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The Future of MMOs

IGN has some interesting coverage of a panel at GDC 2008 that featured some of the top names in the MMO world who got together to discuss the future of the genre. "On hand were Jack Emmert of Cryptic Studios, Mark Miller of NCSoft, Min Kim of Nexon and Rob Pardo of Blizzard Entertainment. MMO newbie Ray Muzyka was also on hand to share his thoughts as BioWare moves into the MMO arena. [...] The conversation got a lot more heated when the subject of micro-transactions was introduced. This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers."

224 comments

  1. The future of MMOs... by Silverlancer · · Score: 1

    Involves a lot more use of the phrase "Ememomorpuguh," and a lot more Yahtzee reviews.

    1. Re:The future of MMOs... by JFitzsimmons · · Score: 1

      Murmorperger

      --
      Beware he who would deny you access to information, for in his heart he dreams himself your master. -Anonymous
  2. Let's think before we import by Anonymous Coward · · Score: 5, Funny

    This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers.

    Making your games so awesome that people pay for 5 days straight and die from exhaustion is also popular in Korea. Let's not import that, though.

    1. Re:Let's think before we import by Anonymous Coward · · Score: 1, Funny

      Raw stupidity? You could try to import more, but you'll find we're saturated.

    2. Re:Let's think before we import by morari · · Score: 1

      No, let's! It'd be nice to see all of those MMO players die off...

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    3. Re:Let's think before we import by jandrese · · Score: 3, Insightful

      If by "awesome" you mean "grindy" then yeah, lets not import that.

      --

      I read the internet for the articles.
    4. Re:Let's think before we import by Bobartig · · Score: 1

      A lot of those PCBaang deaths are with games like counterstrike, BF, Lineage, WoW, and Starcraft, which we already have, so I think it just boils down to the fact that Koreans are crazy folk.

      Also keep in mind that like EA's FIFA for asia, which was a free game with all micropay, was like the most popular game in korea for some time. I mean, c'mon, EA?!? WTH??

      --
      This is where I get my recommended daily allowance of "Foot in Mouth."
    5. Re:Let's think before we import by Jarik_Tentsu · · Score: 1

      Making your games so awesome that people pay for 5 days straight and die from exhaustion is also popular in Korea. Let's not import that, though. So...we should make our games NOT awesome to avoid misuse by people?

      ~Jarik
  3. I Hope MMOs All Die by Wandering+Wombat · · Score: 5, Funny

    Because I have a wife, and kids, and a job, and all these MMOs are just lurking around in local stores, threatening to take it all away from me. Fortunately, none have been good enough to get me to play, but someday... someday...

    --
    I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
    1. Re:I Hope MMOs All Die by superpulpsicle · · Score: 4, Insightful

      Cause they are all too similar. This wizardry medieval theme maybe is getting old.

    2. Re:I Hope MMOs All Die by Svartalf · · Score: 2, Insightful

      Considering that there's superhero/supervillan, military, and sci-fi MMOGs as well...

      It's not the genre that's the problem. It's the networking and gameplay that comes from being multi-player
      over the internet that's part of it- plus how things like PvP are handled that ends up scotching most of them.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    3. Re:I Hope MMOs All Die by everphilski · · Score: 4, Insightful

      Yeah, I played Everquest hardcore in college. And when I first got married I still played some. My wife was convinced she'd "fix me" ... but turns out I got her into EQ (I sat her down one night and made her make a character and just said "honey, just try and see what I see when I play the game, then tell me what you think" ... after the evening she was hooked). We played till our first kid was born then laid off it. Now our two kids are older, sleeping through the nights, we play again after the kids are in bed for a few hours (8pm-10pm). It's a fun outlet, and it's cheaper than dinner and a movie once a month (and the damn babysitter, they are so expensive nowadays). The other factor for me at least is I moved 1000 miles away to go to college, and it was a good way to keep in touch with friends. A few of which still play ...

    4. Re:I Hope MMOs All Die by wyewye · · Score: 4, Insightful

      Try some SciFi MMORPG for a change. There are really tons of them out there. Some with notable success, like Eve Online or Anarchy Online. About MMORPG sucking all your life: this is actually not news, everything you do in your entire life requires time management. That includes entertainment. If you fail to manage it, all sorts of really bad results can come, ofc. At the core, the question is: do you really need to be number one? If yes, expect a huge effort to be required if you want to succeed. Oh, unless you are still dreaming that you can reap big rewards with no or close to no efforts at all.

    5. Re:I Hope MMOs All Die by Wandering+Wombat · · Score: 2, Interesting

      Me and the 'little woman' play Civ 3 and 4 when the kids go to bed, just because it's really easy to play for however much time we have to spare. We started with Civ II, but I kept kicking her ass. Then we moved to Civ III, and she started kicking MY ass. Fortunately, we're pretty matched at 4, and it keeps us humble.

      But all these MMOs... I played WoW for a little bit, and City Of Cookie Cutters, and some other ones, and all I could remember of the experience was "Man, Diablo II was more fun than this..." and I never played again. But someday, someday, an MMO will appear that will appeal to me. I'm scared.

      --
      I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
    6. Re:I Hope MMOs All Die by Anonymous Coward · · Score: 0

      I thought Civ3 didn't have multiplayer :P

    7. Re:I Hope MMOs All Die by Wandering+Wombat · · Score: 1

      I thought Civ3 didn't have multiplayer :P
      Play the World added multiplayer capabilities, eight new civilizations and some new units to the original release.
      --
      I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
    8. Re:I Hope MMOs All Die by everphilski · · Score: 1

      Oh yeah, I played Diablo those months in college when I couldn't scrape up $15 and was living off of Ramen :)

      I played WoW for about 2 months (right after release) and promptly sold my account. Didn't really like it, although some of my longtime friends are still playing it. Wasn't enough depth for my taste. EQ, I feel like even though I've played for 6 years, I've barely scratched the surface.

    9. Re:I Hope MMOs All Die by spun · · Score: 1

      Let's not forget pirates. That's a fairly popular theme too.

      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    10. Re:I Hope MMOs All Die by Joe+the+Lesser · · Score: 4, Interesting

      It's not the theme, it's the gameplay.

      I want something that will shake to the core. Something that doesn't feel scripted.

      No more quests from NPCs, no more boring and predictable leveling (ding, new skill!), no designed 'tanks' and 'healers'. I'm not sure exactly what I want, but I'm bored of the gameplay. I want more chaos, combats that require realtime strategizing and role changes during the flow.

      I would also like improved customization. It's impossible to be unique in these games. Sad that they work so hard on graphics and then you choose from faces 1-8, and all wear the same armor. Make me feel special. I want to design my own emotes, and design my own abilities.

      Just some crazy ramblings though...I ain't expecting anything.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    11. Re:I Hope MMOs All Die by Anonymous Coward · · Score: 0

      Try some SciFi MMORPG for a change. There are really tons of them out there. Some with notable success, like Eve Online or Anarchy Online. I still feel that Eve Online is too much like actual work to be a game. It truly is the prettiest spreadsheet ever.
    12. Re:I Hope MMOs All Die by Anonymous Coward · · Score: 0

      Its not the theme. It is because the NPCs are non-living Quest-Automates and the World is persistant. It is mainly a problem of content.

      You can't generate many content that is not accessable to all, because it cost money. Imagine a village with 40 NPCs and and 50 quest near a battle zone. It would be nice, if the village could be overrun by enemys and all the npc would be killed. But with the game-mechanik that is used today, it is imposible, because you would loose 50 Quests of valuable content. It is valuable because you need to entertain coustomers with 5+ Hours a Day Questing-Time.

      Mayby Community-generated content is a solution, but mayby it is AI. But the key-feature of future mmorpgs is change.

    13. Re:I Hope MMOs All Die by Korin43 · · Score: 2, Interesting

      The game you're describing sounds like an FPS based on the Sims.

    14. Re:I Hope MMOs All Die by morari · · Score: 1

      It's a fun outlet, and it's cheaper than dinner and a movie once a month (and the damn babysitter, they are so expensive nowadays). Not if you have a $15 NetFlix account and learn to cook for yourself. You can get six films a week (three at a time) and then spend about $5 on any given meal for two. Much better meals with a much better atmosphere than any restaurant!
      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    15. Re:I Hope MMOs All Die by Kamokazi · · Score: 1

      I started playing EQ my senior year of highschool and played it well into college myself. Funny thing is, my G/F actally bought the game for me (old style big box Ruins of Kunark)...she ended up regretting that. I never got her stuck on EQ but got her to pick up being a tailor in SWG and later EQ2. (We eventually broke up, but not because of the games, but because she was an obsessive bitch).

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    16. Re:I Hope MMOs All Die by Gutboy · · Score: 1

      Try Eve-Online, it's the closest I can think of to what you want (still has quests from NPCs, but you don't ever have to do them).

    17. Re:I Hope MMOs All Die by snowraver1 · · Score: 1

      $5 !?!?!?

      Where do you live?

      Here is a summary for Spaghetti:
      1/2 box of speghetti - 1.75
      1 jar of sauce - 4.00
      Ground beef (couse you have to have meat sauce and canned meat is sick shit) - 4.00
      Total: 9.75

      FOR SPAGHETTI!!!

      It may be cheap if you are vegitarian (I can't even spell it apparantly), but when I eat, something dies.

      --
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    18. Re:I Hope MMOs All Die by Bloodoflethe · · Score: 1

      Sounds more like the Elder Scrolls Online.

      --
      "Little is much when little you need."
    19. Re:I Hope MMOs All Die by PietjeJantje · · Score: 2, Interesting

      Try some SciFi MMORPG for a change. Seriously, I saw this exact discussion way back in the dark ages, in 1990, when people discussed which MUD to play.
      SciFi is just the same with different names for stuff.

      The problem is the target audience is the same: mainly spotty teenagers en young men. Nerds (hi!). And they all have the same target audience. Second Life does best, but that's not a game.

      A problem they will encounter is that for 90% or more, it is an addiction that blows over after some years. It did for me and I have found nothing that appealed to me since. Not that I think that's a problem considering my, uhm, time-management skills.
    20. Re:I Hope MMOs All Die by 19thNervousBreakdown · · Score: 4, Funny

      Yes, but you can gank cell R19, take all its stuff, then call it a faggot.

      That's good times.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    21. Re:I Hope MMOs All Die by 19thNervousBreakdown · · Score: 2, Informative

      Agreed, just whatever you do, get yourself into a 0.0 corp ASAP and never go into empire again.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    22. Re:I Hope MMOs All Die by 19thNervousBreakdown · · Score: 1

      Dude, if that's one meal for you, you must weigh 250lbs.

      That's like 3-4 meals.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    23. Re:I Hope MMOs All Die by jollyreaper · · Score: 4, Interesting

      Because I have a wife, and kids, and a job, and all these MMOs are just lurking around in local stores, threatening to take it all away from me. Fortunately, none have been good enough to get me to play, but someday... someday... Don't worry, the very game model requires they end up being crap. That being said, reality is catching up to scifi. Back when Trek and Red Dwarf featured VR games that left people as zoned out pixel junkies, I thought the drug metaphor was a little hard to reach because gaming required a computer or a console and television. That implied a house. You lose your job and can't pay the electric bill, that breaks the cycle of addiction. But with wifi technology and portable computing getting so powerful, it really is plausible to imagine homeless bums sitting under overpasses, logged into the game world. With a game like EVE Online, you can pay your monthly access fee by buying time cards from other players with in-game gold. When the panhandler comes up to you at the traffic light, he'll be wanting to know if he can bum a charge off of you instead of a smoke or spare change.

      It's all kind of trippy when you think about it. Lovecraft's dreamers were among the literary firsts, people who were unassuming and mundane in real life but fantastically respected and powerful in a separate world. That could be seen as an extension of the literary world where some authors were hugely famous and respected but only within very small circles of admirers. Cyberpunk liked to take that idea further with the idea that online personas were as famous and powerful as super-heroes and yet could be stuck working as pizza deliverators and living out of converted storage units.

      If one pushes the whole idea of cyberspace to a semi-plausible future, say 50 years out, so much human interaction would be virtual, and not just via telephone or using what's basically a chat client with a game attached like Warcraft. Falling back into fiction tropes, you could have someone as powerful as any mob figure or revolutionary or super-criminal conducting all his business as a digital avatar. When it comes to mobsters, the best way to make certain competition is dealt with properly is a hit. But how do you assassinate someone you've never even seen? Faerie tales like to talk about knowing someone's true name as being power, there's also the idea of the magic talisman that is the key to a monster or wizard's power and thus his ruin. Well, you'll end up having a real world comparison of that here: knowing who that person really is will be true power, knowing where they live means you can also kill them.

      That sort of thought just has me thinking of the sort of cat and mouse game you'd have when bad people with guns try to personally remove one of these metaverse important people. I'm imagining this great online force of nature and information broker being a paraplegic in a nursing home who is living out his life online because the real world is unbearable. The guys with guns hit the nursing home and blow away the guy two rooms down from him, falling for the misdirection. The guy they killed was just playing Warcraft but the one they meant to kill was fucking with the Russian Mob's phishing operation. That would be an awful kind of situation, motionless in a bed and knowing that the bad guys are coming. Let that be a lesson for you, don't play MMO's or the Russians might kill you by mistake.
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    24. Re:I Hope MMOs All Die by Grygus · · Score: 1

      Dude, if that's one meal for you, you must weigh 250lbs.

      For serious, Slim. Eat the whole box, get a real belly!
    25. Re:I Hope MMOs All Die by mattwarden · · Score: 1

      Yeah, ok. You're right, but let's not lump everything together like they are the same. Consider a marathon of Lost and a marathon of Law&Order. Assuming you like both shows, which one are you more likely to watch longer? Law&Order is a good show, but there is little or no continuity between episodes. Lost is a good show, and the bastard writers leave you wanting to curse the TV at the end of many episodes (How could they end the episode like that?! Et cetera).

      Now let's talk about games. Play Peggle for an hour and play WoW for an hour. Even assuming you enjoy both the same, it will be more difficult for you to stop playing WoW than it will be for Peggle, because WoW has no natural break points (except MAYBE levels). There is always something -- I'll just finish this quest, I'll just get one more level, This damn thing has to spawn in the next couple minutes, I bet this female character msg'ing me is a hot chick who likes WoW just like me, etc.

      Either way, moderation and discipline are necessary, but I'm just saying that -- just like Lost is constructed to make you long for the next episode -- some games are constructed in a way to make it harder to play for just an hour. The terms 'Evercrack' and 'Warcrack' didn't come out of nowhere.

    26. Re:I Hope MMOs All Die by everphilski · · Score: 1

      We do watch movies from time to time, but tend to prefer video games for entertainment. Only slightly less brain rotting :) And again there is the social aspect. You are right about the home cooking, I'm thankful my wife is a good cook, cause I'm useless beyond mac and cheese and hot dogs.

      But come football season... watch out. Green Bay Packers on a 50" DLP :P.

    27. Re:I Hope MMOs All Die by khallow · · Score: 1

      No kidding. Not many spreadsheets encode those exciting nonconsensual business transactions.

    28. Re:I Hope MMOs All Die by CannedTurkey · · Score: 1

      If I were you, I'd give Champions Online a look over, coming to a PC near you (maybe) Spring 2009 (possibly). http://www.champions-online.com/ Also, see if you can locate a trial code for City of Heroes. It's not perfect, but you might find some of what you're looking for.

      --
      Ingredients: Turkey, Mechanically Separated Turkey, Water, Salt, Flavour.
    29. Re:I Hope MMOs All Die by Spad · · Score: 1

      City of Heroes / City of Villains meets some of those requirements. It does have NPC mission givers and the inevitable levelling, but the combat is pretty chaotic (especially on pick-up teams - or very good teams), you definitely don't need the WoW-esque Tank/Healer/Damage triumvirate and the costume designer is truly epic compared to all the other MMOs I've come across.

    30. Re:I Hope MMOs All Die by uofitorn · · Score: 1

      Aw heck, while we're at it, this entire classical music thing is getting old too. Why do people listen to it anymore?

      More seriously, some of us really like the genre and do not get tired of it. Because we enjoy it so much, we can easily see the differences between the games. Besides, as another poster said, there are plenty of other non-tolkien themed MMORPGs out there.

      --
      "What kind of music do pirates listen to?" -Paul Maud'dib
      "Yeeeaaarrrrr n' Bee!!" -Stilgar, Leader of Sietch Tabr
    31. Re:I Hope MMOs All Die by morari · · Score: 1

      Actually, I am a vegetarian. And a jar of pretty decent pre-made sauce shouldn't cost you any more than about $2.

      --
      "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    32. Re:I Hope MMOs All Die by Thaelon · · Score: 1

      You should try EVE Online then. It's a space MMO with a single server (you play on the same server as every other player in the world) where your characters level while you're not even logged in.*

      *I am not affiliated with CCP beyond playing their game.

      --

      Question everything

    33. Re:I Hope MMOs All Die by Anonymous Coward · · Score: 0

      Http://www.darkfallonline.com

    34. Re:I Hope MMOs All Die by Jarik_Tentsu · · Score: 1

      If someone made something like Star Wars Galaxies, but *didn't* make it crap after losing some popularity, it might be really cool.

      ~Jarik

    35. Re:I Hope MMOs All Die by Jarik_Tentsu · · Score: 1

      I'd love an MMO that also required the fast hand-eye coordination of FPS, rather than just strategy and high levels. I don't know how this'd work well exactly...but say if you went someone who used physical attacks or projective weapons - you had to manually aim and shoot them, or dodge to try to avoid getting hit by spells...etc.

      The hard thing is that this'd need fast, low latency servers (which is the main reason EVE Online's battle system is boring...imagine if they made *that* like a full on flight simulator...*drool*).

      ~Jarik

    36. Re:I Hope MMOs All Die by UnknownSoldier · · Score: 1

      What themes would you like to see instead?

      While I agree that Fantasy is not everyone's cup of tea, the alternatives are not popular for a reason. You are ignoring one big problem when attempting to use a different theme.

        "Frame of Reference" with respect to the in-game Tech/Skill Level.

      Let's say we have our Sci-Fi MMORPG. Quick, tell me what is better? Plasma, Laser, Gravitron, Proton, or Neutron Guns? Let's say we also have the same "type" of shields. Again, what shields protect from type of weapons? Without spending time in the game, you have _no_ idea or "frame of reference" to infer what each strength's and weaknesses are (of the guns & shields.) Most women tune out this "techno-babble" -- they usually want a social aspect. Social aspects are hard to make into games.

      Magic is popular because _everyone_ can relate to it, due to the fact that it is based on physical events, and doesn't break the overall "expected" tech level in the game. It's a (fun!) "hack" to get "alternate tech" into a game world, without alienating anyone.

      Would a western MMORPG do (financially) well? I don't know...

      I suspect that Fantasy MMORPGs do well because they are the "virtual doll house for boys." Men like all the "phat loot" and the virtual deer hunting aspect of the game. i.e. A sense of accomplishment about how "uber" they are -- _our_ guild can take down Dragon X, etc. Most companies only want to go with what works. Almost anything non-fantasy is "too risky". The most popular theme is "reality", which is why Sims is the best selling PC game of all time. This was single player though, not a MMORPG. Why did the MMORPG version bomb? Because it wasn't fun enough. Could this type of genre be fun enough? Again, another interesting question.

      I understand where you are coming from, and hopefully you can see that this is a hard problem to solve. Hopefully this sheds some light onto your question - it is a very good one! Sometimes the catalyst for change is to ask "Why are things the way they are?"

      Cheers

      --
      Yes, I am a game programmer & designer.

    37. Re:I Hope MMOs All Die by Anonymous Coward · · Score: 0

      SecondLife has areas where people have developed lots of different RPG or FPS games, granted they aren't high quality (many being non profit) but it allows for alot of flexibility and customisation.

    38. Re:I Hope MMOs All Die by VGPowerlord · · Score: 1

      City of Heroes must have really changed from the last time I played it if it's not locked into the Tank/Healer/DPS triumvirate.

      In fact, I could have sworn that its base archetypes mapped directly to these:
      Tanker = Tank
      Defender = Healer
      Scrapper = Short Range DPS
      Blaster = Long Range DPS
      Controller = Crowd Control

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    39. Re:I Hope MMOs All Die by Datamonstar · · Score: 1

      Oh god, now you have me drooling over the prospect of having a western (cowboy) themed MMO. My quick-draw bandit would be the FEAR of every stage coach route from here to Dodge.

      --
      The eternal struggle of good vs. evil begins within one's self.
    40. Re:I Hope MMOs All Die by DNS-and-BIND · · Score: 1

      Yeah, that's the only situation that I can see heavy online gaming being a good thing - crippled people. Otherwise, it's a colossal waste of time and productivity. I can see a future where the barbarians are at the gates, and half the people don't care because they're enjoying virtual magic world or virutal harem.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    41. Re:I Hope MMOs All Die by vertinox · · Score: 1

      But with wifi technology and portable computing getting so powerful, it really is plausible to imagine homeless bums sitting under overpasses, logged into the game world. With a game like EVE Online, you can pay your monthly access fee by buying time cards from other players with in-game gold. When the panhandler comes up to you at the traffic light, he'll be wanting to know if he can bum a charge off of you instead of a smoke or spare change.

      If the futurists are right (Kurzweil, Bostrum, Vinge, etc) and a singularity does happen within the next 50 to 100 years playing video games might be all that is left for mankind.

      If machines and technology is powerful enough to run the world without the need for human input, then if a benevolent Strong AI existed it probaly wouldn't go out and exterminate the human race due to it being benevolent. With nothing else for the humans to do, they would most likley create games for them to play in the most elaborate fashions while the super machines with brains the size of planets try to figure out things beyond our comprehension (like how to survive heat death or the big rip or comsic ray bursts).

      However, this has yet to be seen and I'm still planning on retirement.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    42. Re:I Hope MMOs All Die by Wolfkin · · Score: 1

      If I understand what you're looking for, Vendetta has that.

      --
      Property law should use #'EQ, not #'EQUAL.
    43. Re:I Hope MMOs All Die by KDR_11k · · Score: 1

      Why not have the quests reappear if the village is taken back and rebuilt? Gives people some incentive to capture cities.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    44. Re:I Hope MMOs All Die by sg_oneill · · Score: 1

      Yeah. Lag really does damage EVE. I'm not sure it can be fixed however, as its simply a matter of scale. No complex MMOS handle 500 people on a grid fighting massive fleet battles without SOME sort of lag. But I actually like the combat system. its ponderous, sometimes slow and more about tactics than twitch. Well sometimes its about twitch.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
    45. Re:I Hope MMOs All Die by Jarik_Tentsu · · Score: 1

      Mmm, well I played the demo, and I was generally quite impressed...but if it had flight-sim dogfights and such at a fast place with a joystick and all - that'd make me go buy the real game. I mean, I know what you mean about 'tactics' and all that - but surely you could get the best of both worlds right? Orbiting an enemy while clicking "Missile" "Laser" etc, gets really boring and anti-climatic.

      But I guess we just need to weight until we get faster and lower latency broadband for that to occur...

    46. Re:I Hope MMOs All Die by DarthApoc · · Score: 0

      I disagree, it's very possible to be unique in these games, actually, since you can be more of yourself here, than other online games, such as shooters, and other popular games. Take wow for example, when I play, i'm not one in the crowd, I interact with the people around, my guild, my IRL friends, and such, something I tend to do less in TF2 for example. I may perhaps look like some others, but still, it's me behind that character. Also, many of these games work with several ways to play the game, WoW for example may only have 3 roles in a group, but several ways of achieving these, especially since the expansion.

    47. Re:I Hope MMOs All Die by ElAurian · · Score: 1

      >Faerie tales like to talk about knowing someone's true name as being power, there's also the idea of >the magic talisman that is the key to a monster or wizard's power and thus his ruin. Well, you'll >end up having a real world comparison of that here: knowing who that person really is will be true >power, knowing where they live means you can also kill them.

      Or knowing their root password etc... You have to read Vernor Vinge's True Names. It will blow your mind.

    48. Re:I Hope MMOs All Die by Jedi+Alec · · Score: 1

      As a fellow EVE player (empire mercenary corp), dare I ask why? There's a huge range of experiences and professions in EVE, and a number of them work a lot better in empire than out there in 0.0

      --

      People replying to my sig annoy me. That's why I change it all the time.
    49. Re:I Hope MMOs All Die by 19thNervousBreakdown · · Score: 1

      Because of you.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    50. Re:I Hope MMOs All Die by Lost+Engineer · · Score: 1

      Well that's the problem cooking for one or even two. If you buy normal (sometimes the minimum) amounts from the store you'll be either wasting a lot or eating leftovers for a few days. Even if you can quarter the recipe or whatever, many ingredients go bad quickly. Some stores are WAY better for this than your basic Kroger/Albertson's/Ralphs if you happen to have access to one. Trader Joe's comes to mind but there are smaller stores as well.

      Still, $5 is way low for all but the simplest meals. If you stick to veggies you might come close, though.

    51. Re:I Hope MMOs All Die by mmortsgamers · · Score: 1

      After a youth on D&D then AD&D I too prefer scifi MMO's. Do try MMORTS - not mentioned yet and yet a decade old genre. The new generation are proving quite innovative.

  4. Just ban Asia/FTA's and all proxies for US/EU by sethstorm · · Score: 2, Insightful

    Regionalization does work, and it has kept the bots out of regions where they've actually gotten on top the game versus just letting goldfarmers violate the rules endlessly.

    --
    Twitter supports and protects racists - by smearing their critics with the "Hate Speech" label.
    1. Re:Just ban Asia/FTA's and all proxies for US/EU by Lost+Engineer · · Score: 1

      If these people have any help inside the US/EU, which shouldn't be hard to come by (esp. if you have $$), this is never going to work.

  5. Micro-complaints. by Anonymous Coward · · Score: 1, Insightful

    Wasn't it Oblivion and their horse mod that drew everyone's ire?

    1. Re:Micro-complaints. by moderatorrater · · Score: 3, Informative

      Yes, but there's a difference. The value of decorating your horse on a single-player only game is different than the value of decorating your horse in a multi-player-only game. Oblivion then came out with more mods that added value to the game and the community's received them much better.

    2. Re:Micro-complaints. by Danse · · Score: 1

      Oblivion then came out with more mods that added value to the game and the community's received them much better. The funny thing is though, that none of the mods released by Bethesda can even come close to the level of mods being released by the Oblivion modding community. The mod community saved Oblivion from... well oblivion I supposed. The game really is pretty crappy out of the box. I had quit playing by the time I reached level 14 because the level-scaling of the enemies was just dumb and made the game boring.
      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    3. Re:Micro-complaints. by moderatorrater · · Score: 1

      the level-scaling of the enemies was just dumb and made the game boring. Yeah, I completely agree. One of the reasons that I play RPGs is because if I'm wanting a challenge, I can run to a higher-level area and knock out a few monsters (with a lot of extra effort) and get some killer gold. Or avoid monsters altogether and get some awesome loot from the land. And sometimes it's nice to go knock out some lower level quests to get experience easy. And sometimes it's fun to get a challenge, to see how long you can go without potions or resting. Personally, I think that Might and Magic 6 and 7 were the best for that; I would love to see another game with the wide-open-world-yet-awesome-story flavor. If you've played those games and can suggest some that are similar, I would be open to them.

      To bring my post back on-topic, I feel that this is really missing from all MMOs today, and I'm looking specifically at WoW and City of Heroes here. I want a lot of control over my character, their skills and their development. I want to be able to compete with monsters that are much higher levels than I am, even if it means whacking them a few times and having to run away. Too many times the level difference is compounded by other factors, so that instead of it being a linear progression, it's an exponential one, and that's not right.
    4. Re:Micro-complaints. by Grygus · · Score: 1

      If you've played those games and can suggest some that are similar, I would be open to them. You might take a look at Gothic II. Should be able to find it cheap.
    5. Re:Micro-complaints. by Danse · · Score: 1

      Personally, I think that Might and Magic 6 and 7 were the best for that; I would love to see another game with the wide-open-world-yet-awesome-story flavor. If you've played those games and can suggest some that are similar, I would be open to them. I haven't found anything like that lately. I'm just playing Oblivion with a bunch of mods that get rid of level-scaling and other annoying things about it, as well as adding a ton more content (specifically FCOM, Supreme Magicka, some UI mods, and a lot of other little tweaks to things like bows and stealth, landscape mods, and some nice quest mods as well).
      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    6. Re:Micro-complaints. by Daimanta · · Score: 1

      I have been and still am an avid player of the game Morrowind, the predecessor of Oblivion. The game had many flaws but I still love it and I am still amazed how people can make such a rich game. One of the bigger complaints about Morrowind was that the enemies levels don't scale. At a certain level, you're pretty much invincible. But anyone who doesn't try to powerplay his way up will probably have a great time with this game, roleplaying different people in a complex world of political intrigue and backstabbing. And yeah, the modding community is one of the most amazing feats of the game. And yes I have played Oblivion and I hated the level scaling. There is nothing as annoying as random thiefs attacking you with ubershiny armor around every corner. Oblivion improved the game compared to Morrowind on many different levels but in my opinion it misses a hart.

      --
      Knowledge is power. Knowledge shared is power lost.
  6. I've seen this work out by Oxy+the+moron · · Score: 1

    "...but charge a premium for a variety of premium extras, from vanity items to additional content or abilities..."

    I play the web-based MMORPG Kingdom of Loathing, and this has worked well for them for at least the past three years. They do a decent job of balancing it such that purchasing these extra items does give you a sense of being 1337, but doesn't necessarily give you a huge advantage over other players.

    Plus, you can (in most cases) sell the premium items purchased with your hard-earned cash for in-game currency.

    --

    Proudly supporting the Libertarian Party.

  7. The "future" should read: by Anonymous Coward · · Score: 1, Insightful

    Cross console, PC compatible, voice before text communication (controlled by radius and channels), and voice recognition for interacting with NPCs.

    Otherwise it's just more of the same.

    FFXI proves that the cross platform angle is entirely possible, other games prove that voice chat can be more enjoyable (and productive) than text chat, and voice recognition telephone systems have proven the technology is functional at the enterprise level.

    Combine all of these techs with a portable Wii-mote and a 3" 3D display and you have an MMO that you can play anywhere. Picture having a Wii-mote in one hand, a programable button grip in the other hand and a small display on your wrist or reflected onto a pair of glasses. Certainly not a new concept, but at least now it is a plausible one.

    1. Re:The "future" should read: by VGPowerlord · · Score: 2, Interesting

      For cross-platform, FFXI on PS2 and XBox 360 has probably done rather well. However, FFXI is a failure as a PC game.

      Square Enix has programmed the game to shut down if you try to change to another window. This is particularly nasty with IM clients that automatically pop up, such as, well, all of them. There is an addon to stop that, but it's in violation of SE's terms of service.

      The game is also heavily reliant on a gamepad control scheme. Its keyboard/mouse scheme is just horrid.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:The "future" should read: by Anonymous Coward · · Score: 0
      voice recognition telephone systems have proven the technology is functional at the enterprise level.

      What enterprise are you dealing with where their voice technology is functional? My experience usually goes something along the lines of...

      "Now transfering you to some barely understandable cubicle monkey in Bangledash."

      "God damn it! No bitch! I said English speaking, comptetent tech!"

    3. Re:The "future" should read: by Anonymous Coward · · Score: 0

      Picture having a Wii-mote in one hand, a programable button grip in the other hand and a small display on your wrist or reflected onto a pair of glasses. Certainly not a new concept, but at least now it is a plausible one. Wow. The ability to look like a spastic mental defective anywhere, anytime. How much longer must we wait for this?
    4. Re:The "future" should read: by Pluvius · · Score: 1

      No, with all of that it'd still be more of the same. Perhaps the MMORPG developers should look into actually making their games fun instead.

      Rob

    5. Re:The "future" should read: by 0racle · · Score: 1

      Official windower has been added. No one in their right mind plays with a mouse.

      --
      "I use a Mac because I'm just better than you are."
    6. Re:The "future" should read: by 0racle · · Score: 1

      I don't believe the game complains about loosing focus using the official windower, but I don't know I've never used it. I might have to find out.

      No one uses a mouse because the UI is such that it is either easier with a gamepad and keyboard or a keyboard only. I use a keyboard. I should have been clearer, no one in their right mind uses a mouse with FFXI.

      Console users may try to play with just a game pad, but they will get a keyboard in very short order if they continue to play. There is an onscreen keyboard, but no one uses it.

      --
      "I use a Mac because I'm just better than you are."
    7. Re:The "future" should read: by slaker · · Score: 2, Insightful

      Voice chat is a reason to not play a game.
      There's nothing worse than having some 12-year-old dipshit sharing his musical tastes for your gaming group, or finding out that Princess Fairyglen has a voice like Harvey Firestein. Or being the only keyboarder on a team that can't be bothered to share their Ventrillo server. Or being kicked from a team for not having a Mic.

      If there's one thing I learned from DDO it's that I'm done gaming when I have to listen to all the other shitbags argue about rappers and NASCAR in the game I'm playing to escape the world of rappers and NASCAR.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    8. Re:The "future" should read: by Lost+Engineer · · Score: 1

      Pizza Hut was testing out a voice recognition system in my area. They gave you an incentive if you used it a few times. It worked awesome to me. I'd be interested to see what the general customer response was. It was just a trial BTW, and it hasn't come back.

  8. Emmert? Oh, no. by Bieeanda · · Score: 2, Interesting
    The man is this generation's Brad McQuaid. Gameplay changes made merely to punish player ingenuity and enforce his 'vision', and pointless choices and grinds simply for their own sake. The number of quality-of-life changes that have been made to City Of... since NCSoft bought it (and hired most of its devs) is simply staggering.

    Similarly staggering is his apparent inability to learn from his mistakes. Early in City of Heroes development and testing, it was discovered that tabletop-style 'choose your own powers' play simply wasn't going to work-- players gravitated toward game-raping character designs, and it was really easy to make something that was simply unworkable. According to the Cryptic website, he's gone back to that kind of design... and for reasons that are apparently borne of pure sentimentality, he's using the HERO System too. For those unfamiliar with HERO, it's a tabletop RPG ruleset with over two hundred pages devoted to character generation and filled with special cases. If he was miffed at players finding loopholes in the elegantly simple City Of... games, the sheer amount of rule rape that will occur once savvy players pop up will drive him into a straitjacket. That's assuming that anyone gets past statting a hero out.

    1. Re:Emmert? Oh, no. by geekoid · · Score: 2, Interesting

      Most the rules from the books can be automated.

      For example, you don't need a pages an creating a energy blast.

      Assuming the game will enforce a speicif point range during creation that limits the number of rules as well.

      However, you will still have people who can optimize a character more then someone else.

      For 100 point's I could pretty much make an unstoppable character. Fortunatly, I put role playing first.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Emmert? Oh, no. by everphilski · · Score: 1

      Man, generations must be getting tighter, Brad McQuaid was still relevant as of last year with Vanguard :). It's too bad...

    3. Re:Emmert? Oh, no. by rickb928 · · Score: 3, Funny

      The ultimate offense is when the weezil newbies scout out the blogs and make these game-rapers by the hundreds. Not only do they ever get the thrill of figuring out how to play with reasonable chars, but any newbs that start with a simple char get crucified. Bleagh.

      No wonder I don't play any of these things. Hard enough on a level playing field. Getting gang-raped by the n00bs is what I bought BF2 for.

      --
      deleting the extra space after periods so i can stay relevant, yeah.
    4. Re:Emmert? Oh, no. by Danse · · Score: 2, Informative

      For 100 point's I could pretty much make an unstoppable character. Fortunatly, I put role playing first. But others will not put role playing first. They will create characters that exploit whatever defects there are in the system (and with such a complex system, there will be many), and even worse, some will create characters to use for nothing but griefing, and probably be wildly successful at it.
      --
      It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    5. Re:Emmert? Oh, no. by Anonymous Coward · · Score: 1, Informative

      No, they bought up the rights to use the Champions name, but the system is not HERO. At some point the game was intended to be a marvel license.

      Freeform point buy systems barely work for tabletop games (a single munchkin *will* ruin your game if you let them), I seriously doubt anyone with a real development budget would try to make that work for an MMO audience.

  9. Micro-Transactions and game balance by orclevegam · · Score: 4, Interesting

    Micro-transactions aren't as popular here because they tend to give an advantage to people with more money. Most American gamers prefer games that emphasize skill and reward players for that, and would tend to be put off if you could simply buy an uber-item and win every time. On the other hand those same individuals wouldn't want to shell out money for only a slight advantage, so you have almost a cache 22, where you need to make the items powerful to get people to buy them, but limit them so that skillful players would still have the advantage of those that merely have a lot of money to spend on the game.
    Personally, my suggestion is to eliminate the grind by allowing players to buy levels. That preserves the skill because at high level they still need to be able to use the character, and there would still be items that must be collected, but eliminates the tedium of grinding and is compelling enough that many people would be willing to pay for it.

    --
    Curiosity was framed, Ignorance killed the cat.
    1. Re:Micro-Transactions and game balance by aurispector · · Score: 1

      The booming grey market for wow gold and levelling services is proof positive that there is plenty of interest in micro transactions. They ought to set up online vendors allowing purchase of in-game items and character levels. This would undercut the farmers and allow people that really want it to skip levels and get a new character up to speed. When I played wow I hated levelling. I was bored with the content and my main character - all I wanted was to change classes. They could put limits on what items you could buy so it would be possible to purchase a top level character after you already levelled one. Purchased items could be slightly gimped to allow a basic level of funtioning without really pissing off the folks that worked for the good stuff.

      --
      I have mod points. The reign of terror begins now.
    2. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0
      ...so you have almost a cache 22..."

      You mean "Catch-22", but that's definitely a typo in search of a definition! If someone wants a Jargon File entry, and if Eric Raymond isn't too distracted with whatever it is he does nowadays to add it, here's your chance...

    3. Re:Micro-Transactions and game balance by bsundhei · · Score: 1

      The purpose of the grind, to a lot of people, is so they can learn how to play their character. If this were to be put in place, we would have a ton of max level characters wanting to group, who had no idea how to play... Oh wait, this already happens. Now at least the company can get those people to fork over some money in the process :)

    4. Re:Micro-Transactions and game balance by geekoid · · Score: 2

      Buying levels, interesting. After thinking about that, it would be ok IF there was another marker to indicate the players experience in that game. Maybe after the first character maxed out, you could gain levels.
      hmm.

      Blizzard did a great job of allowing you to learn your classes abilities one a few at a time.

      difficult. Perhaps an exp bonuses for every character level on a server? A small amount per level. I figure if you have 3 different classes at 70, a 30% increase in XP and rep would be fine.

      I just want to limit the level 70 Johnny B. Noob syndrome

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:Micro-Transactions and game balance by orclevegam · · Score: 1

      You mean "Catch-22", but that's definitely a typo in search of a definition! If someone wants a Jargon File entry, and if Eric Raymond isn't too distracted with whatever it is he does nowadays to add it, here's your chance...

      Oh god, I didn't even notice that... the jargon is starting to seep into my brain! I think maybe it's time for me to head home before I start talking about taking bytes out of sandwiches. Of course now I can't stop thinking about what an entry for cache 22 would be in the Jargon File...
      --
      Curiosity was framed, Ignorance killed the cat.
    6. Re:Micro-Transactions and game balance by orclevegam · · Score: 1

      Yep. Guilds are really the junk filter of the MMO world. The main reason to join a guild is to avoid PUGing so that you have a consistent and reasonably skilled group of people to work with.

      --
      Curiosity was framed, Ignorance killed the cat.
    7. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      I agree. It is annoying to be constantly reminded that your character will be that much better if only you shell out 'x'. OTOH CCG's are perhaps an extreme example of this model, and they seem to be pretty successful.

    8. Re:Micro-Transactions and game balance by VGPowerlord · · Score: 1

      Cache-22... wouldn't any time the cache has to check the source file/location to see if it has been changed fall under that definition?

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    9. Re:Micro-Transactions and game balance by orclevegam · · Score: 1

      I just want to limit the level 70 Johnny B. Noob syndrome That's really where guilds come in. By belonging to a guild that limits the people it allows in (say by having trial periods) you have a guarantee that your fellow guild members know how to play the game.
      --
      Curiosity was framed, Ignorance killed the cat.
    10. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      Clearly a cache-22 would be a case when you have a program that automatically loads up the last file you were working on -- and in this case, the file causes the program to crash. You could switch to another file, or a blank slate, if only you could get the program to load without crashing, but in order to get the program to load without crashing, you need to get it to a clean slate or a different file.

      I'll note that at least one instance where this can actually occur is Caligari trueSpace, though the situation generally only comes about when something else causes an initial crash, corrupting the file in question.

      -Morgan Lewis

    11. Re:Micro-Transactions and game balance by Jack9 · · Score: 1

      Micro-transactions aren't as popular here because they tend to give an advantage to people with more money.

      Most American gamers prefer games that emphasize skill and reward players for that, and would tend to be put off if you could simply buy an uber-item and win every time.

      This is simply, untrue. Almost every MMOG has resource monetization. While it's true players prefer not to link endgame content to real-world money, micro transactions are wildly popular and there is little stigma to "buying in" to an elevated gear/skill level.
      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    12. Re:Micro-Transactions and game balance by Orne · · Score: 2, Interesting

      It's interesting that you put it that way, since I think it kind of exposes the difference in values between our two cultures.

      In the USA, there is a strong belief that, with all things being equal at the beginning, the amount of labor that an individual is willing to perform should determine the advancement of the individual. This is especially prevelent in the modern racial/sexual/*-equality work ethic, and is a common conservative/libertarian political plank that the only thing that holds people back is themselves.

      Overseas, in South Korea, they have embraced capitalism to a level beyond the USA; it should come as no surprise then that the amount of money that an invidual is willing to invest should determine the advancement of the individual.

      -- Scott

    13. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      Microtransactions are just as popular here as any other region of the world.
      However, people prefer to be able to buy power without it openly showing (i.e "greymarket/against the rules"), than systems where any such use of money to get ahead is for anyone to see.

      Personally I'm completely against the secondary market in mmorpgs, and always have been. This is due to my memories of the "old" mmorpgs, (back when we were considering paying by the hour or minute in some cases/in subscription, not including isp fee - as normal) Meridian 59 as one prime example.

      It didn't have a long grind, yet it had highly complex gameplay. It didn't take ages to get a decent character. The entire game wasn't hellbent on focusing solely on a huge amount of people spending days in a stretch to "grind" and then raid some ridiculously tough 'monster'. A lot of the "bosses" in M59, could infact be solod.

      Still, people played. It was working, it was fun.
      Back then, a lot of the "new innovations" in games now - were already in place. A part from the graphics, we've almost gone backwards in playability.
      It wasn't until (in my memory) EQ came around, in our part of the web anyway, that "the grind" and "the work" suddenly appeared. It wasn't really there, before.

      Basically this entire urge for purchasing 'past' the game is something the game developers created themselves. I'm sure it was logical in the name of revenue, however the systems before them were working just fine.

      Also you have to be aware of the link, nowadays, with games and the secondary market in the first place. It's not mere conspiracy theories that suggest game devs are, literally, designing the game around a secondary market (wether it's officially allowed, or not).

      You can see some of it from the interviews with Sigil developers, however the vanguard sites/archives all seem to be gone atm.

      (http://66.102.9.104/search?q=cache:T4jSbqnBcioJ:www.vanguardsoh.com/forums/showthread.php%3Fthreadid%3D10236%26highlight%3Dige+Vanguard+approached+by+IGE&hl=no&ct=clnk&cd=3&gl=no&client=firefox-a)

      I really have no idea what to suggest, since infact whatever problems I might have with how mmorpgs are designed now - are irrelevant in the face of the success they're having.

      I will say though that, this wasn't an inevitable "mmorpg design" outcome, and it's sad it turned out that way.

    14. Re:Micro-Transactions and game balance by Lemmy+Caution · · Score: 1

      Asian MMORPG players are about 5 years older, on the average, than western MMORPG players. They have more money, and perhaps less time, than their Western counterparts. For them, time is money - an equation (informally) that is less attractive as a transitive one to people with a lot of time and not much money.

    15. Re:Micro-Transactions and game balance by orclevegam · · Score: 1

      While it's true players prefer not to link endgame content to real-world money, micro transactions are wildly popular and there is little stigma to "buying in" to an elevated gear/skill level. At least one of your fellow slashdot readers seems to disagree with you. I know personally that several guilds I've belonged to have kicked out members that we later found had bought characters or levels (was actually less about the buying and more that they didn't know how to play worth jack). There is a stigma, possibly deserved. My point though wasn't about the stigma, just that people tend to get frustrated if they can't compete without having to shell out extra money, and often times these pay items tend to cause just that. Really I don't think paying for levels is a big deal (assuming you know how to play at any rate), but paying for items probably is.
      --
      Curiosity was framed, Ignorance killed the cat.
    16. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      It sounds like Blizzard is going to do something like this with the new Death Knight class they are planning to introduce in the next expansion. From what they have said once you complete some long hard high level quest with one character you can create a new Death Knight character that will start out at a fairly high level. It might be nice if they would do something similar for the other classes. Though I think one of the things Blizzard likes is the idea that each person have a MAIN character and a MAIN play style. This is just a guess based on the fact that they make it difficult (read costs gold) to change the skills that your character has.

    17. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      Pokemon has it right, in that you could buy your levels (rare candy), but your stats are calculated based on the difficulty and the amount of enemies defeated since the last time a level up happened. So, a level 50 pikachu done w/ only rare candies will be really weak, a level 50 pikachu leveled up with exp share will be better, but a level 50 pikachu that was grinded out the hard way will destroy a rare candied pikachu.

    18. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      Microtransactions aren't popular here because there's nothing "micro" about them. What you have to understand is that in these Asian MMOs, the costs are cents on the dollar for what an American company would charge. The US WoW player paid $50 for the cdkey and $15/mo to play. In China, WoW cdkey costs $3.75 and time is 6 cents/hr -- equivalent to 250 hrs if you paid $15/mo in China, which is pretty much every moment of time that you're not sleeping or working. Point is though, MMOs are a lot cheaper in Asia than they are here, which is why American MMO companies fear and dread the Asian MMOs coming here with their microtransaction models. If any of those Asian game makers ever approached the quality of something like WoW, and brought it over here, charging prices that an Asian company would consider "good profit", it would probably kill the US MMO market or drive profits way down, which would have nearly the same effect anyhow.

      Keep that in mind the next time Blizzard trumpets its millions of subscribers in China -- don't assume for as second that it amounts to the same kind of profit that they make from US players.

    19. Re:Micro-Transactions and game balance by SatanicPuppy · · Score: 1

      I don't believe in playing a game where you can just buy a character that is superiour to a character that has been leveled "from scratch"...Doesn't make any sense, and it rips all sense of accomplishment away from the people who did it the hard way.

      On the other hand, I stopped playing WoW because WoW puts too much emphasis on the endgame's eternal grind...I can make it to 70 as fast as most anyone, but then I quickly devolve into noobdom because I'm not willing to run the instance progression until I'm maxed out in tier 5...It's insanely boring to me.

      Likewise I'm not terribly interested in pvp for the same reasons...Run the same pvp mission a zillion times, fight the same pvp arena battle a thousand times (these are especially boring because it is so heavily dependent on team composition)...So while pvp starts off entertaining, my disinterest in spending all my time doing the same thing over and over means that my gear quickly becomes inferior, so while I can out skill the average player, I still may not be able to beat them due to the relative levels of gear.

      At that point I completely lose interest, and once you drop out of the loot grind in WoW, you realize that there isn't anything else to the game.

      One of the only MMOs I ever played that allowed for both leveling and yet allowed new players to be competitive was Planetside...A high level character in Planetside could do a lot of things a new character couldn't, but the new character could still be competitive because the game was skill-based, rather than gear based.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    20. Re:Micro-Transactions and game balance by Minwee · · Score: 1

      I just want to limit the level 70 Johnny B. Noob syndrome

      Then perhaps World of Warcraft isn't the game for you.

    21. Re:Micro-Transactions and game balance by aurispector · · Score: 1

      Guilds are indispensible for managing your online experience. It's simply too hard to randomly find good people to play with.

      Allowing purchase of levels and items would bypass a lot of boring crap, eliminate the farmers and streamline things, especially if you require an account to have one toon levelled normally. Part of the reason I burned out was getting stuck at level 56 (pre expansion) on an alt and just being sick of doing the same stuff over and over.

      --
      I have mod points. The reign of terror begins now.
    22. Re:Micro-Transactions and game balance by Endo13 · · Score: 1

      This is simply, untrue. Almost every MMOG has resource monetization. While it's true players prefer not to link endgame content to real-world money, micro transactions are wildly popular and there is little stigma to "buying in" to an elevated gear/skill level. Micro-transactions are unpopular in the US because Americans for the most part want convenience above everything else. One monthly fee that happens automatically is pretty darn convenient. Having to confirm payment for craploads of little $1 purchases all the time is not convenient.

      Buying gold or a max-level character is not at all the same thing is a micro-transaction. Micro-transactions in WoW terms would be that every piece of epic gear would have a small price in real world money. Like perhaps a cheap epic from heroics would sell for a buck, while BT gear would go for $15 a piece. A legendary item would be about $100.
      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    23. Re:Micro-Transactions and game balance by Rich0 · · Score: 1

      Just about every MMO out there officially allows people to buy levels/items/etc. The only thing that varies is the currency.

      In most MMOs the only allowed currency is time spent playing the game.

      It can be very frustrating to play an MMO that you'd only like to invest an hour in here or there without commitment, and find that anybody you make friends with ends up playing 40x more than you and is quickly onto challenges that your character just can't handle.

      You make friends with a noob and they're like "wow - look how powerful a char you are". A month later they're looking up to you still. A month later they're your equal. A month later you're holding them back a little on quests. A month after that you're just a noob to them.

      The grind is the real killer in these games. People who spend money are trying to avoid the least enjoyable aspect of these games in favor of the more enjoyable ones. You can't stop it - if the game trades time for levels then you just need to find somebody whose time is worth less than yours is...

    24. Re:Micro-Transactions and game balance by Jack9 · · Score: 1

      Having to confirm payment for craploads of little $1 purchases all the time is not convenient.

      What you describe is not a system anyone would implement (might want to describe how someone would come about choosing that model?)
      If you implement micro transactions correctly, ideally they would be optional, periodically available, and easily accessible.

      The idea of MTs for ORIGINAL kinds of items (previously unavailable items like WoW BoP Epic gems of +5Int/+5Dodge or even vanity item graphics, look at the crappy specral tiger mount) is what is WILDLY popular in other countries. Vanity units in Starcraft 2 tied to your account? There's tons of opportunity and it's very surprising they haven't been implemented yet in any Blizzard title (given the rest of their business practices).
      --

      Often wrong but never in doubt.
      I am Jack9.
      Everyone knows me.
    25. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      a cache 22? :-) hehe

    26. Re:Micro-Transactions and game balance by Psychochild · · Score: 1

      You are exactly right; and I'm an MMO developer. The current game require the currency of time to be spent (in addition to a flat monthly fee). This means that people that have more time than other people will advance further and faster.

      From a small game developer's point of view, the subscription business model is a dead end. I got into this in some depth in a post on my blog from over a year ago. The executive summary is: A small game charging as much as a larger game for subscriptions means the smaller game makes less money but is considered "just as expensive" as the larger game. Offering the game without a subscription allows people to pay what they think the game is worth.

      Of course, there will always be greedy people. I heard one person say that they overheard someone at the GDC saying their newly developed game will be "World of Warcraft with microtransactions!" That's one of the stupidest ideas I've ever heard, and I've heard a lot of them since I started developing games professionally.

      My thoughts,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    27. Re:Micro-Transactions and game balance by Anonymous Coward · · Score: 0

      if you think that americans prefer to earn their stuff over buying it, you haven't been playing the same games/servers that i have. people've been buying game items on ebay for a long time. online gold. microtransactions is simply the game corps cutting ebay out of the loop and keeping all the profit themselves.

      i guarantee you, people want to buy their way to the top. they wont know how to play once they get there, but that's not their problem.

      E

    28. Re:Micro-Transactions and game balance by DumbparameciuM · · Score: 1

      I agree with what you're saying here 100%. Look at the way that Nexon do their micro-transactions, especially with their flagship game Maplestory. The items that you buy don't give you huge stat boosts or give you "magic bullet" weapons. about 90% of them items give you different cosmetic options which are not available to people who pay to play. At best, it gives you an annoying tag along who does nothing more than pick up items and demand resources, or allow you to reset certain stats. With regards to he latter, considering the amount of time spent grinding at high levels, this item is fair enough. One accidental mis-click when leveling and your whole build could get thrown off.
      You can twink how your character looks up the wazoo, but you still gotta grind and do jump quests. Well done, Nexon.
      That being said, I'm not 100% for micro transactions anyway. It's no secret or surprise that Nexons games are targeted at a younger audience. I'd say, as an ex-player, that the average age on Maple Global is between 10 to 13 years old. Considering that the only way to get Nexon points when the system was rolled out was to pay via credit card over the internet...Well, you get the picture. I'm not saying that kids should spend their money on certain toys and not others. Hell, I remember pleading to get a Tamagotchi when they had first come out, among other things. Kids will always beg and plead for the hottest new product. However, going just off credit cards doesn't sit right with me.

      --
      "We are Samurai, the Keyboard...Cowboys"
    29. Re:Micro-Transactions and game balance by Toad-san · · Score: 1

      Agreed. "Twinking" (loading a lower-level character with expensive, usually unaffordable or unobtainable, weapons, armor, etc.) is a definite negative. It totally unbalances things, makes the playing field anything but level. So you end up with some uber-character, undefeatable, simply because the bastige was willing to spend the money.

      Pay for leveling? I never had a problem with that. If the moron ends up with a level 70 character he doesn't know how to play, tch, it's his embarrassment, not mine. He'll stumble around, but that has no effect on me; I'll just go on using the skills and equipment I worked to learn to use.

      So I've had no problem with third-party "leveling" offers. Let the fools spend their money. But I strongly disagree with gold sellers (earn your own gold, you lazy bastige), because excessive gold ruins the game's economy and produces "twinks."

      Toad-san (a big WoW fan)
      "Endeavor to persevere"

    30. Re:Micro-Transactions and game balance by Tokah · · Score: 1

      Applied to a WoW-style mmorpg, the people who are buying leveling now would still prefer to buy "real" levels off of some service. Remember, mmorpg players don't see things as "poor, average, good, great" they see them as "worthless, the suck, better than nothing, average". If what you're offering isn't the best, its substandard.

    31. Re:Micro-Transactions and game balance by ghyd · · Score: 1

      "Micro-transactions aren't as popular here because they tend to give an advantage to people with more money." Wouldn't be micro transactions the cheaper solution in the end ?

  10. Pay to win, not play by achosler · · Score: 2, Interesting

    The idea of offering an MMO for free and then charging for extras seems wrong to me. It's like a dealer getting people hooked with a free crack giveaway and then saying for 100 bucks you can give him some heroin that will make him stronger than all the other crackheads. Of course every crackhead is going to want the heroin, that's how drugs work. So by adding premium content to free games your just making it to in order to be competitive with people you have to keep spending more money. In a pay to play game like WoW you only have to invest more time in order to be better than others, which is another post all together, but I think is cheaper in the long run.

    1. Re:Pay to win, not play by orclevegam · · Score: 4, Insightful

      In a pay to play game like WoW you only have to invest more time in order to be better than others, which is another post all together, but I think is cheaper in the long run. Depends greatly on how much your time is worth. It's one of the reasons that leveling services are able to stay in business, some people value their time much higher than others.
      --
      Curiosity was framed, Ignorance killed the cat.
    2. Re:Pay to win, not play by pabrown85 · · Score: 1

      In a pay to play game like WoW you only have to invest more time in order to be better than others, which is another post all together, but I think is cheaper in the long run. Why would a company want their game to be cheaper? Wouldn't they rather get you hooked on the crack, then have you pay more for the heroin. That gives them more money.

      At least, that's what all the dealers I know do....

    3. Re:Pay to win, not play by VGPowerlord · · Score: 2, Insightful

      Unfortunately, the problems with leveling services is four-fold:
      1. You're trusting complete strangers not to steal your account and the money you paid them to level you.

      2. You don't learn how to play your character's class.

      3. You don't run dungeons and get those nice rare items.

      4. You miss out on the part of the game that's actually fun. Seriously, maybe some people enjoy the whole raid scene, but most of the time it seems like an exercise in masochism to me.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    4. Re:Pay to win, not play by orclevegam · · Score: 1

      Yep, which is why I don't use leveling services. That being said, having played several characters to max level the grind gets old real fast and sometimes I would just like to get to max level and start raiding instead of wasting my time questing. I really don't enjoy quests as it's mostly mindless repetition. A raid on the other hand, now that's exciting because you need to work in a group with others to accomplish your goals. If I just wanted to quest I could run a single player game and save myself a bunch of money.

      --
      Curiosity was framed, Ignorance killed the cat.
    5. Re:Pay to win, not play by readin · · Score: 1

      The MMOs I'm familiar have multiple servers and you get to choose which one you log into when you play. Suppose the game owner were to establish some fraction of those servers as the "pay for stuff" servers where you can buy levels, equipment, etc. using real money. Those who didn't want to play that way could still play on the other servers feeling more confident that those around them didn't buy extra stuff. Which servers do you think would be more popular?

      --
      I often don't like the choices people make, but I like the fact that people make choices. That's why I'm a conservative.
    6. Re:Pay to win, not play by orclevegam · · Score: 1

      The MMOs I'm familiar have multiple servers and you get to choose which one you log into when you play. Suppose the game owner were to establish some fraction of those servers as the "pay for stuff" servers where you can buy levels, equipment, etc. using real money. Those who didn't want to play that way could still play on the other servers feeling more confident that those around them didn't buy extra stuff. Which servers do you think would be more popular? The quasi-MMO gunbound took this approach. It ultimately leads to two almost completely different games, as you then have the watered down non-pay servers that anyone can play, and the pay servers that you can really only play if you spend a ton of money because everyone else is decked out in uber equipment.
      --
      Curiosity was framed, Ignorance killed the cat.
    7. Re:Pay to win, not play by everphilski · · Score: 1

      Everquest II does this to a point. There are Station Exchange-equipped servers in which players can buy/sell any droppable item, cash, even characters. Sony released a report about station exchange server statistics (including differences in playtime, leveling, etc.) and it was pretty interesting.

      My wife likes EQII (I was more of an original Everquest type myself) and I play occasionally on both a station exchange server and a non-exchange server, just to try them both out, and at mid-40's I can't really tell a large difference. Back in the day you could make some cash selling plat ($5 or so per plat) but nowadays its under $1 a plat which just isn't worth it...

    8. Re:Pay to win, not play by Grygus · · Score: 1

      EverQuest II is doing this. They only have one buy/sell server and it doesn't seem very popular, but note this is a community in which there is a stigma attached to buying things. There are undoubtedly players who would/should be playing there but aren't because of social pressure.

    9. Re:Pay to win, not play by FunkSoulBrother · · Score: 1

      Have a link to said report? I'm curious as to the findings.

    10. Re:Pay to win, not play by everphilski · · Score: 1

      Yup, Gamasutra has a copy (word doc).

      Bear in mind this is data from year one, and we're now a few years into station exchange. But still a good read.

    11. Re:Pay to win, not play by drsquare · · Score: 1

      The MMOs I'm familiar have multiple servers and you get to choose which one you log into when you play. Suppose the game owner were to establish some fraction of those servers as the "pay for stuff" servers where you can buy levels, equipment, etc. using real money.
      The problem with that is, people only buy stuff so they can be better than other players. On a server full of people who've all paid for stuff, there's no advantage, so no point in paying for anything.
  11. Already here in the United States by glindsey · · Score: 1

    Okay, so maybe it's not your traditional MMORPG, but Kingdom of Loathing has been free to play and has offered special items in return for cash donations for quite a while, now.

    1. Re:Already here in the United States by orclevegam · · Score: 1

      Hmm... I wonder if my KoL account is still active. It's been what, 2 or 3 years since I last signed on.

      --
      Curiosity was framed, Ignorance killed the cat.
    2. Re:Already here in the United States by Anonymous Coward · · Score: 0

      Eh, KoL, Maple Story, Rose Online, Space Fed, etc, etc. There's a fair amount.

    3. Re:Already here in the United States by k_187 · · Score: 1

      AFAIK, unless you've paid for one of the special items, they delete accounts after 90 days of activity.

      --
      11 was a racehorse
      12 was 12
      1111 Race
      12112
  12. why? by someone1234 · · Score: 3, Insightful

    Wouldn't it be good if the average intelligence in the world increases?

    --
    Patents Drive Free Software as Hurricanes Drive Construction Industry
    1. Re:why? by Loke+the+Dog · · Score: 4, Interesting

      I think it would be better if the average wisdom increased, and that requires everyone reaching the highest possible age.

    2. Re:why? by Chode2235 · · Score: 1

      Through decreasing the range? There are a number of ways to increase the measurable average intelligence, and I am not sure if all/most of them would be beneficial for collective society.

      For instance, you could kill all the rocket engineers and janitors (sorry for the offensive stereotypes). The average intelligence might be higher, but we would never get to Mars and the bathrooms would be dirty.

      Or whatever.

    3. Re:why? by 3vi1 · · Score: 1

      When dumbasses die, you subtract the very little wisdom the dumbass contributed, then divide total wisdom by one less. So, average wisdom increases.

    4. Re:why? by mitch.swampman · · Score: 1

      Not really, only Mages and Paladins are heavily reliant on INT.

    5. Re:why? by Anonymous Coward · · Score: 0

      Assuming on average that wisdom increases with age, the death of a dumbass will decrease average wisdom, since more people (with zero wisdom) are being born than are dying.

    6. Re:why? by cirby · · Score: 1

      Age?

      Why not just buy a ring with +5 INT and +10 WISDOM on it?

    7. Re:why? by Anonymous Coward · · Score: 0

      "I think it would be better if the average wisdom increased, and that requires everyone reaching the highest possible age."

      I'll take character/values + intelligence + wisdom, if you don't got all of them, you got nothing. There's plenty of stupid people in all age groups, their's plenty of wise people with no intelligence, plenty of intelligent people with no character or values.

      Until human beings stick to a way to think rationally and non egotistically and stop stroking their animalistic ancient ego, it's far off.

    8. Re:why? by Torvaun · · Score: 1

      Your group must have radically different Paladins than mine.

      --
      I see your informative link, and raise you a pithy comment.
  13. Some of the free one work like this by Joe+The+Dragon · · Score: 2, Interesting

    Some of the free one work like this

    you can play for free but you may get kicked off at peek times / have to wait a long time to log on / you are caped a low level / locked out of some area and so.

    To be able to play the full game you need to pay xx a month and this lets you do more then what the free people can do but does not give you a boost over others who are paying to play as well by paying even more.

  14. Correction by geekoid · · Score: 1

    "Depends greatly on how much your time is worth. It's one of the reasons that leveling services are able to stay in business, some people value their time much differently than others."

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:Correction by orclevegam · · Score: 1

      "Depends greatly on how much your time is worth. It's one of the reasons that leveling services are able to stay in business, some people value their time much differently than others."

      In this context we're talking about putting a dollar value on your time, and specifically the time you spend playing a MMO. There is no "different", there is only more or less.
      --
      Curiosity was framed, Ignorance killed the cat.
    2. Re:Correction by achosler · · Score: 2, Insightful

      A game is supposed to be fun. If you don't have time for the game, do something else with your time. If you use a lvling service you're literally paying somebody else to play your game. "Here's 250 bucks, go play WoW and tell me how much fun it is" Then when you get your account back in a few days you'll have no idea how to do anything and other high lvl players will know you bought your account and you won't be able to play again because everybody hates you.

    3. Re:Correction by orclevegam · · Score: 2, Insightful

      A game is supposed to be fun. If you don't have time for the game, do something else with your time. If you use a lvling service you're literally paying somebody else to play your game. "Here's 250 bucks, go play WoW and tell me how much fun it is" Then when you get your account back in a few days you'll have no idea how to do anything and other high lvl players will know you bought your account and you won't be able to play again because everybody hates you. Unless of course you've already leveled other characters up to max level, possibly even of the same class. Grinding is not fun, and never has been, but some of the things you do after you get done grinding are fun, and that's the catch. You need to do the grind to get to the fun. Using a leveling service is really almost a form of optimization as you can be doing more interesting or useful things instead of grinding, and then come back and enjoy the good parts of the game.

      For the record, I do not, and never have used a leveling service, but if the MMOs I played offered the option to pay for levels I probably would (at least for some levels, the ones towards the end just get ridiculous).
      --
      Curiosity was framed, Ignorance killed the cat.
    4. Re:Correction by Pluvius · · Score: 2, Insightful

      You need to do the grind to get to the fun.

      Why?

      No, seriously. The only answer I can think of is "So the developers have sufficient time to leech money from you."

      Rob

    5. Re:Correction by LingNoi · · Score: 1

      No, seriously. The only answer I can think of is "So the developers have sufficient time to leech money from you."
      Makes sense, spend over $150 on WoW subscriptons and then get to a high level or just purchase an account for less money then it would have cost you in subscriptions.
    6. Re:Correction by LingNoi · · Score: 1

      Mod points be damned, this argument is so false...

      I've played multiple MMOGs at very high levels including EQ, DAOC, AO, Eve-online, EQ2, etc before I burned out and never really played them to that degree anymore. What it comes down to is sitting watching TV, with auto-follow on. When you hear noises coming from your computer you just heal whoever is hurt and the group does the rest. Granted it only works for healers but it's not exactly rocket science or even needs much of your attention to play an MMOG.

      Yeah if someone is really really retarded its easy to spot by their chatting. I don't think anyone would argue otherwise, but it's not always the case and some people are just really stupid, which leads to false positives. I've been playing MMOGs where I was gathering resources. People would call me a bot just because I ignored them and got to all the resources before they did.

      It's that kind of crap that pisses me off because it gets honest players in trouble. So yes, I call bullshit on your claim that it's easy to spot a fake. Please don't stop me from trying to convince you that you gained something from your hours of integer increments, but I'd prefer it if you'd stop spreading the myth that it's easy to spot a fake in any game, especially one where your main skill is in timing when to press hotbar icons.

  15. Hellgate: London. by headkase · · Score: 1

    Hellgate London is an example that is free to play but you get extra content if you subscribe. You do initially have to buy the box however. It is the *very first* MMORPG I've ever played and the fact that there were no subscription fees is actually what tipped the balance for me and I bought it and its great. It's nice to know that I don't have to run out and buy a time-card or charge-it to play again in a few months - so for infrequent players the free to play model is better than WoW's. Tabula Rasa is an example of the opposite: while reading it's box it said that a credit-card was required so I put it back on the shelf.

    --
    Shh.
  16. Microtransactions? by Damocles+the+Elder · · Score: 2, Insightful

    This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers.


    Your face and my ass, sweetheart. The entirety of the World of Warcraft CCG is a microtransaction, with the addendum that you're not actually guaranteed to get a vanity item when you buy them. Just go look for an ebay auction of a Spectral Tiger to see how popular it is.
    1. Re:Microtransactions? by TyrainDreams · · Score: 0

      Did you really just compare an MMORPG to a CCG...I fail to see how you could even possibly do that without feeling a little stupid for the attempt...

    2. Re:Microtransactions? by Grygus · · Score: 1

      He didn't... if you pay to play the CCG, you can get items in the MMO. People are probably buying the CCG just to play the CCG, but some are buying the CCG strictly for its potential MMO content, and that's what he's talking about.

    3. Re:Microtransactions? by TyrainDreams · · Score: 0

      Ah, that makes more sense, my apologies Damocles. Well thats still not exactly the same though is it, your buying a card for a CCG with a kicker to it, your not just buying something straight for a game, sure if you walk the roads to it you'll eventually come to the same business model BUT your still looking at more than one path. On top of that its a gamble...

  17. But wait, there's more! by thanatos_x · · Score: 4, Funny

    You've listed just a few of the current genres in MMOs. I predict in the future you'll take on the role of a denizen of a tough world. Initially you'll barely be able to do the simplest of things, but as you spend time, you'll level them up. Strange and arcane rules will be placed upon you, but as you level up you'll face less and less of the, until you hit the 2nd stage of the game where you rapidly level up abilities, but just as you're about to make use of them and rule the world, a new set of rules is placed upon you, and even tougher bosses appear, many of which you can't directly attack, unless you want agro from the mega boss force. Eventually after years of struggle, you'll slowly get promoted in whatever job you've chosen to level in - but the great thing is that you're almost unlimited in what 'jobs' you want to take, but various characters have aptitude for certain jobs based upon training and the options at character creation.

    Of course they're already predicting that people will complain this is far too similar to 'life' and not want to play it, but that's expected to take a fair amount of time.

    --
    I am not an expert. If I am misled in something, please correct me.
    1. Re:But wait, there's more! by zenkonami · · Score: 1

      I dunno. By that time, we'll all be so entrenched in our virtual little worlds, I think we'll welcome one that's like "life." =D

      --

      Do You Experiment?
    2. Re:But wait, there's more! by GigaplexNZ · · Score: 1

      That doesn't sound too dissimilar to many MMORPGs of today...

    3. Re:But wait, there's more! by drsquare · · Score: 1

      Of course they're already predicting that people will complain this is far too similar to 'life' and not want to play it, but that's expected to take a fair amount of time.
      No, if it was like 'life', you'd just be stuck at level 1 permanently, killing the same rats over and over again.
  18. Fantasy MMORPGs are getting stale by PrescriptionWarning · · Score: 1

    I think we need to see more development towards other settings (not counting TabulaRasa, its basically the same as Orcs and Elves and all that mess). I always though Planetside was an interesting one that certainly could be improved upon for a decent MMO FPS experience.

    Also now that the creator of FASA (Battletech/Shadowrun) has his IP back, maybe we can see a decent Battletech MMO, so long as its better than that one they tried several years ago that wasn't even really an MMO because you could only play 4v4.

    The only other real potential coming up is the Bioware Star Wars MMO. Lets hope someone can do it right, I'm tired of swinging swords and fighting orcs!

    1. Re:Fantasy MMORPGs are getting stale by Macthorpe · · Score: 1

      *coughCityofHeroescough*

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    2. Re:Fantasy MMORPGs are getting stale by PrescriptionWarning · · Score: 1

      City of Heroes is still just a MMORPG, there's not really much differentiation from your typical fantasy game.

      When I say that what I mean is you level, you grind, you get new gear. and thats it. Sure some of these games throw in some weak PvP once in a while, but nothing groundbreaking. I guess I just don't get impressed much and get bored to quickly when actions become repetitive.

    3. Re:Fantasy MMORPGs are getting stale by esper · · Score: 2, Interesting

      So, then, what I'm getting from this is that your issue is not in fact with the "settings", "Orcs and Elves and all that mess", or "swinging swords and fighting orcs", but rather with the grind-based mechanics of typical MMOs?

      I'd have to agree with you, although my bigger complaint with MMOs is the inability of players to affect the world in any meaningful way. If you make 10 characters, you'll end up going through the exact same world 10 times, doing pretty much the same missions/quests 10 times, without any real variation other than the order that you do them and the number of times you run off to help someone else with their "slay the uber-beastie before it destroys the world in 5 minutes" mission even though a) you just got back from killing it and b) they spent more than 5 minutes trying to recruit people to help them with it.

      Now, granted, I don't have any practical ideas for ways to have 1,000 people running around all making their own changes to the world without it devolving into a complete mess as soon as you open the doors, but there's got to be something better possible than the current standard of every action being undone as soon as it's completed (perhaps immediately, perhaps after a brief respawn timer).

    4. Re:Fantasy MMORPGs are getting stale by Chris+Burke · · Score: 1

      Now, granted, I don't have any practical ideas for ways to have 1,000 people running around all making their own changes to the world without it devolving into a complete mess as soon as you open the doors, but there's got to be something better possible than the current standard of every action being undone as soon as it's completed (perhaps immediately, perhaps after a brief respawn timer).

      I have an idea that is at least an intermediate, and it stems from my initial thoughts on what a Warcraft MMO would mean. Sadly the actual game had carried little of its ancestry of Warcraft the *game*, sticking only with the backstory.

      But what if like in Warcraft, you could help build structures to upgrade your faction's towns and cities, and attack and raze to the ground the structures of your enemies (both the other player factions and NPCs)? What if your cities would actually come under attack by NPC armies, and you built structures to upgrade your defenders, gain access to upgrades, and try to push the attackers back? Or raid their city to destroy their sources of reinforcements?

      It would all be a fixed set of things you could accomplish -- i.e. you couldn't just go build a new city anywhere you wanted -- but at least if you were doing the "Help the Crossroads build a Mage Tower" quest for the Nth time, it's because the N-1 mage tower had been burned to the ground because you didn't defend it.

      This wouldn't solve the "you just killed the Ultimate Evil Dude... now go do it again" problem. Maybe you wouldn't be able to do that, maybe only kill his replaceable lieutenants or something, to keep up the feeling of it being an ongoing war.

      It's not perfect, but it would help make the game at least feel more dynamic, and you could actually see your actions changing the world in a way others notice. As opposed to now when you finish some quest to blow up a tower or something and... literally nothing happens. Or a fire graphic appears then vanishes after 10 seconds.

      Somebody do it. I promise not to sue you if you make a game out of it (because I'm probably not the first one to think of it, but even if I am I wouldn't sue, I just want fun games!)

      --

      The enemies of Democracy are
    5. Re:Fantasy MMORPGs are getting stale by Anonymous Coward · · Score: 1, Informative

      Take a look at Eve online if your not wanting the grind, I used to play that one quite frequently and you don't have a grind to level instead it's based upon time invested in a particular skill,(which of course there are skills to speed up). There are also areas in the game that are completely(within reason) player run, you can setup starbases and fight over them, blow up other peoples stuff etc.

    6. Re:Fantasy MMORPGs are getting stale by drsquare · · Score: 1

      Yeah, no grinding in EVE. Instead of spending a few weeks xping, you wait around for several months doing nothing. What an improvement...

  19. Premiums in America by Anonymous Coward · · Score: 0

    but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. WoW has that now. Its called the WoW:TCG where if you collect enough points (which costs $) you can redeem them for in game items like a tabard that does nothing.

    They also have goodies that you can only get if you go to certain conventions, which also costs $, like the Murloc pet and suit.

    And technically there is the whole buying gold issue, so we already have the premiums for money issue in MMOs. We just treat them differently than Korea.
    1. Re:Premiums in America by crabpeople · · Score: 1

      "WoW has that now. Its called the WoW:TCG where if you collect enough points (which costs $) you can redeem them for in game items like a tabard that does nothing."
      A tabard that does nothing?? Sign me up!

      --
      I'll just use my special getting high powers one more time...
  20. China's Net Nanny drives Micropayments by Anonymous Coward · · Score: 0

    Because under-18 players in games like WOW are technically limited to 4 hours of playing time after which they are progressively docked points, game developers have gone to a model where you simply buy the power-ups, and there are no points awarded for anything. The time restrictions are only spottily enforced, but work better than in the US because many Chinese gamers go to "net bars" to play, as home computers are not yet ubiquitous. They've got to show their IDs, and their online activity is monitored by the netbar owners, and supposedly / very occasionally by police.

    The micropayment model seems to have a cultural appeal in China as well. I read a quote somewhere where Blizzard was getting calls from Chinese gamers, asking if they just couldn't buy levels or items. The guy said that they would just apologize and tell them no, but now they're kicking themselves for failing to see the market potential.

  21. All things change, gaming trends trebly so by WillAffleckUW · · Score: 1

    We go in phases, with complexities and add-ons, and complex rules piling on, and then a renaissance where people like Steve Jackson et al strip away all the chrome and get back to simplistic gaming.

    MMO gaming has an ability to do this, but to add chrome in a way that it doesn't get in the way of play, by such things as a special sheen to armor (that you only get if you purchased the Platinum Knight expansion and paid an extra $5 a year for), or a special magic effect like Dragon Breath that really is the same as another attack but has prettier colors.

    What bothers people is when only the ultra-rich can get the premium content, and there is no path to "skills" or "magic" or "items" that they can achieve through normal game play.

    --
    -- Tigger warning: This post may contain tiggers! --
  22. A World of Warcraft World by RepelHistory · · Score: 1

    Internet funnyman David Wong wrote a very in-depth article about the future possibilities of MMO's awhile ago, which can be found here.

  23. Addiction is the addict's fault by Anonymous Coward · · Score: 0

    I want awesome games, and I am quite capable of balancing my own life so I don't die playing them.

    I don't wan't someone deliberately making their game suck, and thus ruining my experience of it, just because some other idiot might play it to much.

    That is nuts.

    If we were talking about a chemical addiction I would have a different opinion. But a game doesn't come with any mind-altering drugs. Its just light, sound, and interaction. If you get addicted to that, you have no one to blame but yourself. Therefore I have no sympathy for you, and will insist that the world not cater to your character flaws.

    Import the awesomeness, encourage personal responsibility among the addicts.

    1. Re:Addiction is the addict's fault by Anonymous Coward · · Score: 0

      Its just light, sound, and interaction. If you get addicted to that, you have no one to blame but yourself. How is that last sentence any different when talking about drugs? Nobody is going to tie you down and force you to get addicted to heroin.
    2. Re:Addiction is the addict's fault by SirSlud · · Score: 1

      You make me sick.

      It's really quite simple. Somebody who engages in self destructive behaviour needs help. Now, I'm not expecting the "world to cater" to those people, but at least carrying an ounce of empathy for those kinds of people is at least in order.

      Some people may not be addicted to drugs, but at the base of it all, its how these drugs affect you chemically. If some people are born with neurophysiology that essentially provides those negative problems to begin with, how is that any different than a drug user? Some people may want to shoot the messenger (the games that 'kill' these mmorpg users); I sure don't, but that doesn't mean I can't at least recognize that its completely heartless to think some person born with some form of psychopathy deserves every situation he ends up with, including death.

      You're saying, "Hey man, no normal person would die from exhaustion playing an mmorpg." Fine enough. But who says they're normal? And who says without this "willful" engagement in their mmorpg they would have ended up any better off? These are just people who have mental problems, so it sounds very much to me like you have absolutely no misgivings about mentally unstable people succumbing to their own instabilities, regardless of what vehicle leads them to it.

      --
      "Old man yells at systemd"
  24. Breaking out of the grind by TitusC3v5 · · Score: 1

    I currently have my WoW account terminated. Instead, I've been spending my gaming time playing a heavily-modded (read: boobies) version of Oblivion. As I've said before, I would kill for a multiplayer version of Oblivion. Multiplayer, not MMO. Having spent nearly three years of my life playing various NWN RP servers, I think such a setup would be ideal for the game.

    MMOs stopped being fun for me once I realized how shallow the gameplay felt compared to my other, non-MMO games.

    --
    And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
  25. Ugh... by keithburgun · · Score: 1

    I hate how no one is even bringing to the table the concept of REALLY changing what MMOs are. When MMOs first came out (UO and a few others), they were MMORPGs. Now, we have taken the RPG out of it, and not just to save letters. The games are un-dynamic, un-immersive and just not built for roleplaying. Since no one is even TALKING about this I guess it's a dream that will have to wait a long time.

  26. Don't forget the thriving market of free Web MMOs by Anonymous Coward · · Score: 0

    That market is thriving. And they're often doing crazy new things that the big boys (like Blizzard) aren't doing. Not to mention they're free, and often are designed such that you don't spend 20 hours of your day playing them (usually only 30 minutes or so).

    Consider something like Billy Vs. SNAKEMAN.

  27. Character Development! by myowntrueself · · Score: 3, Interesting

    Can we *PLEASE* have an MMORPG in which character development is more than just acquiring new gear?

    --
    In the free world the media isn't government run; the government is media run.
    1. Re:Character Development! by JTeutenberg · · Score: 1
      You mean Puzzle Pirates?
      1. Calculation of your pirate/crew "level" is based on ability at mini-games
      2. You can play for free or pay for easier access to "vanities" as per Korean games
      3. Mini-transactions are the norm (for paying players)

      http://www.puzzlepirates.com/Yarrr..
    2. Re:Character Development! by 19thNervousBreakdown · · Score: 3, Interesting

      Play Eve. Take two characters with the exact same gear, but one has 2 million skill points, the other has 10, and the 10 million point char should slaughter the other without breaking a sweat.

      Provided they're both training combat skills that is. If that 10m SP char is an industrial character, they don't stand a chance.

      After skill points, or in some cases before, it's all about your skills. Take someone who doesn't know how to put together a good ship, or how to fly one well, and then your 2m SP char is ruining the 10m SP char's day.

      Plus scamming is part of the game. Makes for a very paranoid, careful feel. Get out into 0.0 security (no law enforcement at all) and suddenly you're in the wild west. In spaceships.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    3. Re:Character Development! by Zrith · · Score: 1

      Uh, done? City of Heroes pretty much fits that bill, newer loot system aside. If you're really picky, Enhancements might be considered gear, but if you plan on ignoring the invention system (which is actually pretty easy to do, and you can sell the drops for it for cash) you'll have the ability to use the most powerful types of enhancements by level 22, and the game goes up to 50. From there on, your character gets more powerful by you choosing new powers and adding slots to those powers which you drop in enhancements as needed. Definitely a different feel from a gear system.

      If you decide you want to participate in the invention system, it's still fairly unlike gear. The difference in effectiveness between stuff you get at level 30 and level 50 isn't that large once you've started stacking it due to constraints on how much aspects of your powers can be directly improved.

    4. Re:Character Development! by everphilski · · Score: 1

      I think both EQ and EQII tackle that problem pretty well. In EQ you have alternate advancement, where you willingly funnel experiance into ability points to guide your character's abilities beyond spellcasting/melee abilities you natively receive through leveling. Faction also plays heavily into the game, if you want to play in certain areas, which drives your character's "story".

      In EQII there are a number of abilities and spell upgrades that come with levels and quest completions. You can defect from your side (good and evil, qeynos and freeport) and become either neutral or betray to the other side. It's a bitch but some people genuinely want to be a dark elf in a good city. That's character development for you.

      In both games there are titles for skill accomplishments, both required for advancement and not required, like tradeskills and fishing, etc. Back in EQ, there are a lot of people proud of being master tradeskillers, having every tradeskill maxed although it's not required to advance through the game, and it's a very expensive habit.

      But in short, it's difficult to force character development on people. In the end, you have to make the game open-ended enough where people find ways to develop themselves and become proud for who they are. If you force character development, then all players become cookie cutters in whatever "character development" method you set up. Better to leave multiple paths, I think, and let people choose for themselves.

    5. Re:Character Development! by KagakuNinja · · Score: 1

      Can we *PLEASE* have a game where people don't slow the zones down with their endless conversations? I'm trying to power level. Oh, and ban the anime furries too...

    6. Re:Character Development! by zenkonami · · Score: 1

      Can we *PLEASE* have an MMORPG in which character development is more than just acquiring new gear? But then it wouldn't be realistic, like character development in RealLife(tm).
      --

      Do You Experiment?
    7. Re:Character Development! by kitsunewarlock · · Score: 1

      MUDs allow for back stories, detailed descriptions of yourself and an ever increasing population of people who actually crave story>big numbers.

      But there will always be the competitive a-holes who just have to have their "big numbers". Don't get me wrong, I love seeing "200 damage in 1 round" in my games too, I just don't see a point in that being your primary objective in a game.

      --
      Ginga no Rekshiya Mata Each page.
    8. Re:Character Development! by LingNoi · · Score: 1

      or how to fly one well
      You must have played a different version to eve-online then I did, there was no "flying" skill in eve as you double click to move in certain directions. Since you don't directly control your ships I fail to see any "skill" in it.

      Combat as in most MMOGs is about pushing the right combo buttons at the right times, that is all. There is no skill involved in pushing buttons and having your random damage count upped by your characters statistics.

      Sorry if this makes all that time you spent feel worthless but I hate it when elitists compare playing a high level character as though you're operating a nuclear power station.
    9. Re:Character Development! by 19thNervousBreakdown · · Score: 1

      Calm down.

      The skill comes in a lot of ways: being able to identify the capabilities and probable loadout based on ship type, knowing how to approach an enemy while keeping your transversal speed up so their turrets can't track you, orbiting at the right distance to do the most damage, balancing your MWD (turbo boost) added speed vs the fact that it makes it easier to lock you and hit you with missiles (unless you're going fast enough to counter-act that). Some people's setups can run permanently, some can only run for a limited time. You have to guess who's gonna run out of juice first.

      Most games, 95% of the abilities you have bring no downsides. You activate it, it costs you some magic points, and you're better. In Eve, 95% of the abilities do have a downside. A good 1v1 or small gang fight is an ever-shifting battle of counter moves.

      It's not a nuclear power plant. This is fun. Now go away little troll.

      --
      <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
    10. Re:Character Development! by LingNoi · · Score: 1

      Calm down. ... It's not a nuclear power plant. This is fun. Now go away little troll.
      I don't know where you got the idea from my text comment that I was at all angry... but you completely missed my point.

      I said the following..

      I hate it when elitists compare playing a high level character as though you're operating a nuclear power station.

      If you read closely you'd see I was saying that eve-online isn't difficult to play and that pretending you have some kind of "flying skill" is ridiculous. If this was a flight sim we were talking about things would be different.

      My comment had nothing to do with the "fun" of the game. Perhaps next time you'll read more closely instead of angrily firing off comments.
    11. Re:Character Development! by TheThiefMaster · · Score: 1

      After skill points, or in some cases before, it's all about your skills. Take someone who doesn't know how to put together a good ship, or how to fly one well, and then your 2m SP char is ruining the 10m SP char's day. Bought characters (or those with bought currency) are easy to spot because they're sitting in a nice shiny Navy-Issue Battleship, but easily lose their first fight, and so lose the battleship.

      You can't buy skill at playing EVE.
    12. Re:Character Development! by RoffleTheWaffle · · Score: 1

      Look, asking for MMORPG developers to stop cloning Everquest is a really, really tall order. If you want a real game, go play Dungeon Crawl Stone Soup or something, because all MMORPGs are right now (with very few good exceptions) are glorified level treadmills and loot ladders with shitty low-tactical automatic combat of some variety.

    13. Re:Character Development! by cbhacking · · Score: 1

      You *can* fly that way, yes. I used to... and I wondered how I'd get my ass kicked by ships that, on paper, should get crushed in seconds. Then I learned a few things:

      The orbit/keep at reange functions are *very* loose. For example, orbiting a target moving even in just a straight line, there will be periods with almost no transverse velocity (For those who don't know EVE's combat system, weapon turrets have a max tracking speed and if the angular velocity between you and your target exceeds that speed, you'll miss every shot) and periods where it's very high. Your distance will vary a lot too, even if your ship is faster and more maneuverable than the enemy. Either bumping an enemy ship (to knock it away from a stargate or station, or separate it from a fleet) or avoiding being bumped requires custom maneuvering (it might just be "double click in space" but knowing when and where to do it, not to mention controlling your speed, afterburner/MWD, and the additional hassles if you're trying to stay in some resemblance of alignment or at a given range to something else, takes a lot of skill). I've caught noobs flying Interceptors (I was in an assault frigate, fast but nothing on a 'ceptor's league) with tricks that you simply can't do without careful timing and both planning your maneuvers and adapting them to enemy responses.

      --
      There's no place I could be, since I've found Serenity...
  28. Re:catch22 by *weasel · · Score: 1

    Actually, there's a ton of evidence that you can make a mint off purely cosmetic items.

    I'd imagine if you had a game where a couple pieces of clothing were purely cosmetic and not 'gear', you could do quite well with for-pay cosmetic stuff. Blizzard has basically done it themselves with tabards and non-combat pets alone. Though they're currently using that demand to drive people to Blizzcon and their CCG.

    Imagine what they could pull off with housing, decorations or even just 'exclusive' guild logos for tabards and arena flags.

    --
    // "Can't clowns and pirates just -try- to get along?"
  29. the economics of micro transactions by mbaGeek · · Score: 1

    my experience (SWG, WoW, Dungeon Runners, Guild Wars, City of Heroes, et al) leads me to believe that the deck is stacked against "micro-transaction" games for a number of reasons

    the big drawback is the lack of guaranteed cash flow. if you have a game that people are willing to pay $x a month to play, then that is the better option. if they are willing to shell out $50 to buy a box in order to install the game, that is even better!

    therefore, the only games that will choose to use a "micro-transaction" revenue stream are ones cannot compete in the "monthly fee" market space (for any number of reasons).

    then the catch-22 happens - programmers, artists, and I.T. folks tend to like to get paid for their work and will naturally gravitate towards the companies with the steady income stream (and probably better salaries/benefits/tech - which are the monthly fee games) - and of course the companies with the best programmers, artists, and I.T. folks will have the best games

    the U.S. (being a wealthy nation, with a sophisticated "gamer" market with plenty of discretionary income) obviously shows a preference for the higher quality products (i.e. monthly fee games).

    of course, this doesn't mean that a "micro transaction" game couldn't be profitable in the U.S. - just that they will never be the dominant choice (the "drug" analogy = in general, rich people snort cocaine, poor people smoke crack - same product different markets)

    --
    It ain't what they call you. It's what you answer to. http://mylyceum.us/
  30. The future is now by Frozen+Void · · Score: 1

    I don't care about what financial model their undertake; all MMOrpgs are based on stat pumping or grind. They focus on things
    that are not FUN to play at all (more "realistic" just ruins games).

  31. APB by *weasel · · Score: 3, Informative

    Sounds more like he was describing APB, a new MMO being developed by Realtime Worlds.

    --
    // "Can't clowns and pirates just -try- to get along?"
  32. Mark Miller? by vipz · · Score: 1

    Just want to correct a minor error: It's Matt "Positron" Miller of City of Heroes fame.

    Also see http://www.massively.com/2008/02/21/gdc08/

  33. Not really fair by MattW · · Score: 2, Interesting

    Gameplay changes made merely to punish player ingenuity and enforce his 'vision', and pointless choices and grinds simply for their own sake. The number of quality-of-life changes that have been made to City Of... since NCSoft bought it (and hired most of its devs) is simply staggering.


    This isn't really fair. The devs did underestimate the extent to which people would minmax and the extent to which it would break the game. However, despite that, the game is CLEARLY a better game post-ED and post-GDN, where each AT can actually contribute something. While it did make you feel slightly less superheroic by comparison to your starting newb self, good builds can still be monstrously good. (ie, good builds can still solo archvillains or 8-man spawns)

    Also, there have been only 2 real patches since NCSoft bought them out - the first was purely I11 bugfixes. It took them until February to even fix most of the I11 bugs - for example, Purple IOs were still broken when exemplaring until the most recent patch. And Jack Emmert was still creative director when they implemented the invention system, which was an unmitigated success.

    I do expect great things from NCSoft and what we've seen so far is a good sign.

    (And hey, people who have not - try City of Heroes! Best character creation EVER, you feel heroic right out of the gate (no kill 10 rats).)
  34. Elephant in the room by eronysis · · Score: 1

    I have said this before I will say it again. Give me a premium age verified (18+) US only server, or US/EURO/ or EURO server etc... and I will pay 2x per month for it. Gladly. I somehow doubt I am alone. I am really not even picky about the game.) Hell I would even play WoW again if I could be guaranteed not to get killed by your 8 year old who is allowed to play but "don't talk to people" etc... (M$ please note the same goes for XBOX live and the little bastages screaming racial epithet's)

    1. Re:Elephant in the room by Grygus · · Score: 1

      The young do not have a monopoly on immaturity. I know of at least one cursing, griefing, camping hellion in WoW who is a well-paid professional in his mid-30s when not logged in.

  35. the future is obvious by JeanBaptiste · · Score: 1
  36. Flyff? Noone? by TyrainDreams · · Score: 0

    Flyff has an interesting model, Its one of the many asian style play for free buy for money. But the way its setup a lot of what you can buy only benefits you in certain ways, no pay for items increase your stats permanently, some things like a reskill are very helpful for rebalancing how you distributed your points but theres basically no real benefit in using the cash shop at all once all is said and done...you cant buy levels, and you can only get access to new areas while they are still in beta...

  37. Start praying now. by soupforare · · Score: 1

    ...maybe we can see a decent Battletech MMO...

    Crom! I have never prayed to you before, I have no tongue for it...
    --
    --- Do you believe in the day?
  38. Immersiveness and the lack of it by Rexdude · · Score: 1

    All the comments so far have either been complaining about the gameplay (grinding and repetitive quests, no big change to the gameworld etc).
    I think it all boils down to immersiveness. It's easy to achieve this with a good single player game, be it System Shock 2 or Halflife or Deus Ex. There, you are the only human playing against a scripted game, and there are no other random variables being inserted to mar the experience. How credible does a WoW type world look with a bunch of characters talking in scriptkiddese?
    I started playing a Korean MMO called Project A3, that was licensed for use in India. It was in open beta for a year, then went subscription based. The gameplay only focused on grinding, and the notorious ability to PK (player kill) wantonly by ctrl-clicking on them. This led to lots of rivalry and abuse (no censor filters). After a while, one got sick of it, as the point was repeatedly driven home- You(or anyone else for that matter) are not a pretty elf in a skimpy costume, or a muscular warrior waving his...battleax. At the end of the day, the people behind the characters are just a bunch of pimply teenage boys who love using foul language at the drop of a hat.
    And finally, as someone else also said, the swords and magic fantasy genre has been done to death.

    --
    "..One hosts to look them up, one DNS to find them, and in the darkness BIND them."
  39. FWIW: by Mongoose+Disciple · · Score: 1

    I wouldn't really call Hellgate an MMORPG, even though its developers sometimes do. It fits the literal definition, but doesn't really hold up the connotations/baggage that go with the MMORPG term. It's more two parts Battle.net-style Diablo and one part FPS.

    (Note: I really like the game; I just wouldn't call it an MMORPG in the traditional sense.)

  40. a world that never changes by j1m+5n0w · · Score: 4, Insightful

    I think one of the fundamental problems with MMORPGs is that the world never changes. Cities are never overrun and burned to the ground, quest givers never die (or if they do, they respawn quickly), trees never grow, the seasons never change, even things like weather and time of day are mostly cosmetic and don't impact gameplay much if at all. Monsters always spawn in the same places and if you kill them all, they'll be back in ten minutes. The modern MMORPG, it would seem, was designed with Sisyphus as the target audience.

    A related problem is that too much is abstracted away; players and NPCs don't need to eat, they don't need shelter, items spawn magically in the vendor's shop and money spent disappears into a black hole. Animals spawn, they aren't born in the natural way. Species can't become extinct by killing the last breeding pair. A town does not trade with the outside world, it does not suffer if it is besieged, and there are no famines if the year's harvest is poor. The terrain can't be altered.

    Designing a mmorpg around a realistic world would be much harder than the current crop; it may be too much to ask for a MMORPG to be able to support any of the events of the preceding paragraph, but couldn't the world be at least slightly interactive? Like, maybe we could plant a tree every once in awhile and watch it grow, or maybe the grass could be worn down by the passage of many feet? I've played WOW and I'm currently playing Lord of the Rings Online, and I just don't feel like I'm part of the world. It feels more like an amusement park.

    The questing/leveling/grinding rut is a big problem too, I'm not disagreeing with you there, but it would take a book for me to say what I want to say about that.

    1. Re:a world that never changes by whoop · · Score: 1

      You may want to try out Earth. It's an ever changing environment every day. You can do many of the tasks you have suggested in there. There's even some faction wars going on right now between the Serbia and Kosovo groups. It's pretty exciting there. Or travel to the deserts of the Sudan zone, where they have open PvP going on 24x7.

      Just an idea.

    2. Re:a world that never changes by UnknownSoldier · · Score: 1

      You are correct about things being abstracted away -- the problem is, a lot of these things are not "fun"

      Totally agree that a "static world" is a boring world!

    3. Re:a world that never changes by j1m+5n0w · · Score: 1

      the problem is, a lot of these things are not "fun"

      True, but that's where the design challenge is. Eating and sleeping, for instance, aren't much fun. Eating could be made automatic, though. Say, you have a certain supply of food in your inventory, and it diminishes over time. So, the need for food could be an aspect of gameplay without become intrusive (unless you run out). Sleeping can happen when you're logged out, but it requires shelter. WOW models this as accruing rest experience when you're in an inn (including when you're logged out), but you don't really need shelter; something that's a basic survival need is optional in WOW. Nor is it necessary to dress appropriately for the weather. Players jump into rivers and swim across in the middle of winter because they're too lazy to walk around. If you did that in real life, you'd likely die of hypothermia. (In the summer it might be refreshing.) I suppose what I really want is a fundamentally different kind of game, where the designers don't always take the easy way out. It don't expect it to be written any time soon, but it doesn't hurt to advocate for more interesting gameplay.

    4. Re:a world that never changes by killmofasta · · Score: 1

      Been there, done that.

      NetHack. U kill it, U eat it.
      Sleep? BardsTale 1.

      Look for SpaceSiege... I *LOVE* dungeon Siege. I could easily damage myself playing that game. I remember starting ohh about 9:00. Then thinking Hmm.. my neck is getting sore. 5:00 am? What? 8 hours? What? Now I have a clock WITH an alarm. I set it for how long I want to play, and zing...get to the next shop, and stop.

      I would like a game, that you have to rip off meat and eat it. Grrrrr... No salads here. Something like Bilestoad with gallons of blood. GALLONS.

    5. Re:a world that never changes by Satertek · · Score: 1

      There was an MMO in development, called Dawn, that sounded a lot like what you want. The world would start mostly barren, players would build their own cities. New characters would be born as children of other characters, and animals would reproduce instead of randomly spawning. Sadly, it never got very far in development.

    6. Re:a world that never changes by Lost+Engineer · · Score: 1

      There's a fine line between fun and boring. Take your food example: EQ1 required you to possess food in your inventory or you die (while you're online). Of course it was eaten automatically. So then it became just another chore to do at the NPC. So there was food that gave you stat bonuses. Great now you can craft it and everything. So... what's the point of the standard vendor food now? Nothing. So why not just take it out and leave the player to worry about other things? LotRo (and probably) others have taken this path.

      The problem with walking around rivers is that's not most people's idea of fun either. MMO designers have thus been providing mounts and whatever to allow for large worlds with minimal travel grind. Then nobody wants to walk at all so you have the teleport/spaceport/swift travel. All that said, I think there's a player base out there for an exploration-based MMO. It seems the designers of SWG tried. I haven't played it in a long time, but when I did you mostly explored cookie-cutter worlds full of the same creatures over and over again.

    7. Re:a world that never changes by j1m+5n0w · · Score: 1

      Designing a game that is fun is hard, I don't deny that. And if you change any of the basic game mechanics people are used to, a lot of players won't like it. (Designing Virtual World by Richard Bartle is a very good book on the subject of the various trade-offs of virtual world design.)

      I suppose if you mess with the whole levels/classes/killing stuff for XP/quests formula of the modern MMORPG, it's more likely that you'll end up with a game that sucks than a game that's awesome, and the (extremely risk averse) game studios know this, so I expect it'll take a long time to get out of the current rut.

      One of the things I liked about the Lord of the Rings books was that it wasn't all high fantasy all the time; as often as not, the characters were worried about where they'd find the next food or water, or how were they going to get out of the pouring rain, rather than trying not to get killed by orcs and goblins. I wish they'd managed to include that aspect (but of course they'd have to do it in a way that's fun and interesting, not another monotonous chore).

  41. *Knock knock knock* by CFBMoo1 · · Score: 1

    Excuse me son, Special Agent Friday, FBI. Are you the owner of a level 70 rogue on the Blackrock PvP server that was in STV around 14:24pm today?

    I see... well I'm afraid your going to have to come with me to answer a few questions. That was my shaman you ganked and camped.

    --
    ~~ Behold the flying cow with a rail gun! ~~
  42. Mod Parent up by LingNoi · · Score: 1

    MUDs allow for back stories, detailed descriptions of yourself and an ever increasing population of people who actually crave story
    Out of all the posts, I think you're the only one that understood the GP.. everyone else was blubbering on about stats.. talk about thinking inside the box..

    I wished MMOs had much more depth and story to them, perhaps through player created content somehow.. Why with playing the hero all the time? Sometimes I just want to be the evil wizard in the tower, controlling things.. There has to be a way to do that without:

    a) Having to spend 100+ hours doing something else first before you can be privileged.
    b) It being non-fun for everyone else.

    I can see where Spore's massive multi-single player could really breath fresh air into this stagnant genre.
    1. Re:Mod Parent up by kitsunewarlock · · Score: 1

      Well, that works best with 5-6 players. I have yet to see an MMO model that works better than a tabletop model...ever. *shrugs* Perhaps something like a network of tabletop games in which each GM controls a particular area or even particular party *shrugs* But even then you gotta know how your GM reacts to things, and over crowding of popular GMs would be bad...

      --
      Ginga no Rekshiya Mata Each page.
  43. Re:catch22 by Deanalator · · Score: 1

    Almost everything you buy in second life is purely cosmetic, and that model seems to be working well.

  44. Emphasize Skill ? by aepervius · · Score: 1

    You mean, emphasize time spent on the game. It ain't chess where you need skill and strategy, it ain't sport competition where you need some real athletic skills. The highiest skill most MMO ask you to understand is roughly equivalent to paper-scissor-stone : what the mob is vulnerable to, and what is his attack made of. MAYBE the FIRST person fighting the same mob display some skills understanding how to attack it effectively, but for the rest of the following camping people is then nearly automation and cook book recipe.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  45. EVE Online, or close by cbhacking · · Score: 1

    It's a bit different from the Fantasy-based MMOs you've been playing, but you really might want to give EVE Online a try (free client download and 2 week trial, cross-platform). It's not perfect - there are a couple things not on your list that are minor irritations to me as well - but it's damn good. Point-by-point:

    "Cities are never overrun..." The equivalent to cities in EVE is probably the station where you dock your ships, or even the systems that given factions can have control over. While there are NPC-controlled "Empire" regions where players have very limited control, most of the galaxy is 0.0 security status (EVE-speak for you make your own rules, pretty much) and out there, players BUILD the "cities" and must fight to protect them from other players. If you lose, they will destroy your starbases, conquer your stations, and gain control of the system. My own (very young and small) alliance is currently trying to carve out our own piece of 0.0, and we're already needing to fight for it.

    "Quest givers never die..." This is true enough of the NPC-given missions you can find in Empire, but out in 0.0 you find (scan down) your own "quests" (plexes). Of course, you can also choose not to run plexes - it takes time to find them (like a real-world quest might) and there's no guarantee of any decent reward for completion, or that your ship will survive. Plexes do spawn on their own - they would run out quickly otherwise - but they do so randomly.

    There are also player-given contracts you can take on. Most are fairly trivial - move a lot of cargo (no instant transportation of goods in EVE) or similar - but almost anything (up to and including putting a price on another player's head) is possible.

    "Trees never grow..." No trees in space. You can mine asteroids to exhaustion, but they re-spawn. Planets don't actually orbit their stars or anything though, so I'll have to give you this one (fixed terrain).

    "Monsters always spawn in the same place..." NPC pirates (rats) do tend to spawn in asteroid belts, but when and where seems quite random - and they'll show up at other places like right outside stations, at stargates (fixed NPC structures used to move between systems), and in the (randomly appearing) plexes and missions I mentioned above.

    "Players and NPCs don't need to eat..." This one isn't actually universal, though it's common enough. It partially applies to EVE - your ship's reactor will never stop making energy, and you can sit in deep space for a year if you want to, never docking at a station or even seeing another player (would be boring as hell though). However, starbases need constant resupply or they go offline, and some ship modules require supplies (ammo/missiles for weaponry is pretty common, but some advanced modules consume special materials each time they are used)

    "Items magically spawn... Money spent disappears... A town doesn't trade..." In EVE, the market is player driven. Almost everything you see offered for sale is being sold by players to players (some NPCs will buy/sell certain items, generally very low-level stuff). Items are created by manufacturing (using the minerals that players mined from asteroids, which typically get sold to the manufacturers) and require blueprints (and sometimes rare materials); some blueprints (especially those for high-grade "tech 2" items) are very hard to acquire, and items produced using such blueprints often sell for vastly more than per-item production costs because demand is high and supply low. It's possible to buy out all of a certain item in an area, then sell them back while basically naming your own price (though somebody may then either import them from other regions or start producing that item, if either becomes economically feasible). CCP, the company that owns EVE, has a (real-world) economist on their staff who helps make sure the game's economy remains functional.

    As for leveling, there's no standard level system in EVE; you train skills in real-time (even while offline). Starting a skill train

    --
    There's no place I could be, since I've found Serenity...
  46. Death penalty by bobs666 · · Score: 1

    The Death penitly might be a bit high.

    The death penalty might be a bit high.