 years ago, EVE should work quite fine.

      Oh, and you get another bonus with EVE: there are no "shards".
      Everybody lives in the same universe (i.e. server "cluster"), so you don't ever have to worry about not being able to play with friends (unless they're from China, long story, not for here).
      Downside is that it CAN get laggy, and it can become quite unpleasant in "hotspots". Also, there's aprox. 1h downtime every day.

      The other GoodThing you get with EVE is that you really, really don't have to be online to progress, you're only required to be online and take action at certain "milestones" in developement, and you can pretty much pick the (approx.) time of the next milestone to fit your schedule.

      Sure, it has a lot of other shortcomings, but overall, IMO, it is the best game money can buy time in ;)

      --
      By reading this signature you agree to not disagree with the post you just read.
    13. Re:Some suggestions by grimwell · · Score: 1

      Sounds like Anarchy Online is what you are looking for. Free client download and free to play. If you want to explore/play their expansion areas, then you'll need to pay. But the original area is large enough to keep one's interest for 30 or 40 levels. Even after that there is still enough content to keep one interested but the expansion areas offer better equipment&xp. The game is well established and well populated. Cedega does support playing AO in Linux.

      Another free to play game is Last Chaos. The only time you have to pony up some cash is if you want to buy something from their item mall like an xp potion(+30% xp). The game is fantasy based, so it might not be your cup of tea. It is an interesting game, the devs have done some unique things. Example would be skill points, these are earned along with xp but at an inverse... high xp, low sp/low xp, high sp. They also have events every weekends; friday happy hour(random bonus stuff like double xp during happy hour) and sunday tea time(again random bonus stuff). Last Chaos is playable in Wine.

      For a purely cooperative game, you might check out A Tale in the Desert. There is no combat in the game. It does offer a a native linux client. It has been a while since I played this one.

      There are a wide variety of mmorpg out there, some just take a bit of effort to find. Maybe start your search at mmorpg.com.

      --
      If the govt becomes a lawbreaker, it breeds contempt for law, it invites man to become his own law, it invites anarchy
    14. Re:Some suggestions by Chatterton · · Score: 1

      Actually the spam you receive in your chat windows is from a 'rogue' add-on (actually relatively easy to write), and the warden check for external programs and not for add-ons.

    15. Re:Some suggestions by toleraen · · Score: 1

      8 - WoW is one of the most "Casual friendly" MMOs out there. You can just log in, solo for 20 minutes, and log off. With the "rested" xp bonuses, it makes leveling up as a casual player very easy. I haven't played in over a year, so it might have changed...but that's how I remember it. I had no trouble reaching ~level 50 with minimal time invested. If you want to raid for epic loot, then you're looking at a significant increase in required time to play.

      Dig around, there are MMOs that meet all 8 of your criteria.

    16. Re:Some suggestions by jfodale · · Score: 1

      1 - I agree, but this is purely a case of pushing the market to its limit. If you can get away with charging for both, why not? Guild Wars has been successful by eliminating monthly fees, but has obviously given up a lot of revenue as a result. Was it the right choice?

      2 - MMOs are a different type of animal than most games and you have to research and test them out in different fashions. Most MMOs have trial clients that you can download a month or two following launch. If you want to get in early, most MMOs have free beta periods that you can jump in on prior to launch. From either of those, you should be able to make your decision on an MMO with no cost to you.

      3 - Except that there aren't millions of gamers waiting for Linux clients. Most people find a work around or already have a gaming PC.

      4 - I don't understand this suggestion. Almost all MMOs are already PvE-oriented - it is to the point that MMOs are notorious for their epicly long PvE grind sessions.

      5 - Agree, but that's where the market demand is.

      6 - Talking about WoW I guess? C'mon, it wasn't that big of a deal...

      7 - Agreed 100%.

      --
      Waiting for Warhammer Online.
    17. Re:Some suggestions by Anonymous Coward · · Score: 0

      Actually the spam you receive in your chat windows is from a 'rogue' add-on
      Not all of them are. If you play on a high population server you will get spam like that regardless of whether you have any add-ons installed. Blizzard has acknowledged this and has taken steps in the next patch to attempt to eliminate it.
    18. Re:Some suggestions by AdamThor · · Score: 1

      I hope that some game dev is reading this, because I am presenting you with the freaking FUTURE.

      I was playing city of heroes with friends a while back. We were all hanging on to CoH to see what city of villans looked like. After it came out they dropped CoH for WoW. I quit MMOs entirely. I started out really excited about CoV, but as I learned more about it, I lost interest.

      When they first announced CoV I thought 'oh man, this could be sweet!' Build a base! Fight heroes! I was expecting to build a gang of mobs that I could herd around the city... recruit more mobs on a street corner (all those mobs standing around on soapboxes, attracting recruits, yeah let me do that!)... then set up an ambush! Hmmm have my lvl 4 grunts start mugging an old lady on the street, and then I can have my lvl 6 heavies ready just around the corner! When some low lvl do-gooder thinks he's gonna break up my mugging POW! One dead hero. Then there's special quests to recruit extra special mobs, or getting enough mobs to set up multiple crimes simultaneously. Do I, as a criminal mastermind, go for lots of mooks, or a few very special badasses? Then there's money to be made from the muggings and bank robberies and putting teams together to pull these capers, and I can get all my dudes addicted to drugs, but what effect does that have on my gang REALLY?, and AI settings for my mobs so they can wreak havoc even when I'm not logged in! This could be SimGang and it could be totally rad! I was stoked.

      Eventually it became clear that CoV was going to be re-skinned CoH. Why bother? Everyone who wanted to play CoH was already playing CoH. CoV's only opportunity was market cannibalism.

      This brings me to my point ('Finally!' you think). What I want to see is one gamespace with multiple interaction models. A battlefield game with a tank game, a FPS and a flight simulator! All around the same virtual WW2 Europe! Or... Korean penninsula... Or a city with SimGangs and FPS Heros. Or a paper route with FPS angry dogs and driving-sim bicycle paperboys. Or a CTF team of FPS players vs. a RTS commander on the other side. Or a group of FPS players WITH a RTS commander!

      Or whatever. The interaction of the multiple different games creates an emergent game experience. That emergent experience is content that you - the game maker - don't have to create. Groups of identical players will never be able to generate an emergent experience with the depth possible for multiple clients existing in the same space. It would make other MMOs look like playing Street Fighter 2 but with Ken as the only fighter available. Variety is the spice! Rich emergent gameplay means less grinding.

      Multiple game engines interacting in the same game-space is the way of the future.

      Do this, and don't forget to cite me! IRTLUHC!

      --
      -- "Oh. This guy again."
    19. Re:Some suggestions by enjerth · · Score: 1

      Damn straight!

      Last time I checked, big companies didn't care about me. That's my #1 complaint. So often they just concern themselves with appeasing the mob and protecting themselves by oppressive means.

      Last time I bought a $50 game, I was so disappointed in the product I quit playing after 1 hour. I can't return the game (open box policy, only applies to PC software) and I can't resell it (according to the EULA). I almost swore off buying new computer games after that. For someone who buys a new game only around once a year, that's a pretty big deal.

      And hell yeah, make games compatible with Linux! When my XP machine bites the dust in a few years I am NOT going to Vista. I absolutely REFUSE to let Microsoft continue to dictate my computing experience.

      I agree with every point except #5. I do prefer fantasy. But I already have a wide selection of fantasy games to play (well, I would if they fit the other criteria). There aren't so many SF MMORP games.

      Yes, "me, me, me"! Haven't you noticed that "the customer is always right" is becoming an obsolete expression? Some of us are quite unhappy with that!

    20. Re:Some suggestions by enjerth · · Score: 1

      I wouldn't recommend Guild Wars to anyone.

      If you are interested in trying GW, I recommend you try Silk Road Online first (quite similar to GW, but it's entirely free - they make their money at the "item mall").

      SRO is not a technically or visually advanced game, but GW isn't any better and in some ways GW is actually worse.

      But I'm biased, after having spent $50 to try out GW and then found it was not only similar to a free game I had played for months and grew bored of, but GW is actually clearly inferior in several aspects. I quit GW after about an hour of play. Never going back to it.

    21. Re:Some suggestions by VGPowerlord · · Score: 1

      1. I think it's fairly obvious now that the retail box is to pay for the time and effort of developing the client and the monthly fees are to cover bandwith and server maintenance.

      The fee for the client is mostly to encourage subscriptions, IMO. Once someone has invested $50, they're not likely to subscribe for a month and then drop it, or they'll have wasted $60, not $10. I think the pricing is determined by how to maximize revenue, not how to cover specific costs -- though it's important that subscription revenues are greater than bandwidth/server costs. At any rate, it's the opposite of a dealer giving someone crack for free to get them hooked -- instead they make them pay enough that they're hooked out of a sense of money already invested...

      Welcome to the Internet. Internet Service Providers (on both the client and business ends) tend to charge both setup and monthly fees on services. I know that my ISP wanted me to pay a setup fee for my cable Internet, plus I obviously pay monthly fees. They'd laugh at me if I said I wanted to pay one or the other. The same goes for businesses leasing unmanaged servers, managed servers, or T1/T2/DS3/Gigabit lines.

      It's a fact that Blizzard pays out the wazoo to AT&T (for example) for hosting their servers. It's a fact that MMO makers are out there to make money. It's a fact that most MMOs don't follow the "instance everything" route that Arena did for Guild Wars, which could have cut back on their bills considerably (It's conjectured that it costs significantly more to run one large non-instanced world (plus some instances) than it is to run a few small towns with the rest of the world instanced).

      They also are charging about what you'd normally pay for a new computer/video game.

      Of course, most MMOs have a trial version, so you can see whether or not you like the game before you buy it.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    22. Re:Some suggestions by goldspider · · Score: 1

      "The customer is always right" doesn't mean "The customer gets to customize the product to their own personal preferences".

      You aren't more important than Blizzard's 8+ million subscribers. Get over it.

      --
      "Ask not what your country can do for you." --John F. Kennedy
    23. Re:Some suggestions by Hoi+Polloi · · Score: 1

      The grandparent wrote...
      "6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse."

      You think the masses are crying out for more spyware and EULAs?

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    24. Re:Some suggestions by enjerth · · Score: 1

      Now where the hell did you get the idea that I was implying "the customer gets to customize the product..."?

      But the point was that the product needs to accommodate the customer. It's part of selling a product. It has to be customer-oriented. Businesses are becoming less and less customer-oriented.

      You don't seem to get it. I'm not important at all, and I'm quite fine with that. For everyone who lets me know I'm not important (by one way or another) I can just as well let them know that they aren't important, either. I don't need Blizzard or SOE or any other MMO game publisher. And as a policy, making customers or potential customers feel unimportant is a business-killer.

      But this thread IS about how to beat WoW, which means picking up people like me as customers.

    25. Re:Some suggestions by bill_kress · · Score: 1

      Nope, they were all good suggestions. No one suggestion was a showstopper, but together these could probably change 50% of the "Maybes" that go no to go yes--and that's a lot of people.

    26. Re:Some suggestions by Anonymous Coward · · Score: 0

      Actually, you want to know the REAL reason the game starts at $50 and only goes down a few months later?

      RETAIL.

      Stores would not shelve it if it were free, and they probably wouldn't shelve it if it was 10 bucks. They want their cut from that $50.

      And a great deal of the older MMORPGs DO become "free clients" precisely because the publisher no longer cares for profits from the box, there is no retail for it anymore, and all real revenue is derived from the subscription.

    27. Re:Some suggestions by Tony+Hoyle · · Score: 1

      1. Either make me pay a monthly fee, or make me pay for the client, not both. Charging for both makes it seem like you're not convinced I'll want to keep playing. By all means have a CD distributed in stores at a price that covers costs; it's just the phenomenon of paying $50 for the chance to pay another $10 that doesn't make sense.

      Wow is sold for the same price as the first months' fee, with the first month free. You can choose to interpret that as the game being free if you like.

      2. If you can't make the client free, make it transferable, so I can sell it if I decide I don't want to keep playing. There's no way I'm going to spend $50 on a game I may not even like, if I can't resell it to get back some of the cash.

      Nobody is going to do that... currently you can't pirate an MMORPG client because it would be useless. That's a huge advantage to the publishers.

      3. Include Mac and Linux. I don't run Windows and won't run Windows. There are millions of us, and we have very few MMORPG choices right now, so it's an easier niche for you to get into than the more saturated Windows market.

      Wow has a mac client (all 5 people that use linux for gaming probably have cedega anyway).

      4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches.

      The Roleplaying servers on wow are fully cooperative, if you ignore the noobs (which you can since the game mechanics require you to specifically enable pvp).

      5. I prefer SF to fantasy, yet most RPGs are fantasy. I guess it's easier to artificially limit the players and work around plot issues when you have magic around and a lack of fast long distance transport and communication technologies.

      There is a space based MMORPG I forget the name - you can go hours not seeing another person because, well, space if big. There's also SWG of course which hasn't had good reviews at all.

      6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse.

      Spyware? Since when? Never heard of any MMORPG doing that.

      7. Don't require bleeding-edge hardware. My next machine is probably going to be a laptop with Intel graphics.

      In fact pretty much all MMORPGs run fine on rather modest hardware.

    28. Re:Some suggestions by kaizokuace · · Score: 1

      so what if its all about 'me me me'. This is America! I can put as much ice in my glass as I wish!

      --
      Balderdash!
    29. Re:Some suggestions by Anonymous Coward · · Score: 0

      Well, we can all go "me too" if you wish. The interest of the market is the aggregate of the wishes of the individuals, don't forget that.

      Also, people buy what is offered, not what is good. If what is wanted is not offered, they buy the best [advertised] thing which is available. That's why "cutting costs" works.

    30. Re:Some suggestions by DerekLyons · · Score: 1

      1. I think it's fairly obvious now that the retail box is to pay for the time and effort of developing the client and the monthly fees are to cover bandwith and server maintenance.

      The fee for the client is mostly to encourage subscriptions, IMO. Once someone has invested $50, they're not likely to subscribe for a month and then drop it, or they'll have wasted $60, not $10.

      Which makes no sense whatsoever. If someone doesn't like or enjoy a game - they aren't going to play it or continue to pay for it. Period.
       
       

      I think the pricing is determined by how to maximize revenue, not how to cover specific costs -- though it's important that subscription revenues are greater than bandwidth/server costs.

      Again, this makes no sense. When a business sits down and makes it's business plan - item #1 on the list is whether or not they can recoup costs. This is critically important when you have two such very different cost centers as MMO's do.
       
       

      Allowing you to sell your account leads to the sale of high level accounts which denies them money for having that same player buy the box new and level on his own.

      I think the parent was talking about selling the license, not a character account.

      Once the license is registered, the two (license, account) are the same thing. I am unaware of a game that seperates the two.
       
       

      This touches back on my last point -- if you don't pay $50 for the box/license, you're less likely to maintain a subscription.

      There are several games that do quite well - without requiring the purchase of a box. And, as I pointed out above, the claim that making them pay for the box increases the chance of creating a subscriber is nonsense.
       
       

      the trick is to get them invested in their character(s) enough that they're hooked.

      True - and whether or not they pay for a box is utterly irrelevant to this.
    31. Re:Some suggestions by C0rinthian · · Score: 1

      Since CCP is all DX10 happy with their graphics overhaul, I'm not holding my breath for any kind of linux/mac client beyond simply getting their current client to work better under WINE.

    32. Re:Some suggestions by Kamokazi · · Score: 1

      Some of your points are good, some are not so good...

      1. Either make me pay a monthly fee, or make me pay for the client, not both. Charging for both makes it seem like you're not convinced I'll want to keep playing. By all means have a CD distributed in stores at a price that covers costs; it's just the phenomenon of paying $50 for the chance to pay another $10 that doesn't make sense.

      This is a pretty valid point...this is a product of the pre-subscription marketplace. I'm not going to pretend to know the details or specifics, but retail chains probably expect to sell new titles at a certain price point. (Although they make almost no profit). Another thing is consumer perception of price and quality. A $10 game sitting on a shelf will set off the "Too good to be true" indicator to an uneducated consumer and they may not try the game. (yes, some people actually buy this stuff based on what they see on the box). There's also the point of covering development costs with a new purchase-the subscription is mostly paying for the support costs and 'free' content updates. I don't think we'll see this for any mainstream title for a while, the best we can hope for is longer initial paid subscription periods. I could see giving 3 months or so instead of one with a new purchase.

      2. If you can't make the client free, make it transferable, so I can sell it if I decide I don't want to keep playing. There's no way I'm going to spend $50 on a game I may not even like, if I can't resell it to get back some of the cash.

      Totally agree here...I think WoW and some others actually have a mechanism in place to allow this (or they were going to add it).

      3. Include Mac and Linux. I don't run Windows and won't run Windows. There are millions of us, and we have very few MMORPG choices right now, so it's an easier niche for you to get into than the more saturated Windows market.

      Optimizing graphics for three separate platforms is a pain in the ass. You're not going to see this unless the company thinks they can reclaim the investment. EQ:Mac failed horribly. WoW is the only major Mac-friendly MMO that succeeded from a business standpoint, and that is because A) Blizzard always makes their games Mac compatible B) They know they will sell millions of copies and be able to recoup their expenses. Linux is an even smaller fraction and completely out of the question from a viable business standpoint. If you want to do serious gaming, you're going to have to put your penguin brigade on standby and set up a Windows partition.

      Bottom line: Don't expect major titles to support more than Windows.

      4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches.

      Almost all major MMOs have non-PVP servers...in fact some of them don't have PVP at all.

      5. I prefer SF to fantasy, yet most RPGs are fantasy. I guess it's easier to artificially limit the players and work around plot issues when you have magic around and a lack of fast long distance transport and communication technologies.

      Fantasy MMORPGs tend to do better, so that is what gets made more (Earth and Beyond actually tanked completely). It had nothing to do with working around plot issues. It's easy to use a supertechnology or instantaneous transporation/communication to work around plot holes in Sci-Fi too. I really like Sci-Fi myself, and would like to see more options. Eve Online, Annarchy Online, SWG..there are a few but not many. The only one really worth playing anymore is probably Eve.

      6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse.

      WoW is the only one I am aware of with actual spyware-like programs. Some of them do some monitoring but nothing as invasive as WoW's warden...i've never seen flagrant abuse of such systems, it's really there to catch cheaters. As far as the EULA is concerned I've never been wro

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    33. Re:Some suggestions by Calydor · · Score: 1

      You may want to take a look at www.anarchy-online.com if I understand your bullet list right.

      --
      -=This sig has nothing to do with my comment. Move along now=-
    34. Re:Some suggestions by Knara · · Score: 1

      Any idea what the state of affairs is with AO? I always liked a lot of the ideas in AO, but the implementation seemed less than great the few times I tried to get into it.

    35. Re:Some suggestions by l3mr · · Score: 1

      At least with Guild Wars you pay for the game up-front, and then you can play for free as long as you want....instead of continuously being tempted to buy just that one even a bit better item in SRO.. I think buying better items with real money should NOT be possible in any game - with most mmorpgs it still is because of chinese gold farmers and the likes, SRO and Sony even sell virtual items officially - only in GW this is pointless, since you can get maximum-stats items from collectors ( that is, everyone can get perfect weapons by investing maybe 10 minutes of time ). I like Guild Wars, but of course like all other all mmorpgs, playing them is a waste of time and will only make you dumber. :)

      --
      The world always seems brighter when you've just made something that wasn't there before. - Neil Gaiman
    36. Re:Some suggestions by d0rp · · Score: 1

      I don't know if you have, but you should check out EVE Online if you haven't. It fits well with your suggestions. Just keep in mind that it has a VERY steep learning curve.

      1 & 2. You can download the game client for free and create a new account for $19.95 which includes the first month of game time (that's only slightly more expensive for the first month). Also, they have a system built-in where you can trade in-game money to other players for more game time (i.e. someone else buys a game-time-card and sells it to you for in-game money).

      3. This is one area where the game (and entire genre) is lacking. It's possible to get the game running on non-windows OSes, but that may take a lot of work and may be kind of flaky. I agree that this really needs to be addressed.

      4. While EVE is very PvP oriented, you can stay in high security areas and have minimal risk of being blown up by someone else, if you so choose.

      5. EVE is sci-fi. Has in-game email, complicated market system (comparable to a real economy), hell there's even a built-in web browser.

      6. No spyware (that I am aware of), but I can't really speak on how "abusive" the EULA may or may not be.

      7. This is probably the best feature of the game: it does not require bleeding-edge hardware, and is still the most visually stunning game I have ever played. I recently got a laptop with integrated Intel 945 graphics and while it struggles to run WoW (it runs, but it's barely playable, if that), but it runs EVE flawlessly.

      8. That's the beauty (and sometimes annoyance) of the skill system in EVE: you're character learns skills in real-time, whether you are currently logged in or not). You'll need to log in after the skill is finished to start learning a new one, but you don't need to be online the whole time. This makes it so you can play a little on the weekends (and perhaps log in once in a while for a minute to start a new skill), and you won't be any worse off than someone who was playing the entire time (aside from probably having less money).

    37. Re:Some suggestions by Simon+Garlick · · Score: 1

      the product needs to accommodate the customer. It's part of selling a product. It has to be customer-oriented.

      Hold on, I don't think anyone at Blizzard can hear you -- they're all on a restroom break, sitting on solid gold toilets, wiping their asses with hundred-dollar bills. But I'm sure they can't wait to hear your advice on how to successfully sell video games. Boy, if only they knew how to do that.

    38. Re:Some suggestions by Cornflake917 · · Score: 1

      1. Either make me pay a monthly fee, or make me pay for the client, not both. Charging for both makes it seem like you're not convinced I'll want to keep playing. By all means have a CD distributed in stores at a price that covers costs; it's just the phenomenon of paying $50 for the chance to pay another $10 that doesn't make sense. That's a good suggestion, but if a company knows that they can get away with charging $50 for the client, they'll do it.

      2. If you can't make the client free, make it transferable, so I can sell it if I decide I don't want to keep playing. There's no way I'm going to spend $50 on a game I may not even like, if I can't resell it to get back some of the cash. How are you going to sell back a game, when you have already know the unique cd key. You can just buy a game, write down the cd-key, and return it. The next person who buys that used game will get the pleasure of sharing an account with a stranger. I'm sure you can implement a system where users can return the game and recieve money, but it will cost the developers alot money. I don't think a software company is going to spend money in order to give money back to their users.

      3. Include Mac and Linux. I don't run Windows and won't run Windows. There are millions of us, and we have very few MMORPG choices right now, so it's an easier niche for you to get into than the more saturated Windows market. You refuse to use windows? That's your choice. Unfortunately, a large majority of people chose windwos. It's a significant effort for a developer to maintain/debug software for three different platforms. It's rarely cost effecient for them to expand their market a few percentage points.

      4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches. That's fine, most games do that these days though.

      5. I prefer SF to fantasy, yet most RPGs are fantasy. I guess it's easier to artificially limit the players and work around plot issues when you have magic around and a lack of fast long distance transport and communication technologies. I'm currently praying for a Starcraft MMO RPG/RTS hybrid.

      6. Don't riddle the game with spyware and have an abusive EULA. Yeah, WoW got away with it, but that's no excuse. Any large company is going to do this. They have defend themselves against lawsuits, and make sure users don't find loophools in the system to make a bad experience for other customers.

      7. Don't require bleeding-edge hardware. My next machine is probably going to be a laptop with Intel graphics. You really can't spend an extra $50-100 for a decent ATI/NVIDIA card? I can understand not wanting to buy the top-notch $500 cards, but if you're at all interested in games I don't understand how such a small investment would be such an issue. I thought WoW's requirements hit it right on the button. It was pretty light on requirements, even for when it first came out. But there were just enough polygons, and the art was done well enough to keep me immersed.
    39. Re:Some suggestions by enjerth · · Score: 1

      They haven't sold anything to me. And that's the point, jackass.

      Other than that, I think you have demonstrated my point pretty clearly. Shitting on golden toilets and not caring about customer sentiment.

    40. Re:Some suggestions by tibike77 · · Score: 1

      Actually, they SPECIFICALLY said on a couple of occasions that the DX10 version will be merely visual bells and whistles, that will keep maintaining the DX9 version, which will be (functionally, if not visually) identical to the DX10 version.

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    41. Re:Some suggestions by Anonymous Coward · · Score: 0

      This is America! I can put as much ice in my glass as I wish! Just go to Wendy's and they'll do that for you.
    42. Re:Some suggestions by powerlinekid · · Score: 1

      Wow's new arena system is very similar to a deathmatch.

      Its setup as 2v2, 3v3 and 5v5... the team with the last man standing wins. As you win you gain points, as you lose you lose points. Depending on how high of a rank you have that week you gain arena points which can be traded for items.

      Sometimes a frustrating system based on class/gear balance but much more fun than the old honor system.

      --

      can't sleep slashdot will eat me
    43. Re:Some suggestions by goldspider · · Score: 1

      The question isn't how Blizzard would attract a customer like you. At this point, the issue is how many customers would they lose in the process of accommodating you and potential customers with similar tastes.

      --
      "Ask not what your country can do for you." --John F. Kennedy
    44. Re:Some suggestions by enjerth · · Score: 1

      You seem to think I give a damn about Blizzard. The point is that I'm not interested in them. The question is what might make me more interested in a game.

      But while we're at it, tell me, which of the 7 suggestions (6 which I said I agree with) would cause them to actually LOSE customers?

      Dropping either the monthly fee or the initial game cost?
      Making it so I can transfer/sell my account to another player?
      Multi-platform client?
      Full content available to cooperative play?
      More sci-fi, less fantasy? (I prefer fantasy, but there aren't very many quality SF titles.)
      No spyware?
      Low minimum requirements?

    45. Re:Some suggestions by grimwell · · Score: 1

      Not really. It's been about a year since I last played. I did play AO when it first came out, moved on after that initial year of playing. I still come back to it every now&then. It has been improving over the years, fairly easy to just jump on & play. There is plenty of shopping available; player stores. Crafting is a bit better now, there are stores that sell all the parts up to a certain quality level. Early levels don't have to depend on drops to get their parts.

      The Alien Invasion expansion adds a raid-type event; a timed "capture the flag" type event against mobs(aliens). Fun & good loot. :)

      You might want to check out VNBoard's AO forums and AO's own forums to get a better idea on the state of things.

      --
      If the govt becomes a lawbreaker, it breeds contempt for law, it invites man to become his own law, it invites anarchy
    46. Re:Some suggestions by slartibart · · Score: 1

      What a load of utter hogwash. If you play WoW 20 minutes a day, your character will finally have all his abilities trained about 1-2 years later. Casual players are not going to grind, and they are not going to play WoW. They inevitably end up playing more than that, or quitting.

    47. Re:Some suggestions by AP31R0N · · Score: 1
      ides, he is me. So yes, it is all "me". You are your me, i and i'm mine. Self-interest is natural.

      i agree that they should charge for the client only or the subscription only. Guild Wars doesn't charge a subscription, but is not as massive in scale (but imho is far prettier). Client or Subscription... not both.

      As for catering to mac and linux devotees... no. i love me some linux, but the developers would have spend time writing the same game three times. Where do they recoup the cost? The mac population is not as big as you think, and the linux pop is even smaller. So the cost would fall to windows users, unless it is really cheap to write the additional versions. You want more choices? Get a 500$ Dell, it's less than your last iQueef or some consoles. The lack of hardware and software available to you is the price you pay for being refusing to play nice with 90% of the market share.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    48. Re:Some suggestions by toleraen · · Score: 1

      I didn't say EVERY gaming session was going to be twenty minutes. If you only have twenty minutes to play though, and you're camped out near some mobs, it's not too tough to get a little xp before your twenty minutes are up. As in, you can solo very effectively in WoW. This is opposed to games like EQ, where 20 minutes isn't really going to get you anywhere.

      So yes, I got to around level 50 in WoW by playing very casually, maybe 5 - 10 hours a week over a few months, tops. A lot of those hours were 20-30 minute sessions between classes. By MMOG standards, that is pretty casual.

    49. Re:Some suggestions by slartibart · · Score: 1

      Ok, granted WoW is more casual-friendly than other MMO's. But it's still very casual UNfriendly to those who are used to something like FPS games. In FPS and almost any other game, you either know how to play or you don't. There's no treadmill, the faster you learn the game, the faster you become powerful in the virtual world. That concept doesn't exist in MMOs. It's virtualized, faked, artificial. Time-in-game is your biggest asset. That's is the very definition of casual UNfriendly.

    50. Re:Some suggestions by Anonymous Coward · · Score: 0

      Dude, have you stepped back and looked at your suggestions as a whole? You are, no doubt about it, a bona fide dyed-in-the-wool CHEAPSKATE. Please do not for one second believe that your twisted hopes will be realized. Namely, that developers will actually start making games that look worse and use older technolgies just so they run fast on your system that you're TOO CHEAP to upgrade. From gamers and developers everywhere, Fuck you, cheap-ass.

    51. Re:Some suggestions by Andy+Dodd · · Score: 1

      Actually, I'm fairly certain the breakdown between client and subscription is this:

      Client one-time fees: Pay for the initial development of the game (and, if it is an expansion, the expansion). All MMOs cost a decent amount of money initially due to this, even EVE cost $30-50 when it came out.
      Subscription fees: Pays for server maintenance costs, and minor content improvement and development.

      The reason EVE is now (essentially) free to start (Actually, my experience back last August that the client fee was about $5 - creating an account cost $20 and included a month of free play, the sub fee was $11-15 depending on whether you were month-to-month or prepaid a few months in advance.) is that the initial development has been more than paid for. EVE does have more continuing ongoing development than other MMOs paid for out of sub fees, but this is because they don't ever release expansions to the game. (They call them expansions, but they are really just major codebase patches, where other games need to add whole new artwork for new maps with their expansions, EVE has only added additional space for players to use once, and in that case, it was just a matter of firing up their RNG as the artwork is the same for the new solar systems as the old ones.) In short, one of the most labor-intensive aspects of MMOG expansion development (artwork, coding is nowhere near as much effort as artwork in modern engines.) is mostly avoided in EVE's major patches, allowing them to focus more on adding functionality in patching the backend code with bugfixes and new features.

      For example, EVE's Revelations major patch added the following artwork:
      Some 2-D icons for various new modules
      8 new ships (tier 2 battlecruisers, one for each of four races, and tier 3 battleships, one for each of the four races)
      Maybe some new NPC models?
      Not much else really, maybe a few other miscellaneous models.

      Some of their other added content (faction ships, tech 2 ships), has been a matter of reskinning an existing model, and in most cases, that reskinning was just a color change.

      This lets them focus more on the actual codebase, which is why EVE has changed so much in terms of added modes of gameplay (not necessarily new content - I consider new art and storyline additions to be new content, not new code functionality, but adding new facets to existing content is just as exciting, if not moreso, than adding more content.)

      --
      retrorocket.o not found, launch anyway?
    52. Re:Some suggestions by toleraen · · Score: 1

      Sure, you could load up Counter Strike and "know" how to play it after a few rounds, but to actually excel on a regular basis takes a whole lot of practice. I've been playing CS for 7 years now and I usually don't get much higher than a 3:2 kill ratio.

      I would argue that most games in general are casual unfriendly. Whenever there's some sort of competition, it's just going to take a long time to get really good at it. Heck anything that requires skill over chance is just going to take a while.

      And skill definitely is a very large asset in MMOs. Unless you're completely hardcore, raiding 40 hours a week, time isn't always your biggest asset. You can get loads done in short amounts of time, if you know what you're doing. When I played EQ I could three-box an instanced dungeon faster than if I was in a 6 person pickup group. I could spend all the time in the world waiting for a good group, but why bother when I could do it myself? Skill definitely helped more than the amount of time I had, which wasn't much.

    53. Re:Some suggestions by C0rinthian · · Score: 1

      True, but DX9 is still not cross-platform. So it's not going to be a native client.

    54. Re:Some suggestions by metamatic · · Score: 1

      Dude, I'm not talking about an old system.

      I am talking about buying a brand new Mac which happens to use integrated graphics, as several of Apple's current models do.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    55. Re:Some suggestions by metamatic · · Score: 1

      You refuse to use windows? That's your choice. Unfortunately, a large majority of people chose windwos. It's a significant effort for a developer to maintain/debug software for three different platforms. It's rarely cost effecient for them to expand their market a few percentage points.

      I think I addressed that: the PC MMORPG market is saturated. The Mac market is not. You might be able to get a much bigger chunk of the Mac market than you can of the PC market.

      You really can't spend an extra $50-100 for a decent ATI/NVIDIA card?

      Where am I going to put that card in my laptop?/p.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    56. Re:Some suggestions by Cornflake917 · · Score: 1

      Where am I going to put that card in my laptop? You said that your next machine would only have intel graphics. You can probably spend a little extra cash when you buy your machine to have it come with a NVIDIA/ATI card. It is possible to replace laptop video cards as well.
    57. Re:Some suggestions by metamatic · · Score: 1

      "So now I have to spend an extra $900 to get a MacBook Pro instead of a MacBook? No way am I paying a grand to play your MMORPG."

      My point is, go for the whole market, not just the few hardcore gamers who are prepared to drop a few hundred bucks extra on their machine just to be able to play bleeding-edge 3D games on it.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    58. Re:Some suggestions by Cornflake917 · · Score: 1

      No, you get a PC that is slightly better than a MacBook. Yeah I know that YOU don't like windows machines. But you're a small minority. Most people are willing to get PC's to play the games they want.

    59. Re:Some suggestions by Lord+Kestrel · · Score: 1

      4. Make it possible to play the entire game in cooperative mode. I have zero interest in deathmatches.

      The Roleplaying servers on wow are fully cooperative, if you ignore the noobs (which you can since the game mechanics require you to specifically enable pvp). That made me laugh. PvP is far from consentual in WoW, and in fact is worse than Eve, which usually is considered as one of the most non-consentual pvp games out there. I don't play wow, but I've watched my girlfriend play a few times. All the time she'll have some griefer purposefully stand in between her and her target, so they get hit by the arrows and then are free to attack her. In eve, at least you know when you head into low security/no security space, you're going into a free for all area. In wow, you get random assholes running around wherever, griefing whenever they can.

      So yes, theoretically wow is consensual pvp. In reality, it's far from it. If you really want consentual pvp, play Guild Wars.
    60. Re:Some suggestions by ZzzzSleep · · Score: 1

      I think that the Natural Selection mod for half life, might be what you're looking for. But having never played it, I can't say for sure.

      ZzzzSleep.

    61. Re:Some suggestions by metamatic · · Score: 1

      So now I'm expected to pay $1000 to buy a PC to play games on, when I already have a Mac? Umm, I think I'll just stick to consoles, thanks.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    62. Re:Some suggestions by Anonymous Coward · · Score: 0

      You chose a Mac (which honeslty isn't much better than MS, it just happens to be trendy and over-priced). Macs don't play a lot of games. Live with your decision. If you wanted to be a gamer, you would have made a different decision.

  6. No Grinding in LOTR Online? by quanticle · · Score: 4, Interesting

    From the article:

    For instance, LOTRO rewards the repetitive actions often required in online games. In return for slaughtering large numbers of one type of creature players will become more powerful or gain a fancy title to demonstrates their prowess.

    In this way, he said, LOTRO hopes to avoid the "grind" that afflicts the middle ranks of those adventuring in WoW.

    How does this system eliminate grinding? It seems to me that it would exacerbate the grinding problems as players would grind even more in order to get the additional power and titles conferred by grinding mid-level mobs.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
    1. Re:No Grinding in LOTR Online? by pixelpusher220 · · Score: 1

      I tried out the LORTO beta and wasn't terribly impressed. Nice pretty graphics don't make up for an almost complete lack of PVP type action. The real draw of WOW is that you can play 'both' sides of the scenario.

      Or perhaps better said the real draw is you have the *option* to play either side. They let the game play determine the social aspects of the servers. Non PVP servers allow people who don't want that to enjoy the game story. PVP servers allow people to experience playing against other actual humans rather than just MOB instance runs.

      WOW gives you many different facets of the story to explore. Is there grinding? yep, but it's the grinding that makes you earn your value. Do you have to grind? nope, nothing requires you to do that. Yes it has quests that say "Kill 20 of these" but I doubt that is the usual definition of grinding.

      Haven't played EVE, but had a co-worker explain the basics. Again, it's the game play that determines the game, not the developers. They simply lay out the environment, how you handle things are your own decisions.

      My biggest gripe on LORTO is that they are trying to be true to the story. That's going to be it's biggest downfall in my opinion. When Sauron is defeated (wait...shouldn't that be *if*????) what happens, THEN and only then will LORTO start to explore the areas that WOW and EVE layout as their basis. If they don't have true PVP by then, what exactly would be the point? There's no more story (at least none that's very well known by the general public) so if there's no story to follow, people will bolt pretty quickly.

      Maybe I'll come around to LORTO, but I don't see it happening anytime soon. I'm far and away a *very* casual WOW player, by no means hardcore. It's enjoyable and I can explore different aspects of the game.

      If I want LORTO, I'll go watch the movie ;-)

      --
      People in cars cause accidents....accidents in cars cause people :-D
    2. Re:No Grinding in LOTR Online? by Avatar8 · · Score: 4, Informative
      It all depends upon your definition of "grinding."


      IMO grinding means killing monsters for no reason except experience and money.

      "Farming" is killing monsters repeatedly until the item you want drops.

      "Kill counts" are the number of monsters you must kill in order to complete a quest. Some consider this grinding, but I do not since it has an end and a purpose.

      From what I heard (never played it) EQ required grinding just to reach the next level.

      I feel that WoW successfully did away with the senseless grinding. There is absolutely no reason for any character to ever have to grind by my definition. There are always more quests to do at your level; they may not be in your race's zones if you think that linearly, but they do exist. If you're trying to get a certain piece of gear (or getting gear to sell) then you'll be out killing specific mobs for quite some time and gaining money and XP to boot until you get that gear. Still, you have a purpose and there is an end point.

      I beta tested and bought LotRO (even though I posted here and elsewhere that I wouldn't: the idea of a pay once and never again fall back game for when I [rarely] don't feel like playing WoW was just too tempting). LotRO reminds me of Ultima IX: Ascension. It's a very linear story with lots of little branches. You are free to go and do whatever you wish, but the main story will not progress until you complete the chapter you're in. I have experienced only one instant where I felt grinding was necessary. I was about to complete a quest that would take me out of the current zone. I knew I hadn't defeated a certain boss, but I could not do it by myself or at my current level. I went and killed a few more monsters to get the last 15% of my level, went and killed that boss and then went to complete the zone quest. (I was rewarded as well since two excellent items dropped off that boss.)

      Still if I had looked for a fellowship or just accepted that I didn't finish a quest in that zone, I could have continued on my way without grinding. I have a few RL friends that simply weren't on at that time, so I doubt I'll ever have to grind like that again.

    3. Re:No Grinding in LOTR Online? by Bieeanda · · Score: 1
      I had the same experience in the beta, to be honest. It was extremely pretty (and the tutorial instances were jaw-dropping), but the gameplay really didn't grab me at all.

      They do have an interesting take on PVP though, one that would allow you to literally play the other side-- maxed-level monster characters, that could be improved with points earned by doing things in the contested, max-level region. No starting off as a level one hatchling or any of that stuff-- you're spawn of Shelob (or a particularly rabid warg, or what have you), and you're already a threat to whatever comes into your domain. PCs know that they're in for a fight when they see a named monster (or a whole swarm of them...) out there, because there aren't AI weaknesses to exploit... just the crafty mind of another player. Sure you have to hit level ten with a regular PC, in order to get access to that stuff, but that's a far cry from having to get to level forty (or whatever) as a PC. Hop on, join some other monsters in fighting the bad fight, and log off for dinner. No battleground waiting lists, no grinding-to-gank, no having to worry about having the best gear to survive.

    4. Re:No Grinding in LOTR Online? by Anonymous Coward · · Score: 0

      I feel that WoW successfully did away with the senseless grinding. There is absolutely no reason for any character to ever have to grind by my definition. There are always more quests to do at your level;

      WoW simply invented grind quests. Phenomenally repetitive game.

    5. Re:No Grinding in LOTR Online? by fitten · · Score: 1

      It's even better than that... it's PvP without risk to you 'main' character in any way. In fact, playing a creep can do nothing but benefit your main (you earn 'destiny points' by doing quests and such on your creep which you can spend on either your creep or your freep). Since you aren't playing with equipment on your creep, you don't even have to pay for equipment wear/tear. So, no loss in any way to your 'main' by participating in PvP and you can actually gain on your 'main'. Sounds like a pretty good system, in theory, we'll see how it pans out.

    6. Re:No Grinding in LOTR Online? by MaWeiTao · · Score: 1

      That statement doesn't make much sense to me because I found with LOTRO that the only way to earn a reasonable amount of XP is to do quests. Although, I will add that approaching level 16 I've had the impression that I seem to be getting a more usable amount of XP from fighting random mobs, compared to early levels where it felt like I was earning nothing.

      I can appreciate the emphasis on quests, but the biggest issue I have with that is the absurd amount of traveling required. It gets exhausting having to run a long distance to find some guy who either has just been killed or is too strong for me to take on myself. It's either that or having the aggravation of spending a good half an hour just trying to find some contact.

      It's a great looking game. There's a real sense of place. It helps that it's based on lore that's familiar, so all the locations mean something. It also makes the store more compelling. Unfortunately, ultimately it's just another MMO. And as that aspect of the game became more prominent I lost my interest.

      Some people are drawn to the game because they prefer the more realistic look to the cartoony style of WoW. LOTRO has some of the most impressive vistas I've seen in almost any game; there's a real sense of scale. But beyond that I sometimes feel there's something missing. I realize the developers need to be faithful to the source material. But I can't get past the nagging feeling that something about the game feels uninspired. And I think it comes down to the realistic look. It's the same reason I didn't like the visuals for DDO or EQ2. It's also why I don't like Oblivion at all even though it can look impressive at times.

      Even though World of Warcraft has less sophisticated graphics I much prefer that game visually because it has such a strong, distinct sense of style. Furthermore, I think that game is still easier to pick up and play than LOTRO. WoW has tons of grinding but in the brief time I played I didn't feel like I was being dragged around all over the place like I am in LOTRO. I do much prefer crafting in LOTRO.

      So ultimately, my point is that while LOTRO is very good, and in some aspects perhaps superior to WoW, it's not good enough to unseat WoW from it's dominant position.

    7. Re:No Grinding in LOTR Online? by pixelpusher220 · · Score: 1

      Yeah, I'll agree that's a fairly interesting draw and being able to play the 'Boss' in an instance certainly has it's perks. But when that's the *only* PVP in the game? sorry, not enough for me.

      And I think waitlists will still exist. You can't have 40,000 named monsters and 12 players or vice versa. Invariably there will need to be balance of some sort and that means making people wait.


      --
      People in cars cause accidents....accidents in cars cause people :-D
    8. Re:No Grinding in LOTR Online? by Seraphim1982 · · Score: 1

      When Sauron is defeated...what happens

      The Scouring of the Shire?

    9. Re:No Grinding in LOTR Online? by zippthorne · · Score: 1

      How is "gather 10x livers of generic monster" where generic monster drops the livers 1% of the time, which is followed up by "gather 20x hearts of slightly tougher generic monster" where slightly tougher generic monster drops hearts 0.5% of the time not a grind?

      They even have monsters that are extra-hard and give extra-low exp/loot. They call these monsters "elite" to trick players into thinking they should go after them.

      --
      Can you be Even More Awesome?!
    10. Re:No Grinding in LOTR Online? by shambalagoon · · Score: 1

      I was about to quote the same lines, and comment:

      Wow, a title! If only WoW would offer me a title like "Thousand Wombat Killer" that would make it so much better.

      As to the other supposed fix, what game doesnt reward grinding by having you "become more powerful"?

    11. Re:No Grinding in LOTR Online? by Chris+Burke · · Score: 2, Insightful

      I don't see much difference between repetetively killing for exp, and repetetively killing for a quest whose reward is exp. Either way, you're killing the same monsters over and over. While it is nice to at least have the quest as a guide for when the killing is over, all it really amounts to is grinding with an extra bonus exp reward at the end. Farming is nothing but grinding when you've reached the level cap, and as far as I'm concerned they are the same.

      There are lots of good quests in WoW. Any instance quest is usually good, because instances are the best part of the game (if a terrible pain in the ass to actually do; can't wait for next patch to bring back the LFG channel). Other quests involve infiltrating some location to find an object/boss to kill. Those are fun too. You're killing the monsters because they're between you and your goal, not because it has been decreed that X of them must die.

      All of those "kill X cheese beasts" and "slay weregoats until you find Y goatees" are just filler. They are grinding that you were ordered to do by an NPC. It's slightly better than just plain grinding -- in particular, if you stack quests and turn in several at once it's better exp than just grinding -- but basically the same. If the NPC instead said "Just go kill harpies until you level" would it really be any different?

      I think there's a lot of room for improvement in WoW's questing. Exciting quests that require you to accomplish something are fun but rare. Quests that require nothing more than leaving a huge pile of bodies in one small section of the map -- which I'm saying I can't see any substantive difference from grinding -- are the bulk of quests.

      --

      The enemies of Democracy are
    12. Re:No Grinding in LOTR Online? by Avatar8 · · Score: 1
      I did say it is my definition of "grinding." (killing for the sole purpose of experience)

      Overall it gives that killing purpose, gets you involved in the story and gives you a guaranteed reward. Here's why I think questing is better than grinding.

      1. If a person only grinds, they're slowing themselves down from gaining a level. If I kill 100 murlocs that give 100xp each, I've gained 10,000 experience points, gained 100x[random range money] and possibly 10 items worth keeping/selling.

      If I'm on a quest to gather 10 murloc gizzards, I'm still going to kill 100 murlocs, gain all of the above items, plus another X amount of XP from the quest completion (usually 1/30th of total level experience) and get the guaranteed quest reward that is most likely suited for my class and level.

      2. Once you undergo that quest, likely it may lead to another quest for more XP and rewards and it will reveal more of the storyline. "Oh, that's why troggs hate murlocs so much."

      3. Killing for drops is a numbers game. Again killing 100 monsters may yield 10 usable/sellable items, but there is no guarantee (that's actually pretty high compared to most rare drops).

      How are those kill counts and drop quests not a grind? They have purpose. Mainly to propel you through the game and progress you along the story as opposed to staying in one zone and killing x number of monsters until you're ready to go to the new zone, ignore all of that rich content and kill x more number of monsters for the same % gain as the previous level.

      Main difference I've always seen between questing and just straight grinding is the much larger experience gain from questing. If one of the main objectives of the game is to gain levels to make all of the content available, then the fastest way to gain levels is to quest. In order to be prepared for that content, you'll need to be geared properly and have experience (strategy) in how to fight and use your abilities. Questing prepares you for all of that by providing good gear (usually) as rewards and by encouraging you to use new abilities as you get them.

      Look at the paradigm that most level based games use: Dungeon & Dragons (and games similar before and after). You enter a dungeon searching for a lost treasure, you kill X monsters to get to that treasure and gain experience for those kills, for avoiding a trap or for performing a particular deed. Gygax and Arneson based this upon real life of gaining experience by doing something repeatedly. The more you do a task, the better you get at it.

      The rewards for questing are much, much greater than any reward from pure grinding. In a level based game, experience must come from using your skills and progressing the storyline; questing does this. If you're looking to eliminate all forms of the grind no matter how broad your definition, then you're looking for a completely different game other than a level-based MMORPG.

    13. Re:No Grinding in LOTR Online? by Avatar8 · · Score: 1
      I agree there is room for improvement for WoW's quest engine. I won't explain why I think questing is better than grinding again (it's a response under this one, I believe), but suffice to say that questing gives much faster XP gains with (nearly) guaranteed gear improvement.

      Some time ago WoW's quest were labeled as one of three types: kill count, gathering and FedEx quests. I would definitely like to see a wider variety of quests, but until I come up with or hear about better suggestions that we can submit to Blizzard, I've got no real complaints. I was very impressed to see that BC introduced a few variants of these quests (one as Draenei was still a basic FedEx, but it sent you all over the island, shape-shifting and ultimately ending at a rescue quest).

      I do see a difference between questing and grinding mainly for the story parts and the purpose behind it. Thankfully, Blizzard was wise enough to provide plenty of monsters for both questers and grinders so each of us could play as we like.

    14. Re:No Grinding in LOTR Online? by Gilmoure · · Score: 1

      Far Harad campaign?

      --
      I drank what? -- Socrates
    15. Re:No Grinding in LOTR Online? by Chris+Burke · · Score: 1

      I won't explain why I think questing is better than grinding again (it's a response under this one, I believe), but suffice to say that questing gives much faster XP gains with (nearly) guaranteed gear improvement.

      I find it telling that the main improvement of grinding-via-quests and grinding-without-quests is more experience, when you've defined "grinding" as "repetetive killing for exp". It's true, but that isn't an actual difference, it just means that your grinding is more efficient when you are grinding for quests -- "repetetive killing for more exp".

      Some time ago WoW's quest were labeled as one of three types: kill count, gathering and FedEx quests. I would definitely like to see a wider variety of quests, but until I come up with or hear about better suggestions that we can submit to Blizzard, I've got no real complaints.

      Oh, how about, "more quests that are like those in the game already that don't fall into those 3 categories". It isn't like nobody has ever thought up a better quest than "Kill 72 ninja frogs then come back". I'm not going to complain too loudly simply because I know that most of those lame grind-quests are in there to pad out the quests because they're much easier to construct than the more involved and more fun quests.

      I do see a difference between questing and grinding mainly for the story parts and the purpose behind it.

      "I sure do hate murlocs! Go kill 40 of the buggers!" is sure pushing the story, and oh who can beat the sense of purpose when you're someone else's tool acting out their blind hatred of another species for no reason other than they've promised you some silver and bonus exp.

      There's a story to be had, but the majority of quests that push a real story are also the ones that don't fit into the simple "grind on monster X for a while, then come back". The most important aspects of the story are tied to instances, and instances are fantastic places to quest. "Infiltrate the quillboar lair to kill some lich dude (incidentally killing anything else between you and him) because he is trying to recruit the boars to help The Scourge" is way better than "kill a ton of quillboars because I need some pens to sell".

      Thankfully, Blizzard was wise enough to provide plenty of monsters for both questers and grinders so each of us could play as we like.

      Okay, so now grinding quests and just-plain-grinding are different playstyles blizzard is catering to? And I sure hope your "each of us could play as we like" isn't referring to me as though I'm a "grinder"! Who actually wants to grind pointlessly for exp for hours? My whole point is that grinding because an NPC told you to isn't a substantial improvement over grinding just because you need the exp as far as actually gameplay goes. The only reason anyone ever decided to not go questing and just grind their brains out was because it was thought that this would be more exp due to saving on travel time, and it turns out this isn't true. So now all the leveling guides are based upon efficient questing. And many of those quests amount to nothing more than a grind. It is those of us who wanted something more interesting out of our quests whose playstyle is not being properly catered to.

      --

      The enemies of Democracy are
    16. Re:No Grinding in LOTR Online? by tknd · · Score: 1

      IMO grinding means killing monsters for no reason except experience and money.

      Any experienced MMO player will consider any form of PvE whether it be quests, raids, or plain kill N monsters for next level as a "grind." The bottom line is there is always the next level, there is always the next piece of loot, there is always some other stupid ability you need to get--all of it is a grind, just shaped in different forms.

      So I laugh at you WoW players for not having recognized this and later complaining. The game design is in such a way to keep you entertained and paying monthly.

      But we always have this discussion between myself and my friends, "why do people love PvE so much?" And the answer is always simple: people love something that they feel they can always win at. That is, until they realize that their win is meaningless and the true fun is the interaction between people or competition between people. Only until one realizes that the game is to be played for fun, not to win or lose, will that person truly enjoy other experiences other than pure PvE.

      And the market has proven this too. Any MMO or fantasy like game catered towards PvP doesn't succeed. The games that do succeed in this genre are the PvE games. I hope gamers change for this genre. I would truly like to see a new and good PvP MMO, not another new type of "grind" hidden in some new PvE concept. Unfortunately it doesn't look like that will happen anytime soon.

    17. Re:No Grinding in LOTR Online? by Knara · · Score: 2, Insightful

      If you think that quest-grinding is bad in WoW, you never played DAoC. That was some seriously painful grinding, and frequently without the quests to make the objectives interesting.

      The game's saving grace was the PvP endgame (and, to an extent, the 20-24, 25-29, 30-34, etc battlefields), which WoW could stand to learn from, IMHO. But man, getting there was brutal. You frequently didn't even get good equipment rewards for quests, which WoW was pretty good at with its pre-BC areas, and is top-notch with the new races in BC (I did a Draenai or however you spell them through to 28 so far, and until 21 I didn't have to buy any equipment from a vendor in order to adequately complete the quests given to me, aside from arrows; this is hugely different from many past MMO newbie experiences).

    18. Re:No Grinding in LOTR Online? by Avatar8 · · Score: 1

      Any experienced MMO player will consider any form of PvE whether it be quests, raids, or plain kill N monsters for next level as a "grind."
      I am an experienced MMO player (1997, about a dozen games) and I do not consider quest based killing/drops grinding.

      Only until one realizes that the game is to be played for fun, not to win or lose, will that person truly enjoy other experiences other than pure PvE.
      The first half of the statement is quite true: the game is played for fun, not an end goal. The second half I'd put conditions on. Not sure if you mean other activities besides killing monsters (social, RP, crafting, etc.) or if you're pushing towards PvP. I've never had a good PvP experience mostly because of the people behind it. Anyone I've ever met, online or IRL, who participated in PvP typically aggravate me. It takes a certain personality to PvP, and I neither possess that trait nor do I understand it or like it.

      I would truly like to see a new and good PvP MMO
      With the huge variety of MMOs with differing PvP mechanisms, I cannot fathom why you haven't found one yet. To my knowledge according to the PvPers I've met, UO in it's original form was their "perfect PvP world." They had full and immediate access to prey on whomever they wished, gained money and items by taking it from their victims and only rarely suffered any losses to their huge numbers when groups of people stopped playing and enjoying their game to rise up and discipline the bad kids. That, of course, afforded the decent people no rest because it's exactly what the PvPers wanted, a constant, all out war that accomplished nothing and left the world empty...literally. Those first two years killed UO's chance of being where WoW is now.

      Yes, I know there is a difference between PKing and PvPing, but again, of the people I've encountered, there is very little difference in their mindset. I personally think WoW has one of the best PvP systems I've seen (AC was pretty good). WoW is so good I've considered trying it myself, but I'm still enjoying the real game too much.

  7. Talk is cheap. by JanusFury · · Score: 1

    Instead of complaining about the lack of a strong competitor to WoW, how about making one?

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    using namespace slashdot;
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  8. Try better competitors, to start. by Bieeanda · · Score: 4, Interesting
    Seriously. Turbine has had one real success-- Asheron's Call. Its sequel bombed spectacularly, D&D Online is basically a Guild Wars with a monthly fee, and while LOTRO is barely out of the gate, its questing and lore structures are as turgid as its source material (which is great if you're a Tolkien fan, granted).

    Star Wars Galaxies has gone from 'flawed, but promising' to 'what has science wrought?!' over the course of its existence, a stunning reversal of the usual trend to launch with missing content and patch in later, to launching with missing content and tearing most of what's left out later. Servers are ghost towns, good going there, guys.

    Anarchy Online has had more ups and downs than a roller coaster (abysmal beta, spectacularly awful launch, promised lore/television/multimedia tie-ins that failed to materialize... and a free year of basic play offer to bolster subscription numbers), but at least Age of Conan has some interesting gimmicks planned for it.

    WoW may be simplistic compared to its predecessors and competitors, but it's been as well-produced as any other Blizzard product-- that is to say, polished to an eye-searing shine. In order to pull the same thing off, their competitors will need to get out of the 'launch first, patch later' mindset, which will absolutely require the trust of the people that fund the projects. Without that element of risk-taking on their part, there's no way that any development team will be able to pull the same thing off. All of that development and polish takes time and effort, which are fueled by money... and the precedent of shipping something that runs, rather than something that shines is still much stronger than WoW's literally phenomenal success.

    1. Re:Try better competitors, to start. by Avatar8 · · Score: 1

      In order to pull the same thing off, their competitors will need to get out of the 'launch first, patch later' mindset, which will absolutely require the trust of the people that fund the projects. Without that element of risk-taking on their part, there's no way that any development team will be able to pull the same thing off. All of that development and polish takes time and effort, which are fueled by money... and the precedent of shipping something that runs, rather than something that shines is still much stronger than WoW's literally phenomenal success.
      Exactly! This is where EA screwed up with Ultima Online and Ultima IX: Ascension.

      Both of those games had HUGE potential: a well-known story over 10 years old, a large and loyal following of fans and a well-known game development genius in Garriott.

      UO developers tried to upgrade the entire game twice, but EA wouldn't hear of it because it would kill the current cash cow (there was no way to transfer UO players' "stuff" to the new versions). Garriott and his team wanted more time to fix and finish U9, but EA wanted it out before Christmas.

      When (or If) EA ever learns this lesson, they'll be extremely dangerous. Thankfully, at least one development company that they do not own and cannot afford to buy and way ahead of them and by all counts, on all fronts, will stay there. I think there is plenty of room for healthy competition, and I hope all non-EA development companies strive to provide that competition because in the end it all means more and better games for us.

    2. Re:Try better competitors, to start. by wilgibson · · Score: 1

      D&D Online is basically a Guild Wars with a monthly fee

      Besides the fact that everything is instanced in both games I fail to see any other point of comparison. Maybe the fact that Guild Wars goes up to level 20 as its cap and DDO will be there eventually, but that would be pushing it.

      DDO and GW are by far two different games, I know this. I played DDO for about six months right when it was released and I've been playing GW since last June. DDO is a very stat based, hack and slash, action RPG. Stats play so much into how it was made that if you hadn't built your character exactly so that a specific stat could be increased to 25 by use of items, magic, potions some guilds wouldn't even take you because you couldn't run end game. The end game content(well end game when I was playing, Vault of Night to be specific) was also so reliant on the equipment that you had it was impossible to even finish without having anti-death and armor-penetrating items, both of which were near impossible to find unless you could grind one specific quest line 24/7. GW on the other hand comes down to two things: Your own skill in the game, and the ability to use the 8 skills on your bar effectively. Character builds are not static as they are in DDO(yes, DDO has enhancement to alleviate the static nature of D&D character builds, but when I was playing enhancements didn't really help), and builds can be changed when you wish in any town. DDO is all about power gaming, it's truly a D&D campaign gone wrong with horrible imbalances in its core design. Your PC is either horribly over powered or horribly underpowered. GW, while it has portions that just ask for power gamers such as Hero Battles, is a game that isn't dependent on the items your character has(except the first campaign where you have to get your armor to have a special attribute, but that was easy to do) and the end game can be done by just about anyone as long as you are smart enough to create a viable build that works for your style of play and can play as a team.
    3. Re:Try better competitors, to start. by johnbr · · Score: 1

      I disagree about DDO. DDO is by far the best MMO I've played. The combat is more intense, the spell system is far more interesting, and the use of instanced dungeons for parties of 1-6 players means that they can call far more CPU power to bear on your combat experience. Instead of clicking on a monster, and then cycling between hotbar items, you can dodge, attack multiple opponents at once, spin, draw aggro, etc. It's far more exciting than CoV, WoW or LoTRO. (I also posted a variation of this, inadvertently as an Anonymous Coward, so this might be a repeat) There is no grinding like these other games - no standing in a field waiting for monsters to spawn so you can kill them. No digging for ore, or searching for flowers. It's all adventure and action, and for anyone who likes Quake or Half Life, it's far more action-oriented than the other MMOs. Is it perfect? No, of course not. It's just better than all the others.

  9. All of these games by Hubbell · · Score: 0

    Are grindfests, and nothing more. WoW is horribly dumbed down. Almost no penalty for dieing, especially in PVP? Grinding the same dungeons and over to get the best items?
    The best items should be made by player crafters, not found in a quest dungeon. There should be a real penalty to dieing, specifically item loss. There shouldn't be a need to grind, you should be able to raise your skills by simply using them, not grinding xp to go up a level.
    All these along with TOTAL player freedom are what will make a truly great game.
    www.darkfallonline.com is a game that will follow all these principles and much more.

    1. Re:All of these games by idesofmarch · · Score: 1

      I hear it is vaporware. What do you know? Any launch dates?

    2. Re:All of these games by Hubbell · · Score: 1

      We all in the community have a fear that it is vaporware, but they are actually showing some tangible results now and will probably have beta within the year. They didn't have the massive dev team WOW did or preexisting lore, it's a group of like a dozen or 2 guys who actually had to raise capital to do this. The best part is they are all former UO and AC players.

    3. Re:All of these games by jandrese · · Score: 1

      Stop posting Slashvertisments and get back to work. There are already rumblings that your game is vapor.

      --

      I read the internet for the articles.
    4. Re:All of these games by Hubbell · · Score: 1

      Indeed there are rumblings, but as of late even I, who used to be 100% screaming LOLVAPORFALL, am now seeing that it is indeed going somewhere and they truly are presenting tangible things leading up to a beta which should occur quite soon indeed.

    5. Re:All of these games by teflaime · · Score: 1

      People hated Ultima Online. That's why they all picked up and went to EQ.
      You want to go back to it?

    6. Re:All of these games by Hubbell · · Score: 1

      People didn't quit UO in droves until Trammel iirc, which added PVP safe zones and other things that took away from the freedom in the game as well as made PVP unbearable.

    7. Re:All of these games by 4iedBandit · · Score: 0

      WoW is horribly dumbed down. Almost no penalty for dieing,

      Yes there is a penalty for dieing. I have to run back to my body, which in some places is a long fscking way away. If I die before a mob dies, I don't get XP for it. In a fare number of quests if I die, the area respawns before I can get back to my body. If I kill the mob I was after, but get killed by adds, sometimes the mob I want despawns before I can get back (meaning I have to wait around and do it all over again.) If I resurrect at the graveyard I have 10 minutes of being an utter weakling. Maybe it's not harsh enough for you. That's fine, the game isn't for you. Go play DDO, I hear the penalty for dieing there is quite a bit harsher.

      There shouldn't be a need to grind,

      Every RPG ever has grind. You go on quests, typically to kill things/get things to get experience to gain levels to improve your skills to go on more quests.

      you should be able to raise your skills by simply using them

      Which is, in itself, another form of grind.

      Wow is designed to appeal to a broad base of people. The game is well polished, and fun to play. Like almost all Blizzard games. I still play Starcraft from time to time, because it's still fun. And that's why WoW wins. At the end of the day, it's the game that the most people find the most fun.

      As a side note I had to laugh when on of my friends berated me for not joining LOTR (despite the fact there is no Mac client, and I'm not running Windows on my home box) and he told me it was completely different. Um, no. You still go on quests to kill stuff, to get stuff, to get better skills, to go on quests, to kill stuff....etc.

      And besides, Tauren just look so cute and happy when they're jumping up and down!

      --
      "The avalanch has already started, it is too late for the pebbles to vote." -Kosh
    8. Re:All of these games by Hubbell · · Score: 1

      Death penalty in DDO? Why would I want to play a horribly reskinned version of AC2 which is 100% group based and little to no player freedom? Oh, and also happens to be made by Turbine, who's only success was Asheron's Call, which they did their damndest to ruin over the years, culminating in proverbally(sp?) raping harder than ever thought possible with TOD and every update since?

    9. Re:All of these games by Hillgiant · · Score: 1

      Oh please. Trammel was created shortly after EQ was realeased to reduce the userbase hemoraging. PvP started to suck because your supply of sheep found a harrassement-free way to play the game.

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      -
    10. Re:All of these games by Hubbell · · Score: 1

      There was nothing keeping the 'sheep' from fighting back and putting the hurt on their harrassers, that was the beauty of the player freedom in UO.

    11. Re:All of these games by Avatar8 · · Score: 3, Interesting

      WoW is horribly dumbed down.

      I think you mean "simplified interface" so that anyone and everyone who even attempts the game discovers how easy it is to get started and gets hooked within minutes. I've met some handicapped players including one guy who was completely immobilized except for his head. Seeing his joy at playing UO was heart-wrenching. I'm quite certain he is playing WoW and enjoying it even more because it's so much simpler than UO. Whenever someone complains about a game being "dumbed down," I think of him.

      Obviously, WoW is so dumb it attracted over 8 million people because it IS easy to play. The most amazing part of WoW, though, is even though it's easy to get started and continue to play in a casual manner, it can get as complicated as you wish and require a great deal of research, modification and time in order to complete the more challenging quests and instances.

      Almost no penalty for dieing, especially in PVP?

      If there were more penalties, you'd have more people getting frustrated, giving up, logging off and canceling subscriptions. You wouldn't have nearly as large, varied or active the PvP community that does exist. I tried getting my wife involved in UO (pre-pvp consent) twice. Both times PKs ruined her experience and drove her away. I introduced her to WoW while I beta tested it and she's played constantly ever since. One more experience we get to share together.

      There are enough penalties for death. You have to pay to repair your equipment, or if you cannot get back to your body (long distance, over active spawn, etc.) then you REALLY pay by rezzing at the graveyard and taking extra damage. Plus it's a penalty of time lost when you should be enjoying yourself instead of running back to your corpse.

      Grinding the same dungeons and over to get the best items?

      That is the players' choice and the reason Blizzard introduced better items for casual players in Burning Crusade. (Plus that death penalty gets steeper.) Not everyone can commit the time or has the resources to run a raid, but I bet they would if they could.

      There shouldn't be a need to grind, you should be able to raise your skills by simply using them, not grinding xp to go up a level.

      There is absolutely no need to EVER grind in WoW. (**By "grind" I mean kill a monster for the sole purpose of experience gain.)

      At launch there were 2500 quests per faction (Alliance, Horde); with BC I'd suspect it is now more like 5-6,000 per faction. My first character hit 60 within a few months (I'm a casual player who plays multiple characters at once) by only doing quests and running the instances associated with quests. There was never a point where I said "I'll go kill these wolves to gain my next level," it was always "Oh, look, I'll get my next level at my next quest turn in or while killing for that next quest."

      Anyone who is "grinding" is ignorant of the available quests and simply doesn't understand how WoW is different from all those MMO's that came before it. For those that are ignorant, all it takes is a tell in the public channels asking "Where should a lvl xx go for quests?" I can reference the Prima strategy guide, wowwiki.com or any number of other resources if I cannot draw upon my own experience. There are so many quests, Blizzard had to up the quest log from 20 to 25 so people wouldn't have to do so much extra running back and forth. There is never any reason for a person's quest log to drop below 5 quests much less be empty.

      By your definition of "truly great game," you just described Ultima Online as it existed in 1997-1999, and how the Felucca side of each shard still exists. I think most of us have grown beyond that.

      By your complaints and suggestions I gather that you are an experienced gamer and one who participates in PvP. I've heard these same complaints from players over my 10 years of playing MMO's. Trust me, you are in the minority

    12. Re:All of these games by teflaime · · Score: 1

      Uhh...level and gear imbalance? And the fact that they had to start completely over every time they got ganked? Duh...

    13. Re:All of these games by navygeek · · Score: 1

      Are grindfests, and nothing more. WoW is horribly dumbed down. Almost no penalty for dieing, especially in PVP
      I really hate it when they don't penalize me for making casts and molds.
    14. Re:All of these games by Endo13 · · Score: 1

      Yes there is a penalty for dieing. I have to run back to my body, which in some places is a long fscking way away. If I die before a mob dies, I don't get XP for it. In a fare number of quests if I die, the area respawns before I can get back to my body. If I kill the mob I was after, but get killed by adds, sometimes the mob I want despawns before I can get back (meaning I have to wait around and do it all over again.) If I resurrect at the graveyard I have 10 minutes of being an utter weakling. Maybe it's not harsh enough for you. That's fine, the game isn't for you. Go play DDO, I hear the penalty for dieing there is quite a bit harsher. Meaning the penalty for dieing in WoW is about 10 extra minutes of wasted time (if you figure in the time needed to farm the money for the repair bills). Yawn. That's so harsh, I'm just not sure I can bear it.

      Every RPG ever has grind. You go on quests, typically to kill things/get things to get experience to gain levels to improve your skills to go on more quests. See, most of what's considered "RPGs" now isn't about RP at all. Every *real* RPG ever had no grind at all. "Grinding" by its very nature pretty much precludes RP entirely. RP = Role Play. That means you imagine yourself as another character, and try to think like that character and act like that character would in whatever situations you find yourself in. RPG = Role-Playing Game, or a game made for Role Play. RPG != "snorefest grind to hit lvl xxx". The concept of leveling was introduced by Dungeons and Dragons, and at the start was far and away not the purpose of the game. It was merely a convenient way to track your character's strength as you progressed through the story; the story was the important part and how well you did was based on how well you acted your character.

      Which is, in itself, another form of grind. Only if you make it so. If your sole purpose for going out and killing xx number of "mob #305" is to get 5 more points in a skill then yes it would be grinding. The point here is that you should not need to do that to progress. Your skills should increase as fast as needed simply through playing the game however it best suits your fancy.

      Wow is designed to appeal to a broad base of people. The game is well polished, and fun to play. Like almost all Blizzard games. I still play Starcraft from time to time, because it's still fun. And that's why WoW wins. At the end of the day, it's the game that the most people find the most fun. Yep. One of the things Blizzard really did right was make a game that was fun right from the first minute, and stays fun for quite a while. Unlike some MMOs which really don't get fun until level xx and require a couple dozen hours to get there. It's no wonder why these don't have as many subscribers - most people don't bother sticking around to find out if the game gets better later on.

      As a side note I had to laugh when on of my friends berated me for not joining LOTR (despite the fact there is no Mac client, and I'm not running Windows on my home box) and he told me it was completely different. Um, no. You still go on quests to kill stuff, to get stuff, to get better skills, to go on quests, to kill stuff....etc. Quite true. LotRO is a WoW clone in most ways, with a little Guild Wars, EQ, and a few other games thrown in. Which is great if you're bored with WoW and want basically the same thing with a few new twists.

      And besides, Tauren just look so cute and happy when they're jumping up and down! /moo
      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    15. Re:All of these games by Anonymous Coward · · Score: 0

      A logical post that addresses the points of the parent post, and disagrees while completely failing to insult the parent poster for his different opinion...

      You must be new here.

    16. Re:All of these games by Anonymous Coward · · Score: 0

      Actually the sheep stood to lose little: Some bone armor, reagents and their weapon, all of which is worth about 1k gold and could be earned back in 15 minutes. That's IF you get ganked. The recall spell takes only 2.5 seconds to cast.
      The PKs, on the other hand, had severe skill loss if they died, which is a pretty big incentive not to do it: PKing didn't make much money anyway.

    17. Re:All of these games by SydShamino · · Score: 1

      ...except that they didn't want to spend their time fighting back? That would just be more fun for you, less fun for them?

      Seriously, I once saw someone argue that, if you didn't like PKers, you should form squads of anti-PKers to go chase around and kill or capture the PKers. Or, the game could make the PKers like outlaws in the major cities, so they'd have to sneak around in the sewers to get things they need, avoiding guards, etc.

      In other words, the PKer was describing things that other paying customers (i.e. the ones that don't like him and wish he'd log off) could do to make the game more fun for him. The same thing you're doing now. Instead all those people just left the game for something more fun for them.

      --
      It doesn't hurt to be nice.
    18. Re:All of these games by 4iedBandit · · Score: 1

      Meaning the penalty for dieing in WoW is about 10 extra minutes of wasted time (if you figure in the time needed to farm the money for the repair bills). Yawn. That's so harsh, I'm just not sure I can bear it.

      For yourself it's nothing, and that's fine. For me? I really don't like dieing. I work hard to avoid it. If there was a harsher penalty for dieing, say XP debt or loss of gear I would not be playing. Again, blizzard is shooting for mass appeal. They won't win masses by making death a frustrating thing. I like networked games. I like playing with/against other people. However I don't have unlimited time to game. A 10+ minute time debt while I make a corpse run is sufficient for me not to be reckless in my gaming.

      See, most of what's considered "RPGs" now isn't about RP at all. Every *real* RPG ever had no grind at all. "Grinding" by its very nature pretty much precludes RP entirely. RP = Role Play. That means you imagine yourself as another character, and try to think like that character and act like that character would in whatever situations you find yourself in. RPG = Role-Playing Game, or a game made for Role Play.

      There is grind to everything. However if you like the grind, it doesn't seem like grind. Games need to have some measure of success. Levels/skills/gear accomplish that. If what you are looking for is pure "Role Play" then what you want is a Myspace account. Be who ever you want. Interact with thousands of people. No skills, no mobs, no levels, no experience. Spend you entire time "gaming" convincing people you are who you say you are. Be the Doctor or Nuclear Engineer, the possibilities are endless!

      /trollsilly "I hear if you cut off an extremity it'll grow back bigger...don't believe it."

      --
      "The avalanch has already started, it is too late for the pebbles to vote." -Kosh
    19. Re:All of these games by Hubbell · · Score: 1

      A player should be able to compete, barring their level of skill at the game was good enough, to compete even with the basicest of basic weapons.

    20. Re:All of these games by servognome · · Score: 1

      I think you mean "simplified interface" so that anyone and everyone who even attempts the game discovers how easy it is to get started and gets hooked within minutes.
      WoW may have a "simplified interface," but it also is "dumbed down," in the respect that there really isn't that much to do. There isn't much "role" for an RPG, combat is pretty straight forward (other than raids), and there isn't much in the way of non-combat activities.
      WoW is great, SWG pre-revamp was great for different reasons (much more non-combat & Roleplay opportunties)... make a game that can do both you'll have a winner.
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      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    21. Re:All of these games by Arterion · · Score: 1

      My thoughts exactly. I played UO back then. I wanted to play it because I loved the Ultima series. Boy was I surprised to find how different the gameplay was. I actually left OSI for the "player shards" of the day, mostly because of the PK'ing. Once they added Trammel, I came back to UO. I eventually left again and went back to player servers that were strongly roleplay-focused (like the original games.)

      It wasn't the dying, it was the looting, really. It just pretty much sucks all around to work days or weeks for something, only to have it all snatched away because someone killed you. With WoW, I don't have to worry about all that.

      I have a couple friends who played on the player servers with me who now play WoW, and we both sit there and sigh, saying how fun it was, and how much we miss UO. We enjoyed the custom things, like working on craft skills. Crafting in WoW is a big joke compared to what it was in UO.

      Ah, but I'm digressing... Anyway, I agree with you, I don't think Trammel killed UO. I think EQ appealed to a lot of people because it was 3D, and had fewer options. Unlike the completely open-ended UO, where you could make your character completely useless, in EQ you had a class, and everyone of xxxx class pretty much did the same thing. It was a simpler game.

      --
      "That which does not kill us makes us stranger." -Trevor Goodchild
    22. Re:All of these games by Avatar8 · · Score: 1

      there really isn't that much to do
      I think your definition of "lots to do" would drive me bonkers. :-) I've been playing quite constantly since beta in October 2004. I have yet to "see it all" even in the old content. I'm no 16 hour hardcore player, but playing 2-4 hours (average) nearly every day, I think I've seen and done plenty of stuff and I know there's quite a bit more to do.

      There isn't much "role" for an RPG
      Having come from a hardcore role playing background, I feel that is up to the player to add not the game makers. I tried playing on a RP WoW server, but they were too snooty even for my arrogant self. Besides WoW had so much more to offer than other games that there was no need to add role playing to fill in the gaps.

      combat is pretty straight forward (other than raids)
      Why I like playing a variety of classes. I challenge myself by being able to remember how to use the special abilities of each class especially after having not played that class for a month or more. I also tend to challenge myself to kill higher level and multiple mobs at once (depending on the level and class I'm playing). With my rogue I can easily take on 3-4 mobs of a level above me, or a single mob 3-4 levels above me. It's quite a different play style on my paladin, warrior, priest, hunter or warlock.

      I think there is quite a bit of variety of combat. There is just surviving, killing as fast as possible, conserving mana/health to continue fighting for long periods or controlling a crowd. I think raids are actually much simpler to play (more focused) than when you're soloing. I don't PvP at all, but I would imagine this variety and the skill need goes up considerably to handle an unpredictable target.

      there isn't much in the way of non-combat activities
      Such as...?

      I enjoy the heck out of crafting. Of my nine characters on Lightbringer, six are miners, I have one of each type of black smith, an engineer, an alchemist and an enchanter. I keep hoping Blizzard will add a housing server (an instance that doesn't clutter up current landscape) so we might have the opportunities that affords. I'm not much of a socializer and that's what I see the bulk of the special events being geared towards: gathering people for a party.

      LotRO's music system is a nice improvement and probably along the lines you're seeking for non-combat activities.

    23. Re:All of these games by servognome · · Score: 1

      I think your definition of "lots to do" would drive me bonkers. :-) I've been playing quite constantly since beta in October 2004. I have yet to "see it all" even in the old content. I'm no 16 hour hardcore player, but playing 2-4 hours (average) nearly every day, I think I've seen and done plenty of stuff and I know there's quite a bit more to do.
      Done poorly (like SWG launch) it would. :D
      I agree there are lots of things to see and do in terms of content, I was actually referring to variety. You can explore, kill, craft (simplisticly), and umm whine about barrens chat. Other games have offered more variety (complex crafting, housing, politics, etc)

      Having come from a hardcore role playing background, I feel that is up to the player to add not the game makers. I tried playing on a RP WoW server, but they were too snooty even for my arrogant self. Besides WoW had so much more to offer than other games that there was no need to add role playing to fill in the gaps.
      That is why I describe WoW as simplistic, but still excellent - basically a Fantasy Action Game. Not only do most people not feel the need to participate in roleplay, the game doesn't even offer a good environment in terms of tools. There really is no advancement other than adventuring.

      Such as...? I enjoy the heck out of crafting... LotRO's music system is a nice improvement and probably along the lines you're seeking for non-combat activities.
      Yes, I like the idea of LoTRO's music system, though I don't know how well it works. Other activities include:
      More complex crafting - not just get stuff and click combine
      Player cities & politics - elect me governor and I promise to ban gold farmers from using my auction house
      More complicated economies - in SWG there was no "miner class" but you could make pretty good money as a miner for crafters with no combat skills
      Music/Dancing/Art -See Servognome & the Powerlevelers in concert!

      Basically WoW has done an Amazing job in terms of depth & refinement, but not in breadth. On the flip side SWG was great in terms of breadth, but terrible in terms of depth and refinement. If only there were a game that could do both.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    24. Re:All of these games by SL+Baur · · Score: 1

      For yourself it's nothing, and that's fine. For me? I really don't like dieing. I work hard to avoid it. If there was a harsher penalty for dieing, say XP debt or loss of gear I would not be playing. I agree. And there are many places to die that are difficult and/or time-consuming to get back to (hurrah for the 'x' command they're adding in the 2.1 patch to dive under water). DDO has an XP penalty for dying, I hate that and probably will let not let my subscription continue.
  10. No Mention of EVE Online? by quanticle · · Score: 3, Insightful

    EVE Online is one of the largest MMORPGs out there. Its also possibly the only successful science fiction based MMO game. Given these two characteristics, combined with the fact that EVE's developer team is much more hands-off with regard to player-to-player interaction, I'm surprised that EVE was nowhere to be found the article.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
    1. Re:No Mention of EVE Online? by Friedrich+Psitalon · · Score: 2, Insightful

      EVE is often ignored in discussions of MMORPGs because it is precisely the antithesis of what is popularly regarded as "smart" in the genre:

      - It's not fantasy, but fantasy is the smart move because it is easier to understand and create; everyone knows the "ground rules."

      - It's not warm or cuddly. You can be 5 hours in and get (metaphorically speaking) lured into an alley, have your throat slashed, and everything you own taken from you. (Scan-probing pirates in missions, anyone?) That's not smart because it makes people quit.

      - The game is utterly, utterly sandbox. The missions are nothing but money generation and have no effect on your character's skills, and very little (positive) effect on equipment/ships.

      - Some of the worst social behaviors possible are rewarded: ganging up on people, backstabbing, betrayal, strong preying on the weak, opportunism, and so on.

      And yet despite all this, the game continues to thrive precisely BECAUSE it does not pander to the weak. It thrives because genuine accomplishment and reaching the highest levels of the game really does mean something (running major alliances, flying a titan), and not everyone can even come close to doing it. Because EVERYTHING in EVE relies on the player base, the community-binding aspect of the game is tremendously retentive.

      In WoW, you can solo, get bored, and leave. In EVE, cooperation is an absolute must to experience more than a quarter of the game's content - and so people will actively solicit you into their groups, if they're smart - and many are.

      EVE has a decent number of things wrong - including a grave, grave problem looming with the hideously imbalanced titan-class vessels appearing more and more on the battlefield - but anytime you create a total antithesis to the most popular game, you're going to draw a pretty good "backlash" crowd, and EVE has.

      --
      Technological competence assures no more intelligence than any other form, just more elitism.
    2. Re:No Mention of EVE Online? by gblfxt · · Score: 1

      no mention because EVE online allows developers to cheat, why would you play a game that you have no chance unless you got dev buddies? : http://www.eurogamer.net/article.php?article_id=72 886

    3. Re:No Mention of EVE Online? by Avatar8 · · Score: 1
      I was unable to locate any data newer than June 2006, but at that time EVE was 1% like several others while WoW was 52%. I don't consider that "one of the largest."


      http://www.mmogchart.com/Chart7.html

      Anyone know of any newer data?

    4. Re:No Mention of EVE Online? by AlexMax2742 · · Score: 2, Interesting
      It's because EVE Online is about as exciting as a spreadsheet 90% of the time mining asteroids or doing PvE quests, doing or reciving a one-sided gank 5% of the time, being in a slideshow of a gigantic fleet battle 4% of the time, and being a victem of an in-game exploit (Well, it's only an exploit if YOU do it, when a huge corp does it it's AOK, and you're not allowed to discuss GM decisions in the forums, so any kind of peer review is doomed to be inherantly either fabircated or not taken seriously) the remaining 1% of the time.

      So that's....4% fun maybe (if you enjoy ganking and being ganked, which I happen to enjoy both)? The only reason you hear about EVE Online at all is because the big corperations want newbies to lord over, so you hear a lot of 'word of mouth grassroots' exposure making it sound fun and like you do exciting fleet battles every single moment of your time ingame. Don't be fooled, EVE Online is not fun.

      --
      I'm the guy with the unpopular opinion
    5. Re:No Mention of EVE Online? by Organic+Brain+Damage · · Score: 1

      EVE is large in that everyone is in the same universe, they have not had to partition into separte "worlds" because their implementation of space travel makes it possible to move players from server to server as they jump from system to system.

      EVE today has a fatal design flaw and will not be growing significantly past the current subscriber base. The earlier players have an insurmountable advantage over newer players so the new player can never catch up. Nobody wants to play a game where they have no chance to compete. It's boring. So the typical newbie experience in EVE goes like this:

      1. Work hard to figure out how to mine effectively. Get skills and equipment up by running missions until you've got a strip miner. Try mining. Figure out how to overcome the non-player pirates. Get ready to turn-in a few million credits worth of ore. Get jumped by human pirates. Lose ship, die, realize there's no way you'll get anywhere mining. So, try just running missions.

      2. Run missions until you get skills and money to get a battle cruiser. Get jumped by human pirates, lose ship. Repeat until bored.

      3. Join corporation. Traveling to the corporation, get podded repeatedly by human pirates. Repeat until bored.

      4. Cancel subscription because you realize that if you wanted a frustrating computer-related experience doing mindless and meaningless tasks with little reward, you'd just stay at the office.

      WoW rewards more people more effectively than EVE or even EQ2 or Vanguard. That's why it's got 10x as many subscribers as #2 in the market.

    6. Re:No Mention of EVE Online? by aafiske · · Score: 1

      Well... I play it, I love it, but it's not one of the biggest. In mindshare yes, in population no. But the reason it's probably not mentioned is that it is utterly unlike WoW. It isn't beating WoW at it's own game, it's making an entirely, completely, massively different game, and saying 'people might like this too'. And they do, for the most part. It's a niche, but it's an ever growing, profitable niche, so hey.

    7. Re:No Mention of EVE Online? by VGPowerlord · · Score: 2, Funny

      While reading your post, I just pictured PC (from the Mac vs. PC commercials) playing EVE.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    8. Re:No Mention of EVE Online? by moderatorrater · · Score: 1

      combined with the fact that EVE's developer team is much more hands-off with regard to player-to-player interaction And here I thought that they'd gotten in trouble for their developers being too hands on.
    9. Re:No Mention of EVE Online? by Last_Available_Usern · · Score: 1


      You sound very bitter. Did you actually try it? If so, is that what happened to you?

      If that's the case, then that's sad. I started playing a VERY long time ago, so granted, I'm not as far behind the curve as other folks, but I've managed to get to 27 mil skill points (a far cry from the vets with ~50 mil +) and have only been destroyed once, and that was within the first few weeks of playing and because I blatantly ignored the warnings of my friends who told me "don't do that."

      Eve is a game that rewards the ambitious. It especially rewards those without morals as well as those who share company with folks of a similar mindset. However, it only punishes those that are stupid enough to blatantly ignore the warnings. If you take your cruiser with it's Tech 1 pea shooters into .2 thinking you're gonna hit it rich mining Jaspet and don't even have the common sense to spend a few seconds scanning the local channel every now and then, you deserve to get destroyed.

    10. Re:No Mention of EVE Online? by Oblio · · Score: 1

      I happen to love playing EVE at 2M skill points. You are right that you will never be the guy in the carrier, but those carriers need fighter-bombers to control groups of drones in fleet ops. Tackling and Electronic Warfare are critical parts of group combat, and can be done successfully by new players.

      My take on this is that you find fun where you make it. Because of the relative ease of specializing in EW, and the strength of EW, newbies have a wide open door in PvP.

      I think the biggest thing is getting in with a good corp (which is not surprising, good clan selection in other MMORPG's is also important).

      My newbie eve experience is about 90% fun right now (the extra 10% being Sisters of Eve humanitarian missions for raising faction).

      --
      Pax -- Ob
    11. Re:No Mention of EVE Online? by brainplay · · Score: 1

      WoW rewards more people for little effort or intelligence. Quests= little imagination. A level 1 is worthless to a level 60 raiding group.

      EvE is not warm and cuddly. You dont get a warm fuzzy feeling for doing a quest although maybe that will change with the new incoming faction combat. Piloting takes intelligence as stupid moves gets you dead. You lose your stuff when you die so there is a high learning curve which alot of people can't handle. Top that off with detailed game mechanics which make you actually pilot a ship, not button mash. There is little soloing in the game unless you've had some training. A 1 week noobie with 500k skillpoints, a noobie ship, and a 20k scrambler is as valuable to a fleet as a 2yr 20mill skillpoint player.

      The game is all about cooperation, awareness, and determination. Unless you're willing to take some knocks while you're learning the ropes you'll hate the game. The players control, police, and supplement space not npc's. They also dont care much for those that can't handle it.

      For those that can handle it, the game is incredibly fun. Whether you're an industrialist (war profiterring ftw), an alliance member (defending their homelands from invaders), or a pirate (Jack Sparrow is a poser..yarrr). But you have to find your niche and thats the part where most never put forth much effort before quitting.

      --
      It is often ironic that those that define others as lemmings are often themselves lemmings dancing to the latest fad.
    12. Re:No Mention of EVE Online? by Nazlfrag · · Score: 1

      I spend around 10% of my EvE time on fitting my ships, playing the market and doing the occasional mission, the other 90% I can engage in low sec piracy, or look for war targets. The missions, mining, industry etc. are all optional ways to spend your time. The sandbox environment lets you decide how to play. It is up to you to mine and PvE 90% of the time, you could easily PvP for that 90%. One sided ganks are easily avoided if you keep your wits and a few friends about you. If you want to play it like a spreadsheet, you can. If you want to PvP almost constantly, you can. Just say yarrrr.

    13. Re:No Mention of EVE Online? by Organic+Brain+Damage · · Score: 1

      People like you, experienced EVE players, assume newbies do not know the difference between .2 and .4 and .6 and .8.

      I got jumped about 10 times in the course of 6 weeks of play in .6 and above space. And then I gave up and canceled my account because it was boring.

    14. Re:No Mention of EVE Online? by Last_Available_Usern · · Score: 1

      You got jumped 10 times in .6 or higher space? One of two things happened. You either quickly joined up with a player-owned Corp that was at war instead of staying in the npc corps like most folks do the first month or two, or you did something to really tick off some folks to the point that they'd be willing to suffer the wrath of Concord (in-game NPC police that patrol .5 and higher security space) upon attacking you.

      Also, you say we assume you know the difference between different security levels. When you start, of course no one would expect you to know that. However, I'd expect after 6 weeks that you would understand the most basic concept of the game that defines your level of safety in the Eve universe. Maybe I succeeded at keeping myself safe (for the most part) because I don't assume a game is going to go easy on me (that's not a jab at you, just an observation on how most games are).

      Anyway, the bottom line is there's a reason that most Eve players (not myself though) call pretty much every other MMO a "Carebear" game compared to Eve. Eve makes you take risks if you want to succeed...big risks that can lead to big losses. For that reason, I don't recommend this game to someone who takes their gaming experience too seriously ;)

    15. Re:No Mention of EVE Online? by WuphonsReach · · Score: 1

      I suspect "largest" in this case means: most players packed into a single shard/server.

      Everyone in EVE (except for China players) are on the same shard/server. That's attractive because you aren't faced with "play here to find folks you know in real life". It also creates a massive and intricate economy that (mostly) works.

      While I enjoy the sandbox of EVE, I wish the missions tied more into a storyline, or the backstory, or that said missions would slowly advance and change over time. Ah well, I'm taking a short break from EVE while I train some long duration skills to play Elder Scrolls IV: Oblivion to get my "storyline" fix.

      --
      Wolde you bothe eate your cake, and have your cake?
  11. Massive players compared to readership? by Metaphorically · · Score: 2, Interesting

    A massively multiplayer game needs to have numbers of players that are... massive. So dislodging WoW from the lead spot takes a lot more than just a great game, you have to reach those players. If there are 8 million subscribers on WoW then how many more are out there to be reached? The $15 or so per month doesn't sound like a lot to most of us, but that's on top of having broadband available, having a decent computer an having the leisure time to spend on a game. The claim that they're making Conan "for adults" sounds fine on paper but other adults think it's odd that I have the time to commit to World of Warcraft. Finding the millions of adults interested in spending the time and money on an immersive game is a huge challenge. It's a lot harder to do than getting people to read the original stories.

    I wonder how the numbers of players they need compares to the readership for the works they're based on.

    --
    more of the same on Twitter.
    1. Re:Massive players compared to readership? by borkus · · Score: 1

      Actually, I think it's more like social networks. Playing the game isn't just a matter of time spent, but it's a matter of time spent with friends - both in RL in in-game. Leaving the game doesn't just mean leaving behind the characters you've made but also the social connections as well.

      I was the first of my immediate friends to play WoW. Around the time of the first Christmas, I sent a screenshot of my character standing in Ironforge next to the Christmas tree. A couple of friends picked up copies, then another, then a friend's girlfriend. Within a couple of months, five of us were playing together a couple of times a week. That group formed into a guild with another group of folks who were RL friends and other people that we met in the game. So now, there are a dozen of us who play and socialize in game. Then you have various non-guilded friends we've met in game. After a couple of years, we all have in-game friends and aquaintances tied to our characters. Going to a new game would almost be like moving to a new city - we'd be leaving our old social network behind and have to meet new people.

      Why do people use Myspace even though it's crappy? Because everyone they know is on it.

  12. LOTRO avoides the grind? by Optical+Voodoo+Man · · Score: 1
    From the article:

    LOTRO has also learned from the bad experiences seen in other games, he said.

    For instance, LOTRO rewards the repetitive actions often required in online games. In return for slaughtering large numbers of one type of creature players will become more powerful or gain a fancy title to demonstrates their prowess.

    In this way, he said, LOTRO hopes to avoid the "grind" that afflicts the middle ranks of those adventuring in WoW.

    How is that avoiding the grind? I may be mistaken, but repetitively killing the same things over and over again to advance sounds suspiciously like grinding to me. If they had an entertaining system that avoided grinding to advance, then the article might have been worth reading.
    1. Re:LOTRO avoides the grind? by Ruprecht+the+Monkeyb · · Score: 1

      He keeps using that word. I do not think it means what he thinks it means.

    2. Re:LOTRO avoides the grind? by MontyApollo · · Score: 1

      I don't think it removes the grind, but it does give you some short term goals. It also makes your grinding more strategic, if you want one reward you need to concentrate on killing orcs, but if you want another reward you need to concentrate on killing spiders.

      I believe as far as leveling up though, in LOTRO quests are a lot more important than simple grinding. So far the only time I have been really out repetively killing the same thing over and over again is just to make some money.

    3. Re:LOTRO avoides the grind? by sad+little+hobbit · · Score: 1

      I've found that once you begin to kill off a certain type of mob, gain the ability to progress in that direction to gain a title, and subsequently a trait, you'll usually have completed the 'grind' by the time you've finished the quests in that area, and are ready to move on to the next.

      So, in short, you generally don't need to 'grind' to obtain the title or trait; it'll naturally be granted as you kill your way through the world.

  13. One of the few good things about WOW by Toby_Tyke · · Score: 1

    7. Don't require bleeding-edge hardware. My next machine is probably going to be a laptop with Intel graphics

    WOW will run on less than cutting edge hardware. A friend of mine is a WOW player, and while I'm not sure what what the exact spec of his machine is, I do know that it has onboard intel graphics and that he bought it second hand for sixty pounds when another friends workpalce sold them off.

    On a slight tangent, I've been saying for a while now that one of the things that could help invigorate the PC games market is if the developers would stop requiring cutting edge hardware. There are millions and millions of PCs out there, and every big game that comes out effectively limits itself to a tiny niche of that market. Take me, I'd love to play Stalker, but I don't have a machine that could run it, so I'm just going to buy a wii game instead.

    --
    "I realise this is not a very popular opinion but it's the truth, and there for needs to be said" -Bill Hicks
    1. Re:One of the few good things about WOW by SpeedyDX · · Score: 1

      yeah ... My friend played WoW on an old Dell with a GeForce 2. Let's just say that's not exactly a ferrari of a machine.

    2. Re:One of the few good things about WOW by mdm-adph · · Score: 1

      yeah ... My friend played WoW on an old Dell with a GeForce 2. Let's just say that's not exactly a ferrari of a machine. hey, don't make fun of my ferrari! seriously, an old Dell with a GeForce 2 is _exactly_ what I play WoW on.
      --
      It is by my will alone my thoughts acquire motion; it is by the juice of the coffee bean that the thoughts acquire speed
  14. Polish is the Defining Characteristic for Blizzard by quanticle · · Score: 4, Insightful

    WoW may be simplistic compared to its predecessors and competitors, but it's been as well-produced as any other Blizzard product-- that is to say, polished to an eye-searing shine.

    I've found that to be the case with most Blizzard games. They don't do anything particularly innovative (Real Time Strategy existed before Warcraft, MMORPGs existed before WoW), but the level of polish on a Blizzard game is far above and beyond any other game in the same genre.

    Heck, look at Starcraft. That game is still being sold and played, despite approaching 10 years of age. Reason: the game was simple to understand and play, and the races were far more balanced than in any other game of that time. Nothing really new or innovative, but the overall execution was of high quality, ensuring continued success.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
  15. Re:How do you beat WoW at it's own game? by markov_chain · · Score: 3, Insightful

    Quoth the Tao of Programming:

    A master programmer passed a novice programmer one day. The master noted the novice's preoccupation with a hand-held computer game. ``Excuse me,'' he said, ``may I examine it?''

    The novice bolted to attention and handed the device to the master. ``I see that the device claims to have three levels of play: Easy, Medium, and Hard,'' said the master. ``Yet every such device has another level of play, where the device seeks not to conquer the human, nor to be conquered by the human.''

    ``Pray, great master,'' implored the novice, ``how does one find this mysterious setting?''

    The master dropped the device to the ground and crushed it underfoot. And suddenly the novice was enlightened.

    --
    Tsunami -- You can't bring a good wave down!
  16. These companies are not doing their best... by Nerogk · · Score: 1

    ...if they are attempting to steal customers from Blizzard. If your game is worth playing over WoW, you will be able to attract a wider audience if there is a free trial period or weekend. Personally, I played the WoW 'beta weekend' before the launch and only bought the game (read: sold my soul) this past January when I finally decided it might be worth it to spend some cash every month to play a game. I play slowly and at my leisure (I am only level 45) but am already looking at LoTRO. Only one problem -> I am not going to spend $50 just to try it out. And I'm not even a hardcore WoW fan. If they can't win me without a free trial/weekend, how do they expect to snag the level 70s that have been playing for much longer? Most of all I am looking forward to Age of Conan. The gameplay videos and general concept look promising even if I do prefer fantasy races to built men.

    1. Re:These companies are not doing their best... by MontyApollo · · Score: 1

      LOTRO had a free open Beta for about a month.

      Each LOTRO client comes with a "buddy key" or something to the effect that allows you to give a free trial to someone else, so it probably would not be too much trouble to obtain a free trial.

    2. Re:These companies are not doing their best... by Nerogk · · Score: 1

      The buddy key system is useless as my friends play WoW, not LoTRO. Also, there is only ONE key per retail box. WoW let you give out a few. I just don't understand why companies trying to outdo WoW don't go at least as far as WoW. LoTRO doesn't even try to give competitive pricing! (only to beta testers and even that has restrictions)

    3. Re:These companies are not doing their best... by Anonymous Coward · · Score: 0

      If you know someone who has already purchased LOTRO they do include a free 10 day trial for a friend in the box. The game comes on two DVDs so I'd imagine they don't want their bandwidth to go to downloading the client just yet.

    4. Re:These companies are not doing their best... by MontyApollo · · Score: 1

      I think a lot of it comes from the fact that most people who were interested in LOTRO participated in the free beta, and that just recently ended. They will probably offer free trials later on, but for now the people that were really interested in trying it for free took advantage of the opportunity. I am a very casual game player, and I heard about the free beta several times here on slashdot.

      I do think it sucks you have to pay for the client and pay a monthly fee. The client should at least include 3 months of free play instead of just one.

  17. The success of WoW by Opportunist · · Score: 3, Insightful

    It's quite easy to explain why WoW succeeded where others have failed.

    First and foremost, they had an already existing background world. That started it off well. Warcraft has a LONG and quite well known world. Not with movie goers, not with bookworms, but with computer players. That sets it apart from SWG and LOTR. Yes, both have a large fanbase, but those aren't necessarily gamers. WoW had a gamer fanbase from the start.

    Second, it's easy. Sorry, dear WoW players, but that game is easy. Easy. Easy. I know a five year old who's leveled to 60 without any real difficulty. But that actually meant that it was one of the first MMORPGs that drew the attention of people who're not hardcore number crunchers and grinders, who don't first of all consult a billion pages about the game to find out whether spell X or spell Y is in situation Z more appropriate.

    It was basically the mix of having a good player base at its start and being easy enough that people who got invited by those who knew its name (i.e. the "old" Warcraft players) didn't get bored with the detail work.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:The success of WoW by El_Muerte_TDS · · Score: 1

      Warcraft was realtime strategy, WoW is not.
      RTS fans do not always like (F|T)PS games. So fan base doesn't really count for that much.

    2. Re:The success of WoW by Tadrith · · Score: 1

      Yes, leveling to 60 was easy. Hell, leveling to 70 is easy.

      But... that's not really where the real game is at. It's almost like the entire process of leveling up is merely a training session for you to get to know your character so that you can move on to something actually difficult. It allows you to acquire a very close understand of your character and how your skills and abilities work together.

      The real challenge is the so called "endgame" content. Yes, there's plenty of people who will also trash this content as well, but for me, this is where the fun begins. Unfortunately, it can be difficult to find a guild that can take on the raid instances and also maintain a fun attitude about it. However, we you do finally get into a guild that raids and simply has fun raiding, the game is very challenging. The challenge doesn't come so much from the game, but from learning to cooperate and improvise with your guildmates to beat something you could not possibly hope to do on your own. Every boss has a key strategy, and the fun is in executing that strategy as a group.

    3. Re:The success of WoW by The+Living+Fractal · · Score: 1

      WoW might be easy on the surface, but if you want to get right down to it if you want to be the best of the best it's not easy by any stretch of the imagination. Take it from someone who plays PvP. Skill is a requirement if you want to win. Sure, it's easy to level to 60, even 70, but that's the tip of the iceberg that is WoW.
      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    4. Re:The success of WoW by Opportunist · · Score: 1

      Well, it might be that I've been playing MMORPGs for about 10 years now (kinda scary, I wasted a good deal of my adulthood...), but WoW is no challenge for me. Sorry. Yes, that includes the various raids. Some bosses require an attempt or two 'til you get used to his specials and timed attacks, but generally there are no surprises.

      That's not to say it was different in other MMORPGs. And I also don't claim that this is a bad thing. It's quite relaxing and sometimes I ponder going back to WoW. In contrast, raids in EQ were most certainly no pleasure and no entertainment, they were hard work. They were a torture, made by sadists for dedicated masochists. And while it's awesome to see a good heal chain at work, getting one to work is tedious at best.

      And that's what put a lot of people off. People don't want to work for their rewards. Especially not when what they do is actually for leisure, relaxation and entertainment.

      What puts me off is that there's little to no skill involved anymore in MMORPGs. Don't get me wrong, but I doubt many would argue that being a "good" WoW player takes any kind of talent. At worst, it takes time to get the timing down.

      And yes, I'm an elitist bastard in that way. When I have something, I want to enjoy the feeling that it's not something everyone can have if he puts enough time behind it. I want something that I can have and some people won't ever get 'cause they're not "good" enough, and never will be. That's what I play for. And it seems that MMORPGs aren't anymore for me.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:The success of WoW by Terrasque · · Score: 1

      Yep, its easy. Way too easy. You can make it challenging, and fun, by setting the bar a bit higher yourself. Like for example, doing an instance made for 5 people with only 2 people, or fighting 4 enemies at the same time.

      That's no excuse, tho. The game itself should focus more on challenges and less on grinding. "Hard" in wow now is things like "kill 500 of a certain type", and rarely "kill this hard one" - and 99% of those can be done with help. Even those that could be done (albeit a challenge) solo is usually marked as group quests.

      Hard means "put more time into doing it" rather then "a challenge to do".

      An example on more skill based gameplay could be: instead of "get x xp" to gain a level, you face a mob in a kind of arena alone, and have to win to gain the next level. This will of course get progressively harder compared to your level as you rise in levels. The first fight would require little more than being able to control the basics, but at the end you will need complete understandig of the game mechanics and your character, plus good gear and a bit of luck.
      This will also add a bonus to veterans that could get to a comfortable level fast, instead of killing x00 mobs with the challenge close to nil. And when people meet their limit, its time to go out and grind, get some better gear, and learn some more.

      That is just one example of how to go from time based challenges to skill based challenges. And I really hope some MMO tries something like that some day.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    6. Re:The success of WoW by Opportunist · · Score: 1

      PvP is a completely different kind of beast. Unfortunately, unless you're playing on a PvP server, the PvP in WoW is utterly pointless. At least when you compare it to other games that revolve around PvP, like DAoC or (early) AO and were built for that.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:The success of WoW by Opportunist · · Score: 1

      Sorry, would not work.

      The way WoW works does not allow it. Hitting isn't even too dependant of facing. Spells don't break due to a hit. There are almost no positionals. There are no combos.

      WoW is a game of level and chance. With gear substituting for levels. There's no need to "kite". There is no "twisting". There is no stun-step-backstab. How would you plan to implement some kind of display of skill?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    8. Re:The success of WoW by Terrasque · · Score: 1

      Oh, lots of ways. Generally, try to make the player push his limits. For example, take wow, and lets take hunter.

      Make a mob. Let him be powerful enough to 2shot you. Make him move slightly faster than you, ignore pet, and let him have one slow casting ranged damage spell (2 sec). So, you need to keep distance from him. If you use aspect of cheetah, you need to go out of it at right times. if you use tricks to slow him down (trap, conc shot) you need to keep it up constantly.

      That's one simple example. And I think it would be around lvl 30 in challenge.

      As for other things, take a look at http://video.google.com/videoplay?docid=5767167495 196384205 for some good pve mage playing. Some of those would be really nice challenges, and not something everyone can do. And I think you could make it more challenging than that again :)

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    9. Re:The success of WoW by Opportunist · · Score: 1

      Anyway, I doubt it has any chance to fly, ever. WoW's goal is to make the game accessable for everyone.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    10. Re:The success of WoW by alexgieg · · Score: 1

      I'd love to see this, provided it wasn't for every level, but only for "key" levels.

      For example, WoW has a lot of very nice dungeons suited rougly for level brackets (10-19, 20-29, 30-39 etc.). It would be amazing if, to be able to pass from, say, 39 to 40, you had to have the best gear available from the dungeons in the 30-39 bracket, then join a groups of other 4 player in the same situation (no players with higher levels allowed) for you all to complete a very difficult quest, and once it was completed, you all would receive level 40.

      Too bad it's not done this way.

      --
      Conservatism: (n.) love of the existing evils. Liberalism: (n.) desire to substitute new evils for the existing ones.
    11. Re:The success of WoW by The+Living+Fractal · · Score: 1

      Different beast or not it's still an important part of World of Warcraft. For many players they only do PvE to get to max level so they can PvP from then on.

      And I wouldn't agree that PvP on a PvE server is pointless. Battlegrounds, Arenas (instanced and outdoor), and outdoor PvP objectives are still fun on a PvE server. Not to mention that you can still raid faction cities on a PvE server. It happens on mine. For example: One time a few friends and I grouped up and went to the Alliance outpost Honor Hold in Hellfire Peninsula. We flagged PvP via /pvp and proceeded to slaughter the town NPC guards. Well, it wasn't long before there were a bunch of Alliance players lurking about. At first they were just watching (a lot of them were level 59-61 and I was a level 70 Warrior with an epic 2h... I could kill them easily in two hits) but soon they reached a critical mass. One of them tried to attack us and the rest joined in. At that point the game was on. Our small group of players managed to slay wave after wave of the low level Alliance. Then the level 70 Alliance started to arrive, after hearing of the situation. Things turned against us and we found ourselves vastly outnumbered. We had no choice to end the assault.

      But all through the evolution of that day's attack it was fun. It felt like a real attack on their outpost. Especially since they all started getting PvP flags and we could really start to hinder their normal play.

      Anyway, point is, you can call PvP on a PvE server pointless. But you'd be wrong.

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    12. Re:The success of WoW by Hubbell · · Score: 1

      PVP should be more about a player's skill, not his class/item/level. In wow if someone is 5 or more levels lower than you, odds are you are going to rape them, especially if you have the best equips for your level.

    13. Re:The success of WoW by brkello · · Score: 1

      I don't think you actually played WoW. I mean, you probably leveled up a character...maybe made it to 60/70...did a few 5 or 10 mans. But I can guarantee you didn't do raiding or do competitive PvP. That is where "hard" is. If there wasn't anything that was hard...raiding guilds wouldn't exist because it would be so easy everyone could just pug it. So no, you don't know what you are talking about. (And I am not defending it out of addiction...I quit a few months back)

      --
      Support a great indie game: http://www.abaddon360.com
    14. Re:The success of WoW by Chris+Burke · · Score: 1

      WoW isn't an (F|T)PS, it's an MMORPG. Diablo II is a famous Blizzard RPG, and I'm certain that many of them were anxious for WoW since it is basically Diablo Online. There are a lot of people who aren't just fans of Warcraft or Diablo, but of Blizzard games in general since they are usually extremely well made examples of whatever genre they are in. Fanbase certainly counts for a lot.

      --

      The enemies of Democracy are
    15. Re:The success of WoW by Opportunist · · Score: 1

      Well, and what did you get out of it? A story to tell. Ok. If that's your kinda thing, fine.

      I wouldn't really be satisfied with it. And what I still don't enjoy is that item dependency and the "have - win / have not - lose" binary logic. There is NO way in hell for a lv 65 to floor a lv 70. Provided similar equipment, since, as I pointed out earlier, equipment is nothing else than a level replacement.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    16. Re:The success of WoW by Terrasque · · Score: 1

      I did zg and mc. They weren't hard. They just took time. The hard part was to get people to actually think a bit.

      As for PvP, not hard, not really. Just another grind with slightly smarter opponents.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    17. Re:The success of WoW by Cederic · · Score: 1


      To the hardcore MMOG player WoW instances are easy. But only if they're in a guild with similar players.

      Many of the boss fights in instances are technical in nature, requiring people to pay attention and play well. Finding 39 other people capable of that was very hard. Finding 24 other people now is also hard, especially since guilds are sized around 40 player raids and the less capable guild members must also be given the chance to join in.

      But WoW does still hold some challenges for the top players. Try Heroic instances with a PUG. Try Heroic instances as a hunter. Lets face it, hunters are easy-mode for 70 levels. Get into heroic 5 man instances as one, and you'll be using 20-30 abilities in a single fight. That's not easy mode. That needs in-depth knowledge of the class, great reactions, a good link and good teammates.

      Maybe MMORPGs aren't for you any more. But don't dismiss WoW unless you've completed Mount Hyjal in the Caverns of Time. Because that's not easy.

    18. Re:The success of WoW by Opportunist · · Score: 1

      To be honest, we dumped WoW after 3 months. We were through. Granted, that was shortly after release, so there wasn't THAT much to be done to consider yourself as the "have it all". Maybe it would warrant a look back and a retry.

      But unless the new encounters are more challenging than what was available at the launch, coming back would be a waste of precious time. I might have a hard time convincing my crew to switch over again. 'cause, as you put it, PUGs are to puke. Yes, I do expect people to know their role, to know their characters, to know their spells and the timers, to know just when a mez runs out and just how long a stun lasts, to know how much oumph they may press into a spell without drawing aggro, and so on.

      That's no display of good play, that's a basic requirement to me.

      Did I mention that I'm an elitist bastard when it comes to MMORPG groups?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    19. Re:The success of WoW by Cederic · · Score: 1


      Ah, you missed out on BWL, AQ40, Naxxramas and all of the TBC stuff then.

      The bosses got far more interesting in the later patches, and check out the worldwide progress of the top guilds in TBC compared to the time it's been out - while the levelling continues to be quick, easy and fun, the end-game content very definitely challenges hard.

      You do need to avoid PUGs still though :)

    20. Re:The success of WoW by Anonymous Coward · · Score: 0

      That would suck. One of WoW's strong points is that you can level to 70 without ever being in a group.

  18. "[...] there's more to it than WoW." by morari · · Score: 1

    Like other MMOs! Seriously, I'm really starting to think that Warcraft's popularity was the final nail in PC gaming's coffin. It was already becoming rare to see anything truly great released, and now even more-so that MMOs are at the top of everyone's list of "regurgitated crap to release". At least Age of Conan sounds to add some *cough* new *cough* features and will be set in a universe one could care about. But even at that, I have a hard time seeing how people can justify regularly PAYING to play a game unless they are indeed playing it near non-stop. A habit I have unfortunately witnessed up close and found to be quite annoying. I'm just glad that Quake II actually took some skill, otherwise I might feel as if I had been wasting my time on constant deathmatch back in the day...

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    1. Re:"[...] there's more to it than WoW." by Puff+of+Logic · · Score: 1

      ...I have a hard time seeing how people can justify regularly PAYING to play a game unless they are indeed playing it near non-stop. A habit I have unfortunately witnessed up close and found to be quite annoying. I'm just glad that Quake II actually took some skill, otherwise I might feel as if I had been wasting my time on constant deathmatch back in the day... I justify it like this: even paying on a month-by-month basis (the most expensive option), WoW costs me the price of about two movie tickets, about five cups of coffee, or one halfway decent steak. In exchange for that, I get to play in a large cartoony world with lots of good friends without having to compete every second. I can quest if I want to or screw around exploring if I want to. There is no requirement to be 1337. And, to be honest, I think it's precisely for this reason that WoW is so popular. I've been playing games since they came on cassette tapes and I've spent a hell of a lot of time playing FPS games like Quake and Enemy Territory. So, from one guy who's been at the top of FPS game rankings to another: stop assuming that just because you don't like MMO's, they don't take skill. Sure, WoW isn't a twitch game, but it is a deeply immersive game that's just plain entertaining if you can manage to relax a bit.

      Also, Warcraft is hardly "the final nail in PC gaming's coffin" you suggest. WoW has a lot of people gaming who weren't gamers before. It's somewhat like the Wii in that respect, which is incidentally another system that "hardcore" gamers are bitching about. In my experience, a lot of the folks who are getting into gaming this way tend to be someone older (thirties and onward). Personally, I can't think of a better way to turn a household into a gaming household than to have one or both parents enjoy gaming themselves. So, I think WoW and its ilk will in fact bolster gaming, PC and otherwise, as we finally get multiple gamer generations. Finally, it has always been rare to see anything truly great released, so it's hardly fair to blame this on MMOs. There has always been some innovative game that comes along and then has the crap copied out of it. Arguably, Company of Heroes is an incredibly well-done and massively tweaked rip-off of Dune, but damn I've enjoyed it! And there are some awesome games on the horizon, so I'm not giving up my PC gaming rig just yet.

      cheers.
      --
      P.P.S. I'm doing Science and I'm still alive.
    2. Re:"[...] there's more to it than WoW." by Anonymous Coward · · Score: 0

      Yeah Funcom is practically the only company that has innovated after Everquest. To illustrate my point, just consider any MMO right now that is using "instancing" (LotRO, WoW, etc). Well, that's Funcom's AO innovation. And the other players are STILL just *barely* incorporating that into their games in very basic fashion. While their competitors are still swiping Funcom's 6 year old innovations, they're actually evolving the state of the genre by taking MMOs to their logical extension: fully supported massively multiplayer real time action games (i.e. of the quality and depth one expects from single player games of the sort), instead of turn based EQ/MUD-like games with 3d graphical interfaces (EQ, WoW, LotRO etc). As time goes on, more and more will focus on interaction with one's character instead of interaction with the GUI and keyboard (which is the main focus of the turn based EQ-likes). And six years from now, the other players in the industry will probably finally catch on. It'll be nice to actually play something that's not just a producer-forced Everquest clone for a change.

  19. What is SWG doing there? by Jare · · Score: 1

    Some marketing drone must have earned his money, to make someone believe that SWG is significant, growing, or a "future competitor". The only game SWG is trying to defeat is SWG itself. I don't really believe there's currently any game (announced or released) that has a remote chance to dethrone WoW, but to say that SWG is a contender is ludicrous.

  20. Re:How do you beat WoW at it's own game? by Pope · · Score: 1

    That reads like a Zen koan, not anything the Taoists would write.

    --
    It doesn't mean much now, it's built for the future.
  21. End of this year by wilsonthecat · · Score: 1

    We have plenty of potential "WoW killers" due for release at the end of this year: Team Fortress 2, Crysis, Warhammer Online, Unreal Tournament 2007. They may not steal all of the player base (the hardcore people who play relentlessly for minor equipment upgrades), but I would bet a few dollars to say these games will make a serious dent on the population of WoW. That is unless Blizzard are crafty and manage to get another expansion out by then, which is doubtful.

    Although the upcoming patch for World of Warcraft is pretty much offering more of the same and has been 5 months in the making, and WoW players seem to be particularly apathetic about what Blizzard provide them with in the way of content - Blizzard say they prefer fixing bugs rather than producing more content - seems to keep the majority of the wow addicts happy.

    http://www.eurogamer.net/releases.php?platform=pc

    Shows all the PC games

    1. Re:End of this year by Zuato · · Score: 1

      The upcoming patch is bug fixes and new content...quite a bit of new content, actually. This is one of the things that Blizzard does that keeps WoW players coming back, err, addicted. They add new content for free periodically. It may not be the greatest game ever made, but it is accessible, is based on previous computer games and their lore, and runs on most computers. Yes, it helps to have a high end machine, just like any other computer game, but you can run it on machines that are older. As for FPS games, they won't steal many WoW players. I used to be hard core Quake, Quake 2/3, and UT until Diablo II came out. That pretty much killed my desire to play FPS games. Why? There was the feeling of progression (even though the game was very easy to beat). Same thing in WoW. Those marginal gear upgrades and new quests/storylines are what keeps people coming back.

    2. Re:End of this year by Avatar8 · · Score: 1
      I don't think we're going to see a "WoW killer" until we hit the next generation of gaming and something kills MMO's in general.

      Will all of those games pull people away from WoW? Yes, for a short term. Any non-perpetual game will distract someone for a week, perhaps a month, but in the meantime they'll keep their WoW account active, every night when they finish playing game X they'll log into WoW just to "check on things," and when they have finished game X they'll be right back in WoW.

      I've seen this happen numerous times since I've been playing WoW (beta, October 2004). Even when the Wii came out, people would log on late at night and say "The Wii is so awesome. It's a great system. LFG for MC." I'm predicting that if Blizzard's announcement is Diablo 3 or Starcraft 2 (RTS, not MMO) that we'll see a drop in WoW activity for a month or two until people finish them, but they'll still be checking in on WoW. My wife and I will likely get Diablo 3. If however Blizzard announces Starcraft Online and it does not "connect" with the WoW universe/accounts/servers, then yes, we likely will see a big drop in WoW subscriptions, probably by about 2 million (I suspect most will keep both).

      I went ahead and purchased LotRO to get in on the founder pricing. I've played it all of 3 hours so far. I see it as a fall back for those few times when I do not feel like playing WoW.

      We saw people predicting Ultima Online's death at the launch of every MMO. It is still going for their loyal player base. I seriously feel that WoW will still be going strong when it turns 10 years old as well.

    3. Re:End of this year by Jugalator · · Score: 1

      Not to forget the already announced "Diablo 3" from the makers of Diablo -- Hellgate London. A sort of spiritual successor to the game, with a much needed refresh in the environment and game style. To be released this summer. A sci-fi post apocalyptic Action RPG (= Diablo genre) set in a semi-instanced world with heavy RPG elements that can be played like an FPS. You can play it 100% cooperatively too, like some guy wanted here, and PVP would be consensual. The downside to the Slashdot crowd is probably lacking support for other operating systems than Windows. At least it won't require DirectX 10 though, but only support it. Hopefully it can eventually be made to work reasonably well in software like Cedega.

      --
      Beware: In C++, your friends can see your privates!
  22. An interesting thing to note about WoW's success by Anonymous Coward · · Score: 0

    I think one of the reasons WoW is so successful is full support for OS X, there are basically no games for OS X, so WoW just soaks up anybody who might want to play a more time consuming game that also is on a mac. Even at only 1 in 16 players being on a mac that's still about 500,000 subscribers. Personally I use a mac for all my general computer needs and then play on consoles, but WoW hooked me for two years (mainly since nothing worth playing in the console world), if there was another fun MMO I would have played that instead.

  23. How to Beat WoW at its own game... by MeanderingMind · · Score: 3, Insightful

    ...don't.

    You need only look so far as Diablo and Diablo 2 to realize that when it comes to addicting grindfests, Blizzard is king. Attempting to take Blizzard down on their home turf is a ridiculous goal, and one that should be abandoned by any MMORPG hopeful.

    I can't say I pay attention to subscription numbers, but to my knowledge the most successful MMORPG outside of WoW is EVE. EVE also happens to be fundamentally different from WoW.

    The problem with these companies is that they're trying to make "WoWLotR" or "WoWConan". They see WoW as a formula they can copy and make money from. What they fail to realize is that the "GTA Clone" strategy doesn't work with MMORPGS. Even if you were able to make a game as good as WoW was when it launched you're still 2 and a half years behind on new content updates, balance tweaks and cosmetic upgrades. Even if you can make the game as good as WoW is now, you still don't have the 8 million strong playerbase. Your game literally needs to be significantly better than WoW straight out of launch.

    No, you can't beat WoW at its own game. You can wait for it to eventually fade and then stab it when its weak, but that's a long ways off yet. If you want a successful MMORPG, it needs to be different from WoW. It needs to do the things people wanted from WoW but didn't get. I doesn't even have to be in a fantasy setting. I know I'd enjoy a Dynasty Warriors MMORPG, were it done right (we probably don't have the technology to make that as awesome as it could be, sadly).

    In summary, trying to beat WoW at what WoW does best (it's own game) right now is like trying to beat an olympic athlete in a marathon when they have an 8 mile head start.

    --
    Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    1. Re:How to Beat WoW at its own game... by NeutronCowboy · · Score: 1

      Good points - and I'd like to expand on one of them. If you make a game like WoW, you're guaranteed that you won't be as successful as WoW, because every last WoW player who has at least one character that is level 60+ won't be interested to starting from scratch in a game that is similar to the one he/she is currently playing.

      You want to beat WoW in terms of player base? Make a better game that fixes its most glaring problems (PvP being one of them, easy mode another, no player content another). That's the only way you're going to succeed. I've got to admit, Blizzard stumbled on a gold mine here: they managed to not only craft a successful game, but also to lock out any competitors from stealing their player base with a similar game.

      --
      Those who can, do. Those who can't, sue.
    2. Re:How to Beat WoW at its own game... by MattW · · Score: 1

      Hopefully, Bioware will put the RPG back in MMORPG.

    3. Re:How to Beat WoW at its own game... by Anonymous Coward · · Score: 1, Interesting

      If you knew anything about Funcom you'd know that WoW only exists by their courtesy (since WoW uses instancing, which didn't exist pre-AO), and that Age of Conan will hardly be WoWConan. For one thing, the combat is real-time action, not EQ-like keyboard whackamole, there is no auto attacking (so it's like Oblivion or Mount & Blade in terms of combat), it has a single player campaign up to level 20, it's violent and geared towards adults due to the nature of Robert E. Howard's writing (decidedly NOT like WoW, which mind as well just be named Candyland).... The list goes on, and basically all of AoC is defined by the fact that they aren't making an EQ-like (WoW etc.). Considering Funcom is the only company that has innovated in MMOGs in the past 10 years, I doubt very much that AoC will be anything close to WoWConan (dunno if it will be successful, but one thing is sure: it will actually have gameplay, unlike WoW(and by extension, all EQ-likes)). Likely we'll see Blizzard cheaply ripping off AoC for their next game, like they did with AO (instancing) and EQ (all the rest of the so-called "gameplay").

    4. Re:How to Beat WoW at its own game... by MeanderingMind · · Score: 1

      To my knowledge features in video games are not patentable, and even were they if another company can build their own version from the ground up while proving they did not at any point reference the patent (good documentation of the development being a must).

      While instancing helps make WoW a lot of what it is, I don't believe it means that WoW relies upon the good graces of FunCom to continue operating.

      Concerning AoC directly, there isn't enough known yet. I'm aware of what differences have been released to the, but what's lacking at this point is definitive contrast. We hear about the interesting combat system, the formations, the single player game (prior to level 20) etc, but at the moment it's about as weighty as anything the SWG representative said. I'm not convinced from what I've heard that AoC is above the title of WoWConan.

      If I were to list the three biggest issue I have in WoW, they would be as follows: Time investment ruling over skill, lack of player impact on the world (Doing quests or winning PvP battles means very little), and grinding.

      A new combat system is nice and welcome, but it doesn't sound like an answer to any of my WoW-based concerns. If I'm fighting Kounnan who has seeking snake arrows because he can invest 20 hours a day into the game, and I have a wooden mace because I can invest only 1, the skill in the combat system becomes rather irrelevant.

      The idea that forcing players to reach level 20 will weed out the "newbies" is naive. Going by CAD's definition of "newbie", they aren't the "problem". It's the "n00bs" or players who aren't willing to abide by basic social ettiquete or accept that they don't know how to play who are an issue. Newbies will learn in either case, perhaps even quicker with other players. N00bs won't learn regardless. In the best case scenario, no one has to bother teaching the newbies how to play (and we'll still have n00bs). In the worst case scenario, you've created a needless grind to 20 in order to reach the MMO portion of the MMORPG, and simultaneously generated another cash cow for power leveling services.

      The burden of proof is on Funcom to prove that AoC is different from WoW. There are a lot of interesting features they're bringing to the genre from drunken bar fights to sieges. However, there's very little listed thus far that couldn't possibly be a part of any other "EQ-Like" MMORPG. The way classes, PvP, and the story are said to be done do not address my issues with the MMORPG genre as it stands.

      If Age of Conan can break from the three problems I listed, I'll accept it isn't another "EQ-like" MMORPG.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    5. Re:How to Beat WoW at its own game... by brkello · · Score: 1

      Eve is horrible...and a far cry from second. It attracts a differnt crowd...the elitist prick types that think they are too smart for WoW. When all they are doing is playing an excel spreadsheet with a GUI interface. The servers can't even handle any large scale battles and PvP amounts to people camping at gates to kill people that have no way to defend themselves. It's broke.

      --
      Support a great indie game: http://www.abaddon360.com
    6. Re:How to Beat WoW at its own game... by tolomea · · Score: 1

      Active accounts is a little over 170,000 making it quite small comparatively.

      Peak concurrent users on one server (there is only 1) is 34,420 which totally blows anything else away. 30k+ is quite common, for example in the last week the highest peak was 31,706. http://eve.coldfront.net/status/tranquility

      As for big battles which is the first thing everyone things of when you say space MMO, they are frequent among the big alliances, these are run by older players but most gladly accept newer players and some are almost entirely newer players using what effecting amounts to a zerg rush tactic. The server can usually handle 50vs50 battles fine, 100vs100 gets a little dodgy and 200vs200 is a total lag fest, but at least they fixed the problems where 200vs200 would bring the server node in question down.

      Oh and warping into a big battle as part of a fleet feels just like f-ing starwars, and is very very cool.

  24. You mean UO? by GeekDork · · Score: 1

    All there, old man... Origin had that long before Blizzard even started to read documentation for networking.

    --

    Fight hunger. Filet a politician and send him to a 3rd world country of your choice.

  25. Step 1: better artwork, not better graphics by Anonymous Coward · · Score: 2, Interesting

    I see these games, with their bump-mapping, realistic shadows and high-poly models. One or two screenshots is all I need to know that I don't want to play them. Game designers need to realize that graphics are more about art than technology. I don't care how realistic the shadows are, if I'm forced to walk around in some drab, grey world, carrying generic swords taken out of some cheap Maya Model Pack.

    The quality and imagination of the artwork in World of Warcraft is one of the main, and often-overlooked, reasons for its success.

    1. Re:Step 1: better artwork, not better graphics by Avatar8 · · Score: 1
      Excellent point! (If I hadn't already posted, I'd mod you up 2 points.)

      Most people miss the difference between graphics and artwork. I missed it myself until a few years ago.

      People asked me why I never played EQ. My knee jerk reaction was "I hated the graphics." They came back with "What? The graphics are awesome." Technically, yes, EQ graphics were awesome: high polygons, high shading, decent models. It was the artwork that I didn't like. I despise most games that try to look realistic... and miss, terribly.

      I truly enjoy Blizzard's artwork, I always have since the original Warcraft. Does it look real? No. Can you tell what it represents? Yes. Does it look like something from a fantasy world? Definitely. Can you stand to view this artwork for hours a day/night and not get tired of it? Absolutely. Will this artwork need "upgrading" in 6-8 years when technology has surpassed it? No, not at all.

      One of the (many) things I disliked about D&DO: the characters looked like a photo face pasted onto a paper doll. LotRO looks nice, and it, too, is all about nice artwork not trying to be realistic. Is it better than WoW's artwork? No, but it's different. Guy at work wanted me to play LotRO for the sole purpose of seeing the shadows and reflections. I got into the game and barely noticed them after 10 minutes. Thankfully the story and play held my attention longer. :-)

    2. Re:Step 1: better artwork, not better graphics by Jugalator · · Score: 1

      That's so not true for me. For me, good quality graphics are great for immersion, and a nice bonus on top of a solid foundation of gameplay. They're anything but mutually exclusive, and a major problem I dislike WoW is because it feels like I'm playing an interactive cartoon.

      --
      Beware: In C++, your friends can see your privates!
    3. Re:Step 1: better artwork, not better graphics by Anonymous Coward · · Score: 0

      Not everyone goes for kitschy overcolored scenery. I can see how it would sell better on the mass market though. Joe Consumer likes shiny things!

    4. Re:Step 1: better artwork, not better graphics by WilliamSChips · · Score: 1

      Good artwork and good graphics aren't mutually exclusive, but too many games are trying to imitate Doom3's "realistic" darkness, which gets annoying quickly much the same way as BSG's shaky camera does.

      --
      Please, for the good of Humanity, vote Obama.
  26. Conan is for adults - no kids - no, wait... by Anonymous Coward · · Score: 0

    "[Conan is] for adults," he said. "We did not want to be a teen-rated game, we wanted to have the possibility of making a game that takes the licence seriously."

    Translation: It will have gore and nudity.

    "Players want to be more active in combat and know that their skill as a player matters," said Mr Godoger. "There's no auto combat, you have to do all the running and attacking as you sit there."

    Translation: Better have the twitch reflexes of a 14-year-old (who will be here for the gore and nudity).

  27. MMORPGs aren't just games... by bigwave111 · · Score: 2, Insightful

    WoW, aside from being a well polished, easily accessible game has more going for it than fun gameplay. WoW has become a social community, many of whom spend time talking on Vent, many of whom are college roommates or friends who all play together and actually keep in touch, not only through facebook or myspace, but through WoW. WoW is a social game and to say that other games are going to pull away users...well I just don't see it happening.

  28. Nuke the grind by jollyreaper · · Score: 1

    The grind is the worst part of the MMORPG experience. The existence of the grind is understandable: there's only so much material that the designers can create so the grind is a way to extending gameplay. But it's just not fun.

    The only game I can speak of from experience is EVE Online. They solved one half of the grind problem by using training rather than leveling. You train skills in realtime. Even if you don't have time to play the game for a week, the skills are still training in the background. So someone with a job and a college student who have been playing for three months will both have comprable skill levels but the college student will have more cash.

    The second half of the problem is cash. In EVE, losses hurt. Lower level ships may only cost a few million but better ships can easily cost hundreds of millions, plus all of the equipment you put on it. This can represent the profit of weeks of playtime going up in smoke when a battle goes poorly. You don't respawn, you don't pay a nominal fee to "repair" the ship, it's gone. What makes this so irksome is that profesions in EVE boil down to grinding. You can mine roids, you can hunt NPC pirates in asteroid belts, you can run missions, but it all becomes a tedious chore after a while. For most veterans, the fun stuff is pvp. The downside is that you have to grind to make good those losses. Proponents of the "serious loss" style in EVE say it helps deter immature gamers from ever joining up but that claim has been disproven many times. The other bonus is the adrenaline rush you get when you're putting it on the line with an expensive ship. The pulse-racing experience cannot be replicated in a traditional game where you can just reload when something goes wrong.

    It's tough to strike the balance with these sorts of games. You can spent 10 minutes or 10 hours playing Counterstrike and it's non-stop run and gun but you aren't building towards anything bigger. The RPG's require a lot more time with the idea that you're building towards something but you end up suffering from play mechanics that have ceased to be fun, thus a grind. What's more, games seem to go through severe creative lurches. You see a flurry of development before launch and then the effort tapers off, new features coming along once in a blue moon. Players can't really debate the decisions made before a game goes public but everyone has an opinion once they're in the game; fixing one problem gores somebody else's ox.

    The best idea I can come up with for a game that makes death count but doesn't add grind would be one that gives a player a certain number of respawns per day. You can earn cash by playing. You die, you lose a respawn. You can buy spare spawns with your cash but it's expensive. For the casual player, they'll be using the free respawns. The more hardcore player will be earning the cash to pay for spare spawns. This can give provide the adrenaline jolt "serious loss" gamers are looking for without necessitating a huge grind for casual players.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:Nuke the grind by otis+wildflower · · Score: 1

      The only game I can speak of from experience is EVE Online. They solved one half of the grind problem by using training rather than leveling. You train skills in realtime. Even if you don't have time to play the game for a week, the skills are still training in the background. So someone with a job and a college student who have been playing for three months will both have comprable skill levels but the college student will have more cash.

      EVE loses because there's no "miniclient" that would let me keep track of non-3D stuff like training while at work. Ideally such a miniclient would be a web interface to stuff like inventory, training, anything you could do while just sitting in a station. But no, I have to fire up the whole 3D thing on my junky worktop and fight firewall rules and whatnot :/ (and I don't need this in WoW because skilling/XP isn't schedule-based...)

      Also, no Mac OS X version.

      Also, and this is the dealbreaker, no proper stick-jockey combat ala Elite.

      (and don't ask about system gryphing...)

    2. Re:Nuke the grind by GoNINzo · · Score: 1
      Er there is something to keep track of your skills, EveMon. The rest, you don't really need if you're not in game. heh

      And nope, no multiplatform client, though there are a bunch of people running it on linux via Cedega.

      And you don't need a 'stick' when you have a mouse. It's more strategy than twitch shooting, though the twitch element is there. (Recently lost a t1 cruiser because I didn't get the nos on the assault frig fast enough.)

      --
      Gonzo Granzeau
      "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
    3. Re:Nuke the grind by otis+wildflower · · Score: 1

      Er there is something to keep track of your skills, EveMon.

      Unless things have changed, I can't use this to make changes to learning, so for example if I work a 10H day and my skill completes 2H into the day do I have to f--king drive home and kick off another skill or lose 8H?

      And while on the topic, why can't I just pick some advanced skill, wait 30 days, log back in and have it? It seems like artificial busywork to me to keep on having to login all the time if I have already gotten the necessary skillsofts and all it takes is time to complete the learn..

    4. Re:Nuke the grind by GoNINzo · · Score: 1
      yeah, god forbid you have to log into a game and play it.

      You do realize you can set longer skills, and plan it around your schedule. Evemon helps with that. And yeah, there are a lot of 2 hour skills, but you're past those pretty quickly, usually in a month. Then you're into the couple day skills. And you don't have to complete it, you can switch skills mid training. I'd take that over grinding those sames skills by killing the same thing over and over again.

      I guess you didn't play for very long, it's not a game for everyone. For instance, BS 5 takes 35 days for most people, so, yeah there are advanced skills like you describe.

      --
      Gonzo Granzeau
      "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
  29. Well ask someone who played them all by SmallFurryCreature · · Score: 3, Informative

    The oldest first, Star Wars Galaxies. Yes its launch was bugged, yes bugs took for ever to fix and yes SOE changed the nature of the game, in my opinion ruining it, with the CU and the NGE. Yet it remains one of the most ambitious titles. Player controlled economy with all equipment obtained through crafting NOT looting, yes this could mean that a new player who wasn't socially capable enough to find existing players, had a hard time getting the money to buy the equipment. I personally have helped plenty of newbies to get their decent starter kit. SWG had a nice community. It also remains alone in allowing you to combine classes as you saw fit. Sure, this did lead to some people trying to spec out uber combat classes and to wich SOE made the fatal mistake of them upping the high level content to those specced out players. Yes the doc-buff was the death of grouping BUT it tried.

    A typical SWG quest, oh wait, nobody bothered with them because although some had nice writing the XP and loot sucked and so why bother, RPG for the story? Not in MMO land mate.

    Everquest 2 too tried. FULL SPEECH! Read that again and realize that in 2007 NOT ONE SINGLE MMORPG EXCEPT EVERQUEST 2 HAS SPOKEN TEXT FOR ITS QUEST GIVERS. 2000 called, they want their text bubbles back. It also tried a new crafting system and upped the stakes in the graphics department. It didn't work. EQ2 is a nice enough game but it is also evercamp squared. A typical EQ2 quest goes like this. Kill 20 X, turn in, Kill 20 X, turn in, Kill 20 X, turn in, Kill 20 X, turn in, Kill rare spawn that only spawn on days with no y.

    And then SOE changed the game again, the running animation now looks like an old fashioned slapstick and the death penalty was made so light it barely matters.

    Next, there is WoW. A little known MMORPG that is managing to hang on somehow. Blizzard is to MMORPG's what Microsoft is to desktops. It does nothing new, it copied everything it does from everyone else and still it absolutly dominates. Does it have less bugs? No, read the forums, did it have an untroubled launch? Like hell, does it have excellent customer service? Still read the forums.

    Its gameplay is a throwback to the orignal everquest with absolutly nothing new added. And yet. Something is right. (something is also wrong, but I am coming to that).

    EVERY single SOE game has an engine that is claimed to be future-proof wich is why your computer right now will choke on it. Apparently nobody at SOE realized that a future proof engine is of no use unless the game itself has a future.

    The WoW engine is NOT futureproof. Blizzard used an engine that computers of that day could run. Its relativly low power is hidden masterfully by their choice of art direction (hint to SOE, you need some) and it works. To a point. I am not alone in simply NOT like the graphics after prolonged exposure. It is worthy to note that of all the major MMORPG's in the west WoW is closest to the korean ones in the lack of being able to customize your avatars basic looks. Well I say avatar, WoW players tend to think of it as toons.

    WoW is Everquest Lite done decently. It says a lot about the MMORPG market that this is high praise indeed. What turns people off sooner or later is that WoW copied everything from everquest including evergrind and evercamp. These things I could have done without.

    A typical WoW quest goes like this. Loot item from X by killing it. Oops that one didn't have it, kill another, and another and another and another (repeat for several hours).

    Next, another SOE title. Ambitous, certainly, trying new things, absolutly. Bugged, oh hell yes. I am talking offcourse about no other game then Vanguard.

    More races then any other game and although a cynic might claim most are just color variations, they do have different starting areas/stories. More classes as well. An extra gameplay option in the form of diplomacy. A future proof engine (hint looks great, won't run) and lots of potential. And bugs. Lots of bugs. Basic stupid bugs that

    --

    MMO Quests are like orgasms:

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

    1. Re:Well ask someone who played them all by Remus+Shepherd · · Score: 4, Funny

      Oh and another sad comment on MMO's, this is the one and only MMO to have women who run using their hips. If nothing else, Vanguard will go down in history as the first MMO ever to have a good walking animation for the females.

      Haven't seen Vanguard, but have you seen Guild Wars? The females in GW are very well-proportioned and well-animated. GW may have the highest 'pixellated boobie rating' of any MMOG out there, with excellent and attractive character designs.

      This is important if, like me, you choose your character build based on what kind of backside you want to watch running across the landscape for hours on end.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    2. Re:Well ask someone who played them all by otis+wildflower · · Score: 1

      And then there is Lord of the Rings Online.

      Mac OS X?

    3. Re:Well ask someone who played them all by Dputiger · · Score: 1
      SmallFurryCreature,

      What the hell did English ever do to you?

    4. Re:Well ask someone who played them all by Avatar8 · · Score: 1
      All what? SOE games? Looks like that's all you covered. Yes, you seem to be an expert on Sony's many shortcomings and foul-ups.


      All MMO's? You fell way, way short.

      I haven't played them all by any stretch. I'd be impressed at someone who did and was able to maintain the job to afford all of them. :-)

      I received most of my experience from beta testing.

      • Ultima Online - played 1997-2005
      • Asheron's Call - beta
      • Dark Age of Camelot - beta, played one month
      • Star Wars Galaxies - beta and the "return to SWG" free 10 days a few years later
      • Lineage - beta
      • Shadowbane - beta
      • Anarchy Online - beta
      • WoW - beta, played Nov. 2004 - present
      • Dungeons & Dragons Online - beta
      • Lord of the Rings Online - beta, presently playing
      I'm sure I've forgotten a few, too. I tend to cover more breadth than depth, a very typical trait of casual gamers. I play WoW the same way: one of every class across a few servers, no 70's yet, but 65, 62, 61... etc.

      I think the broader experience gives you a better idea of the entire genre, what's been tried and failed, what's been successful and where is this genre taking us in the future.

      Like I said, I don't claim to have "played them all." Until someone shows up who has played them all and has a reputable, professional statement about these games then our statements are just opinions like everyone else's.

    5. Re:Well ask someone who played them all by VGPowerlord · · Score: 1

      And did I mention no bugs? Oh no doubt there are some skills or weapons wich don't quite do what they say but mostly the game just fucking works.

      Really? When I last tried it (during one of the Betas), every quest I tried that involved escorting an NPC not inside an instance was bugged and refused to start.
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    6. Re:Well ask someone who played them all by acherusia · · Score: 1

      Amen. I only hope that someday game designers will start animating guys' asses with the same loving attention to detail. Girls want eyecandy too, damnit.

    7. Re:Well ask someone who played them all by snuf23 · · Score: 1

      "If you are asked to collect X from an enemy they ALL drop that item and X so far has not gone double digit."

      HAHA! Yesterday I had to do a quest to get 10 wolf teeth! So there!

      --
      Sometimes my arms bend back.
  30. Re:Reps for Star wars galaxies ? WHAT are they jus by Anonymous Coward · · Score: 1, Funny

    a NON game they screwed up SO bad to the extent that they even alienated the staunchest star wars fan ? go fuck yourselves off in some remote location please. In some remote location? You mean like "a Galaxy Far, Far Away..."?
  31. Re:How do you beat WoW at it's own game? by jollyreaper · · Score: 3, Funny

    If you have ice cream, I will give you ice cream. If you have no ice cream, I will take it away from you.

    This is the ice cream kaon.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
  32. Conference vs Listening..the great debate by Anonymous Coward · · Score: 0

    Been a long time running in the MMORPG market and each one is practically a study on the how and the how not's of putting one together. My only real problem is a market that says 'we are listening to you' but then seem to go the other way or generally just ignore you.

    The reason WOW is on top is beyond the pretty pictures and the raids and the new content....it is because they have an active and reasonable set of devs and techs who address issues that really really do not make the game fun.

    It is pretty simple...would you pay to be exploited by a mind numbing bug and not see it fixed or, worse yet, get the patented EQ 'working as intended'? Of course not! The reason why WoW is getting and keeping the numbers is the very reason why SWG, EQ, and the like are not keeping their base.

    Take the examples I mentioned:

    EQ - They had a huge base at one time. Plenty of regulars jumping in and attracting still at a trickle...but WoW loomed and EQ was avoiding facing the writing on the wall and trying to update their code. Yea, it could have been a major overhaul but instead they wanted you go out and purchase new software and new pricing for EQ2 (mistake). Now add that in to a customer service that from the beginning was a HUGE problem. Don't try to softsoap it, they knew it sucked and they told you to like it or lump it. Sure, there were customer based problems that could not be solved but the standard 'working as intended' response wore thing wayyyy too early. Also, flipping out most of your bug team to developing your new project was a no-no.

    Lessons learned:
    -Customers smell bullshit even over the internet...don't try to gladhand us and then think you are sly by nerfing things and not telling people. They WILL and DO know and will be very vocal about it.

    -Keep your CS up to date and fresh. Do not default to India, get people wanting to make a difference in the game and reward them for reporting bugs. Also, get a leader people can respect in CS. God knows Abashi became a joke amongst others for his thin skin on certain areas (if you got one like that, don't let him post)

    -Update your code. Don't make your base have to buy new shit when the old shit was working but you decided to 'force' your base to go over to a new system because you shifted 90% of your old devs into the new project.

    SWG: Christ, what a clusterfuck of idiocy. How can a patented and almost guaranteed 'seller' lose? Putting a project out too early for one. Don't even try to deny that SWG needed at least another year of dev before it came out. I was in beta and the boards practically screamed it daily...but they folded and released a buggy mess. Then of course there was no actual 'Star Wars' in SWG till the expansion, which seriously pissed off those rocket jockeys who wanted their own starship. Add to that the great 'Jedi' hunt...the pinnacle of a storyline that people aspire too and you have to do a bunch of professions to turn it on (BTW, saying you can become a Jedi on the box and not enabling the actual ability to do so for a year is not what I call 'good marketing'). Don't even get me started on the infamous action overhaul .

    Lessons learned:
    -Don't throw a game out there when your beta group is telling you not too in droves. Sure, a few niggling details is fine but that mess that SWG was broken and we knew it.

    -Don't half ass your base with promises of new stuff that should have been there in the first place.

    -MAKE YOUR EXPANSIONS WORTHWHILE. See the above reason. No one wants to shell out 29.99 for stuff that should have been there or is so small, its not worth the price.

    -Don't overhaul a system and fuck over your loyal base when there is no real reason. Like it or not, you folded trying to make SWG 'noob friendly', gutting a base of people whose very reasons for sticking with you was because it was tougher and hoping to capture some of that WoW loving. A happy medium would have been to introducing in easier ways to play for the noobs...not

    1. Re:Conference vs Listening..the great debate by otis+wildflower · · Score: 1

      Don't do projects on a bloated market. Give us a true reason to try something new...make it new. Hack and slash has been done to death, give us sci-fi, horror, historical, etc. Work to push new ideas. Where is the great 'zombie' MMO? The alternate history MMO? Research and don't be afraid to try something new

      Where is Gamma World/Fallout? Starcraft? Paranoia? Shadowrun?

      BTW, World of the Dead would be completely tits.

      And Mac OS X support please, Blizzard is ++ for that very reason..

    2. Re:Conference vs Listening..the great debate by Anonymous Coward · · Score: 0

      Urbandead.com is probably the closest thing you'll find to what an Undead MMO would and SHOULD be like.

    3. Re:Conference vs Listening..the great debate by dave562 · · Score: 1
      Shadowrun?

      Microsoft just killed the concept that Sixth World Games was working on. Maybe I'm just being a nay sayer but I don't think that the framework exists to do a game like Shadowrun justice. I think that vehicles would be the killer.

  33. FunCom doesn't have the formula by popo · · Score: 1

    FunCom and Blizzard come from different planets as far as culture and ethos, and IMHO its why FunCom will always be a second rate game company. (The industry will probably never forget the absolute disaster that was the AO rollout. I was personally one of the thousands in line waiting for a full refund for that atrocity). Unlike Blizzard, FunCom sticks to release schedules and predefined featuresets (among many other problems) which will always result in buggy gameplay and cut corners.

    What we have now in the industry is a few players who were successful *primarily because they were early to the scene* (FunCom being one. I personally hope Mythic isn't another, but they may be). These players really don't necessarily have the caliber to maintain their position and IMHO will vanish over time.

    So when FunCom says "The industry so needs competition to WoW" its very true. Except that FunCom isn't really in the running. The bar of quality and depth has been raised significantly by WoW, and the result is a black-hole which sucks players away from the competition. ArenaNet is still looking strong, and other contenders like LOTRO and DDO are looking good, but FunCom? No.

    --
    ------ The best brain training is now totally free : )
  34. Re:Polish is the Defining Characteristic for Blizz by moore.dustin · · Score: 1

    Starcraft was the only RTS game that had unique races and still had balance. War3 is light years away from being balanced. It is unlikely we will ever see another balanced RTS as it is it becomes harder and harder to do with every new unit and ability. War3, with its 4 races, was doomed from the offset. There are just too many things in the game now to ever find the balance SC has. The problem compounds even more with technology restrictions as well. SC pretty much had infinite units, which contributed to the ability to find balance. With all the new 3d engines, you cannot push that many polygons on the screen without severe frame lag. War3 instituted the unit cap and upkeep in order to promote the use of less units.

    With SC2 likely to be announced this month and hopefully as an RTS, we can only hope for some innovation in the genre to present something new in place of true balance. Blizzard learned their lesson with War3 and are unlikely to include the same shortcomings in SC2. Things like creeps, items, upkeep, resource limitation, and shops will all be re-examined and hopefully excluded from the game. Blizzard knows that the success of SC2 relies on the adoption of the game in Asians markets where it would be played competitively. They learned with War3 that it does not matter if it is from Blizzard or not, they will not support an inferior game when better game are still viable. The aspects of competitive Starcraft were not around in War3, which caused it to not be adopted. Not only did they add great focus to micromanagement, they took away from the macro aspect with upkeep, resource limitation, and low unit counts. SC had a much greater focus on macromanagement which yielded the ability to play the game different from a strategic standpoint.

    Ok rant off. To wrap, balance will never be achieved again because companies feel the need to have more and more in games in order to sell them as new and improved, but doing so is at the cost of balance. With every new factor, it becomes exponentially more difficult to balance the game.

  35. Re:Reps for Star wars galaxies ? WHAT are they jus by unity100 · · Score: 1

    suits me.

  36. Death penalties are stupid by Anonymous Coward · · Score: 0

    I don't really get people who want death penalties. Most of the time want something like an XP loss, which really just requires grinding to get back. Hooray for pointless timesinks?

    You're different. Item loss, eh? So what happens the first time I lose an uber +20 hammer of smiting because of a server lagspike? The only people who will tolerate that sort of nonsense are in the smallest niche of players.

    1. Re:Death penalties are stupid by Hubbell · · Score: 1

      That's why there shouldn't be uber weapons that will make or break a player. The best items should be PLAYER CRAFTED, and not require a tremendous amount of work to get so that only a set of hardcore players can control it, everyone should be able to get it.

    2. Re:Death penalties are stupid by Endo13 · · Score: 1

      I don't really get people who want death penalties. Most of the time want something like an XP loss, which really just requires grinding to get back. Hooray for pointless timesinks? He hints at it in his post. Death "penalties" (I hesitate to even call it "penalties" because there's certain things that should just naturally result from dieing...) matter a lot in PvP. If you have some consequences for dieing (instead of just a 5-minute corpse run) people are a lot more careful about being a griefing jackass. And a big battle where everyone can just res and come back for more in a matter of minutes really has no end; it just drags on until everyone's bored with it. There's a lot more to it than that, but that covers a few of the basics.

      You're different. Item loss, eh? So what happens the first time I lose an uber +20 hammer of smiting because of a server lagspike? The only people who will tolerate that sort of nonsense are in the smallest niche of players. He did say something about player-created items. And if you'd go to the URL he posted, you'd soon see that Darkfall is going to be mostly about PvP with a full-loot system, so if you lose something... well, you can just go kill the guy who took it and get it back. If you're good enough. Also, all items (in this game) will eventually wear out and break beyond repair, so no one's going to get too attached to their gear. Think of it like an FPS on an MMO scale, not like "a game similar to WoW". In fact, according to the developers this game will be designed in such a way that a veteran player with good gear and all his in-game skills maxed could lose to 3 or 4 players fresh from character creation - if they're good enough. So while there will certainly be some gear better than other, their won't be "an uber +20 hammer of smiting".
      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    3. Re:Death penalties are stupid by Anonymous Coward · · Score: 0

      Most of the best weapons in WoW are player crafted, this has been the case several times since release. Everyone cowered in fear of the arcanite reaper for the first 6 months, and with the expansion blacksmithing weapons reign supreme in pvp.

    4. Re:Death penalties are stupid by iteyoidar · · Score: 1

      He hints at it in his post. Death "penalties" (I hesitate to even call it "penalties" because there's certain things that should just naturally result from dieing...) matter a lot in PvP. If you have some consequences for dieing (instead of just a 5-minute corpse run) people are a lot more careful about being a griefing jackass. And a big battle where everyone can just res and come back for more in a matter of minutes really has no end; it just drags on until everyone's bored with it. There's a lot more to it than that, but that covers a few of the basics. When someone finally makes an MMORPG that can outsell WoW, it's going to be because they go against this sort of thinking. "I don't want players doing this/I need to balance this element of the gameplay, so lets counteract it with something that totally sucks." is widely accepted in the genre right now but goes against fun gameplay design. If someone can make an MMORPG that's actually fun to play, they won't need to pull players away from WoW because they'll have created a larger market by themselves.

  37. Re:An interesting thing to note about WoW's succes by wtfbbq · · Score: 1

    I think that reason would rank VERY low on the list. Not many people game with a mac and the customer base they are largely gaining (college students that think macs are special/unique/fashion statement) are usually too busy screaming about how great their macs are and would rather be dead then appear as a nerdy MMORPGer. However they still feel fine playing NES and ranting about how every game since has sucked, and that the Beatles were the best bang every and how all music since has sucked. Or maybe that was just my personal experience for the last 4 years... Reasons I feel WoW has succeeded: -older MMORPGer players were getting bored with the generic grind style game that had little content. -simple game play on the surface for younger players -complex setups when fully leveled determining what skills/gear to have for nit-pickers (the ones who "NEED" an extra .25%) -plethora of quests that weren't just: go here, kill 10 things, come back (sure it had many, but it also had others) -two well defined sides with well defined classes (not too few, not too many) -attractive graphic/art design -Simple PvP design -large and hard instances (although it originally didn't come with these) -warcraft legacy (although I don't think that is the main reason for success, if it was SWG would be the biggest) -it is the biggest and the most well known, it became like a snowball rolling down a hill, just kept growing bigger and at a faster rate The next successful MMORPG will occur when players have gotten udderly bored with WoW and another game comes out that bring out something that seems new or genuinely is new.

  38. Play LOTRO by SmallFurryCreature · · Score: 1

    You can't move for the WoW refugees who are sick of the endless raid. But I think it says a lot you name facebook and myspace. Like it or not, WoW is the 12yr olds MMORPG, and that loses its appeal if your not 12 anymore.

    --

    MMO Quests are like orgasms:

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

    1. Re:Play LOTRO by bigwave111 · · Score: 1

      I'm confused as to why you make a few of your comments.

      1. Facebook and Myspace are huge populations of people. Facebook, inherently, is for college students. Working at a university, I often see the amount of information and reliance students place on Facebook as a way to keep in touch. The second is Myspace. This is a haven for anyone, 12 year olds (and those who act like 12 year olds) included. But either way, both are social architectures that have boomed and are huge amongst teenagers and twenty-somethings alike. I can only assume that in all your expressed understanding of these two things, you don't use them.

      2. Every guild I've been in for raiding (two long-term) were all players in their 20's--some even were married who played with their wives (in and out of game). The twelve year-olds are easy to avoid--they can't spell and they're immature. Everything and every community has its undesirable aspects. You ignore the parts you don't like and embrace and involve yourself in the parts you do.

      I'll tell you what loses its appeal though--people who post sweeping statements that are horribly ignorant.

  39. Amen brother by SmallFurryCreature · · Score: 1

    I have the same basis for choosing my character, IF I am going to spend ages looking at it, it better have a nice ass.

    Yes I have played Guild Wars and yes it does look nice. If I remember right it even has boob animator for the female hunter. NICE!

    Sadly it the basic gameplay just never grew on me. The constant need to juggle your spells/skills around based on the area you were going into just got tiring.

    --

    MMO Quests are like orgasms:

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

  40. Eve Online by StCredZero · · Score: 1

    There is a real penalty for dying in Eve, and good teamwork can trump even the most expensive faction setup.

    PvP is the point, and flying together with pilots you respect and can count on is the real heart of this game.

  41. SWG let itself be beat... by djones101 · · Score: 1

    It wasn't LucasArts, well, not directly by changing game elements. Their mistake was picking SOE to develop and maintain the game. SOE did NOT listen to the user community. I played SWG from its inception until WoW came out. I buried myself in SWG, at one point paying for 6 accounts by myself. I absolutely loved it, even with all of its bugs. But with every bug that surfaced, the mentality SOE employed was not a bugfix but a complete re-write of the system. The community did not want the NGE, the community wanted long-standing bugs fixed. Instead, SOE decided to completely change the premise of the game. Why was it so hard for them to realize that, through this change, they were going to lose (and alienate) a vast majority of their playerbase?

    Blizzard's success hinges upon one fact that many people debate but is essentially true. The developers DO listen to the community. A good chunk of the changes made to the game, or at least proposed and then refined, were driven by the player community. Since the player has a direct impact on the direction the game takes, the loyal playerbase stays with the game. Indeed, for the first year and a half to two years of WoW, I played almost non-stop, every day, all day. I have since made an entrance into the "real world" where there big yellow LED light source we call the sun exists, and have cut back on my WoWcrack addiction by quite a bit.

    Perhaps the most laughable piece of the entire article is the claim that SWG was "one of the first" MMOs. It was, by no means, one of the first. It was, however, one of the first MMOs that managed to gain the biggest following, and subsequently lose it because of inept management.

    1. Re:SWG let itself be beat... by Danniler · · Score: 1

      The developers DO listen to the community. Perhaps even too much. You want some change? Whine like there is no tomorrow.

      the loyal playerbase stays with the game. That was truth before TBC. Now there is less and less loyality. I see best players leaving the game. Guilds are being destroyed. The worst thing is to log on and see another friend leaving.
  42. So, the same as WoW, then? by Moraelin · · Score: 3, Insightful

    So basically you're saying that LOTRO's lack of grind is... well, the same as WoW before it.

    Well, I'm not arguing with your assessment of either. It's just silly nevertheless to hear the LOTRO creators make such claims as that they're beating WoW by eliminating grinding (when WoW didn't require any either) or that titles for the number of creatures killed are what turns grind into non-grind.

    It's blatantly silly. If anyone despised WoW's "collect 25 murloc heads... and only 1 murloc out of 20 has a head" quests and considers those "grind", then adding a title for number of murloc kills doesn't turn it into non-grind. If anything, it just adds insult to injury. The _last_ thing I'd want, when I'm bored out of my skull killing those murlocs... and yet another one was headless, is a message to pop up telling me that I got some title for a million murlocs killed. Not only it wouldn't make it magically "non-grind", it would be a reminder of all the points before when I grinded murlocs for some dumb quest.

    Basically I'm used to hearing silly boasts from people making yet another "X killer" (where X can be WoW, iPod, etc) or "beating X at its own game", but this kind ranks not only as silly, but as... clueless. If the best they can come up with is "I know, let's add some titles", then they're truly and completely clueless. They didn't actually look hard at what they're copying, what works, what doesn't, what's not what the players want, and what they could design otherwise. They're taking wild guesses at something they don't even freaking understand, and hoping WoW would just have a heart attack so they can claim the kill.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:So, the same as WoW, then? by Avatar8 · · Score: 1
      Pretty much, yes.

      LotRO's "Deeds" are recognition for "completing X quests in this zone" or "killing X monsters of a certain type." I equate them to WoW reputation, and you do them for the same reason: a reward.

      In WoW you gain reputation to get recipes or gear. In LotRO you complete deeds to gain traits which you can add to your "talent" tree or you get a title which you can display and everyone cas see "Ah, Dodo the burglar hasn't died once in reaching level 10". Dissimilar systems with equable rewards.

      I think most players will be killing those monsters anyway for quests or drops. If they see that they've completed their quest or they received that drop and they read their deed and discover that if they kill Y more they'll get a title or a trait, they'll likely push through and do it because there is a reward that justifies doing so.

    2. Re:So, the same as WoW, then? by Attis_The_Bunneh · · Score: 1

      Being a LOTRO player, I would state though that it's actually easier to grind in LOTRO than WOW for one reason: higher drop rates for all items. Now, this doesn't mean you get the uber weapons and armor immediately, but say you need x amount of y items to complete a quest. Well it's pretty easy to dust off even a 30 item quest (save for monster play raids on Free People's forts, which take impossible amounts of items to gain...) in about 20 minutes, unlike in WOW where it could take you better on a hour, even if you're on a low population server where your guildmates are helping you camp spawns. In essence, LOTRO refines WOW, which WOW was suppose to refine EQ and other 'first gen' MMO's own features, and so on. LOTRO was never billed as a next gen by Turbine, Turbine simply wanted to make money on a decent IP and made a decent version of it in an MMO environment. You don't need to reinvent the wheel to do that.

      -- Brede

    3. Re:So, the same as WoW, then? by WuphonsReach · · Score: 1

      If anyone despised WoW's "collect 25 murloc heads... and only 1 murloc out of 20 has a head" quests and considers those "grind", then adding a title for number of murloc kills doesn't turn it into non-grind.

      Ugh, this is always a design that drives me crazy. If you want players to have to kill a few hundred of mob X, require them to collect something with a 30-40% or better drop rate off of every mob. That means, typically, worst case, getting that last drop is only going to take 5-15 kills.

      Alternately, if you're going to do the collect X rare items (1:25 drop rate or lower), then it needs to be some reasonable number like "3".

      Then there's the quests where you have to get a specific drop off of a specific mob that always spawns in the same place. WTF? Unless that area is instanced, you're just asking for trouble. Better to make it so that the drop is only 50% off the key mob, but you have a small (1-5%) chance of getting it off of related mobs in the area.

      I still remember spending multiple nights in Lower Guk trying to assist someone with an epic quest (I think it was the Rogue epic). One mob that dropped the item, on a 20-odd minute respawn timer, with low percentage of success, and having to defend your camp against spawn stealers. Took the rogue close to a week of spending hours and hours sitting at the same spot in that dungeon, waiting for the same mob to spawn, then killing it over and over. If it would've dropped off of other mobs in the area, we could've spent that week dungeon crawling and killing everything in the place instead of staring at a single spawn point.

      --
      Wolde you bothe eate your cake, and have your cake?
  43. The Linux gaming market by KingSkippus · · Score: 3, Interesting

    If there actually were millions of Linux using MMOGers out there, they'd make a client. But there aren't (not trying to troll, just being realistic). Cedega/Wine has several MMOs running as a secondary option.

    I won't lie, the Linux and Mac gaming market just isn't there in force yet. However, I don't look at this as a hindrance to entering the market; I look at it as an opportunity.

    Linux and MacOS is growing. Especially with Microsoft's feeble latest attempt at an operating system, I think that more and more people will be looking at it as a viable home computing platform. Those people are going to want games. There just aren't that many available yet, especially in the MMORPG market.

    If I were an MMORPG developer, I'd be jumping on this chance. I'd use as many cross-platform libraries as I could, and that would be one of my major selling points: Whether you're using Windows, MacOS, or Linux, you can play our game. You might make a mediocre dent in the Windows market, probably trailing behind the 800 pound gorilla of WoW. But you would virtually own the MacOS and Linux market for these types of games.

    As those markets continue to grow, so does your game, and the market for Windows-only games shrinks. Even Windows users may start preferring it because they can play with their friends who are using Macs and Linux boxes, not just the ones who are beholden to Uncle Bill. Also, as a development company, you gain experience at developing cross-platform games, so the games you come out with in the future will likely be better than other's who are playing catch-up to the new world of multiple OS's out there.

    Personally, I think developing games only for Windows is a really bad business gamble. You're basically betting your financial future on Macs and Linux not gaining any market share in the future. I think that's extremely short-sighted.

    Oh, and just as an added note, don't forget that in the case of an MMORPG, we're not talking about developing the whole game for multiple platforms, only the client. The primary function of these clients is simply to display graphical representations of network data efficiently and prettily to the user. A very powerful and popular cross-platform graphics library already exists (OpenGL) that will handle the lion's share of this work. In my opinion, if you're a graphics application developer and you're not using it, you're being pretty stupid. As for the back-end server software, unless you plan on selling it or otherwise distributing it, you're free to lock yourself into whatever platform strikes your fancy.

    1. Re:The Linux gaming market by Gilmoure · · Score: 1

      Are Mac and Linux users gamers? Or would making sure MMOGs are available cross platform influence new purchasers to consider platforms other than Windows?

      --
      I drank what? -- Socrates
    2. Re:The Linux gaming market by LocoMan · · Score: 1

      One detail about that... WoW mostly already does it. The box comes with both windows and OSX version on it, and while there's no official linux support, from what I've heard runs quite nicely on wine. Actually, I remember reading sometime ago about the anti-botting part of WoW accidentally identifying some linux users as bots and banning them, and Blizzard worked with the wine (or was it cedega?) team to find out what happened, fix it, and unban the banned accounts (haven't followed it much after it happened, though, so no idea what came out of it). IIRC the trial also lets you pick between windows and OSX when downloading.

    3. Re:The Linux gaming market by Zantetsuken · · Score: 1

      While it might be a small overall percentage, how many people have you heard that either dual boot to Windows for the sole purpose of gaming or would switch to Mac or Linux except that their games don't work? I wouldn't doubt for a bit that there are people who have been using Linux for over 5 years, and loved playing games before they switched, how many of those people *wouldn't* go and buy your game if it worked on their OS of choice?

  44. Re:How do you beat WoW at it's own game? by TychoCelchuuu · · Score: 1

    I think I saw that movie. War Games, right?

    --
    Against stupidity the Gods themselves contend in vain.
  45. Better fantasy games than WoW by Anonymous Coward · · Score: 0

    Not just new games, but older ones too are always revised to be on par or better with WoW. For example, EQ2 has some significant new content on their test servers. You don't see many MMOs offering a new starting race and city for free these days with the standard Western MMO model of selling expansions.

    WoW serves a very good purpose in regards to MMOs though... Like a penal colony, it keeps the obnoxious munchkins in one place, and out of real MMOs.

  46. Problems.... by Anonymous Coward · · Score: 0

    The reason there will be no competition for wow... MMO is like a monopoly once you control a large enough player base people are scared to jump off the bandwagon and try something different. The real sad thing is for a player like me....

    http://www.aschulze.net/ultima/index.htm

    This is a fan site from the earlier years of Ultima Online. This was truly a game for all players before they expanded and made it cater to the people who didn't want adversity in their game play.

    If this game was unchanged from its glory days, i would pay 14.99 to play this 2D mmorpg over any other mmorpg in todays market.

    All you wow heads out there don't realize wow(the scientist) has put you (the mouse) in a little maze with constricted walls and tells you how to play, what a great game you all love... its like playing a single player RPG with codes or a player guide... where is the fun in that....

  47. Because they can't? by Moraelin · · Score: 4, Interesting

    Well, let's see who they mention there:

    - Funcom: makers of Anarchy Online, launched as the buggiest pile of shit in recorded history. Read the reviews on Something Awful, and know that they're actually going soft on it. The game was actually buggier than that. Also bear in mind that that's not at launch, that's after Funcom had been given more time to fix it, and had proclaimed it 110% fixed and working as intended. Yet people fell through the ground and/or started swimming in the ground, enemies attacked through walls, enemy melee attacks had longer range than a sniper rifle, doors were a swirling graphics error, balance in _all_ aspects was a sick joke, crashes and disconnects were common, getting trapped in scenery was also common, missions were randomly generated crap from the same template (e.g., you actually had to kill everyone in a "stealth" or "infiltration" mission to get the token), etc, etc, etc. It says something about the kind of people who'd proclaim that to be working as intended.

    Heck, even the whole freaking factions were so messed up that faction 1 got more money and better equipment, faction 2 just got shafted, and faction 3 didn't even have a shop above newbie level. How's that for balance? Imagine joining, say, the Horde in WoW and discovering that your side doesn't even have more than the newbie areas in the game.

    So basically forget these guys, they just _can't_ design a competitor to WoW. All they can do is hope that someone else comes along and kills it.

    - SWG: it stayed afloat at all because of being a merchandising exercise (you know, like putting Darth Vader's head on a t-shirt: you hope people will buy it just because it's official merchandise), _not_ because of having good design. It was the game that was awaited by _millions_ of SW nerds like it's the second coming of Obi Wan, and it just managed to disappoint almost all of them. Either right away, or in the many changes, culminating with the NGE that turned the whole game into a whole other _genre_. Among many other sins.

    And reading TFA just reminds me of another thing: the team also always had a thorough contempt for the players, and had no qualms with making excuses or telling outright lies. And I see it continues to this day. E.g., now they're introducing pets as some exciting brand-new feature... never mind that it was there before they removed it in the NGE, pissing off everyone whose class had been eliminated. E.g., claiming that reducing the classes was because of noticing what players do and want is... rich. It's like claiming that you kicked someone in the balls because he obviously wanted that. E.g., the excuse that they were the first and that excuses their mistakes... no it doesn't. There were things known not to work long before, some since the time of MUDs, the SWG team just chose to ignore everything. And at any rate, by the time they did some of their biggest blunders, such as the NGE, that was already after a decade of MMOs. They simply didn't have that excuse any more. Etc.

    At any rate, to return to the main idea: everyone who is still there, is there because it's SW. _Not_ because the SWG team can design a good game.

    - Turbine: Well, these guys did make Asheron's Call, which was rather popular at one point. (Even if mainly due to being the place where you won't get ganked instantly like on UO.) So at least at one point they did have the mojo to challenge the kings of the hill.

    Then they seem to have forgotten how.

    AC2 was a flop, and its long list of mistakes could make a case study in how _not_ to go about designing a MMO. It seemed to actually go out of the way to be the opposite of what the players wanted in at least two dozen aspects, or at least miss the mark by a mile. Thoroughly clueless game design.

    D&D Online was a thoroughly mediocre and uninspired game, which again managed to miss the mark of everything that most players want in a game. Not even a case of trying to innovate and happening to get it wrong, but just getting it wrong with

    --
    A polar bear is a cartesian bear after a coordinate transform.
  48. You Want A Winner? by ShrapnelFace · · Score: 1

    The largest problem in MOST MMORPG's is that they dwell on singular components and fundamental modules too much.
    What I mean is that the most successful are those that can create inter-cultural settings that make groups of people follow an pathways that are completely outside others. The excitement of the entire secular experience is when those paths cross and it's almost like discovering a new race and culture that was always there but you never knew existed.

    The same goes for skills, weapon choice, and etc.

    Most MMORPG's do this so poorly that you find yourself in a hamsterwheel spinning as fast as you can to level up to get to the top so that you can finally start to enjoy the game.

    The entire point to the MMORPG is not the skill levels, but the social interactions that take place inside the game, and the introduction of those unique experiences in the correct amount of time- no matter how you play the game.

    Beating WoW is not the objective, but a by-product of successful construction of a MMORPG.
    Take one look at the cookie-cutter and break that into several pieces. Then start from there by taking with you what pieces you like. THAT is how you win.

    I miss the late 90's where there were some really original ideas out there in the hands of innovative minds.
    Where did all those crazy people go? They really had some moxie!

  49. Wow is ready to fall. Just do it. by Danniler · · Score: 1

    Wow is very weak at the moment. Expansion was a major failure. Any real competition would be very successful. So... don't write, don't hope. Go make it, chop-chop =)

    1. Re:Wow is ready to fall. Just do it. by MrPink2U · · Score: 1

      A failure? How so?

      I didn't like the idea of leveling from 60 to 70 and initially I was upset that they made all of the level 60 content useless. Now that I've been 70 for a couple months and I'm starting into Kara I have found new life in game. I'm a casual player and they have made a lot of higher level content available to players like me - stuff I would otherwise never get to see.

  50. It's easy, it's simple... by Mashiki · · Score: 1

    Blizzard wins right now because they've found the secret. KISS, it's not difficult or hard or painful. If a person wants to pop for an hour grind some rep, or something else they can. That's the key and that's why Blizzard currently dominates. You can take anyone of any age or even a trained monkey and drop them in the starter area and away they go, they can get to the top level on their own, if they decide they want to go further they can raid after they get finished grinding out the 5-man instances. They don't need two other people or four others to go questing with every night.

    They have 5-man instances galore, 10-man raids, 3-25's, and another two coming out in the next month. While it's not as easy in the old world for people to play(read: trained monkey's have to be able to play their class now and can't hide their screw-ups), it's still doable.

    Casual's have their niche, raiders have theirs, PVPers whine because PVE mechanic's don't mesh well with PVP.

    --
    Om, nomnomnom...
  51. Yes, there *is* more to it than WoW... by petrus4 · · Score: 2, Insightful

    ...but not in terms of what the industry is actually willing to do.

    WoW goes about as far as it's possible to go while still having what is very largely a static environment. Blizz are in the process of phasing in what essentially amounts to zone-wide games of domination, (if your faction holds all 3 or 4 castles in the zone at once, all players in your faction get a 5% damage bonus) but that still isn't what a vocal minority of players have expressed that they want.

    What I've heard said minority in the playerbase saying it wants in terms of world pvp is a scenario where regions can literally be taken by one side or the other. In other words, although Hillsbrad for example might start out neutral/contested, there could be a scenario where Alliance players could invade it and it could literally become an Alliance zone. At the moment, zone allegiance is static; it never changes.

    The problem with this sort of thing however is that there are technical issues with regards to implementing it, and that said technical issues are mostly above the industry's preferred pain threshold; especially considering that they involve introducing things that are radically outside the current paradigm. (At least from what I've seen) The other incentive for Blizzard NOT to introduce such things is that even though some players generally do want them, such players are a tiny minority. Most players are firmly addicted to ovine repetition such that if Blizzard *were* to start introducing genuinely innovative/novel aspects into the game, it'd probably scare the sheep away. That's something Blizz really don't want to do, because given that the sheep are the overwhelming majority, they're also where Blizz consistently will make most of their money.

    If you look at the differences between WoW and UO in particular, what sets WoW apart isn't what Blizzard added to the model anywhere near as much as what they took away. UO was a lot more open-ended; yes there were dungeon crawls, but there was also a much more thorough economy, a somewhat more diverse reportoire of trade skills, and there were player created and run towns in some places due to the player real estate. In other words, the game wasn't only about "Go to X location and kill some monsters, or X dungeon and kill some more monsters there, or X set part of the map and kill other players there."

    The real problem though, now that I look at it, isn't with the development industry. It's with the players themselves. If WoW has proven anything, it's overwhelmingly that players want an extremely narrow, object-oriented game environment for the most part. They need objectives spelled out for them extremely precisely. Maxis actually found out the same thing with The Sims; most human beings simply don't have the initiative or the intelligence required to set their own objectives within the game environment, but instead require the game designers to do it for them.

    So yes...UO in particular and other games as well have showed us that there's a lot more to it than WoW, but what WoW itself and players' response to it has overwhelmingly shown is that neither the design industry nor the playerbase itself for the most part *wants* more. If Blizzard have any overwhelming talent, it is a talent for identifying and isolating those elements of fantasy which the gaming public want, and then regurgitating said elements back to the gaming public in an utterly McDonaldised way. They did this with both D2 and Starcraft as well as WoW. The end result is a game which is massively horizontal, rather than vertical. There's no depth whatsoever; it's based around literally mind-numbing repetition, but even though nearly the only two activities include killing monsters and finding gear with which to kill yet more monsters, the sheer number of different monsters and loot in themselves make the game sufficiently superficiallly interesting that you're able to at least temporarily (depending on your degree of intelligence, which thankfully for Blizzard, is minimal in the ca

    1. Re:Yes, there *is* more to it than WoW... by demachina · · Score: 1

      " If WoW has proven anything, it's overwhelmingly that players want an extremely narrow, object-oriented game environment for the most part. They need objectives spelled out for them extremely precisely."

      This is a very insightful comment. The same applies to Second Life. Second Life comes across as intensely boring to me because there really aren't any really obvious objectives in it other than:

      - Start a club and be an online DJ while peoples avatars run a dance program
      - Figure out innovative ways to milk other people for Linden dollars
      - Virtual sex, but ya know... virtual sex is extremely stupid
      - Chatting

      Its why its often said in Second Life that is more like No Life, because you have to have No Life to waste time in Second Life. Its just not really a very interesting place, and it is, as you said because there aren't really many interesting objectives built in to it.

      I think I need to reread Neal Stepheson's Snowcrash because it managed to make virtual worlds seem really interesting, something most virtual worlds today really aren't, and I need to remember why the concept was so interesting in his book.

      WoW manages better than most because it does pull together large numbers of people, who are climbing over each others bodies trying to attain goals. It is a pretty interesting slice of life, though I quickly tire of being bombarded with all the negative personality traits of the people that play it. It gets really old seeing people back stab each other, and having people share their substance abuse, sexual issues, sick sense of humour or absence there of etc. The other down side to WoW is it is a horrendous time sink and it does in fact became extremely boring and repetitive.

      I tried LOTRO during the free beta but it came across as just a really boring regurgitation of its MMORPG predecessors. The artwork was horrible and drab after you've played in the rich looking WoW world. It felt like EQ in it is early days but even drabber. The fact that it had vague hints of Tolkien's mythology behind it wasn't even close to redeeming it in my opinion.

      --
      @de_machina
    2. Re:Yes, there *is* more to it than WoW... by brkello · · Score: 1

      What I've heard said minority in the playerbase saying it wants in terms of world pvp is a scenario where regions can literally be taken by one side or the other. In other words, although Hillsbrad for example might start out neutral/contested, there could be a scenario where Alliance players could invade it and it could literally become an Alliance zone. At the moment, zone allegiance is static; it never changes.

      WoW has already done this. You must not have played for awhile. Check out Halaa some time.

      --
      Support a great indie game: http://www.abaddon360.com
    3. Re:Yes, there *is* more to it than WoW... by petrus4 · · Score: 1

      It gets really old seeing people back stab each other, and having people share their substance abuse, sexual issues, sick sense of humour or absence there of etc.

      Yes, there is a lot of human rubbish in WoW, but given that my background before that was IRC on the Undernet, for me it's a definite improvement. ;) 14 year olds bragging about how stoned they are is still a long way from BDSM freaks, demoniacs, and schizophrenics. The Undernet wasn't called the Undernet for nothing. ;)

  52. What the hell...my two cents by killmenow · · Score: 1

    I could make a zillion points...but I'll only make one:

    What I'd really like to see is two MMORPG companies get together, preferably from different genres (think SWG and WoW) and create a cross-game PvE and/or PvP zone.

    How totally sweet would it be to force choke an elf mage or stab an Orc with a light saber?! WICKED SWEET, THAT'S HOW! Or what about putting together a war party of whatever characters WoW offers and having an onslaught against a clone army?!

    Now, MAKE IT SO!

    1. Re:What the hell...my two cents by WilliamSChips · · Score: 1

      You're the reason crossover fanfics suck

      --
      Please, for the good of Humanity, vote Obama.
  53. The Key Feature by Koby77 · · Score: 0

    Often World of Warcraft is dismissed as not having any new features. But it does have one key feature that allowed it to attract tons of players: The quest system to get from level 1 to max level allows you to get there with no grind. You don't stay in the same spot or same area for very long. You don't kill the exact same monster for any longer than 1 hour. The quest system makes you move around, and combat different things, and handsomely rewards players with XP and money and equipment for doing so. Of course, this means that a game must launch in a mostly complete state, and that it must contain a lot of content for quests.

    New games that desire to complete would do well to learn this lesson. Camp & grind based gameplay is dead. The less you include in your game, the more successful it will be.

    Of course, WoW eventually has camp & grind activities near the end game, but no MMORPG has solved this problem. Eventually you WILL run out of content, and your main option for continued progression will involve a time sink. A good MMORPG will prolong this as much as possible, and a bad MMORPG will simply create a camp & grind headache for players in a futile attempt to extend customer subscriptions.

  54. Arnold Factor by Jeff+Wilges · · Score: 1

    Seriously, if the Conan game actually reaches a final/shelved state, I'd buy it and enjoy it for the Arnold factor alone. Be it a revolutionary MMORPG or a complete flop, I'd get at least $50 worth of laughs out of it, shouting Arnoldisms at the screen with my friends.

    I can already imagine epic PVP taunts: (Schwarzenegger accent) "I AZK YOU, FATHA KRAAHM, GRAHNT ME VIHKTORY, GRAHNT ME REVENGE!!!"

  55. Starcraft Does Not Have Infinite Units by quanticle · · Score: 1

    SC pretty much had infinite units, which contributed to the ability to find balance.

    Starcraft has a cap of 200 units per player. While that sounds immense, I've run into that cap several times (especially with Zerg).

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
    1. Re:Starcraft Does Not Have Infinite Units by VGPowerlord · · Score: 1

      Starcraft has a cap of 200 units per player. While that sounds immense, I've run into that cap several times (especially with Zerg).

      It's not even 200 units, it's 200 food units.

      Carriers, Battlecruisers, and the like take eight (8) food units each.

      Whereas a Zergling takes half a food unit each (they're the lowest cost unit, all other units take at least one).
      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Starcraft Does Not Have Infinite Units by moore.dustin · · Score: 1

      Yes I know, but it was not a very limiting factor, especially in online play. 200 food cap was good though, it simply forces the action instead of limiting the player like War3.

    3. Re:Starcraft Does Not Have Infinite Units by erroneous · · Score: 1

      If you were Protoss you could use the Dark Archon's Mind Control ability, steal builder units, and have 200 control worth of *each* race.

      If you were the sort of person who was anal enough to do that sort of thing. And you were playing on a map with enough resources to actually build that much stuff.

      --
      erroneous: look me up in a dictionary
    4. Re:Starcraft Does Not Have Infinite Units by VGPowerlord · · Score: 1

      True, but I didn't want to complicate the issue.

      (P.S. You also forgot the "If you have the expansion" part)

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  56. Do some research... by CasperIV · · Score: 1

    UO actually hemorrhaged after they screwed the game up, not because of EQ. I actually played both for several years, but EQ never was as well put together as Ultima Online. In fact, if you check the numbers, you will find a continued and quite substantial player base for Ultima Online. EQ actually tried to kill UO and it's other competitors with EQ2, but it was a flop and more EQ players stayed in the classical version rather then upgrading due to the pathetic gimmick nature of the new version. The current handicap of UO is it's pathetic decline in quality and antiquated client. Ever since they split the world their player base has never recovered. That is not to say those players went to EQ, in fact, EQ lost players during the same time period when they started "improvements" as well. What was really happening was player base alienation. Over confident companies got greedy and lost focus on the fact people have to WANT to play and they can't MAKE them play. If you want a reason for the success of WoW, look at it's perfected design and it's overwhelming adaptability. It has some of the trade flexibility of UO or EQ without the mindless short comings, it has simplified game play for the inferior or novice players, it has rich game art and well thought out environments, it has a very robust client that allows it to be run on antiquated machines, and it has the same Blizzard touches that the Diablo's and Starcraft's had. Make no mistake, Blizzard is not a one hit wonder like the others. They have proven this with Diablos, Starcrafts, Warcrafts that are over a decade old and still played and sold all over the world.

    1. Re:Do some research... by teflaime · · Score: 1

      I don't know about UOs demise. I played it for a little while and hated the fact that you had to PvP. I didn't want to PvP. That's certainly the reason I switched to EQ (and then, for a short while, to Earth and Beyond); EQ had servers that didn't require PvP. The only PvP based game I've ever been interested in was Auto Assault and it was a blast when there were other people on. The problem with Auto Assault is that that only happened about twice a month.

  57. Actually create a decent MMO and I'll play it by acidosmosis · · Score: 1

    The problem isn't WoW. It's that all the other MMOs out there suck about as hard as a black hole. Make a decent MMO and people might actually play it. SWG dug it's own hole, they can blame no one else. As for other MMOs, how about creating something that we can enjoy after we stop wearing diapers.

  58. SWG had serious potential by Bahlzahn+Yuerchin · · Score: 1

    I really think that in overall concept, SWG was the most promising MMORPG released to date. I loved the large variety of professions and the fact that you didn't even have to do anything combat oriented if you didn't want to. I also liked the fact that it was accurate to the story line (being between episodes 4 and 5) with very few jedi being in existance (and those that were had to mainly remain hidden or face perma-death if found and killed). It put the focus back on everyone else (non-jedi) who make up 99.999 percent of the Star Wars universe of the time. I had a weaponsmith/armorsmith who made a killing farming nuclear power with our guild's power company. We'd find the top quality patches of radioactive and drop a billion harvesters across the patch to farm it and make a killing. I'd use the money to buy other top materials to make the best possible weapons and armor. It was fun doing it and building a very good reputation on the server for top quality gear. Where I believe they made mistakes (or at least where they started in a long series of mistakes) were having characters unlock Jedi slots by grinding and mastering different professions over and over. This is speculation, but I believe that they had originally set the profession masteries to a very low level (possibly 5-6) to unlock. They underestimated players "hamster like" qualities of running in the wheel all day (grinding professions) to unlock their slots and therefore had to adjust the limits closer to 20 to unlock their jedi slots. The game went down hill when players all caught on to this and began the non-stop profession mastery grind to unlock. They then made it more direct (and grind-like) by adding the whole Force Sensitive grind/profession tree to allow everyone and their mothers the chance of being Jedi. Of course, PVP was useless at this point if you weren't a Jedi. Jedi were everywhere and became very powerful being that they didn't have to hide as much any more. Bounty Hunters had to team up in large groups to take them down and with Perma-Death removal, it didn't matter if they did, really. They basically tossed the story line to the side in efforts of allowing everyone to be the big winner by giving Jedi to anyone who'd grind enough. If they'd just stuck with the original concept, kept Jedi extremely rare and hardly ever seen, and improved the process of being a Jedi, the game would likely remain a huge contender. What I think would've worked best for choosing who was Jedi and not would be to have random CD-Key's chosen as Force Sensitive. That way, regardless of grind, you're a Jedi based on luck. Either you are, at birth (purchase) or not. Also, you'd have to grind a character up a significant way before finding out if you're force sensitive or not to prevent little rich kids from buying 50 copies of the game to try it and toss if it wasn't force sensitive. Also different keys could have different levels of force sensitivity (the force being stronger with some than others). But before I get flamed for the suggestion, keep in mind that I'd prefer living Jedi to be a truly rare thing. If anyone happened to be Jedi, they'd find it extremely difficult to see just how strong the force was with them. And with perma-death in place, they'd have to start over from scratch if they got too obvious about it. So destroying the story by flooding the game with Jedi, weak/klunky expansions, rediculous updates that dumbed the game down significantly and refusing to listen to the player base. Not to mention taking months/years to fix launch bugs. GG SOE. Thanks for ruining what could've been the best MMORPG.

    1. Re:SWG had serious potential by Anonymous Coward · · Score: 0

      Boozark? What name did you play under and what server?

    2. Re:SWG had serious potential by Anonymous Coward · · Score: 0

      Paragraphs motherfucker. Use them.

  59. Re:Polish is the Defining Characteristic for Blizz by jhsiao · · Score: 1

    It wouldn't surprise me if Blizzard uses the Starcraft 2 RTS to setup the Starcraft MMO.

    Right now, the Starcraft plotline at the end of Brood War makes it difficult to establish a balanced starting point for the multiple factions in an MMO (IIRC, the Zerg won). It also lacks an external threat (like WoW's Burning Legion) for MMO players to rally against (unless you count that other Terran faction).

  60. Re:Polish is the Defining Characteristic for Blizz by VGPowerlord · · Score: 1

    WoW may be simplistic compared to its predecessors and competitors, but it's been as well-produced as any other Blizzard product-- that is to say, polished to an eye-searing shine.

    I've found that to be the case with most Blizzard games. They don't do anything particularly innovative (Real Time Strategy existed before Warcraft, MMORPGs existed before WoW), but the level of polish on a Blizzard game is far above and beyond any other game in the same genre.

    I've own Warcrafts 1-3 and Warcraft 1 was nothing more than Dune 2 set in a fantasy world... Polish didn't arrive until Warcraft 2, where the sprite size was increased significantly and the control scheme was replaced with one that doesn't suck.

    (Warcraft 1's music was good, though)
    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  61. Re:How do you beat WoW at it's own game? by elrous0 · · Score: 3, Funny

    Novice's "enlightenment" in this case included the realization that Master was a total dick.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  62. Re:An interesting thing to note about WoW's succes by ShaggyBOFH · · Score: 1

    The next successful MMORPG will occur when players have gotten udderly bored with WoW and another game comes out that bring out something that seems new or genuinely is new.

    ...and the company to bring that game will probably be Blizzard.

    --
    --- Just say no to negativity.
  63. The guys from Lucas is a liar. . . by Sinkael · · Score: 0

    "Galaxies was one of the first MMOs," said Mr Neri. "There was no handbook on how to do these things." -Jake Neri, Lucas Arts Mr. Neri makes it sound as if they were out there all by themselves and misleads the reader into believing that SWG was one of the first MMOs on the market. Not only is this misleading but it is also an out right lie, while SWG was one of the first generation MMOs here in the U.S., there had been others who had done a much better job then the Sony/Lucas Arts diabolic duo. Let us list some of the games that came out before SWG, please also note that some of these games came out at about the same time as SWG, sometimes within a month, make of that what you will. In no particular order, Planetside -- May 19th, 2003 Dark Age of Camelot -- October 10th, 2001 Ultima Online -- September 1997 EverQuest -- March 16th, 1999 Lineage -- 1998 Anarchy Online -- June 27th, 2001 Asheron's Call -- October 31st, 1999 Earth & Beyond -- September 24th, 2002 Neocron -- September 9th, 2002 Runescape Classic -- January 2001 ShadowBane -- March 25th, 2003 The Sims Online -- December 17th, 2002

  64. Here's one of the big secrets: by Onan · · Score: 2, Insightful

    Mac versions. And not bad ports, not Wine hackery, not months- or years-delayed half-efforts. Blizzard has always mantained mac versions as first-class citizens among all their products: full feature and performance parity, full interoperability, and synchronized releases. And this has served them incredibly well.

    There are somewhere between fifteen and twenty million macs in use right now that are recent enough to run WoW. Even though these are people who have not chosen their platform to maximize the number of games available to them, let's say that one in ten has at least some interest in gaming occasionally.

    That's about two million potential customers for whom there is very little product competition. A market that size is about a quarter of WoW's total playerbase, and far larger than most games ever see.

    Blizzard is one of the few companies that has been bright enough to catch on to the value of making big-scale games for this incredibly ripe market, and I suspect that it has been a big contributor to their success. With luck, a few other big game authoring companies will figure out this trick as well.

  65. Stickiness tough to overcome by Pearson · · Score: 1

    Beating WoW won't take just a great game; if WoW itself had launched in the face of another game that had the same success WoW enjoys now, it would not have had the success it has had. The reason is that many people like to play with friends, either RL ones or people they've met in-game.

    So even if these games are great, polished, and addicting, if their friends won't leave WoW with them, people will go back to WoW to be with their friends. It's going to be a very tough market for the next 4+ years.

    Hopefully at around that point, enough people will be tired of WoW that entire guilds will be looking for a new game to play, and new games will have a much better chance of getting a solid foothold.

    --
    I...I'm attacking the darkness!
    1. Re:Stickiness tough to overcome by smegged · · Score: 1

      Hopefully at around that point, enough people will be tired of WoW that entire guilds will be looking for a new game to play, and new games will have a much better chance of getting a solid foothold.
      Right in time for the release of the much anticipated Galaxy of Starcraft MMO.
    2. Re:Stickiness tough to overcome by Pearson · · Score: 1

      Actually, that's one thing I'm not so sure of. The reasons people want to leave an MMO, after investing years of their lives in it, are usually related at least somewhat to negative feelings towards the developer. I realize SOE is a favorite whipping boy, but Blizzard has alienated quite a few former WoW players already, and I wonder just how many of those players looking to leave WoW in a few years would be willing to play another Blizzard MMO.

      --
      I...I'm attacking the darkness!
  66. Such a simple answer surprised no one said it. by rambag · · Score: 0

    You cant beat WoW, just before you beat WoW they'll do what they always do. Release another expansion.

  67. I wish... by CasperIV · · Score: 0, Offtopic

    "That's because lupis is a disease and alcoholism is an addiction."

    I agree, the definition of disease should not include alcoholism (as it's not so much biological problem as emotional/psychological addiction), but in fact it does qualify. Thanks to the convoluted English language, we have words like disease with definitions that are not similar.

    According to Dictionary.com they definitions of disease are as follows:

    1. a disordered or incorrectly functioning organ, part, structure, or system of the body resulting from the effect of genetic or developmental errors, infection, poisons, nutritional deficiency or imbalance, toxicity, or unfavorable environmental factors; illness; sickness; ailment.

    2. any abnormal condition in a plant that interferes with its vital physiological processes, caused by pathogenic microorganisms, parasites, unfavorable environmental, genetic, or nutritional factors, etc.

    3. any harmful, depraved, or morbid condition, as of the mind or society: His fascination with executions is a disease.

    4. decomposition of a material under special circumstances: tin disease.

    -verb (used with object)

    5. to affect with disease; make ill.

    1. Re:I wish... by ponos · · Score: 1

      I agree, the definition of disease should not include alcoholism (as it's not so much biological problem as emotional/psychological addiction), but in fact it does qualify. Thanks to the convoluted English language, we have words like disease with definitions that are not similar.

      Of course it IS a disease. It seems to me that you have a very narrow idea of what constitutes a disease. People with a drinking problem show all signs of serious addiction, which makes it very hard to stop. Have you ever heard of "delirium tremens"? Heavy drinkers can actually die if they stop alcohol abruptly. Check it out before speaking about "psychological" addiction. Also, emotional problems are true diseases (you know there are some chemicals in your brain called "neurotransmitters" etc, you can look that up, too).

      P.

  68. I never said DDO was bad... by wilgibson · · Score: 1

    in fact really liked it when it was first released. I even bought an XBox360 controller to use with the game because of how much it really was an action game. My point was that DDO and GW are two different games. The OP was stating that DDO was a fee based Guild Wars, which it isn't and because of its action RPG nature will never be. I was also making out the point that DDO is horribly reliant on stats and items. GW isn't. So comparing the two really can't be done. I've always looked at Guild Wars in that it almost has a Diablo feel to it(probably because heck the people that made it worked for Blizzard before the started Arena.Net), but GW was never about stats or items. DDO unfortunately is, to use a term in the Eberron campaign book, a Monty Haul game at its core. It will always be about PCs having grossly over powered equipment to be able to get by in the end game, it still was when Turbine let old subscribers come back for a weekend in March. I have been playing GW casually for almost a year, and not once have I ran into an outright bump in the road like you can in DDO... 4th Vault of Night quest, Inevitable, no armor-penetrating weapons, 4 hours of your life wasted because you cannot kill an Inevitable without bypassing it's armor and regen.

    And please note, not once did I mention CoV, Wow, or LoTRO. I was talking about GuildWars which has no grinding, no standing in a field waiting for monsters to spawn so you can kill them, no digging for ore or searching for flowers. In fact the game is entirely instanced just like DDO and it came out a year before it.

  69. The Forgotten? by Anonymous Coward · · Score: 0

    It's wierd that with all the ranting about YucK, it seems that many people forget the other games that do have die hard fans. It's not that WoW can't be beat, it's that it's the only one that gets attention. There is mention of a number of the other successful MMORPGs throughout these posts, but how often do we hear stories written SOLEY about these games?

    Quite often people chatting in other MMORPGs will mention wOrLD of warcraft, but rarely, if ever, with positive comments (and yet do make positive mention about other good MMORPGs). Players tend to say they played it and got bored of it so very quickly, or it had certain inadequacies, etc.

    Personally, I was disappointed to not see anyone post anything mentioning PlayNC's Auto Assault as well. There is a core set of players that stand by the game, as well as developers. People have tried to report that the company has considered shutting it down, when those of us who play get e-mails stating otherwise, and proof by their continuing to release new updates (without the need to buy a new expansion pack or whatever). The game has just recently had it's 1 year anniversary, released update 4, and they are already working on update 5 and continue to offer 14 day trials - without charge, so you can try before you buy. I recommend everyone to give it a shot; hell, it's FREE to try.

    As for the world of warcRAFT, I'd love to stop hearing about it. Unfortunatley, because of how big the game was or is, and with them constantly releasing "expansions" (albeit at an extra cost) trying to make it better or draw more attention to it, writers rarely seem to author an article about a MMORPG without mentioning it. I'm wondering if it is even possible? I bet if writers stopped writing about it, it would be much easier to allow the game to die it's slow and painful death.

  70. I'm still stuck on the pricing issues by ElForesto · · Score: 1

    I really enjoy MMORPGs, but pricing is a big issue to me. Paying $15/mo when I barely have time to log 5 hours a month feels like I'm being taken for a ride. For someone who's dropping 10 hours or more a week, $15/mo is a steal in terms of cost per hour. For someone like me, however, it makes more sense to buy a block of hours (like a calling card of sorts) or pay a lower monthly cost for a restricted-use account. This is one of the main reasons I quit WoW. Contrary to what more than a few other posters have said, there are plenty of missions that are either difficult or impossible to complete by yourself AND require an investment of 2 or more hours at a time. Sure, you can make it to level 60 without doing them, but you're missing out on a lot of the content. When I figure that I can't play a large chunk of the game without spending at least 10-20 hours a month on it, I feel like I'm being ripped off. EVE gets some of it right by letting you train skills while logged out. Even if I'm not playing all of the time, I still feel like I'm getting some benefit from the game without giving up my Saturdays. Of all of the MMORPGs I'm aware of, this is the one I'd be most likely to start playing just for that reason. (I still wouldn't mind a drop in cost, however.) Where an MMORPG can succeed is by capturing players like me. Make a game that can be played for 30-60 minutes at a time at a lower cost without sacrificing or foregoing content because of time constraints and you'll grab a significant number of price- and time-sensitive clients.

    --
    There is a difference between "insightful" and "inciteful" other than spelling.
    1. Re:I'm still stuck on the pricing issues by ChaoticCoyote · · Score: 1

      Guild Wars

      No monthly fee, a skill > time spent design, and and very nice graphics even on mid-range systems. You can be as social or solo as you like.

  71. Zerglings aren't cheapest... by quanticle · · Score: 1

    Minor quibble: Scourge take only 1/3 of a food unit each - you get 3 per larva.

    --
    We all know what to do, but we don't know how to get re-elected once we have done it
    1. Re:Zerglings aren't cheapest... by __aawkdb2598 · · Score: 1

      Really? Since when? As long as I played it was always 2 scourges per larva, 1/2 a food unit each. Has it been changed since 1.10?

    2. Re:Zerglings aren't cheapest... by VGPowerlord · · Score: 1

      I think stemcel's right, those produce two per food just like a Zergling does... so I was wrong about the Zergling being the only one.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  72. Future-proof engines are necessary... by Garwulf · · Score: 1

    "Apparently nobody at SOE realized that a future proof engine is of no use unless the game itself has a future."

    You have a good point, but you've missed something - a future-proof engine is necessary in the long run for a game that does have a future.

    The reason I know this is because I literally wrote the book (which was not a strategy guide) on EverQuest. Back around 2002 I was in San Diego interviewing the team that created the game, and I picked up on a few lessons they learned the hard way (in some cases, comically).

    The first, and most important, was that they had to ASSUME there was a future for their game. They paid for not doing that big time with EverQuest.

    The thing was that the Verant team thought that they'd be lucky if EQ lasted more than a few months. The projection was that if they were lucky, they might get a few tens of thousands of players. They figured that within a year they'd be working on their next project while getting ready to shut down the EverQuest servers. What actually happened was that they caught lightning in a bottle.

    Verant had learned from Ultima Online that you have to be ready for a massive hit on your servers on the first day - so they made sure they had enough servers to cover more than they ever figured they'd get. It was a good move...unfortunately, the bandwidth in San Diego at the time couldn't handle the load, and they caused an internet blackout that lasted for two weeks across the entire city (and yes, I think that's funny as hell). The big problem that taught them the value of a future-proof engine was the first EverQuest expansion, though.

    EverQuest was a massive success, had formed a close community, and needed more content. But, while Verant could plan an expansion, their game engine actually couldn't do it. It was built for a game that was projected to handle the needs of perhaps 50,000 players over the course of a year and then shut down, so upwards expandability wasn't a concern. So, they had to spend a lot of extra time rewriting the entire engine so that they could release an expansion in the first place.

    That's why future-proof engines are so important - you can't predict lightning in a bottle, and the price of an engine that can't expand upwards is all too often a lot of extra development time that could have been saved if you had thought ahead.

    --
    Robert B. Marks
    Author, Demonsbane in Diablo Archive
  73. time-suck by tabby · · Score: 1

    'We need other strong games that can make people understand that there's more to it than WoW'

    I quit WoW 3 times (although haven't cancelled my account), the 3rd time after raiding for around 6 months. 3 weeks ago I bought BurningCrusade & played it for about 1 week before I realised why I stopped playing. It's a repetitive time-suck device. I love playing my undead priest I greatly enjoyed instances & raiding, which I'd love to be able to logon & do a couple of times a week for an hour or so. But there is no progression at that rate & it is unsatisfying.

    The very idea that MMORPG's can be casual player friendly is a lie when 'casual' means only an hour a day.

    Sometimes I think people have forgotten that there are games other than MMORPGs. Or perhaps the game industry has forgotten that they are 'games'. Remember, something you do for fun & entertainment as a break from your real life.

    And I'm still bitter about Starcraft:Ghost.

    --
    I've experiments to run, there is research to be done on the people who are still alive.
  74. Disingenuous Article by Phrogman · · Score: 1

    While I can't comment on the Age of Conan portion of that article, the section discussing Star Wars Galaxies is completely misleading. It suggests that Lucas Arts has "tweaked" the game on a few occasions. What they have actually done is effectively redesigned the entire core mechanics, not once, but twice, and each instance made the game simpler, less challenging, less innovative, and less engaging. The playerbase has responded with its feet and left the game en masse.

    SWG is *THE* textbook example of how not to make changes to a game, and the perfect example to show exactly how badly a company can mismanage one of the largest provenances in a game. There is no reason - other than lack of design skill - that World of Warcraft should be more successful than a game based on Star Wars, probably the best recognized storyline in the history of Cinema.

    The original design was ambitious and as it says in the article there was no manual on design, WOW has the advantage of having been built after all the first generation MMOs and thus can incorporate all of the essential features found in those games. It does so very well IMHO, even if I think its a mostly derivative and unchallenging game overall. What WOW does though, is do all the essential things very well, even if it introduces very little in the way of new elements overall. SWG at the moment, does NOTHING well at all in any area of the game, and has lost all of the new and innovative features that once made it a great, if flawed, game. With SWG its like they identified all of the great and interesting points in the game then cut them out of the game one by one until the only thing left was a pathetic FPS/MMO hybrid that has nothing worthwhile left.

    The bit about adding the Beastmaster skills completely ignores the fact that up until the last massive rewrite of the game (so for the first few years) there was a highly popular profession called Creature Handler. When they came out with the New Game Enhancement (NGE in SWG parlance), they removed that profession. Now, a year later or so they are reintroducing it as a shell of its former presence like its something new and innovative. In fact just about every new feature added to the NGE has turned out to be something that used to be in game and has only now been revived.

    The notorious quote by some Lucas Arts Executive, named Nancy McIntyre I believe is "Players just want to kill, loot, repeat". Thats the basis of the NGE, which has replaced a combat system that forced players to pick the appropriate options from their abilities during a fight, to a system where you point your weapon with your mouse, then hold down the left mouse button until the target is dead (no exaggeration, thats the sum of weapon combat). Previously we had special shots, special effects, etc that were all conditional during combat, now its point and hold. Oh, sure there are some specials you can fire off by clicking the right mouse button as well, but there are only a few of them, and you more or less click them when they come up.

    No, SWG is a completely gutted game, and honestly not worth considering. Lucas Arts has taken the most promising provenance available in gaming and produced a complete laughing stock of a game. They couldn't have made a single worse decision than they have throughout its history. What was once, innovative and cutting edge, is now bland, unchallenging and suited for an audience of 6-8 year olds.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  75. WoW wasn't always so polished by snuf23 · · Score: 1

    How come no one seems to remember the WoW launch? Serious bugs, serious server instability, missing content, hour long queues, class imbalances. The fixes came much like any other MMO - in patches. Blizzard did add additional content along with the bug fixes and nerfs - but it was the same drill.
    When I left WoW in December of 2005 after a year of playing I was still dealing with:

    1. bugs present since launch
    2. server instability
    3. long wait times to logon (and I don't even play at peak hours)

    I came back for awhile when Burning Crusade and on the whole the game seems much more stable.
    While WoW's launch was no where NEAR as bad as say Anarchy Online, it was not perfect.

    --
    Sometimes my arms bend back.
  76. Done by StikyPad · · Score: 1

    I beat WoW ages ago.

    <spoiler> Press up, up, down, down, left, right, left, right, B, A, start during the end credits to enable "ghost mode" and try to beat your best time! </spoiler>

  77. Prevent lame bots and techniques... by Anonymous Coward · · Score: 0

    Some people like to have the ability to write bots for games. Some games even explicitely allows this.

    But most gamers don't want this. Plain and simple. Most don't want no bots and no gold farmers. Fix the "broken economy" problem and you've got a game that people will adhere to en masse.

    Make an MMORPG that is based, from the start, with fairness in mind. No items stealing, no "untracable money" problem (leading to gold farmers) etc. Make it very clear from the start that the game is for fair players, not for bots / cheats / hacks / gold farmers (for gold farming one could start with diminishing returns per account once a "gold-farming" like behavior is detected) user and that people using using these will get severely affected.

    Make a game with an "honor" system, where your honor depends on how you play the game (no bots, no hacks, no cheats) and on how people you play with act. This would lead to guilds of fair players.

    It is 100% doable and a lot of people would love to have this.

  78. The World of Darkness by axia777 · · Score: 1

    I am looking forward to the "World of Darkness" game being produced by CCP and White Wolf. If they do this one right it will be the best MMO ever made. I cannot wait to see how it turns out.

  79. $10 a month for pre-orders by snuf23 · · Score: 1

    LOTRO offered $10/month if you preordered the game or a $200 lifetime subscription. You could in fact purchase a preorder, receive the open beta key and then cancel your order if you didn't like it (I did this with my son as it turned out he didn't like the game). The open beta was also heavily advertised and they gave out something like a million keys.
    There were also two weekend stress test events prior to launch with keys given out to anyone who signed up.
    If you had any interest at all in LOTRO I really don't see how you could have missed that. LOTRO had considerably more opportunities to try the game before launch than WOW did (when it launched).
    Oh and my copy of WOW had one buddy key in it - same as LOTRO. Maybe this changed, mine was purchased from the original batch at launch.

    --
    Sometimes my arms bend back.
  80. I won't change til I feel the need to move. by Professor+Fate · · Score: 1

    I played Dark Age of Camelot for a couple of years. I got to the top levels with lots of money, items, etc. The most annoying thing for me was the lag. So what do they do every patch but add graphics and create situations where large numbers of people would be in one place which generates....lag. Eventually, I gave up and went to WoW.

    I won't wait so long next time. When I get bored or annoyed by the patches, I'll move again. The next game won't be WoW so the game makers shouldn't try to hard to copy Blizzard.

    I hope all the WoW wanna-be's make great games so that there will be more choice for consumers. Unfortunately, I expect most of them to suck for the same reason so much sci-fi and fantasy sucks. Gene Roddenberry was passionate about Star Trek and so it was good. Those who followed were passionate about money and so it sucked.

    --
    Push the button, Max!
  81. I know what will beat WOW by Kuvter · · Score: 1

    There is this game company who is going to announce a new game soon. They're called Blizzard. If that game is an MMO it might beat WOW.

    --
    "To be is to do." --Socrates
    "To do is to be." -- Aristotle
    "Do-Be-Do-Be-Do..." --Sinatra
  82. Linux does NOT have a EULA by gnuman99 · · Score: 1

    Linux does NOT have a EULA. There is the GPL *code* license, but that is NOT a EULA. There is NO restriction on end user of Linux.

  83. On LOTRO by Anonymous Coward · · Score: 0

    I was in since an earlier beta (not the one where they invited the WoW crowd literally guilds at a time... but I digress) of LOTRO, and I have to say that I felt pretty similarly to what you do now. The thing is, though, LOTRO is just the same as every other MMO. It really keeps you going with its element of 'ohsnap I can go visit the Shire/Bree' etc. but it also has that phantom greatness that every other MMO seems to have at some point. You're progressing along and keep seeing new stuff and think to yourself in the back of your mind 'I just know Gandalf/Strider*/really cool instance/good items/interesting quests/whatever are at the next 'stage' after where I am now' but it just isn't true. Hence the 'phantom' descriptor.

    I love the music in the game and the atmosphere is well done. The engine problems they had were pretty serious when I lost interest (on some systems, the game rendered all distant objects at the highest possible settings and afterward it would dumb them down to whatever the current settings were... this among other things caused massive 'stuttering' which was infamously unfixed in Asheron's Call/2/DDO etc.). I don't really have any major complaints** about the game except that it's the same old shit as all the other MMO's. At least EVE TRIES to make grind seem DIFFERENT!***

    *SPOILER DON'T READ THIS SPOILER

    -Yes I know Gandalf and Strider are IN the game, but their appearances were disappointing to say the least.

    **Although I do remember the jumping/running animations just being absolutely disgusting, although that's a very minor point for me.

    ***I don't play EVE or any MMO except Guild Wars for the PvP.

    Sorry for the AC, I honestly couldn't remember my password since I haven't posted here in so long. I usually just read the stories. Yes, I must be new here.

  84. AC? by tepples · · Score: 1

    The second wave [of massively multiplayer online games] included DAoC, AC, and AO. Armored Core was not online. Animal Crossing for GameCube wasn't online either, nor was it even simultaneous multiplayer.
  85. Were they mentioned in the article? by SmallFurryCreature · · Score: 1

    I only covered the ones mentioned in the slashdot story.

    And no I don't claim any particular insight, but I at least unlike the story writer know that SWG is NOT a contender for the WoW crown.

    Oh and I played a couple of the ones you mention and several others like Ragnorak Online in its endless open beta, who hasn't.

    And I still think my conclusion stands, SWG tried but ultimately failed to deliver and was killed just when its bugs started to become bearable, WoW succeeded because it was the first to simply do an MMO well and LOTRO is the next one to do just that.

    --

    MMO Quests are like orgasms:

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

  86. It is the "do I code for code re-use" issue. by SmallFurryCreature · · Score: 1

    The whole idea is that you write the code for your current project in such a way that you can re-use it for future projects. Intresting idea BUT it is going to add costs to your current project. If that is going to make you go over-budget so you are fired and never get any future projects you just screwed yourselve. Hard.

    SWG, Everquest 2 and Vanguard all have amazing engines that most people just don't have the hardware to run. These are the people that got to buy your game KNOW because MMO's just don't come back from a lack-luster launch.

    Yes, a game like The Sims and even its sequel do not have engines that can truly compete any more with the latest on offer. Yet many a game company would kill to have its sales figures years after launch.

    The sad fact is that EQ2 on a normal pc looks worse then WoW on that same machine, as today Vanguard looks worse on a normal machine then LOTRO. Yeah yeah, two years down the line when today's monster rigs are common place the game can use that power. And? EQ2 minimum hardware specks are now more realistic because of the advancing years. So were is the mass exodus from WoW to this beautifull game?

    There isn't.

    Yes, I see your point on everquest BUT you can go to far. If 99% of your player base has to run on "low" settings, your engine might just be a bit to future-proof.

    --

    MMO Quests are like orgasms:

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

  87. Re:How do you beat WoW at it's own game? by fractoid · · Score: 1

    You mean it wasn't "don't play games in front of your boss"?

    Either that, or "the way to stop playing WoW is to not play WoW". Put that in your crack pipe and smoke it!

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.