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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."

11 of 175 comments (clear)

  1. 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.

  2. 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.

  3. 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 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.

  4. 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.

  5. 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.

  6. 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?
  7. 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.

  8. 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?"
  9. 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.

  10. 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?"