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Richard Garriot Argues Against Stagnant MMOG Design

The creator of Ultima Online and Tabula Rasa and well-known designer Richard Garriot spoke at the Develop Conference in Brighton, England on the subjects of stagnating MMOG design and the NCSoft deal with Sony. His commentary on Massive game design is fairly direct: "If you look at the vast majority of MMOs that has come out since Ultima Online and Everquest, you can look at the features and they are almost exactly the same. Even though the graphics have got better and the interface is much slicker, fundamentally the gameplay is unchanged. Worse yet, there are many things that have become standard that I look at and even though they are powerful enough to encourage the behavior of people obsessed with playing these games, I don't think they are the right way of building the future."

175 comments

  1. Very perceptive Richard by Danse · · Score: 0, Troll

    So go build a better game or just go away.

    --
    It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    1. Re:Very perceptive Richard by Anonymous Coward · · Score: 1

      He already built a better game, but that was 15 years ago.

    2. Re:Very perceptive Richard by Om · · Score: 4, Insightful

      I think (and I could be wrong here) that that is exactly what he is trying to do with Tabula Rasa, innit?

      Oh, I get it... this is the obligatory Richard-Garriot-Sucks thread. I would think it would be further down. My bad.

    3. Re:Very perceptive Richard by supabeast! · · Score: 3, Insightful

      He is building a better game. Garriot gave up a comfy job and huge salary at EA to go and develop a better game. That's one of the big point of TFA.

    4. Re:Very perceptive Richard by Umuri · · Score: 1

      He did. That's where the mmo genre came from, a lot of what is taken for granted was started with ultima online. Then origin systems was ravaged by EA and he was taken off the project, and the game went to heck. He's "built a better game" many times over throughout his game design history. It's a pity that companies don't really thrive on new business models anymore, or take a chance with an "untested" formula for a game as often as they used to, because now games that push new boundaries aren't as common as they once were.

      --
      You never realize how much manually made unmanaged "linked" lists suck, till you have src.link.link.link.link...
    5. Re:Very perceptive Richard by Anonymous Coward · · Score: 0

      Except that Tabula Rasa is horrible... It's neither a good FPS nor a good RPG. It just sucks.

    6. Re:Very perceptive Richard by Anonymous Coward · · Score: 1, Informative

      The MMOG genre came from late 80s/early 90s MUDs.

      I'm all for credit where it's due, but Garriott doesn't get it for MMOGs.

    7. Re:Very perceptive Richard by *weasel · · Score: 4, Informative

      He's building a game. We don't know whether it will be better or not.

      Also, he left Origin in 2000 and ostensibly started conceptualizing Tabula Rasa shortly thereafter.
      That's a 3D Realms-style dry spell, punctuated with his occassional 'massmogs are niche/stagnant/whatever' articles.
      Granted, TR will almost certainly hit shelves before DNF, but 3DRealms already had a Vaporware Lifetime Achievement award after 7 years. Surely he's due some 'pipe down until you ship' sentiment.

      The other sticking point is that anyone who's followed the genre for more than a couple years knows the popular games are stagnating to a degree. And anyone who has any appreciable knowledge of the genre knows they've been stuck for more than 10 years -- all the most popular games are still pretty much derivatives of Diku, itself not a very big step away from D&D. One would more accurately say that massmogs have been largely stagnant since the first bastard child of Gygax and Bartle.

      And yet the subtle change between EQ's level grind and WoW's level grind had a much larger practical impact on Diku play than the 'moral choices' seen thus far in Tabula Rasa. Granted, TR's still beta, but the system itself looks like a more slight update to faction mechanics than WoW's update to quest mechanics. So calling everyone onto the carpet while your own contribution is still minor compared to theirs, is ill-advised.

      However, I do grant Garriott any and all respect for whatever role he had in UO releasing as a Koster-land. Even if he merely hired the guy who actually had good ideas, that's worth some points. Unfortunately, TR's less ambitious design does make it look like he only green-lit such a bold design because he didn't know any different.

      Also, the bonus points one gets for 'leaving a comfy job' are significantly diminished when you're already fabulously wealthy.
      I think the rule is: first personal castle takes half and extraplanetary property takes the other half.
      Any subsequent castles or russian rovers make him a valid target of scorn if he ever doesn't have his own company. ;)

      --
      // "Can't clowns and pirates just -try- to get along?"
    8. Re:Very perceptive Richard by geekoid · · Score: 1

      You don't have to have solution to a problem to point out there is a problem.

      Yes

      Games aren't really stagnating, your just bored with them. There is a difference.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    9. Re:Very perceptive Richard by Danse · · Score: 1

      Oh, I get it... this is the obligatory Richard-Garriot-Sucks thread. I would think it would be further down. My bad. I don't really care one way or the other about Garriot. He's made some games that a lot of people liked. So have a lot of others. It's one thing to say that everyone is getting it wrong (although by WoW's numbers you wouldn't think they're terribly off the mark), it's quite another to build a game that people like better. I know he's working on a game that he thinks is different and better, but again, so have many others. Until he releases the game to wild success, we won't know if he's right or wrong about the direction he decided to go in.
      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    10. Re:Very perceptive Richard by Anonymous Coward · · Score: 2, Insightful

      As someone who is currently in the Tabula Rising (TR) beta, I wouldn't come close to saying it is a better game.

      I don't think the FPS MMO market is ever going to be a smashing success, because you can only shoot so many bad guys and have so many weapons before it gets old.

      Anarcy Online in its current form is a better game than TR. It was a better game back when it was first released. The biggest problem with AO is the fact that so many losers think it is cool to create a female toon, strip down to nothing, and gyrate their ass in your character's face if you ever sit down. /yawn.

      TR's UI sucks, the quests are fairly lame, and unless Garriot listens to those beta testers that aren't still frothing over UO and think he is god (see, Brad McQuaid and the disaster that was Vanguard), this game is going to be a pile of bullhockeypucks.

      I'll hope for improvement, but most games don't get radically better from their beta state.

    11. Re:Very perceptive Richard by cthellis · · Score: 2, Insightful

      But he put GRAPHICS on it...!

      Oh, wait, Meridian 59... I mean, The Realm Online. I mean, Neverwinter Nights...

    12. Re:Very perceptive Richard by king-manic · · Score: 1

      The other sticking point is that anyone who's followed the genre for more than a couple years knows the popular games are stagnating to a degree. And anyone who has any appreciable knowledge of the genre knows they've been stuck for more than 10 years -- all the most popular games are still pretty much derivatives of Diku, itself not a very big step away from D&D. One would more accurately say that massmogs have been largely stagnant since the first bastard child of Gygax and Bartle.

      You can level the same accusation against every genre. Jrpg's have been the same old save the world trip for a decade. FPS have been the same old kill things in slo mo for a decade. Crpg's have been the same all munkin those stats and pick the pre typed reply for about a decade. Side scrollers have been side scroller sfor a decade (Odin sphere vs SOTN). etc...

      People like those archtypes. Innovation != fun. Mixing new and exciting things into a game that requires 2-3 years to make and multi millions of dollars is pretty dangerous. It'll likely be mroe of small low risk ventures like progress quest or what not making the innovations which slowly trickly into the main players.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    13. Re:Very perceptive Richard by *weasel · · Score: 3, Insightful
      Sure, but when you point out problems in your competitors products, I expect either: a little more from your product, or a little deeper insight. I see neither.

      Games aren't really stagnating, your just bored with them. There is a difference.

      No-one said they weren't fun, just that the design is stagnant.

      In general, you do have a great point: Why should anyway care that some crotchety bastards think the genre is stagnant, when more people than ever are paying $15/mo to play a Diku?

      It's similar to the old:
      If five hundred thousand people are happily playing EQ, why would you think anything's wrong with the design?
      The answer to that, of course, is nine million people happily playing WoW.

      When design stagnates, it doesn't mean no-one's having fun. It just means that if the next game is the same, it can't grow the market.
      --
      // "Can't clowns and pirates just -try- to get along?"
    14. Re:Very perceptive Richard by secolactico · · Score: 1

      The biggest problem with AO is the fact that so many losers think it is cool to create a female toon, strip down to nothing, and gyrate their ass in your character's face if you ever sit down

      If *that* is the biggest AO problem, I need to take a new look at it. Last time I played it, the biggest problem was that the lame interface and lag made it an unplayable mess, plus animation that made characters look like marionettes without joints. This on a hardware that ran WoW and Lord of the Rings Online without trouble.

      --
      No sig
  2. Some are differant by tbcpp · · Score: 1

    Take Warhammer Online http://www.warhammeronline.com/. That looks like the first MMO that'll actually be fun to play IMO. PVP with some clear cut goals and accomplishments. But really, it's about time someone said this, the MMO genre is really boring right now.

    --
    Man is the lowest-cost, 150-pound, nonlinear, all-purpose computer system which can be mass-produced by unskilled labor.
    1. Re:Some are differant by ZombieWomble · · Score: 1
      Warhammer intrigues me, but most of the press I've seen on it has talked about the game at a very high level, as it were - lots about the overarching systems, little about the nitty gritty of how the game actually handles (maybe I've just been looking in the wrong place though? If anyone has some references, that would be nice).

      This is the main problem which crops up when people say that the genre is stale and needs new ideas and so forth - the game which contains those ideas still needs to be satisfying to play - the "Hey look, we have meaningful PvP" angle has been done numerous times in the past, but the problem is most of the games are apparently just not fun to play. This is where WoW's strength really came from: it didn't do anything particularly new or unique, but it took all the scattered ideas in the genre and put it together in a nice neat package that was extremely polished and engaging and so people enjoyed it, lack of unique features be damned.

    2. Re:Some are differant by eison · · Score: 3, Insightful

      PVP with clear cut goals and accomplishments? The description sounds _exactly_ like Dark Age Of Camelot. How will this game be different? Does it remove the insane grind as the chief gameplay mechanic? The fedex quest as the great innovation in improved gameplay? The constant repetition? The unbalanced-rock-paper-scissors design/constant nerf/constant whining cycle? The pick-a-"shard" dice roll that will have a huge impact on your game experience that you have to make up front with nearly zero info to base it on and can't really change later, so you better do homework before signing up to play?

      --
      is competition good, or is duplication of effort bad?
    3. Re:Some are differant by cthellis · · Score: 1

      The more I read about Warhammer Online, the more I get PISSED OFF that they built this around Warhammer Fantasy, instead of putting the effort into a 40K-centered universe, where they could pull in elements from Epic, Necromunda, Gothic, Space Hulk, Inquisitor, and whatever-the-frick-else they want, instead of sticking us in the genre 95% of MMO's already do.

      *sigh*

    4. Re:Some are differant by Emetophobe · · Score: 1

      Warhammer Online might be a great game, but I fail to see what will make it stand out. I'm getting kind of sick of the same old Medieval RPG theme. I've been playing Medieval MMO's since Ultima Online (still my favourite), Everquest 1, Lineage 1 and finally World of Warcraft.

      It all seems like the same formula we've been seeing for the last 10 years.

      Fantasy/Medieval Based? Check.
      Orcs, Humans and Elves? Check.
      Two Factions at war with each other? Check.
      Grinding? Check.

      What I'd like to see is something really original that sets it apart. I'm not trying to hate on Warhammer, I just don't see how it's going to bring anything new to the table. More sci-fi and less medieval fantasy would be a good start.

    5. Re:Some are differant by Jellybob · · Score: 1

      Sounds to me like you should try out Eve Online. I'm not a huge fan of MMOs myself, since I just don't have enough time to put into them, but I did get sucked into Eve for a couple of months.

      The best comparison I can make is that it's Elite, but with real people running the galaxy, and you can't argue with that.

    6. Re:Some are differant by EQ · · Score: 1

      The best comparison I can make is that it's Elite, but with real people running^W ruining the galaxy, and you can't argue with that.

      There, fixed it for you.

      --
      Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo! http://goo.gl/J9bkO
    7. Re:Some are differant by zcomprog · · Score: 1

      Yes Eve is a great free form MMO and does require little time compared to other MMOs. I also got sucked in for a few months and loved playing. But CCP banned my account for being too prosperous and powerful. I read the TOS and ULA, trolled the forums, and found nothing that said your account was subject for closure if you made too much money, or if you became too powerful. But after a week of back and forth conversation with GMs I was ultimately told I would never get my account back because I had "exhibited the amount of power and control normally reserved for corporations and small alliances." I had also "amassed a net worth of over 1 trillion ISK in an inconceivably short amount of time." and was under investigation for "racketeering, player harassment, and a multitude of related indecent practices.". It is true I had made a killing on the market, and made offers to other players they couldn't refuse, its true I hired pirates to harass players who didn't like my offers. But in a free form game where these actions are not explicitly barred I am disappointed in CCP for taking the actions they did against me, and wonder if the allegations of favoritism towards BOB and other players aren't warranted. I also warn others who are considering playing this game, you may find all of your time wasted because you played the game too well.

  3. All Hail Lord British by HomelessInLaJolla · · Score: 1

    And how many years have you been writing computer RPGs, Mr. AC?

    --
    the NPG electrode was replaced with carbon blac
    1. Re:All Hail Lord British by Anonymous Coward · · Score: 0

      What sort of idiot are you? Did I say I was writing RPGs?

    2. Re:All Hail Lord British by Anonymous Coward · · Score: 0

      What sort of idiot is he? The homeless, and delusional kind.

  4. Okay.... by cowscows · · Score: 1

    Hey awesome, if you've got some great ideas that gamers will love, then go ahead and make a new game.

    I realize that this was an article that someone wrote based on this other guy talking, but there didn't seem to be much in the way of actual suggestions, just the observation that many MMO's have a lot of very similar qualities. Which, by the way, is true of just about every game genre that's ever existed.

    --

    One time I threw a brick at a duck.

    1. Re:Okay.... by geeknado · · Score: 1

      He seems to be trying to do just that. Whether he's correct it is really 'new' is arguable, but it certainly appears to be distinct from the rhythmic-button-mash that is WOW.

    2. Re:Okay.... by cduffy · · Score: 1

      Do you know who Richard Garriot is? I'll give you a hint: His first groundbreaking game (targeting the Apple II) was published 28 years ago, and he hasn't exactly sat on his laurels since.

      I'm not saying that everything that comes out of his mouth is gold -- but I am saying that to the extent that experience and success bring authority within a field, Garriot is most certainly an authority with regard to innovation and evolution in game design -- so making snide comments ("Hey awesome...") isn't necessarily appropriate. (And yes, he is making a new game).

    3. Re:Okay.... by cowscows · · Score: 1

      Yeah, I guess I was a little harsh towards Mr. Garriot, when the real criticism should go towards whoever wrote the linked article. The talk was likely far more informative.

      --

      One time I threw a brick at a duck.

    4. Re:Okay.... by NewbieProgrammerMan · · Score: 1

      Even if it's really new, the first line of the minimum system requirements is "Microsoft® Windows® Vista/XP," so I guess I won't get to try it. At least with WoW I can do my rhythmic-button-mashing on a Mac or (if I cross my fingers) on Wine, but if a game is solidly tied to Windows, I betcha it ain't gonna run on any of the non-Windows systems I'm likely to own.

      --
      [b.belong('us') for b in bases if b.owner() == 'you']
    5. Re:Okay.... by Anonymous Coward · · Score: 0

      Um hello, Richard Garriot, is the guy who wrote Ultima AKA Lord British.

      Had this been some random blogger, I don't think it would on slashdot.

    6. Re:Okay.... by vertinox · · Score: 1

      Which, by the way, is true of just about every game genre that's ever existed.

      I dunno. Ultima Online was rather broundbreaking in what it was trying to accomplish. Yes. A great deal of that was due to Ralph Koster (who made the original Star Wars Galaxy because Sony butchered it), but in general the concept had some lofty goals.

      Wheras EQ, AC, and WoW have gone for the same technique for the Diku muds concept of "Kill things to earn loot and XP to kill bigger things to get even more loot and XP to kill even bigger things... etc etc" which is fun for a while, but after going through the same damn thing of kill things for XP to kill more things since Final Fanasty I, II, III...IX, Diablo 1/2, and countless other games that simply have the same formula makes the whole damn genre really boring after a while.

      Which is why I don't play online games anymore... Because I can get the same gameplay with single player games.

      At least UO had something for a while before it went down hill.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
  5. Lord British by Anonymous Coward · · Score: 0

    Isn't he dead?

    Truly a British icon.

    1. Re:Lord British by Laser+Lou · · Score: 2, Informative

      Isn't he dead?

      Truly a British icon


      Actually, he did die once:
      http://www.aschulze.net/ultima/stories9/beta.htm

      --
      No data, no cry
    2. Re:Lord British by Anonymous Coward · · Score: 0

      Just exactly how low did you have to duck for that joke to fly over your head? Did you plunge it into the earth, or what?

      You even knew what I was referring to, for shit's sake! :|

  6. Victims of their own success by Interl0per · · Score: 1

    Who here that remembers the original muds thought that we'd be a lot further along in vr worlds after 3-d near-photo-realistic graphics became prevalent? The market is great at filling needs, but I think it sometimes stinks at serving innovation.

    1. Re:Victims of their own success by cowscows · · Score: 3, Informative

      The truth of the matter is that it's a lot easier to add complexity into a text based game, because the player's imagination will fill in so many of the details for you. Adding graphics, particularly ones that are trying to look photo-realistic, allows the player to shut off that part of their imagination, and so then you've got to fill it all in, which is a hell of a lot of work.

      When I read "You throw the rock through the nearby window, which shatters into hundreds of razor sharp pieces. The shards fly into the store, catching the many shoppers by surprise. Panic breaks out amongst them.", In my mind I can picture all of that happening without very little effort. But for a game developer to create a scene like that in a game, they'd have to do an incredible amount of work if they wanted it to look good. Things like physics to have the glass shatter realistically. Some sort of AI(or at least scripting) to have the people react appropriately. Not to mention wrapping it all up in some pretty graphics with high-rez textures on detailed and well animated models.

      All the computing power in the world isn't going to make designing photo-realistic gameplay anywhere near as easy as it is to do it text based (that's not to say that good text based games are a piece of cake though).

      --

      One time I threw a brick at a duck.

    2. Re:Victims of their own success by Broken+scope · · Score: 1

      Well why not wave the bird at photorealism then eh?

      Wow that pile of crap looks photo realistic.... but its still just a pile of crap.

      There are other things you can do to improve the graphics without moving an inch towards photorealism. Don't make each frame more realistic, make each frame more detailed.

      --
      You mad
    3. Re:Victims of their own success by cowscows · · Score: 1

      Agreed. Plenty of games have gone with a different art direction, and been better games for it. WoW even did this. It's a stylized, semi-cartoony look. It fits in well with the history of WC, as well as helps them avoid the issue of how difficult photo-realism really is.

      But still, once you put images on the screen, it shuts off the images in the player's mind. Reading a book is a way different experience than watching a movie, even if they're telling the exact same story.

      --

      One time I threw a brick at a duck.

    4. Re:Victims of their own success by westlake · · Score: 1
      The truth of the matter is that it's a lot easier to add complexity into a text based game, because the player's imagination will fill in so many of the details for you. Adding graphics, particularly ones that are trying to look photo-realistic, allows the player to shut off that part of their imagination, and so then you've got to fill it all in, which is a hell of a lot of work.

      But - in your example - using text merely simplifies the depiction of the action. In your example - text isn't being used to tell a larger or a deeper story. The basic elements of game play remain the same.

    5. Re:Victims of their own success by cduffy · · Score: 1

      In that example, sure. Much of the larger issue is the death of the lone developer. Once upon a time, extremely popular games were written by a single person -- and they were considered good! Those days, needless to say, are no more. (I'm not necessarily complaining -- I adore Half-Life -- but there are also a lot of stories that don't get told, because one person no longer has the resources to tell them alone in the style to which gamers have become accustomed).

      As for games which make good use of text-based format, look at the Xyzzy winners in the "Best Use of the Medium" category -- I'm personally extremely fond of the 1998 winner, Andrew Plotkin's Spider and Web. For another example, I doubt very much that Photopia would have as much of its emotional impact were it graphical rather than text-based.

      BTW, you might find Inform 7 interesting; it's a toolkit intended to make writing interactive fiction easier for those whose background is more literary than technical (while still leaving plenty of fun for the software geeks among us). Certainly, this kind of toolage makes it far easier for a single individual to put together a compelling game (presuming, of course, that they have the relevant talent) than any graphical framework in which visual artwork, 3D physics, etc etc. needs to be implemented.

    6. Re:Victims of their own success by Hatta · · Score: 1

      The truth of the matter is that it's a lot easier to add complexity into a text based game

      Hence Nethack. The most complex, most detailed, intricate, and damned hard RPG ever written. But oh, it's so worth it when you finally ascend. Nethack is my desert island video game. Assuming the desert island has electricity, I guess.

      --
      Give me Classic Slashdot or give me death!
    7. Re:Victims of their own success by Blakey+Rat · · Score: 1

      Nethack is more a dungeon digger than a proper RPG, IMO at least. I personally was very fond of Mission: Thunderbolt back in the day, which is basically Nethack with a sci-fi theme.

      That said, Nethack has nothing to do with the topic at hand, which is about RPG MUDs, not single-player dungeon diggers.

    8. Re:Victims of their own success by cowscows · · Score: 1

      That's kind of the point of my post. A crappy story is a crappy story no matter how you tell it, so sure a text based game isn't guaranteed to work well. But on the flip side, a bad presentation can ruin even a great story. Now, writing good stories isn't a trivial matter, but it's the kind of thing that one or two skilled people can do. Turning that story into a photo-realistic looking video game is likely to take dozens of skilled people, and with the current limits of our computer technology, it's still not likely to achieve the same level of realism and detail that, at least my mind creates, when I read an engaging story.

      All other things being considered, from just the standpoint of ease of production, it's much easier to expand a text-based game than a game with the fancy graphics that we've got today. The graphic power of modern computers also offers us many many advantages over text based games, which is why you so rarely see text-based games these days, but that's not what I was talking about.

      --

      One time I threw a brick at a duck.

  7. Grinding bad? by DeadManCoding · · Score: 2, Interesting

    From the sounds of the article, Rasa feels that grinding is dominating MMO gameplay and that it's time to innovate. Having never played UO, but spending plenty of time in EQ and Warcraft, I can't say that all MMOs are dependent on grinding. I can understand a want to innovate and create a something completely new for MMOs, but in order for characters to advance, they need to be given waypoints to show completion. I agree that grinding doesn't have to be the only way, it's just the easiest way, and easily understandable to any MMO gamer out there.

    --
    "The only constant in the universe is change." - Unknown author
    1. Re:Grinding bad? by cching · · Score: 2, Interesting

      I agree that grinding doesn't have to be the only way, it's just the easiest way, and easily understandable to any MMO gamer out there. So what? I mean, you kind of come off as defending adding grinding to a game "because it's what people know." That's just claiming MMO's don't need innovation.

      I'm sorry, I've played a lot of MMO's over the years and I am sick to death of mindless grinding. Bring on the innovation, make games fun again. For those that love grinding, you can play the games that are out there.

      Let me also just say this. Whatever Blizzard developer came up with mote grinding ought to be taken out back and tarred and feathered. Yeah I do it, but I really think there has to be a better way than just throwing up your hands and saying "I give up, let's just add another grind."
  8. More elements of simulation needed by spun · · Score: 4, Insightful

    MMORPGs need more interactive elements and less static content. I would love to see a game where you could start a merchant empire, overthrow a king, or build a village, as well as delving in dungeons and hacking monsters. Everything outside of combat skills is relatively useless in most MMORPGs. With elements of simulation included, skills such as diplomacy, leadership, and acting would become important. Every server would develop differently. Developers wouldn't write static content, but would instead script dynamic content that would draw from the present game world instead of shoe-horning new plots into every instance. For instance, rather than making quests that use the same NPCs, existing NPCs with the right characteristics would be used every time the quest was given. Rather than use the same locations, generic locations such as "any lower class bar" could be specified, and the quest might be activated any time the PC went into such a location.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:More elements of simulation needed by First+Person · · Score: 2, Funny

      The challenge is making a game where everyone can "start a merchant empire, overthrow a king, or build a village". It's easy to do in single player games, but far more difficult when you've got millions of players. Here is the only one that comes close and the graphics are far better than Tabula Rasa. But even in that one, players complain that the outcomes are heavily influenced by the starting conditions.

      You can't please everyone.

      --
      Given one hour to live, the student replied: "I'd spend it with professor FP who can make an hour seem like a lifetime."
    2. Re:More elements of simulation needed by cowscows · · Score: 1

      Then what you're looking for is MMO's with a bigger focus on the multiplayer aspect. One game that I'll mention that does this pretty well is eve-online. It's intensely player driven, and its in-game universe has many player created and run alliances. Alliances can take territory and improve it, but they also have to defend it and can certainly lose it. There is communication, diplomacy, spying, backstabbing, love for allies, hatred of enemies...all beyond a level that you can probably believe unless you've seen it. It's certainly not a game for everyone, the gameplay is quite slow at times, it requires extensive teamwork and trust to accomplish much of what the game has to offer.

      The game is very open-ended in not only how you achieve your goals, but also in letting you decide what your goals are. You can sit around by yourself shooting NPCs all day to make money, but unless you've made friends with the people who control the high-end space, you're not going to get access to the good NPCs. You can try to create your own corporation, ally with other corporations, hire yourselves out as mercenaries, try to set up a trade empire, etc.

      A large corporation/alliance needs a whole host of roles filled in order to live and compete in alliance space. Logisitics are huge, finances need to be tracked, diplomacy is always on-going, intel-collecting is key. Some people are constantly testing new battle strategies, some are trying to make more game-money, others are trying to scam your corporation out of as much as they can run off with.

      It's a cool game, but you'll only experience a small percentage of what it has to offer if you try to play it all by yourself.

      --

      One time I threw a brick at a duck.

    3. Re:More elements of simulation needed by Anonymous Coward · · Score: 1, Funny

      Dude! That game you linked sucks. It is only playable in hardcore mode, there isn't enough starting gold, you can't reroll and most of the other players are complete jerks.

    4. Re:More elements of simulation needed by Anonymous Coward · · Score: 0

      EVE-ONLINE

    5. Re:More elements of simulation needed by Broken+scope · · Score: 1

      All eve needs is more players and an ever growing number of star systems to explore.......

      but thats just my opinion.

      --
      You mad
    6. Re:More elements of simulation needed by king-manic · · Score: 1

      would love to see a game where you could start a merchant empire, overthrow a king, or build a village

      The problem is only 1 person per server can overthrow any particular king. So scripting a plot even like that for 2 dozen people requiring 2 or 3 people to script is not cost effective. Buildign a merchant empire (EVE) or a village (EQ2, UO) have been done.

      Every server would develop differently. Developers wouldn't write static content, but would instead script dynamic content that would draw from the present game world instead of shoe-horning new plots into every instance. For instance, rather than making quests that use the same NPCs, existing NPCs with the right characteristics would be used every time the quest was given. Rather than use the same locations, generic locations such as "any lower class bar" could be specified, and the quest might be activated any time the PC went into such a location.

      I'm pretty certain making the game more generic is not a good way to add difference to a server. I'm not aware of any great demand for each shard to be significantly different.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    7. Re:More elements of simulation needed by the+dark+hero · · Score: 1

      Try Eve Online? It's the closest thing to what you described. I'll admit it's not a fantasy game (fantasy > sci-fi imho), but you can do...whatever you want given you have the skills and/ or money. I've always dreamed of a fantasy MMO that was a bit more free form. You know, bring the "role playing" back into MMORPGs. Not in that dumb "Hail!" stuff you run into on those so called RP servers on WoW. I want to have a reason to play my character. I want a world that motivates players to pursue other careers than just questing. I'd like to be a thief and steal from vendors and people without them knowing or without having to fight. I'd like there to be an EPIC creature that is present from the beginning, but will never respawn if killed. Maybe its a dragon that randomly raids towns. Maybe you have to find him and (hope to) defeat it one day. I could ramble on forever.

      --
      You constantly struggle for self improvement - and it shows.

      Hooray for bad Engrish on fortune cookies

    8. Re:More elements of simulation needed by Broken+scope · · Score: 1

      Make a game where it starts structured, but allow players to integrate into that structure, let them become the structure. Let the first players run around during the semi calm before the storm. Once you think they are ready, usher in the storm, have a major NPC leader get assassinated, preferably by a player, possibly one who doesn't know that he just started a chain of events, hell make him the games unwitting Gavrilo Princip.

      Then watch, when you need to shape events using your game masters (Who are some type of super advanced or super magical race which likes to fuck with those below it, heck make them killable too, cause that would be one hell of a hunt). Let them impersonate players, assassinate leaders (Player ones). Get the players into position near the top, but not on top of the major factions, leave that position to be filled by a company employee, an AI or both.)

      Let the players drive the universe, but introduce things into it and see how they deal with them. Lie, steal, kill, impersonate, and manipulate the player politics to keep the game going when it needs to be done.

      --
      You mad
    9. Re:More elements of simulation needed by plalonde2 · · Score: 1

      Hunh? I have a difficult time getting it into hardcore mode, and when I do my in-game partner disables the screen-shot feature.

    10. Re:More elements of simulation needed by lymond01 · · Score: 1

      The challenge is making a game where everyone can "start a merchant empire, overthrow a king, or build a village".

      One thing is the point of view. You can look at how the larger guilds do things - build guild towns, share major raiding areas, declare a hierarchy within both their own guild and amongst others, etc. You could easily compare this to merchant empires, kings and villages, but for some reason, people choose to not look at it that way unless the game tells you that's how to look at it.

      MMORPG Discussion Board is worth reading and contributing to. Lots of great ideas, both recent and ancient, are on that board.

      My idea (never thought you'd ask): A true resource system where everything is related. Kill too many deer herds, not only do the wolves start coming to your farms, but you won't have any meat in your local stores to feed your heroes. You have to defend your farms from orc/wolf raids or food lacks there also. You want arrows for your bow? Go hunt some pheasants for the local fletcher (who may be a PC, an NPC, or an NPC hireling of PC). Your guild builds a city but if it gets invaded, it won't be razed because a city is valuable in and of itself...you need to convince the NPC populace to follow you (so the town guard, local bakers, shopkeepers, etc stay in the city).

    11. Re:More elements of simulation needed by spun · · Score: 1

      Every time I bring this concept up, people reply, "Eve-online." I am seriously going to have to give that game a try!

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    12. Re:More elements of simulation needed by spun · · Score: 1

      If each shard is a simulation, they will develop differently. And by generic, I mean not specific. In the example I give, instead of using the same exact NPCs for each quest, the game would look for existing NPCs that fit the criteria for the quest. The game play is not generic. Get it?

      So what if only one guy can overthrow the king? In a system like I describe, someone else could then overthrow the PC who overthrew the king. Or an NPC could. Not everyone will ever get a chance to play out all the quests. You won't even know the specific quests from stuff just happening because of the simulation.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    13. Re:More elements of simulation needed by Impy+the+Impiuos+Imp · · Score: 1

      I hate to burst your bubble, but it's worse than that. This "hardcore mode", where you stick your thing thru the peep show booth hole, well, the "girl" on the other side prolly isn't a girl; they just play one fraudulently.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    14. Re:More elements of simulation needed by king-manic · · Score: 1

      If each shard is a simulation, they will develop differently. And by generic, I mean not specific. In the example I give, instead of using the same exact NPCs for each quest, the game would look for existing NPCs that fit the criteria for the quest. The game play is not generic. Get it?

      So what if only one guy can overthrow the king? In a system like I describe, someone else could then overthrow the PC who overthrew the king. Or an NPC could. Not everyone will ever get a chance to play out all the quests. You won't even know the specific quests from stuff just happening because of the simulation.


      It seems you want a medievil fantasy world simulator. It's be more algorithmic then scripted. But the changes are small. What's the difference between going to shady bar #13 in city #46a-bb2 and getting a quest or flying to North Rend and getting a quest from the shaddy bar there? well the difference is the cities beceom more generic. Why should I ever go to north rend if all the quests are available here? What are the perks of being king? you have to stop dungeon crawling and spend all your time administrating and collecting taxes? or would it just be a resource provider. King entitle you to 30 gold every months etc.. A set up like the latter already exists in games like EVE. Control an area, derive resources. Want to be king, become CEO of your corp and expand yoru terrortory.

      There are a lot of touches you could introduce I suppose. Like bandits around northrend would likely have more then one person who wants them gone. So you can have multiple people with different flavor text give you exactly the same quest. But you multiply the work required to fill a MMORPG linearly. If each quest can be given by 2-8 different NPCs you now have to write that much mro eflavor text. It wouldn't matter at all unless the reward was different then people would just go with the highest reward invalidating all your effort. If they had the same reward then there is no difference and the creator just multiplied his work for nothing. If you make quest like "Bandit of lvl 20-24 give X quest" there is still no functional difference from making it "Skylar the quick in The stout Pig in centeral Northrend" and "Bandit of lvl 20-24 in any seedy bar". Except less flavor.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    15. Re:More elements of simulation needed by king-manic · · Score: 1

      All eve needs is more players and an ever growing number of star systems to explore.......

      but thats just my opinion.


      And maybe less accusations of a corrupt developer.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    16. Re:More elements of simulation needed by vux984 · · Score: 4, Informative

      eve online only has one server, so developing 'dynamic' content that will work regardless of how 'each' server develops is comparatively trivial. All it has to do is work with the one server they've got in the state that its in.

      As for being player directed...sure. But its player directed the way the real world is. A few are at the top calling the shots, and the VAST majority work for them, or work for someone who works for them, or are otherwise relatively irrelevant pawns in the game, who have about as much impact on the direction the game takes as they have on the direction the real world takes.

      Now don't get me wrong, its entirely -possible- to control a trade empire. Its just utterly unlikely of ever becoming a reality. If 250,000 people log in each day dreaming of controlling a galaxy spanning empire... well, 249,500 of them will never reach their goal. The nature of the power consolidation that is represented by an empire is such that it is controlled by a small number of people. And to be one of the lucky few you have to essentially out-compete nearly everyone else who wants that same empire.

      I guess if all you really want is to be a cog in someone elses wheel you'll likely reach that goal in Eve.

      And, that, is eve at its hypothetical best... Eve, in my opinion, has been tainted by the devs/gm's who also PLAY. Even when they aren't outright cheating to give their corporations an edge, its pretty much a given that they'll have an information advantage. (Is it merely a coincidence that a corporation/alliance the devs are known to be involved with has been a dominant force in the game?) I don't mind devs playing a pve mmog, but when the game developers are also a competing to win against their own subscribers it sets the stage for scandals... which Eve has seen plenty of.

    17. Re:More elements of simulation needed by spun · · Score: 1

      The layout of each city and the NPCs will be unique for each city. While some quests might be activated from any shady bar, other quests might only be activated when talking to the mayor of North Rend, and still others might be activated in any building in North Rend if you've done any of the Mayor's first five quests and an orc is present.

      You see, I've been thinking about the best way to have certain scripted elements interact with the simulation and the NPC AI. You know that the AI in Oblivion had to be turned off because the AI would do something wacky and the story would dead-end. So I thought about ways of having a multi-branching plot that could use whatever elements were available.

      As for your bandit example, well, in a simulation the value of removing bandits would depend on the number of bandits present. It seems like you are still thinking in terms of static content with static spawn points. That is not what I'm going for. In a sim-driven game, once you killed enough bandits near North Rend, there wouldn't be any more bandits near North Rend! This would have knock-on effects in the sim, more goods would flow in prompting lower prices, while bandit hunters would leave, perhaps leaving an opening for some PC banditry. With no more bandit hunters in North Rend, eventually the bandits would move back in.

      In a situation like this, it would be much more difficult for players to find the optimal strategy for a given situation because all situations would be unique. Instead of reading a FAQ and doing exactly what it says, players would have to think on their feet.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    18. Re:More elements of simulation needed by king-manic · · Score: 1

      As for your bandit example, well, in a simulation the value of removing bandits would depend on the number of bandits present. It seems like you are still thinking in terms of static content with static spawn points. That is not what I'm going for. In a sim-driven game, once you killed enough bandits near North Rend, there wouldn't be any more bandits near North Rend! This would have knock-on effects in the sim, more goods would flow in prompting lower prices, while bandit hunters would leave, perhaps leaving an opening for some PC banditry. With no more bandit hunters in North Rend, eventually the bandits would move back in.

      In a situation like this, it would be much more difficult for players to find the optimal strategy for a given situation because all situations would be unique. Instead of reading a FAQ and doing exactly what it says, players would have to think on their feet.


      There are more munchkins then RP'ers. if grinding bandits is profitable (in money, xp, or reputation) then they will be grinded to nothing (see UO in the beggining) if not then they will be ignored and all your work will be for naught.

      The reason scripted events, set spawn rates and the semi-static world are popular is because it's easier to play balance by a few orders of magnitude then a algorithmic world. And it's easier to fix probelms. Your suggestiosn did happen inUO, made the game umplayable and they went to the current static model.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    19. Re:More elements of simulation needed by Anonymous Coward · · Score: 0

      My idea (never thought you'd ask): A true resource system where everything is related. Kill too many deer herds, not only do the wolves start coming to your farms, but you won't have any meat in your local stores to feed your heroes. You have to defend your farms from orc/wolf raids or food lacks there also. You want arrows for your bow? Go hunt some pheasants for the local fletcher (who may be a PC, an NPC, or an NPC hireling of PC). Your guild builds a city but if it gets invaded, it won't be razed because a city is valuable in and of itself...you need to convince the NPC populace to follow you (so the town guard, local bakers, shopkeepers, etc stay in the city).

      Ah but the problems something like that would introduce. So if too many deer die, the wolves become more prevalent. What's to stop some asshole from making it his one goal to annihilate every deer just so the wolves attack other player's farms? Who wants to play the part of a digital PETA member? Even if you play 16 hours a day, a game in which the little things can have such a large impact get magnified and is way to exposed to the works of some devious folks and in the end will hurt many players who don't have as much time to dedicate as the asshole out to cause trouble.

      Do you throw their avatar in jail? Suspend or ban their account? How do you draw the distinction from an overly zealous deer hunter from a griefer?

      Because many players only log in a part of their day, lets say 2-4 hours a day, a world that can change too much from one game session to the next would frighten most away I'd say. Especially if you combine the "ownership" of real-estate/businesses, which can be lost with the chaos of an ever changing game world.

    20. Re:More elements of simulation needed by Broken+scope · · Score: 1

      If you close your eyes and wish hard enough, that shouldn't be an issue.

      --
      You mad
    21. Re:More elements of simulation needed by jollyreaper · · Score: 1

      MMORPGs need more interactive elements and less static content. I would love to see a game where you could start a merchant empire, overthrow a king, or build a village, as well as delving in dungeons and hacking monsters.

      So would I. So would a lot of people. The problem is that when you try to do these things, they don't scale well. To he who has the most time to spend online in a game goes the spoils. There is no way in hell an adult with a job will ever be able to compete with a high school kid or a college student who isn't bothering to attend classes. Even if you were able to limit the game to professionals with jobs, some people have good weeks and some people have bad weeks. Who wants to see a hard-won empire lost because work went late?

      The only solution I can come up with is a limited instancing of the game world. Back in the days of door games, each BBS had it's own game world. Trade Wars on one BBS was different from another BBS. Different players, different developments, etc. Keeping the number of players smaller allows for a more manageable development of the game. In Star Wars Galaxy, everybody would want to be Darth Vader and how would you pick that fairly amongst tens of thousands of players? If you only have ten players, you have more than enough cool characters to pass around. You can also have more universe-shattering developments without having to balance it against the fun of a thousand other players.

      1. Limited instancing of game world.
      Rather than sharding into servers like WOW, allow people to shard it down to a group of friends. This would work well if we were talking about a game like a traditional 4x like Civilization. Five friends get together to play, the game instance is stored on the central server. Turns progress only after everyone has submitted moves. If people are busy, maybe only one turn gets submitted per night. If people set aside a few hours to play, maybe a dozen turns get played.

      Advantages:
      Goes well with people who don't have a lot of time.

      Disadvantages:
      Would not work well with traditional MMO concepts which play more like RPG's. Players would not like the idea of losing progress on a character once a shard breaks up.

      2. Gameplay optimized for those with limited time.
      It's the bonsai tree school of game development. You can spend two hours looking at a bonsai tree and make only one cut. Or you could spend two minutes, make the cut, and move on. You can compare that with stock trading. Part of the fun is looking things over, doing the research. Sim Village is like that. http://www.ldw.com/vs/index.html It's a PDA game with a clock that progresses in real-time. You have a village of castaways and you get to play village headman figuring out how they're going to survive as well as solve mysteries of the island. There's only so many orders you can give at any one time so the game naturally limits you to just a few minutes of orders and maybe another five minutes of looking around and planning.

      The most recent example of this carried over into something other than a tamagouchi game is Defcon. You can play it in real time so a game can progress over 8 hours. You give orders, maybe check in every once in a while to see how things are going, and get alerts if crap hits the fan when you're not looking. I could see a wargame being quite fun played out like that, you're the dictator of a country at war, updates come in via email throughout the day but the orders phase resolves at night. So you get to issue your new orders for the following day, set production rates, move armies about, and then you just have to hope to God you picked good computer generals to manage the fights because there's no way you're going to be able to micromanage C&C-style.

      Everything outside of combat skills is relatively useless in most MMORPGs. With elements of simulation included, skills such as diplomacy, leadership, and acting would become

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    22. Re:More elements of simulation needed by plalonde2 · · Score: 1

      Didn't you know? That's known exploit.

    23. Re:More elements of simulation needed by cowscows · · Score: 1

      It's a neat game. But it's very overwhelming at first. They're not always easy to find, but if you can discover a corp that is actually interesting in helping newbies, you'll have a much better time of it.

      --

      One time I threw a brick at a duck.

    24. Re:More elements of simulation needed by Mattsson · · Score: 1

      Nah... Just use "real world" mechanics.
      Everyone can try to start an empire, but you have to fight the current empires for land.
      If a bunch of people have a village somewhere, you have to kill everyone in it and burn it to the ground to start your own village there.
      You want to start a merchant empire? Then you have to compete with the other 56739 persons who are currently trying the same thing on your server.
      You're a basket weaver and need a shop to sell your baskets? Find a suitable place thats up for rent. Can't fine one? Well, you'll just have to keep looking, won't you? Or maybe hire an assasin to make a place vacant. =)

      --
      /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    25. Re:More elements of simulation needed by RobertLTux · · Score: 1

      and how about this trick split the super feats into skill/ power requirements and then have folks with low skill (maybe even low max skill) but very high power ratings then you could have setups where a LV100 Fire Wizard needs to have a group of followers just so he can have enough power to do his casting. (hmm maybe even have things where
      he would need say somebody with Ice/Water magic)

      --
      Any person using FTFY or editing my postings agrees to a US$50.00 charge
    26. Re:More elements of simulation needed by Anonymous Coward · · Score: 0

      Isn't getting away from the cruel truth of reality the whole point of playing an rpg?

    27. Re:More elements of simulation needed by lymond01 · · Score: 1

      Yah, you'd need stricter systems of justice...no being killed, respawning, and then terrorizing the countryside again. I'd like to have a "witness" system where you can log a person's activities and present them to a court. It could be a court of peers created to deal out such justice and punishment, overseen by a GM. The perpetrator would need to be caught by city guards or players, brought to prison, where he'd sit until called for a period of up to one day where he is then released automatically if not called to stand trial.

      Complex? Sure. But it'd be a complex world. I'd like to see more player-based controls rather than game mechanics. Build a dungeon to keep captives...it can be populated with "guards" and can be broken into for a rescue attempt, etc.

      Lots of possibilities...

  9. Brighton's Develop Conference? by MarkAyen · · Score: 1

    He's just bitter he wasn't invited to Comic-Con.

  10. Not just MMOs by the+dark+hero · · Score: 1
    Worse yet, there are many things that have become standard that I look at and even though they are powerful enough to encourage the behavior of people obsessed with playing these games, I don't think they are the right way of building the future.

    Slightly change the wording and you pretty much sum up what's wrong with society nowadays. Stagnation is a problem across the globe. When was the last revolution we had? The seventies? Berlin wall? Maybe i'm being cynical.

    --
    You constantly struggle for self improvement - and it shows.

    Hooray for bad Engrish on fortune cookies

    1. Re:Not just MMOs by Ravenscall · · Score: 1

      They happen all the time in Africa, a veritable utopia of innovaton and progress!

      --
      You say you want a revolution....
    2. Re:Not just MMOs by BlueParrot · · Score: 1

      Slightly change the wording and you pretty much sum up what's wrong with society nowadays. Stagnation is a problem across the globe. When was the last revolution we had? The seventies? Berlin wall? Maybe i'm being cynical.
      Does the internet count? Tor? Cryptographic software with plausible deniability? We're having plenty of revolutions. They are just not noticed by big media... Now THAT is a revolution.
    3. Re:Not just MMOs by Secret+Rabbit · · Score: 1

      1) Civilized societies don't have a need for revolutions. That is unless an uncivilized society (tries to) subjugate them.

      2) The Berlin wall thing was non-violent.

      3) If you'd take a look at the (3rd) world, you'd see TONNES of revolutions regularly. You don't hear about them because they are poorly reported on and even then only briefly (flavour of the week syndrome).

      4) You don't need revolutions for progress.

      5) Progress IS happening at a startling rate, if you care to open your eyes.

    4. Re:Not just MMOs by penp · · Score: 1

      Maybe i'm being cynical. No, not at all.
    5. Re:Not just MMOs by Hatta · · Score: 1

      1) Civilized societies don't have a need for revolutions. That is unless an uncivilized society (tries to) subjugate them.

      Civilized societies tend to become uncivilized. Power naturally tends to become more centralized over time, and since power corrupts civilization gets corrupted too. This is why Thomas Jefferson said "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." He meant every 20 years or so. Looking at the state of the union, we're far overdue.

      --
      Give me Classic Slashdot or give me death!
  11. well.. by doublefrost · · Score: 2, Insightful

    Eve and DOAC are good departures from the MMO standard. Still are I think. Whats also great about those 2 games is you don't have to spend 8 hours a day on them to do well.

    1. Re:well.. by cthellis · · Score: 1

      EVE you technically don't since you get character development offline, but you're kinda cracked-out if you don't think that the time spent acquiring ISK and practicing your fighting and TALKING to people to fight a lot to get tactical advice won't make you tremendously better than the casual player.

      And DAoC...? o_O Seriously. The level grind is much the same, and then you have to fight forever to grind through your necessary Realm Abilities...

      The only games that seriously break out are ones that are far less "RPG" and far more "something else," like Planetside. You get better by playing in the same way that you get better playing Battlefield games, and your "experience" just gives you more roles you can fill without reassigning points.

      EVE is a departure from MMO standards in MANY ways, but "not having to spend time to do well" is most certainly not one of them. And DAoC is hardly a departure at all.

    2. Re:well.. by tknd · · Score: 1

      And DAoC...? o_O Seriously. The level grind is much the same, and then you have to fight forever to grind through your necessary Realm Abilities...

      Not really. The grind is much less than before and experienced players know a number of techniques to make it fairly efficient. Compared to any other game, daoc PvE is practically a joke now. Organized groups can probably achieve RvR-ready toons in a few weeks with only 2 to 3 hours invested per a night. On classic server people can grow level 50s in under 10 hours played pretty easily. Most of the time in getting a toon ready is actually spent collecting money or items needed. Existing players have an easy time with this because they can just dig from their pockets for the items they need.

      I wouldn't consider PvP combat grinding either because you're actually playing against other people. You only need about Rank 6 or 7 to level the playing field. Sure a rank 12 will have almost double your points but not all of the rank 12s are quality players.

      But I still don't like PvE and think they can really do away with it. There's still a lot of room for improvement in MMOs. But daoc right now is pretty lax. All of the hours I log in are spent in RvR not in PvE. I've PvE'ed for maybe 10 hours this entire year in that game.

    3. Re:well.. by cthellis · · Score: 1

      Well then they seriously changed things, or else you're just talking about whatever "maximum rate" you can get if you already KNOW what you're doing. (People can level to 70 in Warcraft in a few days' time, too, but that's not entirely representative. ;-) ) I played DAoC for about a year after it launched, and by and large the PvE grind was the same as EQ's (with people swearing it wasn't) and more obnoxiously dull. I picked up the 5th Anniversary package shortly after it came out to tool around again for a bit, and while it was certainly faster, it didn't seem to be "get to 50th in a week" faster, on a casual schedule. The new classes appeared to be rather snapped-with-goodness, tho. ;-) If I'd kept up the same levelling rate as I did in my 0's and 10's it could certainly be done, but it was always the 30's and 40's where everything slowed to a crawl. If they toned that down severely...

      Sadly, I think the removal of the grind--to whatever level it affects the casual playerdom--is too little too late. Well after other games stole the limelight, and without much ability to draw people back. (So it seems to be more convenience to creating an alternate, instead.)

      DAoC stood out by having a solid, team PvP structure whereas it was always an afterthought in games previous (and most games after), and it took a while to develop. WAY longer to balance. Even LONGER to give more purpose. And after THAT, I suppose... less grinding. (While PvP was fun, it was still a grind to get what you NEEEEEDED to not get completely hosed by your weak points.)

      It sounds like refinements that came along in "year 4+" which is sadly too long for anyone to remember. Nice to get a recommendation and maybe pick things up now with some assistance, but there are too many other shineys at this point to go back without a real connection to the game, IMHO. Which is sad, as everything I and my friends remember form it (even the one who kept it up for 3+ years) remember is grind: the monumental PvE grind; grinding Realm Abilities (because tho you could have fun in PvP, you had to "do things differently" to get RP's faster); grinding cash to get people to make JUUUST the right weapon customizations...

      *shrugs* So at least you know where I'm coming from.

    4. Re:well.. by teg · · Score: 1

      DAOC was fun, until they added the ultimate grind... TOA.

  12. UO=innovative and no one has gotten it right since by Xlipse · · Score: 4, Interesting

    He's totally right and he doesn't need to offer suggestions -- he's just stating the obvious because that's apparently what all the MMOG developers have forgotten since the UO/EQ days. Now, it's mostly about keeping players on the hamster wheel (grind) and paying the monthly fee to make your parent company/publisher happy.

    For example: WoW is a terrible GRIND when you compare it to a game like UO, which had a much more robust setting to play in. Uo had crafting, gathering, hunting, quests, treasure hunting, boating in the seas, dungeons, role playing, houses, player cities and PVP (and that's just from 1996 to 2000 when I played) Those were all *MAJOR* aspects of the game. In WOW, the only major aspects are: PVP and Gear Grinding.

    BOOORRRINNNGGG

    Games like UO were designed to be open ended and non-linear, unlike WoW (which I played for 2 years, BTW). The UO developers might not have thought players would create an innovative city (such as Oasis on the Sonoma server) or build Fish Tanks in their towers using scraps of cloth left over from crafting and the fish you could catch from the sea... but due to the open ended design of the game, you COULD do creative things like this -- ALL over the place in UO.

    That's what he is saying and I agree with him.

  13. Not me by Anonymous Coward · · Score: 0

    I'm FOR Stagnant MMOG Design

    1. Re:Not me by Impy+the+Impiuos+Imp · · Score: 1

      We know. Seriously, most people do not want live events!

      They don't want some invasion messing up their cross-country journey to go "grind some orcs" with their buddies.

      Personally, I'd prefer a special server that did just that. I want constant interruptions with unexpected stuff. I'd love to see the server pick up, say, 100 random online Alliance and drop 'em deep somewhere inside Horde territory, where they'd have to get out as a group. All unexpected.

      I want a server full of people who do not get upset their transcontinental journey is messed up by a true live invasion (as opposed to City of Heroes static, temporary "invasions" and other crap like that.

      I want to see a regular stream of Orcs on Freeport (old EQ) such that, without regular defense, the guards start getting killed by ganged-up orcs. Then the city, or at least that part, is lost. No waiting for tomorrow or a server reboot. Done. Gone. You've gotta go get it back, then keep it.

      Put the persistence in the persistent worlds. Put the live in the live worlds.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:Not me by Anonymous Coward · · Score: 0

      TR does something similiar to that, only instead of picking up players and dropping them in the middle of a combat zone out of their own free will, players choose to do that, and can even take control of enemy bases. And after the PCs take control, the AI sends a larger force to take it back! RG is mostly bashing other games that haven't done anything but refine UO, (although I do believe he said he enjoys WoW from time to time, and can appreciate all of the refinements) saying that TR is going to be the first "second generation MMO" I believe he calls it. So far, so good.

    3. Re:Not me by NikG43 · · Score: 1

      I used to GM on a UO server and would do random events like you speak of. Basiclly turn off the gaurds in a town and have it be over run with orcs or pirates.

      Also I would hold treasure hunts where you start at a boss and he would drop a note. From there everybody could see the note and it would be a clue to the next note. Have about 8 to 10 notes before the end. People that worked together and knew the map back and forth (rather than would just teleport everywhere) would normally come out ahead.

      people were always excited about these random events and it would normally bring most of the server together to complete them.

  14. Re:UO=innovative and no one has gotten it right si by holmedog · · Score: 1

    I agree 100%. It never fails to amaze me how a new game will come out and claim to have "innovative design" when I have already seen it in UO. And, I'm not talking out of my ass. I've played just about every major MMO to come out. Everquest, UO, Meridan, AO, DAoC, WoW, EQ2, Vanguard, LOTR:O, Eve, Dofus, Neocron, Second-Life, and probably some I'm not thinking of right now. UO came the closest to killing the grind (you could have a max character within days, except in trade skilling) but it still failed on a lot of accounts. Recently (I came back for a short while) it has become too item-centric. While it used to be "Pick up some random armor and your on par with everyone else". I won't be happy until I can jack in matrix style though, so here's to hoping.

  15. Dear Richard, by Bieeanda · · Score: 0, Flamebait
    Your fifteen minutes of fame ended when your avatar was flame-walled in Britain. Consider it a symbolic death, of your worth as an icon, and of your grasp on gaming and of the MMO industry in particular.

    YOU are the one who hailed the original Lineage as a sign of the next big step in MMOs.

    YOU are the one who championed Lineage II and brought its grind to end all grinds to North American shores.

    YOU are the one who, to judge from all the little NDA-breaking birdies, is developing a boring PVE grind that rivals the worst of the Korean-developed games that you've fallen in Stockholm Syndrome with.

    Your ship has sailed, Richard. Unfortunately, you were too busy sitting at Brit Bank on your true black horse to notice. You're just embarrassing yourself now.

    1. Re:Dear Richard, by liegeofmelkor · · Score: 1

      Awww, isn't it funny when the little ones speak up. You must not have been playing games in the 80's. I won't argue that Garriott's time of fame and influence is over, but if you say he had 15 minutes of fame is selling him short. He was a superstar game designer for a good decade or so. He didn't just do Ultima Online, young one, he did the whole Ultima series! He's a pioneer in the computer RPG genre, way before the MMO got attached to the front of the acronym, and you're insinuating he's a one-hit wonder.

    2. Re:Dear Richard, by Bieeanda · · Score: 1
      Dude? I cut my teeth on Ultima I for the Apple. I loved the Hell out of that series through Serpent Isle, tolerated Pagan, and mourned Ascension. Certainly he was a pioneer ten to twenty years ago, but that's an even longer stretch in computer time than it is in dog years.

      Certainly, he was a pioneer, but so were any number of other men who didn't realize that they'd long since been left behind by the industry that they helped to build. Given his post-Ultima track record (and, some might argue, the changes that U8 and U9 made to the earlier Ultimas' formula), he's turned into the industry's doddering uncle who people politely listen to while trying to suppress winces.

    3. Re:Dear Richard, by GearType2 · · Score: 1
      Tabula Rasa isn't even in open beta yet...

      I mean, I could honestly accept your belief that other's opinions on a non-released, production product is that it's faulty hold water. But if this was proof that an MMORPG was doomed to failure then WoW would be long dead and forgotten(it's quests didn't even work for months in closed beta, and some classes didn't even have skills past lvl 10).

  16. Re:UO=innovative and no one has gotten it right si by ZombieWomble · · Score: 3, Interesting
    Hang on hang on.

    I played UO for years and years, it still has a fond place in my heart. But you're complaining about an excess of grinding in WoW, and then lauding UO for its gathering and crafting systems? They were nothing but a grind, and even less engaging in general due to the extremely repetitive nature of the activity and general lack of threat (barring random PvP encounters if you chose to do it in Felucca, obviously). Similarly - hunting and treasure hunting form two of the primary quest archetypes of WoW also (and are, I would argue, better developed in the latter setting). "Dungeons" are much better developed in WoW (although the instancing does somewhat detract from the fun of that, from a certain point of view) and are the main setting of the gear grind in WoW.

    In terms of actual game mechanics, I would suggest that WoW beats UO hands down - many of the concepts you laud in UO are not only present in WoW, but are refined and improved on. What's different is primarily the arrangement of the world, and the adjacent mechanics which aren't strictly related to "gameplay". WoW is very clearly a path from A to B, where A is level 1 and B is a pimped out level 70. You can take small diversions along the path (crafting, RP, etc), but basically they are all fitted in to support your primary profession of bashing creatures' faces in. UO, on the other hand, had a much broader scope: there was no fundamental need to go kill beasts of any sort (indeed, it was often not that profitable to do so) and you could build a skillset completely independent of your ability to smash faces and still have a complete, meaningful character. Coupled with the additional mechanics for interacting with the world (which rarely affected actual mechanics), you have a recipe for a much more broader, more realistic feeling world than that offered by the rather linear pathway in WoW and similar MMOs.

  17. Re:UO=innovative and no one has gotten it right si by Xlipse · · Score: 1

    To each his own. You favor linear, I favor non-linear.

    UO had variety, I feel WOW did not have as much due to WOW's linear nature. Of course it's all a grind in the end, but UO's variety and open-endedness made it feel like much less of a grind.

    I think most RPG fans would agree, Non Linear Gameplay > Linear Gameplay.

    UO > WOW
    Fallout > The Legend of Zelda

  18. Re:UO=innovative and no one has gotten it right si by Anonymous Coward · · Score: 0

    For example: WoW is a terrible GRIND when you compare it to a game like UO, which had a much more robust setting to play in. Uo had crafting, gathering, hunting, quests, treasure hunting, boating in the seas, dungeons, role playing, houses, player cities and PVP (and that's just from 1996 to 2000 when I played) Those were all *MAJOR* aspects of the game. In WOW, the only major aspects are: PVP and Gear Grinding.

    BOOORRRINNNGGG


    This argument is flawed. With the exception of player housing/cities and boating, WoW does everything that you've mentioned as great about UO (ok, you could argue for roleplaying too since even on the RP servers people don't do it, but that is the fault of the community, not the game). Nothing wrong with enjoying UO and not WoW, but don't bother quantifying your opinion to try and make it fact.

    On topic, Garriot is right. The problem isn't just in game design, but its in people's perception of it. Because it is a subscription service, customers expect the game to go on orders of magnitude longer than some $50, no subscription, one shot game. And companies want to keep the money flowing, so there will always be the level/reputation/honor/gold/(vareiable of choice) grind to make players play longer.

  19. Re:UO=innovative and no one has gotten it right si by Xlipse · · Score: 1

    How is there even treasure hunting in WOW? Lock Boxes?

    In UO, you had to find a random map then track down the treasure, dig it up, fight off spawns then claim your reward. In WOW, you find a lock box with treasure already in it from the start -- or maybe you have to "hunt" for a Rogue to open it for you, lol.

    Dungeons in UO are more opened ended because THEY ARE NOT INSTANCED, therefore there is more open ended opportunity to interact with mobs/players. Not just "Point A to Point B" like it is in a WOW dungeon.

    UO's engine supported role player to a greater extent than WOW. In WOW, you can only RP with costumes and text/emotes. In UO, you can RP with Costumes, text and in-game mechanics.

    Example: I had a guild of role playing bandits called BaH (Bandits and Highwaymen - yes a real RP guild). We would drop a bag in the middle of the East Britain road to lure people into stopping to peek. A dozen of us of us would HIDE on the side of the road (because everyone could always have the hiding skill on any character, unlike WOW - another example of open ended vs wow's linear design) and wait for our prey. Then we'd cast Paralyze and surround them. After the paralyze wore off, they could not move because UO had collision detection (WOW does not). So we had them right where we wanted them, as bandits. We then "snooped" their packs to find something we wanted to steal (IE: Hold them up). Never anything substantial, because it was more about the role playing.

    If they gave it up, we'd let em go. If they gave us lip, we PK'd them, like real bandits would probably do.

    You can't do things like that in WOW because of engine limitations and their considerations to "balance".

    UO also had player run vendors which is why it had a much better crafting system.

  20. reality proves you wrong by geekoid · · Score: 1

    WoW is huge because it attracts players who like it's simplicity. That is why it is the biggest MMORPG and has huge draw from outside the tradition gamer market.

    Since most MMORPGers play WoW I would say the most people perfer the WoW style.

    QED

    OU was horrible. The gathering was painful, the ganking was completely out of control. Most people want to play the game and not have to worry about getting jumped. Who would of thunk it?

    I am sure people who enjoy PVP would want to have there PvP interrupted by unexpectedly needing to craft.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:reality proves you wrong by Xlipse · · Score: 1

      The argument has nothing to do with "what people prefer". We're talking about INNOVATION vs. games likes World of Warcraft, which are linear and not open ended in the least.

      Millions of people listened to Britney Spears - does that mean it's truly "good" music?

      RTFA:
      "As a developer and publisher I actually believe that we owe it to the consumers to continue to innovate and provide new kinds of gameplay experiences and not just 'me too', grinding gameplay," said Garriott."

      That is WOW, in a nutshell. It feels like a terrible grind compared to an open ended game like UO (was).

  21. Re:UO=innovative and no one has gotten it right si by Impy+the+Impiuos+Imp · · Score: 1

    > "Dofus"

    Star Wars Galaxies?

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  22. Re:UO=innovative and no one has gotten it right si by Xlipse · · Score: 2, Insightful

    SWG had a lot of potential, but SOE royally fucked that game up because they are imbeciles.

  23. Re:UO=innovative and no one has gotten it right si by GearType2 · · Score: 5, Insightful
    The point he was trying(at least I am hoping he was trying) to make is that in WoW the difference between a lower level and a higher level is pretty vast and outright. Lower levels are worthless in groups, or parties. In Ultima Online, you only grind if you feel the need to. You are virtually effective at any level. Just at higher levels you are more effective. This was one of Garriot's core game design issues when designing UO. I remember high "level" players coming to my blacksmith for gear, and repairs well before I was 100 in my blacksmithy skill(which is the max in UO).

    Can you say the same in WoW? Is there any reason for a high level player to go to a low level crafter? Or how about low level players helping on high level quests?

    This is grind. Players feel the need to do monotonous dull tasks to level up because doing the riskier task will kill them and halt their progression, or slow it down(exp penalty). In UO the only reason to grind was if your impatient, or a powergamer. There was never a need for it. In WoW, it's gameplay design. This is what Garriot is angry about. Grind is now considered to be a gameplay aspect that players "expect", and grind isn't fun.

  24. Re:UO=innovative and no one has gotten it right si by Xlipse · · Score: 1

    ^^ this guy has said it much better than I could. Thanks.

  25. Re:UO=innovative and no one has gotten it right si by crabpeople · · Score: 1

    [crafting was] nothing but a grind, and even less engaging in general due to the extremely repetitive nature of the activity and general lack of threat

    I guess you didnt have uo assist and a macroing program.

    --
    I'll just use my special getting high powers one more time...
  26. simple, really by Tom · · Score: 1

    The road to a massive improvement of MMORPGs is simple, really. It's just hard to find it. Here's my theory:

    Whoever comes up with a design concept that eliminates the constant grinding has a winner on his hands. Grinding is what:
    * Makes only freaks with nothing else to do reach the top levels/weapons/armours/etc
    * Put off lots and lots of casual players who play to get away from work and stupid job
    * Makes the whole thing so boring and repetitive

    Find something to replace grinding as the core gameplay component and you'll start the next era of massive multiplayer online gaming.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:simple, really by VGPowerlord · · Score: 1

      Getting rid of the grind has this one eensy-weensy little problem. Whatever you come up with to replace it has to be interesting, and more importantly, has to remain interesting so that people continue to pay a monthly fee. For the most part, that means continually updating the game.

      Allowing player-created content is all well and good, but it's not something you can rely on if you intend to collect a monthly fee. Most people won't pay a monthly fee if they're expected to do all the work.

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

      Yes, it means either continually updating the game, or building it at a size that makes Oblivion one corner of the world.

      Very likely, autogenerated, random content is the only way to do this, so instead of writing quests you'd write quest generators. Stuff like that. Plus player interaction. SL is too far to be a game, but in almost all MMORPGs, the world is just too static. Why can't the players build a village, or a city? In AO, you can rent a flat. Why not have the cities expand if they are filled? Why can I gather wood, but not build a hut?

      As I said: Whoever comes up with a formula here has a winner.

      --
      Assorted stuff I do sometimes: Lemuria.org
    3. Re:simple, really by Hatta · · Score: 1

      Find something to replace grinding as the core gameplay component and you'll start the next era of massive multiplayer online gaming.

      I dunno, plot?

      --
      Give me Classic Slashdot or give me death!
    4. Re:simple, really by Kelbear · · Score: 1

      The idea is the easiest part.

      The critical part is funding, and then the prodigous task of implementation.

      I can come up with a design concept that keeps people playing for years on end while breaking from the MMO grind:

      Starcraft
      Counter-strike

      Consider the massive popularity of the two games, and the relatively small amount of updates placed on these games. If converted into an MMO format while keeping the core gameplay with the added bonus of consistent update content, then these games could be even more popular with even more staying power. Hell, there isn't even any progression. Just encapsulated matches of the same thing over and over.

      The hard part is making it happen though, easy to say, hard as hell to do.

      Or another idea presented by Will Wright at GDC 2005.

      Spore uses procedural content, almost impossible at this level of technology. However, he also envisioned user-driven content to relieve the costs of developer man-hours in development. Seed a game with content. Release content development tools. Accept user-designed submissions, and then balance, tweak, and make sure it passes the developer's standards of quality. Place it in the gameworld. Tons of man-hours at a reduced cost. But incredibly risky.

    5. Re:simple, really by VGPowerlord · · Score: 1

      Just make sure your random quests don't suck. See: Star Wars Galaxies.

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

      In agreement with the sibling poster. Too often, automatic quest generators are such:

      "Baker: Hi %PLAYER_NAME! I need %BAKERS_ITEM, which was stolen by %BANDIT_NAME. Get it back!"

      "Captain: Hail, %PLAYER_NAME! We have a problem, in the %LOCATION, there are too many %MONSTER_NAMEs! Kill %NUMBER of them, to thin their numbers!"

      Although not a MMORPG as such, Freelancer was a pretty good game, however, the Automatic Quest system was TERRIBLE. It was always Destroy a base/Capture the Leader/Wipe out the bandits/Assassinate the leader etc.

      What MMORPGs need is to be character driven. In relation to previous posts about a Player being a King.. it makes sense, on a smaller scale (100-1000 players). I beleive you could have set Kingdoms, or be able to start your own Kingdom. You have one King, who is interested in setting up trade routes. He sets up a trade ministery, and hires someone to set up the trade. The Trade ministery needs to hire Traders. The Traders need a bodyguard to cross into the next city.

      All of these tasks could be done by either Players or NPCs.. it's all about setting up a dynamic economy, where issues can arise.

      I beleive any of this positi

    7. Re:simple, really by Tom · · Score: 1

      Player-driven games are hard to create. Trust me, I've been working on one for 6+ years (see .sig).

      --
      Assorted stuff I do sometimes: Lemuria.org
    8. Re:simple, really by KoldKompress · · Score: 1

      I'm pretty damn sure they are but the person who manages to crack that kind of game would generate a LOT of interest.. if there was anything remotely like that, I'd be very interested.
      In fact, after I've posted this, I'm going to have a look at the link in your Sig, to see what yours is like.

  27. It's nice to say...but by Zero+Degrez · · Score: 1

    Hes got some massive hurdles ahead of him and anyone that attempts these things. One of which is, people. -Improving Combat- It's an MMOG, and that means there's a lot of data that has to be processed simply from a technical point of view. Anything outside of the Hack/Slash + buttons for spells/abilities means the player may have to deal with a ton of data, if you're talking about adding in combos combined with group dynamics, and this may exclude a very large percentage of the gaming populace. MMOGs appeal to a lot of people because of their simplicity. Many many people play World of Warcraft who are not gamers, and enjoy it because it is easy for them to manage combat. -Artificial Intelligence- This is probably the area that needs the most work, and will make all other areas look better. That is to say, by improving the AI, you can make combat seem more fluid and dynamic. Not, auto-attack, ability 1, ability 2, ability 1, ability 2. Loot corpse. Creatures never adapt to a player, instead developers opt. to simply add various creatures with their own weaknesses/strengths towards the various classes in the game. This gives players a feeling of power in some instances and weaknesses in others. Your problem here is balancing challenge and fun. If you want a 'smart' NPC it's pretty simple in an MMO. if IsHealerPresent() then TargetHealer(); Kill(); end You'll have the smartest NPCs ever spawned in an MMO, and the fewest number of players ever. So, while I think this area needs the most work, you're going to have a real challenge in making the AI, smart...but not captain obvious. -Strategic Demands- Your real problem here is people. If you want strategy. Then people have to be willing to follow the will of a select few. Good luck here. For the ones that will, they will be labeled as elitists and you will find them in the biggest 'raid guilds'. They will have the best gear in the game. Your other players will feel left out of the design decisions, and quit the game. If you need further proof of this, just look at an RTS (Real Time Strategy) game. How does the game function? Do several people control an army? No, it's a single individual player controlling hundreds of units, and factories. People tend to dislike being told what to do, and so a lot of people are going to dislike playing a game where all they are doing is following orders. -Ethical Choices- Players will make the choices that gets them the most gear, best gear, or most money. They will care not for being good, or bad. They play the game, most of the time to be 'The Best', and will do whatever it takes. If you're going to punish a player for a choice you gave them, they will not be your biggest fan. I mean, of all the people that played Oblivion, how many people DIDN'T join the black hand (assassin's guild) because they didn't want to be 'Evil'.

    1. Re:It's nice to say...but by Anonymous Coward · · Score: 0

      Anything outside of the Hack/Slash + buttons for spells/abilities means the player may have to deal with a ton of data, if you're talking about adding in combos combined with group dynamics, and this may exclude a very large percentage of the gaming populace.

      That's already been done in Lord of the Rings Online. Possibly in other games, but I've only ever played LotRO, UO, and WoW.

      our problem here is balancing challenge and fun. If you want a 'smart' NPC it's pretty simple in an MMO. if IsHealerPresent() then TargetHealer(); Kill(); end You'll have the smartest NPCs ever spawned in an MMO, and the fewest number of players ever.

      Well, that's already done to a certain extent with WoW and LotRO with "threat level". Not only damage dealing, but healing and buffing will raise your perceived threat and pull enemies onto you.

  28. It's nice to say...but (fixed) by Zero+Degrez · · Score: 1

    Hes got some massive hurdles ahead of him and anyone that attempts these things. One of which is, people.

    -Improving Combat-
    It's an MMOG, and that means there's a lot of data that has to be processed simply from a technical point of view. Anything outside of the Hack/Slash + buttons for spells/abilities means the player may have to deal with a ton of data, if you're talking about adding in combos combined with group dynamics, and this may exclude a very large percentage of the gaming populace. MMOGs appeal to a lot of people because of their simplicity. Many many people play World of Warcraft who are not gamers, and enjoy it because it is easy for them to manage combat.

    -Artificial Intelligence-
    This is probably the area that needs the most work, and will make all other areas look better. That is to say, by improving the AI, you can make combat seem more fluid and dynamic. Not, auto-attack, ability 1, ability 2, ability 1, ability 2. Loot corpse. Creatures never adapt to a player, instead developers opt. to simply add various creatures with their own weaknesses/strengths towards the various classes in the game. This gives players a feeling of power in some instances and weaknesses in others.

    Your problem here is balancing challenge and fun. If you want a 'smart' NPC it's pretty simple in an MMO.

    if IsHealerPresent() then
            TargetHealer();
            Kill();
    end

    You'll have the smartest NPCs ever spawned in an MMO, and the fewest number of players ever. So, while I think this area needs the most work, you're going to have a real challenge in making the AI, smart...but not captain obvious.

    -Strategic Demands-
    Your real problem here is people. If you want strategy. Then people have to be willing to follow the will of a select few. Good luck here. For the ones that will, they will be labeled as elitists and you will find them in the biggest 'raid guilds'. They will have the best gear in the game. Your other players will feel left out of the design decisions, and quit the game. If you need further proof of this, just look at an RTS (Real Time Strategy) game. How does the game function? Do several people control an army? No, it's a single individual player controlling hundreds of units, and factories. People tend to dislike being told what to do, and so a lot of people are going to dislike playing a game where all they are doing is following orders.

    -Ethical Choices-
    Players will make the choices that gets them the most gear, best gear, or most money. They will care not for being good, or bad. They play the game, most of the time to be 'The Best', and will do whatever it takes. If you're going to punish a player for a choice you gave them, they will not be your biggest fan.

    I mean, of all the people that played Oblivion, how many people DIDN'T join the black hand (assassin's guild) because they didn't want to be 'Evil'.

    --
    Changed my default to Plain Old Text :)

    1. Re:It's nice to say...but (fixed) by cthellis · · Score: 1

      AI is a constant challenge, but your example has existed even in games like EQ (healer/caster presence and proximity accumulated hate a LOT faster than others, and had a higher "automatic hatred" level once combat started. They even registered vulnerabilities, because if my tank was fighting something and I sat down to meditate, a mob would come over an whack me once or twice since it did much more damage,) and is still especially stupid. In your case, you've just created a situation where you need two as-protected-as-possible/heal-as-much-as-possible healers, no need for a tank or aggro holder, and everyone else can be DPS-to-an-asinine-degree-with-no-thought-for-conse quences-because-there-are-none.

      AI is tremendously complex, and tends to be pretty stupid in MMO's to be sure, but there's no reason to replace one brand of stupid with even MORE stupid... ;-)

      Personally, I'd just like to see them function more like real creatures, where "animals" would mostly run away, "unintelligent" monsters would be more "pattern-y," and "intelligent" prey would be the situationally cool ones, running off to get help when they can, fighting dirty of possible, going after the one target they think they can take down, or cluster together for mutual support and take work to separate rather than "everyone beat on this one guy" or "everyone split up each individually fight our own guy who is not only better than each of us, but has a healer backup..."

      I think even if just "stance" and "positioning" were added to group combat AI (for both mobs and players) it would go a long way towards adding coolness. Why do you not charge the healer or mage immediately? Well, they've got a protective line between you and them, and charging through it would get you completely nailed. Work to create a hole in the line? By all means charge in while vulnerable!

      *sigh* So much work to be done...

    2. Re:It's nice to say...but (fixed) by SanityInAnarchy · · Score: 1

      Replying to your categories:

      Improving Combat

      I think the technical problem can be dealt with, either by clever programming or by brute force. Eventually, we WILL all have gigabit pipes into our houses.

      But even if you leave it as mostly hack'n'slash, there are other things you can do beyond Warcraft. I play Nexus TK, and I did play a Warcraft trial for 10 days, but the combat was just too slow and simplistic. And I can say "simplistic" despite that Nexus is a 2D game played on a grid -- meaning that while the grid isn't drawn, each square in the game either has a player, a monster, an obstacle, or it's empty (and shows ground).

      Simple combat is really simple -- walk up to a creature, press spacebar, and your character swings their weapon -- or their fists. Hold it down and you'll keep swinging. Everyone swings at the same rate, something like 2-3 times per second -- so as you progress, it isn't your speed or agility increasing, it's your strength and your "grace" -- the chance that any particular swing will hit.

      Casters are just slightly more complex at this level -- they get so little strength that they're better off throwing lightning spells at it. This involves pressing a number, targeting the creature (you could just click on it), and maybe pressing enter. Repeat to throw the spell again. Spells which deal damage are generally lightning-shaped and are called "zaps" -- unless they're particularly special, like the Mage's "Hellfire" at 99.

      That's it -- that's what they started with. Certainly, you can imagine how more could be built on top of that -- the healers cast healing spells on players the same way the mages zap. But it doesn't really use more bandwidth than Warcraft, or if it does, not significantly so -- it is mostly playable over dialup.

      But it is much more entertaining at a low level, I thought, so I stuck with it -- and the higher levels are nice. Higher levels of Warcraft might be better, I just haven't played enough of it -- by level 17 (out of 60), it was still boring.

      An example of something I've never seen in another MMO -- Set maging. This is the art of paralyzing creatures in just the right places, relative to your fighters, for them to be able to do the most damage. It is difficult to do at any level, and does not get easier at higher levels. The creatures themselves certainly aren't going to want to cooperate.

      A good set mage is valuable no matter what his level, so long as he can get into the cave and survive. That's a far cry from Warcraft, where unless you're level 70, we don't even want to talk to you, and assuming you are 70, we're still looking for the people with the best gear, etc...

      It doesn't mean the game is over once you can set. You still want to be able to get into the higher caves, and see them, and there are still things a Mage can do (like Hellfire) that are dependent on their stats. But that's not their main function.

      I suppose it's possible to be really bad at Warcraft (Leeroy Jenkins!), but I'm not convinced it's possible to be exceptionally skilled -- only exceptionally lucky or possessing an exceptional amount of free time. But oddly enough, it IS possible to be exceptionally skilled at Nexus, even though Nexus does not have a level cap.

      If you don't have the skill to be a set mage, of course, you might feel left out. Or you could get over it and solo a lot, or play a different path, or play with people who don't mind a mage who is good at stopping the entire room (good for safety) but not forming sets. Or focus on something other than hunting. Or even play a different game, but I like to think that playing a different path is enough.

      Artificial Intelligence

      I think that the monster you've just created, while it shouldn't be true for all creatures, it would make a nice boss. That's one problem with existing MMOs -- if you don't like a challenge, you can always just grind, and in fact, I found at least the early levels of WoW to be completely without any chall

      --
      Don't thank God, thank a doctor!
    3. Re:It's nice to say...but (fixed) by Zero+Degrez · · Score: 1

      Actually the AI in WoW is a lot better than EQ, the humanoids will run from fights to get help, unless they are lesser humanoids that don't really care about dying. Animals always fight till they die, some will howl for assistance though.

      WoW does a lot with stances for warriors, and rogues actually have to be behind or in front, or in stealth to pull off some of their moves.

      See...I often wonder how much this guy actually looked at WoW, when he made these statements, because as far as MMOs go, Blizzard has done more in terms of adding new gameplay to WoW than any other I've played, even if it's just polished what was done so long ago, it's different enough.

      But everything could be taken a lot further.

    4. Re:It's nice to say...but (fixed) by cthellis · · Score: 1

      I wasn't comparing games (and I don't actually know what EQ's is like now in later zones), I was just saying things similar to what he was "programming" already existed in even early games. ;) Just not to over-the-top foolish degrees. (Like "target nothing else until healer dies")

      Also, by stances I don't mean "positional attacks" or "switch from a mode that activates different abilities and shifts some OFF/DEF values around," but rather in more fundamental ways, where you stand between your foes and your protective targets, where your OFF/DEF values have much broader swings and adjusts things like your casting rate, foot speed, etc; where it gives you better ability to counterattck and punish foe vulnerabilities if they try to flip past your line.

      Most stances (and even a game like Vanguard has many) aren't really used tactically, but are left on whatever your aim your playstyle towards, or if you're soloing/duoing/grouping and want to alter yourself to do, etc. They're not intrinsic to all characters and classes, either, but rather given to those classes "without as much to do" most of the time.

      Things like EQ2's "Heroic Opportunities" and other games where you can chain combos in groups is a nice bonus FOR groups, but doesn't lead very much down the path of group tactics.

      Essentially, I'd like to see MMO's in many ways go down the path of those well-designed hack and slash games, where you can get away with button-mashing if you want, but when you learn the combos and the timings and the right weapons to use against the right foes... combat becomes in-depth and tactical.

      This is "beyond" most of the player base, I know, but so long as they can still play their own game... Grasping a true tactical system should just let you hunt faster and more efficiently and with less attrition or fatigue (yes, I'm in favor of weaving in elements like that and long-term wounding), but not be a requirement to hunt in general.

      AI needs to be more intelligent, but there also needs to be more reward FOR intelligence. "Meta-gaming" should not only involve "knowing what gear to collect."

  29. Original? Do you forget Anarcy Online? by garylian · · Score: 1

    Anarchy Online already did the more FPS version of a MMO.

    Tabula Rising isn't groundbreaking. It's another stab with small variations of games that have already been done. Whether or not it gets done better remains to be seen.

  30. Re:Original? Do you forget Anarcy Online? by cthellis · · Score: 1

    AO isn't an "FPS version of an MMO" in any way, shape, or form. Futuristic? Sure. Many more ranged abilities? Perhaps (but even if, not by much). FPS? Not at all. An "FPS version of an MMO" looks more like Planetside or The Agency. I'm not sure yet how much Tabula Rasa will resemble it; so far, it doesn't appear much like it. "Action-y" in more City of Heroes fashion, perhaps, but not an FPS.

  31. Vanguard and SOE by nschubach · · Score: 1

    If you look at the vast majority of MMOs that has come out since Ultima Online and Everquest, you can look at the features and they are almost exactly the same. Even though the graphics have got better and the interface is much slicker, fundamentally the gameplay is unchanged. Worse yet, there are many things that have become standard that I look at and even though they are powerful enough to encourage the behavior of people obsessed with playing these games, I don't think they are the right way of building the future
    First off, I realize this is probably not going to be seen and maybe moved off the page soon, but I have to say it. (vent?)

    Vanguard is falling victim to this right now. You have a game that was an evolution of ideas from different MMOs. It wasn't like the rest mechanically and unfortunately, it had very high system requirements and poor performance at launch. Subscriber numbers are down because of the performance of the game and SOE is changing the game something serious. They are basically looking at EQ2 and Vanguard and mashing them together. With the next game update, they are stripping out the EE system which allowed you the ability to equip items above your character level and going with a basic level limited approach. They have done many other things but this is one of the most unique implementations of character customization I've seen in a long time and it pains me to see it go. The crafting system is also sliding right in line with how EQ2 crafting works and moany of the other unique parts of the game are being axed for typical MMO mediocrity.

    It just hurts to see a game that had potential be stripped down to MMO commonality. Sorry for the rant, but it seemed to fit in with this guy's idea on how MMOs are all becoming the same.
    --
    Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    1. Re:Vanguard and SOE by GearType2 · · Score: 1

      I know exactly how you feel. I bought the 20Gig behemoth two weeks after release. It was an amazingly detailed, and great game design. Sadly though, it was buggy as hell, and empty. I thought about starting my account again after the worlds merged, but with this latest news, I'm not even sure if I should bother. A great game idea, ruined by a rushed release none of the developers wanted.

    2. Re:Vanguard and SOE by cthellis · · Score: 1

      Only so far it could go, however, before it had to do SOMETHING. Braddie-boy lost Microsoft sponsorship, had no real other prospects, and could basically only mind his SOE relationship so far. It was "release as is or die."

      Personally, I'm glad it DID release, as I've enjoyed a lot of it. There was definitely not the level of promise being made with it as it developed, though, and they had a mess of bugs and performance issues to work through, but it still has a lot more going for it than many other games.

      I'd LIKE it if they could continue on in their original direction, but it seems the new release buzz and fallout-afterwards got as many new players as it can, and at this point is more of a "we need to appeal to the players we already have in other games" state. *grumble*

    3. Re:Vanguard and SOE by Anonymous Coward · · Score: 0

      Yeah it had so much potential. Wish it could have had a better chance. Probably didn't help that it launched about the time the WoW expansion did.

  32. Yes, grinding is bad by MMaestro · · Score: 2, Insightful
    Grinding in MMOs is terrible. I've played MMOs since UO and recently quit WoW; most of them all have one thing in common, spending 100+ hours just to reach the "maximum" level (assuming there aren't multiple "jobs" like FFXI or cranking out a new character every month in WoW).

    Obviously, to SOME extent grinding is necessary (not counting PvP which Guild Wars has down damned near perfectly) but when you start talking about hundreds of hours just to REACH the end game (let alone take part in end game activities), you've got massive barrier against casual gamers.

    1. Re:Yes, grinding is bad by Gnostic+Ronin · · Score: 1

      But they don't *want* casual players! What sets a casual player apart from the hardcore? Hardcore players spend a lot of time (and more importantly MONEY) on their gaming rigs and games. They buy the game guides, they'll pay for the extra content. They'll buy the Expansion Packs the second they arrive -- because they've reached the end of the last expansion 6 months ago. In short, they're the ones you get the money from. Casuals on the other hand, play a few hours a week if that. They probably don't buy the game guide, they aren't interested in "extra content", and they won't reach the end of the basic game until the second Expansion Pack hits the bargin bin. All of this of course assumes that the player can sustain interest long enough to *finish* the original content -- and continues to pay his monthly fee. For MMOs, the audience to please will never be the casual fan. The casual fan doesn't put enough money into the MMO to be worth the effort.

    2. Re:Yes, grinding is bad by bigstrat2003 · · Score: 1

      You didn't play the same WoW I played if you think levelling is anything resembling a grind. I play casually, and still managed to hit 60, then 70, in short order. Levelling in WoW is the single biggest thing casual gamers do... when they do get to the level cap, they tend to complain that there's nothing left for them to do, as anything else requires a certain amount of time/effort invested to progress.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    3. Re:Yes, grinding is bad by MMaestro · · Score: 1

      You play "casually" but manage to hit level 70? Have you looked at the playtime stats when you log in? The people have recorded speed leveling to level 70 in roughly one week of PLAYTIME, thats 168 hours of gaming. Tack on another 50~100 hours for crafting, chatting, doing PvP, instances, etc and you'd been pushing towards the 300 hour mark.

    4. Re:Yes, grinding is bad by bigstrat2003 · · Score: 1

      Yes, I play casually. I don't play for an eternity at a time, I've been gradually playing over the course of the past two years. I consider that casual.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    5. Re:Yes, grinding is bad by EACable · · Score: 1

      UO = Macroed to Grand master everything EQ = Grind fest, very painful WOW - Questfest 1-70 doing no grind, just groups and quests... Next Game? Who knows what is next but to say anything in Wow is a grind is ludicris

  33. Re:Original? Do you forget Anarcy Online? by GearType2 · · Score: 1

    The best way to describe the current version of Tabula Rasa without breaking the NDA is to describe it as more of a zelda like MMO. Very action oriented combat, very intuitive. The only mmo I know that attempted anything like this, failed very quickly(I can barely remember the name, but it had crafting and a lot of caves).

    The best answer I can give you that it's not Planetside, it's not Anarchy Online, and it's not City of Heroes :).

  34. Re:Original? Do you forget Anarcy Online? by cthellis · · Score: 1

    The only mmo I know that attempted anything like this, failed very quickly(I can barely remember the name, but it had crafting and a lot of caves).

    *blinks* Uh...
    *BRAINDAMAGES*

  35. "Many things"? by mark-t · · Score: 1

    "there are many things that have become standard that I look at and even though they are powerful enough to encourage the behaviour of people obsessed with playing these games, I don't think they are the right way of building the future."

    The article mentions one. That's it.

    I would have thought that "many" qualifies as at least 3 or 4.

  36. Re:UO=innovative and no one has gotten it right si by cthellis · · Score: 1

    I think it's more LucasArts that stuck the fork in them, though certainly the wild imbalance issues and constant bug-fixing and "breadth-but-without-depth" that was at the core of most of their mechanics and worlds was all on their head. (Also JTL. MAN could JTL have been cool if there was more put into the missions and modes!)

  37. Re:UO=innovative and no one has gotten it right si by ZombieWomble · · Score: 1

    Actually, I just deleted my copy of EasyUO off this very PC two nights ago while doing a clear out in preparation for moving it. That doesn't change the underlying problem that the system was staggering repetitive (and, as a corollary, I never felt the need to download WoW Glider or the like to avoid the grind in WoW for the most part)

  38. Re:UO=innovative and no one has gotten it right si by ZombieWomble · · Score: 1

    To each his own. You favor linear, I favor non-linear. Your assumption that my post indicates I favour linear gameplay indicates you missed my point somewhat, as in general I fully agree with you - I probably played UO for two or three times as long as as I did WoW, and still wait impatiently for a more developed successor. My observation was that almost all the things you list (everything barring boating and housing) as being part of UO's "variety" are not only present in WoW, but better executed. The key point is what you said here:

    I feel WOW did not have as much due to WOW's linear nature. That's the key difference - although WoW and UO have basically comparable amounts of underlying systems (barring player housing and how people interact with the world, largely down to engine and world design limitations), UO felt bigger due to the fact that everything is not tied directly to your monster face-smashing skill and your progress through the prescribed path, and this degree of freedom was its main strength, not the actual quality of the underlying game mechanics. A simple enumeration of features does games like UO a disservice, and somewhat misses the point - your reply to the sibling post with the bandit anecdote is a much better example of why that style of game has potential, I would say.
  39. try something besides WoW, really by sykopomp · · Score: 1

    You can avoid grinding in EVE Online completely. Your skills train 24/7 automatically, so you'll usually have around the same number of skills as a person that started within 2 months of you, give or take depending on the layout. You can also completely avoid money-grinding by moving in with a 0.0 alliance and relying on rewards and occasional operations for income. If you want to grind, though, it lets you do that too... in fact, a lot of people just choose to grind. Asteroid miners in particular come to mind.

    1. Re:try something besides WoW, really by Tom · · Score: 1

      Yes, I know EVE. The automatic skilling has lots to say for it, and some against. For example, it also makes sure you can never be better than the guy who started two years earlier, no matter what you do.

      I don't think EVE's the answer. If anything, it is a first, cautious step into the right direction.

      --
      Assorted stuff I do sometimes: Lemuria.org
  40. Re:UO=innovative and no one has gotten it right si by VGPowerlord · · Score: 1

    The point he was trying(at least I am hoping he was trying) to make is that in WoW the difference between a lower level and a higher level is pretty vast and outright. Lower levels are worthless in groups, or parties. In Ultima Online, you only grind if you feel the need to. You are virtually effective at any level. Just at higher levels you are more effective. This was one of Garriot's core game design issues when designing UO. I remember high "level" players coming to my blacksmith for gear, and repairs well before I was 100 in my blacksmithy skill(which is the max in UO).

    Can you say the same in WoW? Is there any reason for a high level player to go to a low level crafter? Or how about low level players helping on high level quests?

    For tradeskills, there are some, but they are few and far between. The best example I can think of is the quest A Short Incubation, a level 47 quest which requires 2xElixir of Fortitude, which can be crafted by someone with 175 skill in Alchemy (which in turn requires a character of at least level 20).

    Before the disenchanting nerf, low level enchanters could disenchant any level item. This would have been quite handy for the expansion, as other professions, such as Tailoring and Engineering, start to require enchanting materials.
    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  41. crossing by tepples · · Score: 1

    Sim Village is like that. http://www.ldw.com/vs/index.html It's a PDA game with a clock that progresses in real-time. That, or Animal Crossing: Wild World. Once you've shaken the fruit off all the trees, watered the flowers, dug up the fossils, and talked to your furry neighbors, you're pretty much done for the day. Or is AC too Tamagotchi for you?
    1. Re:crossing by jollyreaper · · Score: 1

      That, or Animal Crossing: Wild World. Once you've shaken the fruit off all the trees, watered the flowers, dug up the fossils, and talked to your furry neighbors, you're pretty much done for the day. Or is AC too Tamagotchi for you? Haven't played it. You need to be a full-time kid to keep up with all the games and systems out there. :) But that's exactly the sort of thing that could bubble over into broader appeal with the right presentation. Most geeks had been playing shooters for years but it wasn't until Goldeneye and Halo that the average gamer (i.e. playing on consoles, not computers) got a proper introduction to them. Myst was the kind of game that typically did not appeal to hardcore gamers as much as it appealed to non-gamers. The penetration of computers is so much more immense now than when we were kids. There's still a lot of market out there for the success of atypical games for non-gamers. Hell, nobody saw the Sims coming and it's been a runaway success, still is a runaway success.
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
  42. You say you want a revolution by tepples · · Score: 1

    When was the last revolution we had? Wii had a Revolution in 2006.
  43. Pirates of the Burning Sea by TychoCelchuuu · · Score: 1

    Pirates of the Burning Sea looks like it's the most innovative MMO coming out soon, unless Garriot puts his money where his mouth is and Tabula Rasa turns out amazing. PotBS mostly does away with the grind, has a completely player operated economy and a player-driven world, and it certainly gets away from the tired fantasy setting and all that stuff. Finally, the gameplay's totally different from almost every other MMO. Stuff like EVE and a Tale in the Desert or whatever also break the rules; he's really complaining more about the trend, rather than about everything.

    --
    Against stupidity the Gods themselves contend in vain.
    1. Re:Pirates of the Burning Sea by Anonymous Coward · · Score: 0

      Pirates of the Burning Sea is world of warcraft + boat maneuvering tactics.

  44. Systems vs. Experiences by TroshBogre · · Score: 1

    The major evolution I'm holding out for in MMOs is the shift from building experiences for users as opposed to systems for the users. Right now all the games are building zones and areas as tailored experiences that are gamed and completed. UO was actually a game that made systems first, and the experiences were up to the players. Sure, there were dungeons and all, but the majority of the game play was created by the users.

    Static content creates static experiences. It's also really expensive. Think of all the art, code and design resources that went into the Onyxia raid, and then think of the bang for the buck. Players go on it over and over again, rolling the dice for drops but getting the same experience every time. It further gets stagnated by the fact that anyone can go to a number of sites and read complete walk throughs of the entire encounter.

    A shift to creating systems would generate dynamic experiences. For example, what if the environment was a system that generated dragons. The dragon then became a target for the players, because they hear about it when the random player spotted it flying through a zone. The players then can set the tone of how to approach it and the experience as a whole is different every time.

    As a designer, this is a challenge I'm taking on now. It's really not that hard, as we have lots of really good examples of how to do it (traditional RPGs are the best place).

    The bigger challenge is convincing the publishers to fund it.

    At least, that's my challenge. hehe.

    --
    Play more games.
    1. Re:Systems vs. Experiences by Anonymous Coward · · Score: 0

      Interesting post, however the hard part is it still comes down to dice rolls and rules laid out by the designer. For instance, if your dragon is generated by the environment, it still has to have variables like HP, Armor, other basic stats and abilities. There can only be so many permutations. As games have shown, spoiler sites will always pop up and flourish to give details on the fights. So as the number of encounters with this dragon increases the catalog of possibilities will be recorded. Eventually they'll be able to say The Dragon has x% for fire breath, y% for fear z% for so and so, and it'll be broken down.

      Sure, it's can be delayed, but only for so long and eventually all of the game will be analyzed, catalogued and processed.

      The best way in my opinion is to design the fights/encounters in this regard. Realize that these fights only have so long of a half life and do your best job possible (this is NOT an excuse to be lazy or cheap), and plan on bringing new content to the players. Even games that are "sandboxes" where the players are given toys and allowed to create their own fun, last only so long. How long do sandboxes last for the average person?

      I played in a real sandbox for a few years before I moved on to whatever replaced it.

  45. Re:UO=innovative and no one has gotten it right si by Anonymous Coward · · Score: 0

    UO Gamers: Hybrid(a freeshard) has between 800-1200 on at all times and avoids the problems EA has caused.

  46. No, casuals are more profitable as customers. by leahzero · · Score: 1

    Your synopsis is totally off the mark. It applies more to old-school console games, not online games. PvE-oriented MMORPGs make the bulk of their profit from subscriptions, not box sales. (Guild Wars is an obvious exception that is more in line with FPS and RTS models, which depend upon a combination of box sales, user mods, and great PvP to prolong the game's lifespan.) With PvE-oriented MMORPGs, hardcore players are irrelevant: they represent a miniscule portion of the overall population yet consume an inordinate amount of company resources (bandwidth etc.) by playing frequently, and consume content faster than it can be produced, quickly becoming bored/irate and at risk of quitting. Casuals, on the other hand, pay the same monthly subscription while consuming content at a slower pace and making low to moderate use of resources. For a game that relies primarily on prefabricated, PvE-oriented content, the casual player is better for profits in the long run.

  47. No Joke! by Taulin · · Score: 1

    I was in line for my Wii. I am here in Austin, TX. There is this guy behind me, and in conversation, he says he knows Gariot, and had dinner with him. Among the conversation, the best line of all, was him saying 'He is having trouble with his new house as the draw bridge is having architectual problems over his moat'. Now, I drive down 360 everyday on the way to work, and I can see what I think is his new castle up on the hill, it might be his old. And it is HUGE! I have no idea where his funding is coming from, but I always respect the guy, because I have finished more of his RPGs than any others. Him and Carmack.

  48. Lord of the Rings Online certainly is stagnant by Anonymous Coward · · Score: 0

    Everquest became WoW and WoW became LOTRO. They changed slightly and the clones each were of much better quality then the original but still, when you play LOTRO you are playing an upgrade of EQ, just a pretty one with a lot less bugs.

    But what is the alternative? I don't even think that the problem is the game designers, it is the gamers.

    First off, most MMO gamers display an IQ slightly below that of a concussed kitten. Present them with anything that is not a direct carbon copy of what they have experienced before and they will falter. Lotro shows this by being just the tiny bit different from WoW in its classes and their capabilities. You would not believe the number of new players that keep asking about the hunters pet. (In WoW hunters have pets, in Lotro it is loremasters)

    What is the point of innovation if the majority of players just want the same old thing? It would be like trying to replace that standard bed time story for a small child. They do NOT want a new story,they want the one they heard a thousand times before that ain't gonna suprise them, (or if the you are feeling nasty require them to think).

    Up to now Star Wars Galaxies was the MMO that tried to do things different.

    First of was its questing system, it really didn't have one, instead you usually undertook missions to get rid of certain enemies. This meant that the Pick Up Group routine was totally different, nobody was on different stages of a quest series, nobody needed just one of X please please please while the group was just about to kill the boss. You just joined a group thatwas going after the critter of your choice and that was it.

    Second there was far less class rigidity, outside the powerplayers there wasn't much call for a group needing class X. Granted in LOTRO you also don't really need class X if you are any good but well, most players aren't. But in SWG you could always be a bit of a medic yourselve for minor healing etc etc.

    Then there was the loot system, or rather, the absense of one. No ninja's, no needers, no moaning, no bitching. The drops were vendor fodder and crafting resources WHICH EVERYONE got a share of depending on their scouting skills.

    The economy was centered around user crafting, you could not buy any equipment from NPC's or loot it. It had to be made by other players. Also the game at least tried to make low level crafting items of some use to high levels. Low level batteries for high level robots for instance, no by no means perfect but compared to Lotro's crafted items below tier 4 are worse then any loot or quest reward, it was a lot better.

    And what happened to SWG? Well it was bugged, and a resource hog but it also failed massivly against the totally non-innovating, do everything by the book World of Warcraft.

    Sure, WoW had a lot of other things going for it but it is hard not to get the message "everquest light sells, innovation doesn't".

    We voted with our dollars and SOE listened, they WoWed SWG and now we got nothing left but dull everquest clones.

    So whose fault is that? We gamers bought nothing but FPS so that is all we currently get as games on the PC.

    Turbine and Blizzard understand this. Sure they could introduce a player crafting economy and upset all the pure questers who suddenly need to start buying their stuff. Sure they could introduce a more flexible class system and upset all the players who can't handle themselves in a group without a tank-healer-dps core. Sure they could introduce more flexible questing that doesn't tell you go to location X and kill ten Y and they would upset all the players that already have enough difficulty with the tutorial.

    Frankly, you could make an innovative MMO, I personally have already come up with a handfull of designs, and you will be sure to attract a small niche, forever destined to have no more then a small group of players while the EQ clones are raking in the big bucks. Cause whenever I come up with a new way of doin

  49. The genre *is* changing by Corbets · · Score: 1

    I disagree with his comment that it's a stagnant industry. While there are quite a few games built on the EQ model, others are branching out in new directions.

    Horizons, while still a grind, was an example of the latter, changing the focus of the game from "improve self" to "improve world".

    For an example of an MMO that's definitely not built on the EQ design, check out Empire of Sports. Disclaimer: I work there. Lots of neat ideas in the game, focused on (duh) sports, physiology, metabolism, etc.

    The industry is growing and changing, but perhaps not in the way that Lord British wants. ;-)

  50. You guys hiring a web developer? by Anonymous Coward · · Score: 0

    Cause you definately should be:

    "Fatal error: No request, maybe no session or no cookie in /var/www/eos/libs/syncresult.php on line 19".

    That's shockingly bad. When I am suprised at the low quality of a PHP site then something is very wrong, since anytime I see .php my expectations are already set as low as possible.

  51. Re:UO=innovative and no one has gotten it right si by Wayspooled · · Score: 1

    I think part of what he's talking about is just the plain old lack of forward progress. Here we are 11 years after the UO beta, like what... 14 years after Master of Orion... and we are still recreating practically every thing for every game. I'll give you an example because it's been on my mind.

    Ever since I started posting in another place about what games have cooperative campaigns and skirmish modes, I've been thinking about why so few do and why the AI is so often bad in them. It's because it takes a lot of time and costs a lot of money to do correct AI in a game. Well, all this time and we haven't done a dern thing to improve that.

    What's needed is some sort of open resource library somewhere of unit AI behavior that would define how units should act in a game. Let all the devs be able to use it. Most of these game companies don't have the money or time to hire a dedicated AI designer/programmer and with every game, they've got to research and define and code how every unit would act in every situation. Good luck with that. Units could be regiments or companies or individuals depending on the game, RTS, or FPS or MMO etc. Each unit would have to be identified by by "epoch" or "age" I guess, ie: like Ancient, Medieval, Napoleonic, Modern etc. Then by type of unit, Cavalry, Infantry, Line Infantry, Artillery, Horse Artillery, magician(s), priest, healer, Sloop of War, patrol boat, frigate, bomb ketch, ship of the line, etc. Then the activities, what to do if attacked by X and movement is Y and you get the picture. Can't just jump into it though, you have to have a group of AI savvy experts define the methodology and what categorizations would be generic enough to be useful. This is just meant to think about, I'm not an AI codemonkey - better brains than mine would have to do it.

    That's the reason a lot of these games don't have intelligent AI even for single player, and that's the stumbling block for co-op multiplayer against the computer. It would take someone just working on this one aspect of it, for each developer for each game, a loooong time to define these things correctly. And every developer has to do it over and over.

    Now that's just an example because I was thinking about that particular topic a couple days.

    That is the "kind" of advance to which R. Garriot refers I believe. Doing the kind of things like this which would free up all the game companies to be more creative. Standardization and availability of those things that further the industry freeing the developers up to be more creative and honestly, let the smaller ones make more money so they can make more games.

  52. I played EVE Online for 9 months by walkslone · · Score: 1

    I played EVE Online for about 9 months. Other than a brief stint with Guild Wars, it is the only MMO I've played and it is certainly the only one that ever interested me. EVE avoids all of the many fundamental problems with most MMOs. EVE is brilliantly conceived; the irony is -- it's not much more fun than any other MMO, though for different reasons. As another poster explained, the effort required to extract any measure of success in EVE is astronomical. The very, very, very few rule the many on every level. In this sense, it is a parallel to real life. I wonder if in attempt to create a better MMO, we discover that such a game is not any more "fun" than real life. I submit that a game like Oblivion offers a much better adventure.

  53. Re:UO=innovative and no one has gotten it right si by Snaller · · Score: 1

    "Grind is now considered to be a gameplay aspect that players "expect", and grind isn't fun."

    I would submit its only expected by the old guard and those with no life - the new players don't like it - hence the fact that people are buying gold hand of fist in some of these games.

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  54. Re:UO=innovative and no one has gotten it right si by GearType2 · · Score: 1

    I think what I said was a bit too oddly phrased. What I meant to say was that Grind is now considered a gameplay aspect that players expect to the developers that design the mmorpg.Basicallky the designer thinks that the players want grind, or that grind is needed for an mmorpg. Grind was built into WoW. Grind was built into Vangaurd. Grind isn't fun.

    I hope that clears up what I meant.

  55. People don't know what they want.... by Anonymous Coward · · Score: 0

    Smaller companies are doing quite a bit of MMO innovation, but without strong publisher support the word never gets out, or the game never finishes. However, people tend to forget that Publishers don't invest in MMO's at the drop of the hat. They do exhaustive research and spend a ridiculous amount of money doing consumer insight testing. You generally get two groups of opinion out of this: MMO gamers, who basically want a slightly better version of whatever it is that they are playing now.(Time's person of the year: YOU!) Receptive gamers and non-gamers, who, having never played an MMO, want the moon. None of the above situations is very conducive to innovation. ...and that's not even touching the surface of MMO's, like what the Koreans are doing. On one hand I want to back British because he makes decent games. On the other hand it sounds like he's posturing, putting down other titles to make his work look better. I'd like to hear what title does that's so damn innovative (and someone needs to tell the gamer gods that "somewhat better A.I." isn't next-gen.

  56. Re:UO=innovative and no one has gotten it right si by Snaller · · Score: 1

    I know what you ment. There are old guard developers, some of those working on world of warcraft where hardcore everquest loosers before.

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  57. Re:UO=innovative and no one has gotten it right si by GearType2 · · Score: 1

    oh, thanks for clearing that up.

  58. Instance Combat by p0tat03 · · Score: 1

    Disclaimer: I am not a regular MMORPG gamer, and have not seriously played one since the Planetside days.

    IMHO the big problem with MMOGs is grinding. That being said I don't think getting rid of levels or skill advancements is necessarily a good idea.

    There needs to be a move towards regarding grinding as a specialization, as opposed to a generic level-up. I think Planetside had this down, and to this day I still regard it as the best MMOG I've ever played. It's too bad the expansion fuxed it and its lack of players killed it.

    In PS, leveling up isn't a generic strength increase, you still get generally the same HP as everyone else, you're not suddenly infinitely hard to kill, nor do your shots suddenly become more accurate. In the end you level up for the skill points, which can be invested into character specializations. Like the big guns? Throw SPs into big hulking MAX suits... Like being a support player? Then throw some SPs into driving transports. In the end a successful squad or team relies on members of all specializations, making each one important, and allowing players to truly play their style.

    1. Re:Instance Combat by Reapy · · Score: 1

      A little late to the thread, but I thought I'd throw a shout out to your observations. That was exactly what made planetside work for me. Right off the bat, I had an effective weapon. I was low level, and I could play exactly one extreemly specialized role. But I had choices. I could snipe, I could infiltrate, I could be an engineer, I could drive a transport, a tank, or an attack plane. The world was open to me.

      As you play, you then start making yourself more versitile and effective. I went the sniper route, and soon i had a whole bunch of tools on me to make myself that much more effective. Now I can hold a shotgun so when people sneak around me I have a surprise. Later I might get a vehicle cert so I can move around on my own much faster, and later still I could play the sniper on a base until it was breached, run up to a spawn point and change gear into a max or medium combat set up and continue the fight effectively on the inside.

      With that great skill system the dev's messed up. They copied the same bases and towers all over the map. So while they had these great terrain enviroments and super effective transportation methods, there was hardly a reason to ever get into a fight not outside a base. And they were all the same. Some had different layouts, maybe like 3 or 4 base types, but they all shared the same textures, the same generalized layout and the same features. It was so boring and repetative it was sad.

      At the same time I had the most memorable moment huddling in a transport truck on the way to the next base when a loan reaver (attack fighter) spotted us and started the chase. There were 6 of us in this thing shouting over comms on the guys location as he came in at different angles, while the gunners frantically tried to twist and get a shot in as the driver bounced us along the road over bumps and hills, trying to make the truck a hard target.

      Unfortunatly most of the time you ended up attacking the same base over and over again. Sometimes having 25 guys vs say 100 swarm zerg, or visa versa. When you got those long protracted fights with 200 or so people invovled in a stalemate, that sure was fun, or if you got caught up in a short side battle with a couple small forces of say 10 vs 10, great. But really when you are basically playing the same base over and over again, it is a snore fest. All they had to do was have a different building style per continent, and the game would have been gold.

      So the level progression was perfect. This was also the case with any skill based MMO system. Take shadowbane for example. The game did so many things right, it is a shame the dev's couldn't keep the game from crashing so often.

      In shadowbane, you leveled up very quickly, so it did not take too long to hit the "soft" level cap. But your character would be competative at lower levels. All you had to do was dump your points into a specific skill, and then you could effectivly compete in the game against higher level players. Coupled with forcing you into a player run guild to level up and continue to be effective, the game was quite unique and exciting to play.

      Anyway, long live the "skill point" system. :)

  59. UO was the best MMO I ever played by SupremoMan · · Score: 1

    Ultima Online was PURE genius. It was simple, not overdone, but at the same time it had a degree of freedom not found anywhere else. Before EA got it's flighty talons on it, the game was pure magic. I started playing in 1999, and the game just had a huge appeal to me right away. And the worst thing is that since it was my first graphical MMO, I expected it not to be a unique experience. Since then I have jumped from game to game, hoping to find another game like it. I have been disappointed at every turn. My only fear is that I will never again see such a game.

  60. Makes you wonder... by Anonymous Coward · · Score: 0

    Whether Richard Garriott actually plays Tabula Rasa himself. :p

  61. "grind is good, grind works" by bukuman · · Score: 1

    It seems like the real world economics of the MMORPGs require grind to pace the players and keep the $/player up. Without something to slow them down players would exhaust their interest in the content more quickly and stop their subscriptions.

  62. Well THERE'S your problem by Avatar8 · · Score: 1
    "...offering more strategic demands and ethical choices for the player."


    I have greatly admired Richard since I started playing Ultima IV in the early 80's. The Ultima series was hands-down the best RPG ever IMO. If I could pry myself away from WoW, I'd go back and play every one of them again. I highly respect his vision of games and the ideals he tries to incorporate into them. I especially admire how he and his team put the players' experience before everything else.

    That said I think he is too much an optimist about players, how they will react to a game and what happens if you give them control. I am hoping that he learned a great many lessons in UO. Based upon my own 10 years of MMO playing, something like the following:

    • players will take any and every advantage to get ahead whether it is part of the game or not
    • "ethics" is a completely foreign concept in a game of anonymous characters
    • if there is an exploit/cheat, someone will find it and use it to their advantage regardless of the effect on other players or the game world
    • PvP is a choice and a play style, not a necessity or a right
    • PvP justice/self-policing does not work (think "WarGames" - only way to win is not to play)
    • feed the PvP/PKers and the rest of the world can exist in peace
    • if you build it, someone will want to destroy it just to see your reaction
    • if you give players control of the world, expect to see that world sink into corruption, erupt into chaos and dwindle in population
    • a great deal more planning should go into expecting and preventing what players should not do rather than what you allow them to do
    • avoid forcing player interaction - it cripples self-sufficiency/solo play and introduces more opportunities for conflict

    While I'm looking forward to TR, I still doubt it will be either a revolution or a WoW-killer. I do believe that Richard is the most likely designer/producer to create a major innovation in a MMO, but I feel it is a few years' distant.

  63. Re:UO=innovative and no one has gotten it right si by Avatar8 · · Score: 1

    How is there even treasure hunting in WOW? Lock Boxes?

    Not active treasure hunting that requires a dedication of skills (cartography, mining) as in UO, but numerous quests that equate to treasure hunting: finding pieces of maps, gathering and putting together clues or unraveling a mystery by performing certain steps. I would like to see something akin to the UO treasure hunting system introduced to WoW, but I do not feel it's absence detracts from WoW at all.

    If they gave it up, we'd let em go. If they gave us lip, we PK'd them, like real bandits would probably do. You can't do things like that in WOW because of engine limitations and their considerations to "balance".

    Thus you forced your style of game play on someone else, changing their game play to something undesirable and adding a dislike for the game to their memories. It was actions like this that caused the creation of Trammel and the numerous departures of players before and after the split.

    UO also had player run vendors which is why it had a much better crafting system.
    Vendors had nothing to do with crafting and more to do with a mechanic to offer goods/services when you were not online. I greatly prefer the AH system in WoW, but would like greater capabilities of offering services (smithing, tailoring, etc.)
  64. Re:UO=innovative and no one has gotten it right si by Avatar8 · · Score: 1

    For example: WoW is a terrible GRIND when you compare it to a game like UO, which had a much more robust setting to play in. Uo had crafting, gathering, hunting, quests, treasure hunting, boating in the seas, dungeons, role playing, houses, player cities and PVP (and that's just from 1996 to 2000 when I played) Those were all *MAJOR* aspects of the game. In WOW, the only major aspects are: PVP and Gear Grinding.

    WoW has all of those with the exception of housing (thus player cities) and boating. While I would like to see player/guild housing in WoW, I simply hope they put it on a separate server to prevent ruining the landscape and the monster/resource spawn as UO did.

    PvP and Grinding? It baffles me that this is all some people get out of WoW. How shallow and narrow-minded does a person have to be to take one character, push through all the levels (whether questing or grinding), see some high level instances, get some uber gear and declare "I've seen it all." Annoying beyond belief.

    There are eight completely different starting experiences up to level 20. I've enjoyed every one of them and still feel that I missed a good deal of content. I've focused on the four blacksmithing professions, enchanting, engineering and alchemy; I have yet to completely master any of those and I know there are several other professions to explore. I never had the opportunity to experience all of the original raiding instances and I've only visited a few of the new instances, so I know I have all of that content in front of me. I've played an average of 25 hours a week since the original beta, and I'm still thoroughly enjoying WoW. I played UO for 7.5 years and 3.5 years of that I considered "maintenance" (login, do routine, logout) which led me to sell my account shortly after WoW was released.

    I don't see how you can call WoW "linear" when you are free to ignore any and all quests and go do whatever you wish with only level restrictions. Get to those levels however you wish, and the world is your playground. It was the same in UO. You'd be a fool if you thought you could take starting skills and some basic weapons and armor and go explore the world, go fight any higher "level" monster, go to any dungeon or jump into PvP. Maxed skills and magic armor/weapons made a huge difference. Getting skills maxed in UO - that is one definition of "grinding" in my book. Resource gathering in UO was mind-numbing; WoW makes it considerably more interesting and you're likely to be able to quest, find treasure or join a group along the way.

    I define "grind" as performing an action repeatedly for only one purpose (skill gain or XP). I laugh at anyone that calls WoW a grind or thinks they must grind in WoW. There are so many quests in so many zones there is no reason to ever kill something w/o a quest behind it unless you want to. It all comes down to choices. You want the top gear? Work for it, team up and run the instance or perform the actions to get it. You want the recipes or enchants from reputation? Repeat the actions to get them. You want to be a complete socialite who does nothing but stand in a town, drunk and talking to anyone who will listen? Knock yourself out. You're free to do whatever you wish.

    There are a few aspects of UO that I'd like to see implemented in any MMO (boating, housing), but for my money and time, WoW is vastly superior. I greatly respect Richard and his visions. I'm looking forward to trying any game that he produces. WoW has figured out the magic formula for appealing to as many play styles and people as possible. Whatever innovations improve upon that will be fascinating to see. I strongly believe Richard is the most likely game producer to create such innovations, but it may be several years before we see it.

  65. Re:UO=innovative and no one has gotten it right si by Anonymous Coward · · Score: 0

    Loser, thy name is Avatar8. Way to spend 40 hours a week for 10 years playing video games.