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The Future of Persistent Worlds In MMOs

Zonk did an interesting interview with Ed Stark and Dave Williams, employees for an MMO developer named Red 5 (and experienced tabletop game designers). They talk about their ideas and plans to bring about the next step in MMO gaming: increased persistence in online worlds, where an objective, once completed, stays completed. Williams said, "Right now for most of these games, when the player saves the princess and he starts walking away from the tower — if he looks back he's going to see the princess at the top of the tower again." Regarding their current work, he continues: "If you save the village, it stays saved — you saved it! But maybe now that village becomes an objective for another player; maybe something has to be done now because that village wasn't destroyed. And so on, and so on, and so on. Building those mechanisms to make it a world that reacts to a player's actions instead of existing in a static state. That's the world we're talking about."

302 comments

  1. over 9000 objectives. by Anonymous Coward · · Score: 0

    But then there would be over 9000!!!11 ojbectives!

    1. Re:over 9000 objectives. by Devout_IPUite · · Score: 1

      More importantly... You could never get sick of running Kara... Because only one guild ever managed to do it.

  2. People by PakProtector · · Score: 1, Insightful

    Such things would require a prohibitively high number of actual persons playing NPCs, and the amount of coordination between them would make this extremely buggy.

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    1. Re:People by Anonymous Coward · · Score: 1, Insightful

      Such things would require a prohibitively high number of actual persons playing NPCs, and the amount of coordination between them would make this extremely buggy.

      This is the common excuse for why the game worlds are not more realistic and more interactive. Not being all that smart myself I fall into a management style perspective on this issue.

      What if the AI was sufficient and robust enough that the issues of people and buggy were solved? This would clearly be a superior way of doing things, however, as any current MMO designer ( read there blogs, start here brokentoys.org ) that "fun" of a game is not contained in world persistence ( according to them ). I disagree and think that properly done, it is the next generation.

    2. Re:People by jkenneth24 · · Score: 1

      i dont play MMOs myself... but what if you assign these to selected players? via some sort of invite. It would sort of be the equivalent of granting someone "moderator" status in a forum. You ask them if they want to play a "role", something fairly long term,(or short, depends on the role and your story if you have one, i guess) and they get a sort of reward or benefit from it. As for coordination, unless you have a particular story you really wanna tell, why not just have the players act out their roles as best they see fit? the last few letters of most MMO are R, P, and G after all...

    3. Re:People by 0100010001010011 · · Score: 1

      Never played an MMO, ever. So I may be talking out of my ass here...

      Why not turn players against each other rather than use NPCs?

      "Take this city" is the objective given to one player.
      "Devend this city" is given to another small group.

      Or if the city is taken "So and so has taken the city, go destroy them" players(rand()).

    4. Re:People by Bloodhound+Alpha · · Score: 3, Insightful

      Been done, and it can work. However, players might not always be the best to be trusted with plot and such.

    5. Re:People by Anonymous Coward · · Score: 0

      How does this require IRL NPCs in any way?

    6. Re:People by WhatAmIDoingHere · · Score: 1

      It's called Warhammer Online.

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    7. Re:People by smack.addict · · Score: 1

      Nightmare LPMud about 10 years had persistent changes, even to the point that the main town was eventually destroyed by warfare.

      It is doable, it just takes a hell of a lot of planning into a larger story line, including "what if" scenarios.

    8. Re:People by Original+Replica · · Score: 1

      The MMO "Pirates of the Burning Sea" works under this concept, but it has suffered under some exploits. Namely everyone other than the maxed out players are obsolete in the attacking or defending of a town, and guilds purposefully orchestrating attacks at low server hours (like a huge attack at 3am on a Tuesday).

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    9. Re:People by WhatAmIDoingHere · · Score: 1

      Another problem is lore related. If you've got an established game (Like Warcraft, for example) you can't really have the big named heroes being killed off permanently in a WoW, because that now changes the official lore, making Warcraft 4 that much harder to do.

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    10. Re:People by Pax00 · · Score: 1

      Now what about doing things in circles? something along the line once 10 or 20 different events occur things just "happen" to go back to the way they were.

      for instance.

      1) save princess
      2) destroy farms
      3) destroy city
      4) establish new presence in city
      5) opposing forces then have to take the city back (maybe a few more things have to be done first)

      this would then bring things back to the way the where before or close to it.

      yes it would still be static, but if there are enough steps to be taken it would at least keep things changing. you would never know what state the town or whatever will be in when you get there.

    11. Re:People by Anonymous Coward · · Score: 1, Insightful

      Not being all that smart myself I fall into a management style perspective on this issue.

      Unfortunately this is a common problem with managers. They think they have these creative ideas, but everyone else already had them, and the engineers were smart enough to realize the idea simply wouldn't work at the time, and simply didn't bother to mention the idea to anyone. Managers think only in terms of schedule and budget. Having no skills themselves, they are incapable of thinknig of terms such as realistic goals and technical capabilities.

      A persistent world would mean that once you rescued the princess from the tower, there would need to be another unique quest to replace it. Not only that, but with thousands of online players, you would need a numerous amount of concurrent and unique quests such that not everyone is working to rescue the one princess. EVERY single quest completed would then require a new unique quest to replace it. Working in real time to write/program/debug these quests would require an army of programmers probably 5 times the size of the user base for the game itself.

      What if the AI was sufficient and robust enough that the issues of people and buggy were solved?

      You skipped-over 100% of the effort with this simple statement. The question isn't "Why aren't game developers using magic universe-replicating AI?". The question is "When is someone going to invent magic universe-replicating AI?". The issue isn't game design, it's that fact that no such AI exists that could duplicate the real world in a human way (i.e. why did someone kidnap the princess, why was she in kept in a tower, etc...). If you create the AI, I gaurantee the next generation of games will use it. If you simply state that someone should create the Ai, well DUH!

    12. Re:People by WuphonsReach · · Score: 2, Insightful

      Such things would require a prohibitively high number of actual persons playing NPCs, and the amount of coordination between them would make this extremely buggy.

      The bigger issue is the "Internet Fuckwad Theory".

      Which basically means that you WILL have players who figure out how to ruin events and storylines for other people. That's why a lot of quests are persistent, and ever un-changing.

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    13. Re:People by Grant_Watson · · Score: 2, Interesting

      EVERY single quest completed would then require a new unique quest to replace it.

      Well, yes, obviously a quest-generating AI will have problems. But the solution here is probably to have the world (more likely the zone or sub-zone) be a finite state machine. In any given state, there is a quest (or two) to be done, and the completion of that quest (or quests) leads to a different state and a new set of quests. Eventually you cycle back to the first state.

      You could also transition to different states depending on which way the quest goes.

    14. Re:People by Kamokazi · · Score: 1

      It could work OK, but the end result would just not be quite as glamorous as they are desribing. If an area had a finite number of states it could be in, this would work ok. Let's use an example with that village.

      Let's say the Village is in it's normal state. It has quests available to scout the enemy camp, sabotage it, etc.

      But one of those quests triggers an invasion. Now your zone/are is in a state where the village is occupied, enemy camp is full, and villagers are in a refugee camp.

      You get quests at the refugee camp to do some more scouting and sabotage, and eventually kill the boss left at the main camp.

      Now the state is: Village Invaded, Enemy camp is on fire and only has a few stragglers, and Refugee camp has 2nd set of quests/is gearing up for an invasion.

      Now you reinvade the village. Yay, everyone is saved. Returns back to normal state, Village in friendly hands, refugee camp empty/gone, Enemy camp full of (retreating) soldiers.

      There was something vaguely similar to this in one of Everquest's Shadows of Luclin zones. Hollowshade Moor had a continual war taking place between Sonic Wolves, Owlbears, and Tribal dudes that I can't remember their names. Basically you kill a leader, and another invades their space. Kill the final leader, and that other race owns the zone. Then it would reset after a little bit and everything would be back to normal. Very basic, but kind of the same principle.

      This would still cause a hell of a lot of headaches that would have to be worked around. What if two people are working on a quest at the same time, and one changes the state first? Maybe these guys have something a lot better in mind though, but I don't see how it could be much more complex without everything being monitored or having people play NPCs like the parent stated.

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    15. Re:People by Anonymous Coward · · Score: 0

      This has recently been added to Eve-Online (faction warfare) as well, just to cite another example.

    16. Re:People by bishiraver · · Score: 1

      I really think you're thinking too narrowly on this, believing that all the finite states need to be preprogrammed/designed.

      It would be more interesting if the developers took a lesson from machine learning, whereas:

      simple rules combine to create complex behavior.

      NPC a has wants: hunger, money.
      NPC has skills: battle, crafting

      NPCs whose generated AI algorithms do not complete its objectives (ie, dies of starvation, dies in battle), well, their AI dies with them. Successful NPCs completing an objective (find mate) replicate and use algorithms already defined by genetic algorithm systems to create a new AI for their offspring.

      It's likely that if the rules and objectives are robust enough, and you have enough "craft" (not just swords and armor, but buildings and walls and such), and you let the system run itself for quite a while before inviting players in...

      Well, I'm certain if the above is accomplished, you would end up with a complex and dynamic gameworld. No plotlines to write - the NPCs write them themselves.

    17. Re:People by bishiraver · · Score: 1

      (of course, the huge hurdle here is having enough CPU horsepower to actually run all that AI concurrently)

    18. Re:People by Daengbo · · Score: 2, Interesting

      Create a bidding system for quests. People or groups which want something done can offer money to have it done.

    19. Re:People by PhoenixAtlantios · · Score: 1

      There are legal, logistical and social ramifications to allowing anonymous people to have control over the fate of other anonymous people, which is why Blizzard haven't utilised this method for World of Warcraft in-game events. If you give people the power to hand out rewards and construct quests you're just asking for someone to come along and attempt to inconvenience as many people as possible.

      If, instead, you were talking about simply giving people the ability to take up a role that has no ability to give out rewards or change things, how would that be any different from being a normal player? What would players do if none of those people were online at the time? The only option left would be to repeat NPC-offered quests, which would be preferably anyway since they could give out rewards.

      It's not like nobody has thought of these ideas, but the logistics of it in a game where there are thousands of people in the world all being a hero simultaneously are, to say the least, problematic. The guys in this article are dreaming at the moment, unless they do manage to develop an AI that could construct compelling, unique stories and missions for players to complete that follow the plot properly; something that currently is particularly unlikely.

      As a side note: I don't know about you but I'm not sure many people would be too pleased with the idea of having one person complete a quest and suddenly nobody else can do it, what if it was awesome and I'd like to experience it myself? There'd be no way for that to happen, and while realistic it wouldn't really be that 'fun' for me to miss out.

      Blizzard's current plan for their next expansion, Wrath of the Lich King, seems to revolve around allowing the world to change slightly for each player as they complete a quest while it remains the same for everyone else. So if you do the quests to rebuild an outpost said outpost will appear constructed to you, but devastated to anyone that hasn't completed the quest (until they complete it). It seems like the better approach for now, until a program is created that's capable of creating stories and missions that are compelling for players.

    20. Re:People by Anonymous Coward · · Score: 0

      Isn't that the system used in Tabula Rasa?

    21. Re:People by murdocj · · Score: 1

      World of Warcraft has that. Both "in the world" Player vs. Player objectives (capture this city, etc), and instanced PvP battlegrounds. The "in the world" objectives do have consequences, e.g. the city of Halaa changes sides depending on who has captured it, or you receive a buff in a zone if your side controls a particular objective in that zone.

    22. Re:People by COMON$ · · Score: 1

      Well I tinkered with MMO for a bit, 9 months or so. I agree with you, this could be accomplished by the devs looking at it from a different angle. Instead of creating the content persay, they should allow the gamers themselves to create the conquests. EG, faction A could steal the princess from faction B, gaining honor and recognition in the wake. Faction B's members try to get the princess back, or steal something of importance or bargain with Faction A to take out Faction Cs defenses. Let the game rules be changed to PVP style where the gamers themselves are in control, much more robust than a 1,2,3 conquest method. Thus why PVP is sooooo popular in WoW.

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    23. Re:People by Hubbell · · Score: 2, Interesting

      It worked amazingly in Asheron's Call for numerous storyline climaxes, or plot changing events. The Shard of the Herald event where players had to choose to either defend or attack the last of six soul crystals which if destroyed would release Bael'Zharon, a monster so epicly badass that he nearly destroyed an entire civilization of mages 100x as advanced as the magics available to player characters. Most storylines had such major pvp events as the culmination of whether the story goes one way or the other. It very nearly happened one time where the devs had to come up last second with a new storyline to go with but at the very very last second things went the way the original storyline writing had it written down as.

    24. Re:People by MoeDrippins · · Score: 1

      Such things would require a prohibitively high number of actual persons playing NPCs, and the amount of coordination between them would make this extremely buggy.

      The bigger issue is the "Internet Fuckwad Theory".

      Which basically means that you WILL have players who figure out how to ruin events and storylines for other people. That's why a lot of quests are persistent, and ever un-changing.

      Precisely. Since it takes much more time to create than destroy, and the MMO world is full of fuckwads, whatever "world" exists will quickly just become whatever the lowest model-able state is; ashes, protons, vandalized castles, whatever.

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    25. Re:People by will_die · · Score: 1

      LOTOR does this the first time are in the starter village it is under attack and burning, you advance and the village has burned out areas, people living out doors, etc.

      One of the LOTOR devs had some articles on having a changing world and the problems, this was before the game was released. He address the problem you mentioned and brings up others, the papers should still be on the lOTOR site.

    26. Re:People by Anonymous Coward · · Score: 0

      Instead of creating the content persay

      I bet you don't even know what "persay" means.

    27. Re:People by Kamokazi · · Score: 1

      That's not the same thing. The starter area is instanced specifically for you first, and then you enter the public (or saved) one later. This is talking about the non-instanced areas everyone sees. When you save the village, you save it for everyone on the server.

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    28. Re:People by DerWulf · · Score: 1

      that's still not persitance. I'd imagine it would be worse then respawn mechanics actually because the player would be fooled at first and then very disappointed when he sees the village cycle to state 0 again.

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    29. Re:People by COMON$ · · Score: 1
      Considering that most people on here have difficulty with latin terms I would normally stick to terms found in urban dictionaries. The term may not be acceptable in a thesis per se, but this use is completely acceptable in the blogosphere.

      However it is always entertaining to hear from you grammar elitists that think that syntax and semantics are not fluid.

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    30. Re:People by BrainInAVat · · Score: 1

      Considering the Urban Dictionary defines "persay" as "an incorrect spelling of per se. Used by those who do not know its proper use," I'm not so sure you want to be using that as your reference guide.

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    31. Re:People by COMON$ · · Score: 1

      Touché

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  3. Programmers, help me out here.... by rockout · · Score: 4, Interesting
    I never got into these games personally (I liked the RTS and first-person-shooters when I was gaming a lot), but part of me always assumed that kind of stuff, the persistent memory, if you will, was already implemented. I had no idea that was something that hadn't been developed already.

    I'm not a programmer, so I don't really understand, why is it so difficult to have objectives that stay completed after you've completed them? Can someone enlighten me as to why that's a step that's still forthcoming?

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    1. Re:Programmers, help me out here.... by Negatyfus · · Score: 5, Informative

      It's difficult, because there are thousands of players with you in the same world. So you achieve an objective. Is that objective also achieved for another player? If so, then he can't do that particular quest anymore. You'd have to present different perspectives of the world to each player, where when player A does something it is done for him, but player B still sees it as unfinished. That's not really a persistent world, I'd say. The hard thing to do is allowing the player to be an epic hero among thousands of other players. Everybody wants to be a hero, right? So how many princesses are there that need rescuing? Another hurdle is content creation. A lot of the repetitive nature of MMO's is because of the fact that players consume more content than the developers can make it, and MMO's never end. So what if everything that needed saving is finally saved? Game over? Wait for the next content update? That's not how a developer wants an MMO to work, and so the quests and boss fights are repeatable. If you have an elegant solution for these problems, the MMO world would thank you.

    2. Re:Programmers, help me out here.... by Bloodhound+Alpha · · Score: 1

      It is not directly a programming problem. Enemies respawn, and saved princesses are unsaved, so the next player in line can do the quest. Not having them do so runs into the problems mentioned above, as having a new player do a different quest requires new NPCs, and overall more load on the game.

    3. Re:Programmers, help me out here.... by amorsen · · Score: 3, Interesting

      Puzzle Pirates is persistent and has no quests. The only non-persistence is brigands/barbarians which sail around for no apparent reason.

      (Ok, it has three non-persistent quests, but those were only added a month ago or so, and they're rather silly.)

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    4. Re:Programmers, help me out here.... by MikkoApo · · Score: 2, Insightful
      In single player games persistency is generally easy to implement. Most games are based on linear plots, where the gamer can't go backwards. If they can visit the places they've somehow changed, it's also pretty straightforward to save the state of things. No problems in that area.

      In multi-user games it isn't so simple anymore. Since most game content (plot, tasks, quests, NPCs etc) is still generated by humans, there's a limit to the content that a single game can contain. If one player completes all the content in the game, what's left for other players? The quests must be somehow reverted back to their initial state. Like in the example, the princess has to be returned back the castle so another player can save her. The easiest way to implement this is by reseting the state after a while. Handling the reset gracefully is the difficult part.

      In the example's princess case, graceful reseting might be that the evil king kidnaps the princess again, maybe with the help of a player representing the "other side". Designing quests like this takes more time and resources than the naive "reset after a while"-approach, but maybe we'll start seeing games that behave more naturally.

    5. Re:Programmers, help me out here.... by pcolaman · · Score: 3, Insightful

      Unfortunately, having resets leads to boring and uninspired gameplay over the long run. What would be a much better idea, IMO, is to have a story arc, but the only issue with that is the game has to end at some point or you get to the point where you are so weary of grinding towards a goal that seems to keep just out of reach (I'll call this the Gilligan's Island Paradox) that finally you just give up and quit. With something that had a story arc where the players actually effect the story, it would require a finality in order to be truly entertaining, and then perhaps sequel stories could keep the game going.

    6. Re:Programmers, help me out here.... by Terwin · · Score: 5, Interesting

      I figured you would have multiple sides and while a given group can protect a town or village from attack by a different group on another team, this is really just PVP with the outcome recorded by the state of the game world. Presumably conquering larger towns or towns farther in to enemy territory would harder because of more NPC defenders of greater power.

      An alternative would be a series of generally similar quests for making a given town more or less friendly to one side or another. Team A can make the town favor their side, then team B can come around and do a similar quest to get the town to favor their side instead. (possibly giving the town more or fewer defenders for the next attack on that town by one side or another)

      Just because the changes to the game world persist, does not mean that they can not be reversed by the actions of other players.

      Also, if one side or another starts getting more and more powerful compared to the other sides, just give some nifty artifacts or other toys out to the sides being trounced to either encourage more players to play that side, or to beef up the players already there. (presumably these would need to be server and team specific)

      Just set up a large map with three or more teams starting at opposite sides and having a lot of territory in the middle that can be conquered in small, medium, or large chunks as you work your way towards the strongholds of the other teams.

      Even if you don't have any other sorts of quests, you automatically get 'resupply isolated outpost' type stuff by just having reasonable resource consumption, which also gives you supply trains to attack or defend in 'friendly' territory, etc.
      (every 100 citizens need 1 box of resources/week and produces X taxes/week to pay for them based on the tax rate, etc)

      And if you are worried about one side winning everything, just change the scale. After all, what is that saying about a land war in Asia?

    7. Re:Programmers, help me out here.... by Dekker3D · · Score: 2, Interesting

      one idea would be to randomly generate most content, and have in-game tools for the story workers to create the good stuff. of course, the good stuff would have to be on a grand scale compared to the random things, or it won't ever catch the attention it deserves.

      also, having quests based on simulation (competition between farmers, corrupt merchants, threats to the livestock or villagers etc.) would add a lot of content as well, automatically.

      you'd need to create a lot of "unique"-ish rewards, so people have something to work for, and you're all set for the background gameplay. you won't get to fight demons and wizards all the time, but at least you get to knock out a few of the evil overlord's hired goons, and take some of their stuff. should be fun enough :) and there's always the demons for those who have gotten far enough to tackle them.

    8. Re:Programmers, help me out here.... by zzled · · Score: 1

      Hmm, off the top of my head, I'd deal with this by creating quests that are cyclic. Let's go back to the "defend a village" example in the article. Say Player A gets a quest from the village head to defend a village. He kills off 5 bandits attacking the village and the rest of the bandits run off. This can trigger off a number of potential quests for Player B, who's on the side of the bandits. He can get quests to (for example) gather supplies for the bandits, recruit more bandits, kill Player A, and eventually lead another attack against the village. And this triggers off the initial "defend a village" quest again. So no completed quest objective is truly permanent.

    9. Re:Programmers, help me out here.... by pcolaman · · Score: 1

      Which leads to an endless, repetitive loop of gameplay. Not my ideal of a fun game.

    10. Re:Programmers, help me out here.... by Z34107 · · Score: 1

      This sounds like the premise of PlanetSide. It's easy to do in first person shooters, or in other games where there is only Player versus Player stuff present. But, it gets harder to do, say, if you want some kind of linear plot or story? (I know, I know, it's an MMO, but Blizzard is really proud of their lore.)

      Deviate from 100% PvP and you have persistence problems again.

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    11. Re:Programmers, help me out here.... by mrlibertarian · · Score: 2, Interesting

      One idea would be a MMO that constantly generates random NPCs, and gives each one a random set of goals and relationships. Perhaps an NPC is created who has a goal of making money, and he decides to accomplish this by becoming a shopkeeper. Also, the NPC has a brother and a sister, and if either one is killed, the NPC will attempt to avenge his sibling. How the NPC attempts to avenge the sibling depends on his personality: Perhaps he tries to recruit an army. Perhaps he tries to hire a player to assassinate the murderer. Perhaps, if the murderer has surrounded himself with guards, the NPC will pretend to be a guard and wait for the right moment to strike.

      If the developers can create a large enough set of interesting goals and personalities, and if enough of the NPCs are related to each other, a 'never-ending' story could develop. Of course, not every player would be a hero, but is that really a problem? If every player runs into interesting NPCs, then I think every player will have fun.

    12. Re:Programmers, help me out here.... by FroBugg · · Score: 2, Informative

      You'd have to present different perspectives of the world to each player, where when player A does something it is done for him, but player B still sees it as unfinished.

      Interestingly, this is something Blizzard is introducing to WoW in their next expansion. For example, when you first come to a certain town, it looks deserted to you. As you complete quests, it fills up with NPCs and changes slightly. It's not instanced, but someone who has completed a certain quest and someone who hasn't will see different things even though they're standing side by side.

      It's not a perfect solution, because it breaks the feeling of everybody being part of the same world a little bit, but it does help to give you more of a sense of personal accomplishment.

    13. Re:Programmers, help me out here.... by vertinox · · Score: 4, Interesting

      Everybody wants to be a hero, right?

      I think that's the problem with MMOGs is right there. That's what developers think everyone wants to be.

      First objection to this, in truth there is a large amount of the gaming community that loves to be "the faceless storm troopers" or the lowly grunt because they can relate better to them than the hero. And its not like most people role play a hero in MMOGs anyways, but just some random dude looking for loot and XP.

      Secondly, its not truly feasible in the current state of MMOG so that everyone feels like their the hero because even now it still doesn't feel like it.

      "Gee... I just killed the boss of the whole game but it really doesn't feel that important because he's coming right back for the next guy in line"

      See, no mater how you look at it, you will never feel like a hero if everyone can do what you do or that the fate of the world really doesn't hang in the balance.

      The solution, IMO would involve a pretty complex system of quest generation that are one off quests and scenarios that affect the world in someway slightly.

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    14. Re:Programmers, help me out here.... by fitten · · Score: 2, Interesting

      The big problem is the sheer volume of content that a company has to come up with if every single quest in the game was, in effect, usable by a single player only.

      Play 1 does the 'quest' to chop down the tree on the hill. Now it's chopped down for everyone and all the programming, artwork, etc. that went into making that 'quest' is 'used up'. No other player will experience it, they'll just see the stump of the chopped down tree.

      Now... multiply that by the millions of people who play WoW... assume each player wants to do one quest a day... how many developers do you think it would take to support that many quests? (8 million or so quests a day) and not simply turn it into some parameterized quest system (first person: go kill the Goblin named AAAAAAA, next person: go kill the Goblin named AAAAAAB, next person: go kill the Goblin named AAAAAAC, etc.)

      Most people like the quests to seem meaningful in some way... to have some effect on the world. The above goblin killing quest system doesn't provide that and just gets old real fast. You can only tear down a castle once... (unless you do things like have another quest, maybe from a rival faction, to rebuild the castle, then your faction could tear it down again and it just flip-flops like that).

    15. Re:Programmers, help me out here.... by Original+Replica · · Score: 2, Insightful

      Part of why Puzzle Pirates is able to do that is the way very ordinary pirating tasks are made interesting. In Puzzle Pirates you have to engage in the driving activity of the game (completing puzzles) to make your ship more or to reload you cannons or repair your hull or to make rum or to make a sword, etc, etc, etc. By contrast, in Sid Miere's Pirates! you click to make you ship sail or fire or repair. So for a more standard MMO than Puzzle Pirates how do you make mundane things like building a city wall or forging a sword or converting an enemy town into a friendly town, into an interesting gameplay task? Do it right and many players might happily become non-heroes like masons or farmers or blacksmiths, never bothering to attack an enemy town. Now the next challenge in that game would be to keep the percentage of non-hero players high enough and to make them a very valued part of each faction. I think one key to that is minimizing the power difference between low and high levels. A half a dozen level three players, acting together should be able to take down a single player at the level cap. A group of non-heros should be able to chase off any griefer. Combine that ability with skills that make non-heros valuable to the heros and a game should have no shortage of "player NPCs"

      --
      We are all just people.
    16. Re:Programmers, help me out here.... by Lonewolf666 · · Score: 1

      There are several games that have it, and in a really large-scale style too. See EvE Online where players can conquer star systems and put up permanent bases.

      It is more a question of "how do I offer the same series of quests to thousands of players?". The easiest way is to reset the objective after a while, so the next player can do the mission. It is also the most unimaginative and immersion-breaking way (among other things, the player who just killed Oog The Apeman might meet him again an hour later). Most MMOs use it.

      Of course a smarter way to do that would be nice, but that sort of innovation is rare in the MMO genre.

      --
      C - the footgun of programming languages
    17. Re:Programmers, help me out here.... by Tablizer · · Score: 1

      [Everybody wants to be a hero, right?] First objection to this, in truth there is a large amount of the gaming community that loves to be "the faceless storm troopers" or the lowly grunt because they can relate better to them than the hero.

      I like being a table leg: stiff, stately, strong, helpful, and quiet.
             

    18. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      I never got into these games personally (I liked the RTS and first-person-shooters when I was gaming a lot), but part of me always assumed that kind of stuff, the persistent memory, if you will, was already implemented. I had no idea that was something that hadn't been developed already.

      I'm not a programmer, so I don't really understand, why is it so difficult to have objectives that stay completed after you've completed them? Can someone enlighten me as to why that's a step that's still forthcoming?

      In a single-player game you've got a single person working their way through some kind of narrative. You're leading the GDI forces in the defense of civilization, or Nod to victory against cowards who won't embrace the future. Or you're Gordon Freeman fighting off an alien invasion. Or you're some random adventurer who happens to be in the right place at the right time to save the world from certain doom.

      In all of these games you've got objectives that stay complete. If you manage to save the Pentagon, it stays saved (unless a later mission requires it to be threatened again). If you kill the leader of the alien armies, he stays dead (unless he's a zombie). And eventually, when you get to the last mission and save the day, the game is basically over.

      Some games allow you to keep playing in a sandbox mode... Some games give you multiplayer... But the main storyline is done. The world has been saved. There isn't really much else to do.

      Now imagine that you picked up Half-Life 2 at the store today, literally years after it was released. Thousands of people have played through it already. Imagine installing the game, firing it up, and being informed that SomeGuy187 has already destroyed the citidel - the invasion has been halted, the world has been saved, there's nothing for you to do. Maybe a sandbox mode where you can run around and kill some random combine soldiers... But all the storyline stuff is just plain done. Now what?

      That's the problem with MMOGs. You've got very literally thousands of people running through these games, and each one of them wants to experience all the cool stuff for themselves. They all want to witness the unmasking of Onyxia. They all want to see Nefarion die. They all want to participate in the battle of Mount Hyjal. They all want to personally drive a sword into the Lich King's heart.

      So how do you deliver rich and interesting storyline stuff to thousands of people, over and over again, and have the results persist? How do you unmask Onyxia, and have her stay unmasked, but still let somebody else unmask her?

      Typically MMOGs throw persistence right out the window. I can unmask Onyxia, and then moments later all the NPCs will re-set themselves. And a few minutes later somebody else will come along and unmask her. If you sit around the throne room you can actually watch it happen over and over again.

    19. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      Resetting quests after completion is also the way that is most enjoyable for players who just want to mind their own business and do quests. Which is most players in most MMORPGs. Games like WOW are just really not about total immersion. They are about the gameplay. And reseting quests shortly after completing them is by far the best solution from a PVE gameplay perspective.

      PS: EVE Online has persistent PVP content. So does WOW (at a smaller scale). This is easy. The question is how to get persistent PVE content. And nobody has done this in a good way yet.

    20. Re:Programmers, help me out here.... by davolfman · · Score: 1

      That's what Planetside did right. You had a war going on between the players so combat for territory generated it's own objectives. Persistence could be total.

    21. Re:Programmers, help me out here.... by vidarh · · Score: 2, Interesting
      It gets harder, but you can "force" the story to follow roughly a mapped out line by being creative. A story element is predicated on a specific town being under control of a specific side? Introduce a story element that sees a massive amount of NPC's for that side help out in the defense or attack of that town in the time leading up to it depending on who is holding it. Essentially you stack the game heavily in favor of the state you want/need.

      You might need to invent story elements to explain it, but there are tons of easy explanations to that kind of thing ("allies from far away have sent forces to help you in this time of need, blah blah") and you can even try to avoid the NPC's by having the game dynamically create quests for users to drive normal players where you need them to be to make your planned outcomes more likely to happen naturally.

      Or you dynamically adjust the stats of the players involved in a battle to increase the chances of the outcome out want.

      The methods of subtly (and not so subtly) influence the world in the direction that fits best are endless.

      Even if you don't take it "all out" it can still be useful in keeping thing interesting by preventing one faction from dominating too long - introduce unpredictable elements that upsets the balance, and create story around it even if you allow the players the opportunity to overcome the obstacles and modify your planned story.

    22. Re:Programmers, help me out here.... by vidarh · · Score: 1
      You're assuming the same players would be involved in each loop. Player B gets rid of player A and has taken the village. Then he moves on to bigger and better things after having built his reputation. He gets a quest that leads him away. New bandits move in on the village, and player C gets the quest of defending the village and player D helps the bandits etc.

      Some players might stick around in the same place for a while, but the gameplay will still be different because different people will use different tactics, and the game can dynamically alter the number of NPCs involved on each side, natural elements that affect the situation, number of players given the chance to help out on each side etc., or for that matter have entirely different things happen to the same village.

    23. Re:Programmers, help me out here.... by Original+Replica · · Score: 4, Interesting

      If you take your idea of resource consumption and expanding faction territory, and keep the number of resource sources static within any given faction, then you have a self balancing mechanism for faction strength. A faction with twice the territory would have half the resource density. You could add a static number of wandering defense NPCs to each territory to also have this effect. A faction that lost half it's territory would have twice the density of NPC defenders. Ever time a defender is killed a new one quickly spanes somewhere in the faction territory, as that territory shrinks the likelihood of the spawn being close by increases, eventually a Faction territory that was reduced all the way down to just the Keep in the capital city would have an effectively infinite number of NPC defenders. So even a heavy faction imbalance in a server could be contained.

      --
      We are all just people.
    24. Re:Programmers, help me out here.... by vidarh · · Score: 4, Interesting
      Instead of making the quest "chop down the tree on the hill" you make the quest "chop down the tree at location [foo]" and the location and the tree is dynamically generated determined for each player. Assuming you populate the world with enough trees, and/or eventually slowly replace the trees, the world will appear persistent and the amount of extra work is very limited.

      The same principle can be applied to most things: Put N evil kings in the game world, and M princesses and other desirable hostages, and let the N evil kings constantly pick from a list of X plots involving kidnapping princesses or others, assassinating people (including players who have been given quests to fight them or to carry out quests for other kings) etc., and then hand out quests to aid or prevent those plots. Add a handful of twists and turns and wary the number and level of players given each quest and you'll have endless variations. Once a princess is kidnapped, you have the reverse quest of freeing her. Once she's free she'll eventually be targeted for kidnapping again, probably by another king, via another method with other players involved in the kidnapping and in protecting/saving her.

      So yes, as you say you make things flip-flop. But you can introduce variations, delays etc.. You can keep a torn down castle in ruins for a while, before an upstart king decides to make it his stronghold and hires players to rebuild it again, possibly in a completely different style, and quite possibly his alliances will be different, so the conflicts he's involving players in and the plots he hatches are different.

      Keep in mind that the real world flip-flops like that a lot: Countries have taken and lost land many times throughout history. Castles have been taken and retaken, burned down and rebuilt. Royal families have been ousted and retaken power.

      Just don't make things go back to exactly the same it was, and don't make it happen immediately.

    25. Re:Programmers, help me out here.... by Original+Replica · · Score: 1

      you'd need to create a lot of "unique"-ish rewards, so people have something to work for, and you're all set for the background gameplay.

      If you make the reward and the players effect on the game world one in the same, you don't need to create anything particularly unique. If the corrupt merchant is run out of town, then prices for that good are slightly lower, if they fail the mission the prices are slightly higher. I think the need for need for fancy personal items will drop if the "for the good of the faction" reward is a small tangible gameworld improvement. You could end up with players that become "town sheriff" because they do nothing but missions that optimize the prices and conditions in one small town.

      --
      We are all just people.
    26. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 1, Insightful

      You talk as if there are two teams and not a thousand. The are huge design challenges in "balancing" that many competing objectives and perspectives.

    27. Re:Programmers, help me out here.... by Alexander+Sofras · · Score: 1

      Now the next challenge in that game would be to keep the percentage of non-hero players high enough and to make them a very valued part of each faction.

      Permadeath? Adventurers are less common when one mistake costs them their (game)life. Swordsmiths and farmers have a massively reduced chance of fatal injury after all. That, and if adventuring is only a viable option once you progress through a common profession of farming or whatever, you create a high barrier for entry.

    28. Re:Programmers, help me out here.... by shdowhawk · · Score: 5, Insightful

      As a person playing RPG's for 18+ years.. and MMO's for about 12+ years, I can confidently say that this would fail. It's nice on paper, but would fail badly if set into motion when 20,000+ people are playing. Here is an example:

      1. World of Warcraft. Horde vs Alliance. Alliance in some servers when i last played was almost 2 to 1. With double the alliance, the alliance would get bored because there would be a line to "destroy the town" (or insert any other 2 sided quest here) because it would take so long for a Horde group to finish all of the stuff to "rebuild" it.

      2. Give the Horde (one specific side) better equipment? Let me re-introduce to you the bane of all MMORPG's ... The NERF-STICK of +480328423. Suddenly, in PVP, Horde is better than Alliance since equipment is better. OR because equipment works better with certain stats.. Or because (insert one of many of reasons why nerfing happens). Sadly, PvP and PvE don't work well together, and things get horribly nerfed because of it, so this negates giving better equipment to one side.

      3. The next problem that is added in (which partly relates to my #1) is what you mention about sides taking control of maps = organized raids. Organized raids = time. Time = complaining that "Oh but I have a job in real life, I don't want to work in a game", or "I don't have 6 hours to play" or "My class isn't needed for this raid?? WTF? LFG!! (Looking For Group)" ... Basically, now you have all the casual gamers complaining that only 13 year olds are doing this since only 13 year olds (or rich spoiled kids, or fat slobs in their underwear in their parents basement) have the time, unless it's the weekend, in which case the "teams" will be HUGE and lag will kill things. =/

      4. Server Populations. The other problem is that as server populations change, or as the game has been out a while.. slowly the average level changes. A System that involves needing others to effect things suddenly creates issues if there is no one going to that town anymore (new towns from expansions? Level 10 town out of 80 levels when the game has been out for 2+ years?). Suddenly no one does those quests any more since it takes forever for the "other side" to do their part.

      Please understand, I LIKE the ideas and LIKE how you are thinking about it, the problem here is that too many people are going to complain about this or that.

      Here is MY answer to the problem:

      a. Make a PvE game ONLY.
      b. Make a Grinding game ONLY.
      c. Make a PvP Game ONLY. (Already done, Play Eve-Online (http://www.eve-online.com/ Warning: You will have to "work" to do anything in game. Little to no free-be's.
      d. Make an Instance game ONLY where it's really easy and no one has to play the "Massive Multi-Player"... with any other players (hmm.. weird eh?)

      The end result is that you can't have a fully persistant world, have PvE and PvP, have Full economies etc etc. all in one game since it's almost the same as putting 5 holy men of different religions into a room and asking them to decide which is better. All will agree that there is something bigger than them, but none will agree on the "perfect method" to find / get to / understand that greater being. (sorry for the religious reference, it was just an easy example to stress how many different sides there are). In the end, making smaller games to individually target those groups I listed above (instead of making ONE game.. most likely badly ... with all aspects in there) would fix a lot of issues. After that we can work on trying to make things persistent. (Like EVE which has some good persistent aspects already!)

    29. Re:Programmers, help me out here.... by kcbanner · · Score: 1

      This is a perfect plan!

      --
      Obligatory blog plug: http://www.caseybanner.ca/
    30. Re:Programmers, help me out here.... by tucuxi · · Score: 2, Interesting

      Spot on, but I would take it a bit further. Good AI at both the individual and group NPC levels is the key to the content problem - without it, nobody can script or generate persistent, non-linear, per-NPC story-lines fast enough to meet a large user base.

      From a designer's perspective, you only need to initialize NPCs to a set of stats and relationships with each other (like, dislike, do not know, would avenge, reminds me of, ...), and a long list of (possibly randomized) behaviors (aggressive against aggressors, 'work' behavior, fight-or-flight, crowd-forming, gossip). When something happens, designers can let the NPCs work it out by themselves, or nudge them along a general direction ("villagers send out a scout to the next village requesting help", "leave town", "form a mob and try to defend town"). Designers become something like the agents in 'matrix' - their preferred mode of interaction is to take over control of NPCs temporarily to make them advance certain plots.

      Even better - this can work for larger groups of NPCs, allowing entire communities to develop community relationships. Create an unpopulated world, and drop a number of 'seed communities' (with community-wide likes, dislikes, goals, and so on). Simulate their evolution for a while; let them fight or cooperate with each other, build an economy, watch as some spread and others drop back, tinker to produced desired master storyline arcs (but let details sort themselves out) -- and *then* drop in the PCs. Simplified models can work just great - see the examples in Phillip Ball's book. Or take some clues from biologists or economists - they've been modeling entire ecosystems (economists call them 'markets') for a while.

      A nice after-effect of 'evolved' NPCs and NPC communities is that they would provide rich backgrounds for PCs. So you want to be a rogue? Great, pick among these rogue-like characters we've been evolving in the last year (you may know some of them 'cause they tried to rob you before when you played another PC), and you will get a background, a set of likes and dislikes, a couple of caring aunts and uncles you can help or flee from, and so on and so forth. Also, this would provide persistence during off-line hours - let PCs choose the goals that will drive their characters while they're not directly controlling them.

    31. Re:Programmers, help me out here.... by Ihmhi · · Score: 1

      Well, you've just made it obvious that you've never been in the Tower of Infinite Princesses.

    32. Re:Programmers, help me out here.... by mrchaotica · · Score: 3, Insightful

      how do you make mundane things like building a city wall... into an interesting gameplay task?

      Tetris!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    33. Re:Programmers, help me out here.... by NightRain · · Score: 1

      Eve-Online has non persistent PvE in the form of missions. It's not PVP only.

    34. Re:Programmers, help me out here.... by shdowhawk · · Score: 1

      This is only PARTLY true since other players can use scanners and come... "visit" you while doing those missions =)

      There are no "100% safe" zones in the game unless you never leave 1.0 space stations.

    35. Re:Programmers, help me out here.... by bigstrat2003 · · Score: 1

      You create a high barrier for entry, but you remove all the fun in the process. Some people would play an MMO where there was permadeath and you had to go through various mundane classes to become a hero, but not many.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    36. Re:Programmers, help me out here.... by hob42 · · Score: 1

      And to me, the way most MMORPGs are built makes it feel like a single-player game with 3-D chat. You can't make that kind of world be unique and persistant for everyone playing without a huge amount of content creation going on.

      I personally much prefer games like BattleMaster, a web-based game that is entirely player-driven. The only content created by the game's author is the physical map, and some very rare interventions (one continent gets yearly NPC monster invasions as a sort of "reset", the rest remain nearly untouched). Players create and destroy just about everything, except for cities themselves. Nations are born and die on a regular basis, some people get into leadership positions and others are content to be "ordinary" characters who spend much of their time following orders. And they come back to play, turn after turn, day after day, year after year.

    37. Re:Programmers, help me out here.... by Original+Replica · · Score: 1

      EVE has PvE but they have almost zero relation to the actual gameworld storyline. Yes you can get some decent gear an money out of the PvE but all of the storyline is PvP. But it really wouldn't be difficult at all to blend PvP and PvE in EVE. You already have four factions, each with their own faction space. You already have an NPC faction (Concord) that will hunt and kill certain players based on their security ratings. It would seem a simple thing to make a players security rating vary depending on which faction space they were in. A Gallente in Amarr 0.9 space would be chased down by Concord, even if they had high Concord security ratings when they were in Gallente space. Make it possible for Alliances or large zergs to overthrow the sovereignty of a system and you have a workable blend of PvE and PvP (a system being overthrown would bring in a lot of attention from players in nearby systems) Right now EVE storyline is PvP because instead of NPC factions all the story is between the big alliances. But it's better story than anything that content creators would ever dare put in a game. Read about: The Guiding Hand Social Club.

      --
      We are all just people.
    38. Re:Programmers, help me out here.... by drinkypoo · · Score: 1

      It's not a perfect solution, because it breaks the feeling of everybody being part of the same world a little bit

      You mean like when a PC is talking to an NPC that's invisible to you? Or goes through a door you can't go through yet for an arbitrary reason?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    39. Re:Programmers, help me out here.... by drinkypoo · · Score: 1

      You mean any high-rise in Los Angeles? It's not that exciting.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    40. Re:Programmers, help me out here.... by drinkypoo · · Score: 1

      Just don't make things go back to exactly the same it was, and don't make it happen immediately.

      this is why Mario Bros. is the obvious MMORPG. Sorry Mario, but the princess is always in another castle.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    41. Re:Programmers, help me out here.... by phulegart · · Score: 1

      I suppose you can remove the grind altogether, unless it is related to the story and plot.

      First, players must check a job board... things they can do to earn Experience. If "Good Characters" choose to walk the outer wall at a protected town, they earn experience for their time. If there is an attack during that time, or of there are "monsters" to kill from the wall with distance weapons, they earn more experience. On the opposite side of that, if "Evil" characters check their job boards, they might be able to siege this town, for experience. To ensure that the town has people guarding it, the job board might not even present jobs other than guard duty, until a minimum number of guards are on the wall.

      THere could be three main camps insteaf og two. SO no more Alliance/Hoarde... but now White/Grey/Black... Good/Neutral/Evil where the neutral job board would depend on balancing what's not being done on either side.

      your job board has a quest to rescue a computer controlled character? Great. There could be a job board request to go and kidnap a character. People could take jobs as the bartender or stable master, or weapon smith (if they build those skills... bar tending school in a fantasy game lol) and this is where they get experience.. every item they make, every item they sell, every transaction, and just time passed.

      Again, no more just running off and killing random things for gold or grind. You only gain experience and advance of you take a necessary job. This makes a persistent world.

      --
      "I love deadlines. I love the whooshing sound they make as they fly by." -D. Adams
    42. Re:Programmers, help me out here.... by bishiraver · · Score: 1

      It would be interesting if crafting in these games was changed from mundane drag item from backpack to anvil, click skill button until complete...

      So that: for the casual players, they can gain fame and fortune by completing puzzles when crafting, supplicating and perhaps overtaking local NPC-driven economies; hardcore combat nerds can buy shit and go kill shit. Everybody's happy.

    43. Re:Programmers, help me out here.... by bishiraver · · Score: 5, Interesting

      If you look through my comment history, you might find some novel ideas on how to implement permadeath whilst keeping it "fun." Unfortunately, I'm not a subscriber and can't view my own full comment history. The gist of it:

      1) why do players dislike permanent death?
      1a) Because they lose hard work.
      1b) Because their character might have been famous, and now they have to start all over again.

      2) what can be done to rectify this?
      2a) incorporate death somehow into the character development process, so it's a GOOD thing. Sometimes.
      2b) their friends (and enemies) will still know who the player is behind the toon, because the bloodline's surname is the same.

      Proposal:

      You create not a character, but a bloodline. This bloodline has an abode (probably starting as a hovel with upgrade possibilities). Said bloodline can have several characters in it. Bloodline possessions are handed from one character to another.

      The circumstances of a character's (permanent) death influence starting character attributes (if it were fallout, I'd call em perks). Say one of your characters dies fighting a dragon? Now you have the ability to create a character with the Dragonslayer perk (+ to damage against dragons, perhaps), to better avenge his forefather. This also can kick off dynamically generated quests.

      Example: forefather that died fighting dragon had a pretty cool sword. A few months down the road, your current character gets wind of where his sword might be, and sets off on a quest to get it. The strength of his forefather's spirit/character imbued the sword with even more magic, etc.

      Having a haven/home for your bloodline also allows you to more easily create different styles of characters and play subsequent characters easily.

      Example:
      You build up your character to a coveted level of skill in swordmastery. Unfortunately, he dies. Your subsequent characters, if they so choose, can be built with a "Swordmaster Heritage" perk, for example, which makes getting up to a decent skill level in swordmastery a bit easier/faster.

      See what I mean? Permanent death need not be an annoyance to be complained about. It can be integrated into the play workflow nicely.

    44. Re:Programmers, help me out here.... by ElizabethGreene · · Score: 1

      Proposal:

      You create not a character, but a bloodline. This bloodline has an abode (probably starting as a hovel with upgrade possibilities). Said bloodline can have several characters in it. Bloodline possessions are handed from one character to another.

      Here here! Exceptional idea! Toss this whole notion of "soulbound" objects too. Great swords have always been passed through family lines, fater-son-etc/etc. (Too bad for the daughter's though. ;) )

      -ellie

    45. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      Non-profit PWs have done full economies, etc., for years with success. What it takes are active DM's to make sure that things runs smoothly and as intended. Granted, these PWs haven't had nearly the amount of players, but 2000+ isn't unheard of.

      A good team of DMs can even out even large differences in gear quality, etc, by altering the environment or giving one side NPCs to help them out.

      PvP is a no-no. Persistence has only real meaning when only CvC (character vs character) is allowed. By focusing on character development, it's also possible to moderate things without tweaking mechanics. E.g. by giving very involved characers titles, effectively political power, which cannot be had by grinding and collecting items.

    46. Re:Programmers, help me out here.... by DrgnDancer · · Score: 1

      A half a dozen level three players, acting together should be able to take down a single player at the level cap.

      I think there's a balance problem here. Let's use WoW's level system as an example. So we set it up so that 5 level 20's can take a level 70. (I'm not even going to go down as far as level 3, you'll see why in a sec.) That's great for PvP balance, I totally agree. It's silly that one character can be SOOO powerful that he can literally destroy legions of people 20 or 30 levels below him. Now let's look at PvE. If 5 level 20's can take down a level 70, then those same 5 level 20's can do solo level 70 content. If they put together a raid they can can do level 70 5 mans with 25 people. Now if I can do level 70 content at level 20, what's the point of getting to level 70? With 10 level 40's I can do all level 70 content below raids, and with 20 or 40 level 40's I can do most of those. Now, in order to create content that ONLY level 70's can do, the game company needs to create massive raid dungeons that need 50 or 60 people in order to make putting together a double or treble sized group completely impractical. Even then, the difference between say, a level 65 and level 70 is, by definition of the games rules, fairly minimal. If you need 50 level 70s to do the content, 55 level 65's can probably handle it.

      Now if 6 level 3's can take out a level 70, the problem is even more exaggerated. There's going to minimal difference between a level 50 and a level 70. You'll essentially be at "end game" about halfway through the level system and additional levels will yield incremental improvements, currently equivalent to getting a minor enchant or something.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    47. Re:Programmers, help me out here.... by kv9 · · Score: 2, Informative

      But it really wouldn't be difficult at all to blend PvP and PvE in EVE. You already have four factions, each with their own faction space [...] A Gallente in Amarr 0.9 space would be chased down by Concord, even if they had high Concord security ratings when they were in Gallente space.

      the Faction Warfare patch released this summer, does exactly that. well, almost. if you are working for one of the factions the enemy's navy (and not CONCORD, they are just for crimes not politics) wtfpwns you in their space.

      Make it possible for Alliances or large zergs to overthrow the sovereignty of a system and you have a workable blend of PvE and PvP (a system being overthrown would bring in a lot of attention from players in nearby systems)

      again, done. a new region chock full of systems has been created where the warring factions can conquer and generally fight over territory.

      Right now EVE storyline is PvP because instead of NPC factions all the story is between the big alliances. But it's better story than anything that content creators would ever dare put in a game.

      right on. all that has proven interesting because the big alliances in the game have interests in controlling various pieces of space (resources, strategic positions, etc.) while on the other hand the Faction Warefare thing consists just of aimless fighting. but at least you have the choice (and many others). EVE wins again.

    48. Re:Programmers, help me out here.... by NightRain · · Score: 1

      True, but somewhat beside the point in this context. He was using EVE as an example of a "pure" PvP game as an extension of his idea that there should be pure strains of the various game types. I was simply pointing out that EVE wasn't as pure in this regard as he was making out. Whether or not that PvE can be interrupted with some non consensual PvP doesn't alter the fact it is still PvE

    49. Re:Programmers, help me out here.... by Lazy+Jones · · Score: 1

      ... c. Make a PvP Game ONLY. (Already done, Play Eve-Online (http://www.eve-online.com/ Warning: You will have to "work" to do anything in game. Little to no free-be's. (...)

      The end result is that you can't have a fully persistant world, have PvE and PvP, have Full economies etc etc. all in one game since it's almost the same as putting 5 holy men of different religions into a room and asking them to decide which is better. (...)

      EVE is not a pure PVP game. At least half, possibly more of the population is just grinding the (boring) PVE content in "hi sec" space (where PVP is restricted to war declarations and suicide ganking). Funnily enough, the EVE forums are full of debates about whether there should be more or less protection to "carebears" (non-PVPers) in "hi sec" space or not, people are asking for nerfs left and right (yes, even the PVPers cannot agree on one rule set, so the problem you describe is just as present at a different level of detail).

      --
      "I love my job, but I hate talking to people like you" (Freddie Mercury)
    50. Re:Programmers, help me out here.... by tippen · · Score: 0, Flamebait

      (Too bad for the daughter's though. ;) )

      No worries there... The daughters get handed down with the rest of the posessions, so they aren't left out at all!

    51. Re:Programmers, help me out here.... by apoc.famine · · Score: 1

      I currently play a modernized MUD Which does just this. Death is a constant thing, but your family name carries on. As you fight in battles, your "physical age" goes up - that is, how beat up your shell is. As this happens, you have less "time" to play - you just can't get around like you used to. Older characters then either go hero-ing and die in a blaze or glory, or move into bureaucratic roles where they don't see much combat.

      Your family has Fame and Gold, which is based on the efforts of all the previous/current members. If some new kid shows up, you can check out his family history to see if that family is a force to be reckoned with, or some no-name family.

      In a large-scale MMO, you could easily work this in, with either karma (enough family members in peasant roles) or something even more complex. Grinding as a non-hero could then be rewarded, as once you had enough family members, they would be able to equip your main character. Want a new sword? You need a family member to make it for you. If you don't have one, then you don't get a sword.

      This would help with persistence, as now death is not the end for you - when the next kid takes up the sword, there is a family infrastructure already behind him. It will also help make new quests - if someone doesn't like you they will have to have their FAMILY attack your FAMILY - there is no major benefit in just killing the hero. Now you might have to protect and defend your family, and balance that with adventuring.

      --
      Velociraptor = Distiraptor / Timeraptor
    52. Re:Programmers, help me out here.... by Indras · · Score: 1

      This exact system already exists (albeit not quite as complex) in the game Europa 1400. You create a character, work to develop a profession, take a spouse, have children, and raise them. When you die, you take over as your child. How well you have raised them affects how strong of a character they are.

      Professions and posessions are carried over. Often, the second generation has significantly better stats, since you can improve them by buying your child toys to play with and learn from (toy swords, tops, etc) and later, send him to school. This makes the death of your first character sort of a relief, and exciting.

      Unfortunately, there is no multiplayer play, and it seems a bit difficult to extend into the MMO field, but it is workable.

      Give the game a try.

      --
      The speed of time is one second per second.
    53. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      I haven't subscribed to EVE in the a year, I left to check out other MMOs (only allow myself one subscription at a time) But that new patch sounds sweet, thanks for the tip. I might have to go renew my subscription.

    54. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      That's just stupid. If I spend three weeks in mom's basement chomping cheetos and swigging diet coke down for 16 hours a day to get my Wizard up to 122 level and then she dies permanently I'm going to be pissed. You can pry my wizard from my cold, dead, cheetos encrusted fingers. What gives you the right... what gives you the right...

    55. Re:Programmers, help me out here.... by Original+Replica · · Score: 1

      . If 5 level 20's can take down a level 70, then those same 5 level 20's can do solo level 70 content.

      I see how that could be a problem, but again going back to real life, could half a dozen fresh recruits do the same job that one veteran special forces op would do? Of course not. But I was also thinking of goals being more faction oriented and less personal glory oriented. Content is based around the advancement of the faction as whole, not just the advancement of one player, that seems to be almost a necessity if you are going to have quests with persistent effects. Now it would still be cool to have a level 70, you might be half the power in a team made of 3 lvl-20s and your lvl-70. It's still worth while for you to go on the mission, because it benefits the entire faction, you included. In City of Heroes the ability have a team with some mixed levels adds greatly to the ease of putting together a pick-up group.
      If the motivation is going to be the same as WoW, uber-gear and maxxed out guilds, then you should just play WoW, it's a great game for that. But if you want quest results to be effecting the whole gameworld, you have to sacrifice the glorification of single characters in favor benefiting your entire faction within the gameworld. There could be glory or fame or titles to acknowledge the characters that contribute greatly, but uber-gear or godlike power makes a persistent world too unstable, those things belong in a resetting type game, like WoW.

      --
      We are all just people.
    56. Re:Programmers, help me out here.... by thesandtiger · · Score: 1

      In a properly designed world, you don't need to have an end-point or only one overarching story. There would ideally be many dynamics going on at every point. Pretend that real-world countries are factions players can be a part of (and the world in the 19th century or so)

      Player A joins the Prussian faction. Currently, the goals of the Prussians are securing a food supply and building up an army so that they can go to war with the French faction and conquer territory that would let them have easy access to the Atlantic Ocean resource.

      Player B is a member of the British faction. Britain is currently involved in a massive empire expansion, trying to take over large swaths of territory in the tropical regions. Players in this faction might have to do things like find a new resource or establish a new trade-route, put down colonials who are trying to rebel and throw off the British yoke, etc.

      Player C is a member of the United States faction. The US faction is at this point simply trying to establish dominance on their own continent (removing or otherwise assimilating native populations), establish a strong infrastructure, etc.

      Player D is a member of the Iroquois faction and they are trying to fend off aggression by US faction players. Their cause of entirely repulsing the US faction is hopeless, but they can try to come to a more favorable situation than "die." Depending on how they play, and how the US faction plays, and maybe they can get help from other factions, they might be able to do things like stake out their own territory (a sovereign nation) or whatever.

      It's a BIG world, why should there only be one or two storylines going on? One storyline might be resolved (temporarily, as in the case of the Prussian expansion leading to WW1, then to WW2, then to the Cold War), while another might be more permanently resolved (Native American/First People - probably not going to ever be much that will happen there again). And so on.

      If you make quests versatile enough you don't need that many to keep players occupied and then you can have BIG events happen when certain thresholds are reached. For example, a World War might come about when the Prussians reach their objectives and that might trigger a whole bunch of new quests (blow up bridge foo over the river bar, capture 10 enemy soldiers from this camp for interrogation, kill 20 enemy players, find and steal the secret weapon from the enemy fortress, assassinate a specific general who has been doing way too well to replace them with a hopefully less capable subordinate, and on and on).

      Players could take on MANY roles. Players who want to be well known might focus on careers/classes that would lead to fame (or infamy) - a player could try their hand at being a politician, entertainer, etc. Some players who don't want to be well known could focus on things like mercantilism, or soldering, or any number of other things. Each professional track could have a stock of quests that use different mechanics but can be repeated (just capturing one stronghold doesn't mean there aren't any more, etc).

      I could easily see a game starting off with about 10-20 different "factions", each faction being able to dynamically change alliances depending on the actions of the players. Heck, get the ENTIRE player base unified against some larger (temporary) threat like the above mentioned zombie hordes or alien invasions, or whatever.

      My total point is: forget having *one* story arc - why not have 50 of them all going on simultaneously?

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    57. Re:Programmers, help me out here.... by pcolaman · · Score: 1

      What you are referring to is sub plots within an overall story arc, not many different arcs. They are all vying for the same thing, but have different methods of trying to get there. But again you miss my primary point: in your common MMO today, there is no end game. Yeah, there are missions that culminate potentially in some end boss battle, but after that, the game continues as if you haven't done anything. Persistent gameplay would result in some finality eventually, or it would just become mundane. I'd much rather play an MMO that was episodic than most of what we have today. Once the story arc completes, another new story starts. Think like a comic book or multi-part movie series.

    58. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      You're just playing semantic games. "Permadeath" the concept refers to players losing all of their accumulated XP/wealth/etc. Permadeath in your hypothetical game would be a player losing their bloodline and their haven. What then?

    59. Re:Programmers, help me out here.... by thesandtiger · · Score: 1

      No, I got your point just fine, and you definitely missed mine:

      The players in my example are NOT vying for the same thing. They are vying for whatever goals make sense to their faction. For some factions, that's total global domination. For other factions that might simply be survival. For other factions it could be global unification (world government, not conquest). For another it might be developing technology that allows them to leave the current world. For another it might be eradicating a disease. Etc. and so on. All different goals, but they do happen to intersect at points and, on occasion, in order to add some flavor, there ARE big events in the world where everyone has a similar goal because the events threaten their real goals if left unattended.

      Here's the problem with your proposed episodic MMO: What happens when new players join? Can they do the old episodes? If so, isn't that just like current MMO's where new players start in newbie zones and do quests that veterans have already done? And what happens when players rush through the contents of the new episodes (because there will always be some people who do that)? SWG tried to have episodes, and what wound up happening was that people did them much faster than the designers intended, so you wound up with a months long wait between issues where people who wanted new episodes got bored. Really, if you want episodic content, single player games with sequels are the way to go.

      The problem with MMO's is that in the current type, there's nothing meaningful for new players to do to make a contribution to the world. They help Joeschmuck the sage find the same cure for the same plague that veterans already did a million times before. They collect 10 bear asses to learn the same skill of bear ass cooking that a million other players already did. What I'm suggesting would make it so that there is always something meaningful for players at any level to do, something that will get your side closer to one of their many current goals and won't result in the current "LOL, that princess has been rescued a bajillion times already! They should get her some bodyguards so she doesn't get kidnapped!" thing. MMO's need to capitalize on the fact that there are tens of thousands (if not millions) of people who can play and contribute - there's no need for thousands of quests and storylines; the emergent behavior that happens in the world is the storyline, with the occasional big event thrown in.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    60. Re:Programmers, help me out here.... by hellop2 · · Score: 1

      You have the answer. It's exactly what I am trying to implement in my little RPG/War Sim video game mod: CSI-Sahrani

      --
      How many more years will slashdot have an off-by-one error on your Score in your profile?
    61. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      I agree...one of the most amazing MMO experiences I had was a beta test for a game where I wasn't a hero, I was guarding a gate from monsters and other Players.

      I think what should happen (and yes, it'd cost some money, but you gotta spend it to make it, right?)

      Start with a world with the content...the developers have a "Story arc" team (much like a set of D&D DM's) that shape the 'world wide' stuff, the epic sweeping things that change the planet.

      Hire GM's that instead of just answering tech problems PLAY ALONG WITH THE PLAYERS. Give the GM's the tools to make on-the-fly quests. Let them reward those around them they see doing something.

      Nothing over-powering, of course..but imagine a town, run by players, where a GM is the Lord of the Land. As the players continue to beat back the beasts in the area and slowly expand the town, the GM recognizes the effort of all involved and tosses out some minor goodies that help them continue things.

      Of course if the players/guild are REALLY tight knit, and say the Healer has been busting their butts to keep this going, what if the town could recommend some kind of honor bestowed to the Healer..a title or something?

      Having things a bit more on the fly...say with each GM Shift ending with a write up of their 'area' of the game so the big guys can keep track of what's going on...

      I think that could be quite awesome.

    62. Re:Programmers, help me out here.... by bishiraver · · Score: 1

      Well, you're thinking of it in terms of evershit and world of waste.

      The other part that holds this together:

      In a day or two, you can get your character to 'average.' Enjoy 90% of the content of the game.

      Each step you take past that has an increasing chance of killing your character. But equally large rewards for your descendants...

      This accomplishes: a majority of the population is within an order of magnitude from each other. The powerful people - if they manage to stay alive - become famous.

    63. Re:Programmers, help me out here.... by Psychochild · · Score: 2, Interesting

      I'm a professional MMO developer. This idea isn't new, but the word "permadeath" sends most MMO players into a frothing frenzy. I think it would be interesting to do in a game.

      I previously wrote up a concept similar to this where players would manage a family on my professional blog at http://www.psychochild.org/?p=198. I also had the concept of expansions "fast forwarding" the timeline and advancing the story; this allows the story and world to change based on player actions without having some of the problems associated with a fully dyanmic, persistent world. I'd like to do it someday. :)

      Some thoughts,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    64. Re:Programmers, help me out here.... by bishiraver · · Score: 1

      I'm not that keen on the family-management aspects. I think it takes away from the adventuring draw of the game - a tedious punishment for players instead of something that drives the gameplay along.

    65. Re:Programmers, help me out here.... by RincewindTVD · · Score: 1

      I can't imagine why no one has replied to you, this is a brilliant idea, and certainly a game I would play! I can't see how it would be much harder than current temporary abilities/racial abilities/class abilities to give a player the option of choosing a number of perks based upon how his forefathers played, with maybe the option to choose more of them depending on how long your line of heroes is. (10 heroes before this one? now you can choose up to 6 starting perks that your antecedents worked so hard to achieve.) -RtVD

    66. Re:Programmers, help me out here.... by bemo56 · · Score: 1

      I'm not an expert as far as MMO terms are but here goes...

      You could try an Zelda style instance dungeon. Zelda has quests where a monster is causing grief for the villages and lives in a nearby dungeon. You go into the dungeon, solve a few problems, kill a few baddies and defeat the boss monster.

      When you come out of the mountain, the people are happy and tend to thank you for saving their village. Different quests are opened up and new items are available, However you can return to the dungeon at any stage and play through it again, but the effects of your request remain completed in the game world.

      I guess this could be a possible solution to online persistent worlds vs replayablility

    67. Re:Programmers, help me out here.... by murdocj · · Score: 1

      WoW has done something similar when opening up some new of the new content, e.g. Sunwell Isle. You start off by joining an invasion force that controls a small portion of the island. Each day you can do quests (kill x, gather x, etc) that advance the conquest of the island. After players have completed a certain number of quests, a permanent change happens where more of the island is under control of the invasion force.

    68. Re:Programmers, help me out here.... by NeMon'ess · · Score: 1

      The grandparent's post has its flaws, but in general, there don't have to be quests to take or defend a town. Shadowbane eventually got the bugs worked out, and guilds fought and destroyed each other's towns just fine. I would just add some things to Shadowbane, similar to the resource density suggestion, so one guild couldn't control the entire world.

      Also, structure the game to not require so much camping for a few hours killing the same creatures in the same spawn point. Instead get people to track and hunt the creatures, which can move around too. Have creatures that expand their territory if not kept in check. If players don't care to defend outposts or cities in the frontier, eventually nature will reclaim the area and the creatures will go up in level difficulty. When players are out of range, that's when enemies could spawn in, or come out of their burrows or caves. How often depends on the creature and how wild the area is supposed to be.

      Finally, add NPC factions that invade from beyond the map. Program them to sometimes arrive in large masses, other times in smaller groups. Have them sometimes march during the day, other times at night, and set up camp in between. Since this isn't reality, have them strung out in places, leaving weaker groups for lower level players to attack, and give an experience or reputation penalty for high level players who kill those groups instead of focusing their efforts on the larger camps or more elite enemies.

      The invading NPCs could force guilds to form alliances and work together, or break the not-fun stranglehold one guild had developed over a server.

      Eventually the developers could create new map for the players to push into the NPC's home territory, take their cities, and eventually defeat. Some survivors could scatter and be encountered in small groups. The groups could be set to slowly migrate towards spots the GMs notice players rarely go to. Stronger camps could be set up there. Players could choose to seek out those groups, or fight other guilds, or hunt and defend the frontier, or do other things I haven't listed.

    69. Re:Programmers, help me out here.... by Psychochild · · Score: 3, Insightful

      I think it takes away from the adventuring draw of the game....

      I disagree. I think it adds to adventuring because it gives you multiple goals. Not only are you trying to maximize your current level of power, but you're also need to consider long-term effects for developing your family. It adds another level to the gameplay. Plus, it allows you to play alts without feeling like you're "wasting time" because all your characters can work to achieve common goals.

      As with anything, of course, it can fall victim to poor implementation. And, if you do try it and don't like the system, I suspect there will be tons of other games that will offer you the tried-and-true adventure draw you prefer. ;)

      Have fun,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    70. Re:Programmers, help me out here.... by sanosuke001 · · Score: 1

      I just recently started playing EVE Online (because of that interview with the EVE pirate they had on the front page a couple weeks ago) and they handle persistence and death in an interesting way.

      There is no perma-death. There's also missions you can do that are recycled. However, when you die, your ship scans your brain. This scan is sent to a cloning facility that recreates your brain in a clone. You lose your ship when it is destroyed (which makes you think twice about a fight)

      Also, most of the interaction you have with the in-game world is PVP. There are missions you can do to help out NPC Agents which are pretty repetitive but they don't (at least not as far as I can tell) seem like they affect anything as a whole. You go kill some NPC pirates or transport materials/people from station to station etc.


      It's not quite like what TFA talks about, but it is as close to it as I've come to in a game. I think the basis of PVP as a game mechanic is very interesting.

      Persistence from a programming perspective isn't difficult. It's rather trivial. However, making it work in a persistent world with thousands of players is difficult. Like a comment before stated, if one player finishes a quest, nobody else can. You need to find a way to work around that while keeping content in place. Making new content every time a quest is finished would be a monumental task. You need to find a way to have the game auto-generate content that fits with past actions. That is the hard part.

      --
      -SaNo
    71. Re:Programmers, help me out here.... by TempeTerra · · Score: 1

      Heard of Dwarf Fortress? The brief description is that it's a single player game about founding a dwarven city where you indirectly control the citizens. The thing is, the developer is kinda crazy about all the things you mentioned so you get to pick the site for your fortress from a world map that has been randomly generated with a thousand years of history full of wars, dragons and kidnapped children. The dwarves all have personality quirks and are quite likely to go mad after having their wife and two best friends killed by a goblin raiding party. It's really quite fantastic. Unfortunately it looks like nethack, but if you can cope with that it's amazing fun.

      --
      .evom ton seod gis eht
    72. Re:Programmers, help me out here.... by BrainInAVat · · Score: 1

      This can be countered by requiring the use of certain skills that are only learned at a higher level. You can't get into the dungeon without a high level lock picked, or you can't defeat some boss without certain spells or skills. There can be work arounds or alternatives so that any high level class can succeed, but still prevent any amount of low levels to finish.

      --
      Anything less than perfection is failure.
    73. Re:Programmers, help me out here.... by BrainInAVat · · Score: 1

      I, personally, would love to play a nobody rogue who never has to leave town and gets to do little thievery or assassination missions inside the big city.

      --
      Anything less than perfection is failure.
    74. Re:Programmers, help me out here.... by Anonymous Coward · · Score: 0

      The problem with this in an MMO is that once something is completed, there is nothing for anyone else to do. There would need to be an infinite number of quests and objectives to keep everyone busy and with something to do. They do stay complete for the individual, as in they are not repeatable in most cases and the story advances.. but it does appear that the princess appears back in the tower after she's been rescued.

      I really don't think that truly persistent worlds in an MMO setting are viable at this point. They may be one day, but we'd need a world that evolves on its on and can generate its own quests and objectives for people to complete. There's no way a human team of programmers could support that kind of thing on their own.

    75. Re:Programmers, help me out here.... by AP31R0N · · Score: 1

      A bit late to the game, but i'd like to offer an additional PvP Only game: PlanetSide. It's not an RPG, more of an FPS in a persistent world. Battles are up to 100+ vs. 100+ vs. 100+. Very little grinding, you play to play rather than to collect this or that bean. The certification system make the dominant factors: skill, knowledge and teamwork. As opposed to most MMOs where free time and real world money are dominant. Teamwork is essential. Sure you can foot zerg your way to victory, but a skilled and cohesive unit (using TeamSpeak) can win against significant odds.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  4. Would be bloody hard to pull this off by atari2600 · · Score: 1

    Even with the current state of things, griefers have a field day annoying the bloody fuck out of casual gamers and serious gamers alike. I can only imagine what will happen if 10000 casual gamers sign on and see all the collection and simple rescue quests are done and what remains is an epic battle requiring 300 players to complete (LFG 299 PST). This is going to be really hard (to balance enjoyment, leveling progress and eliminate griefing) if worlds are persistent.

    1. Re:Would be bloody hard to pull this off by OverlordQ · · Score: 1, Insightful

      I can only imagine what will happen if 10000 casual gamers sign on and see all the collection and simple rescue quests are done and what remains is an epic battle requiring 300 players to complete (LFG 299 PST).

      And you missed the point entirely, once "Drive the orcs from the town" was done, it'd be replaced with something like "Help farmer bob from newly rescued town rebuild ...." Or like: "Collect $foo $bar for $baz" gets replaced with "Help $quux steal $foo $bar from $baz"

      Once the quest is done it's not gone forever, the entire point of the story is that there will always be quests, but not the exact same things.

      --
      Your hair look like poop, Bob! - Wanker.
    2. Re:Would be bloody hard to pull this off by zippthorne · · Score: 2, Insightful

      And, indeed, you don't even have to have an equal number of "bad" players. You can run it like "America's Army" and assign people goals and sides based on need.

      "Steal $foo from $bar for $baz" looks awfully similar to "get $foo back from $baz for $bar."

      Similarly "Defend the town from Brigands" vs. "Rescue the town from brigands."

      --
      Can you be Even More Awesome?!
    3. Re:Would be bloody hard to pull this off by Grave · · Score: 1

      And you entirely missed his point. His point was, what do you do once those storyline quests are done? There is only so much content you can create as a game developer, and with thousands or millions of players, it won't take long for that content to be totally completed if it's done like that. For there to always be quests means they would all have to be repeated anyway, and in that case, you invalidate the entire idea of the world being dynamically changed by quest outcomes.

      It's entirely unfair to not have the entire storyline exposed to all players - yes, this means there will be an element of "unrealism" for the players, but it will at least be equally enjoyable for all concerned.

  5. This problem has killed Roleplaying imho by TibbonZero · · Score: 4, Insightful

    Not that anyone is under the illusion that actual Role Playing was ever strong in MMOs, but the fact that the world is mostly static really has always killed it for me. There's never any tension that the armies will fall, towns will be taken over, or some epic thing will happen. Even in the upcoming WotLK, surely the Lich King himself will be defeated time and time again (with no worries to the storyline) by several groups of players. How could a bard sing a song about great conquests done if everyone has done the same thing, and nothing ever changes?

    --
    Tibbon
    tibbon.com
    1. Re:This problem has killed Roleplaying imho by Bloodhound+Alpha · · Score: 1

      The main reason I can never quite convince myself to play WoW. A truly persistent world would be amazing, and it would be amazing to see the amount of work needed to do the story, and to program it.

    2. Re:This problem has killed Roleplaying imho by vertinox · · Score: 2, Interesting

      Not that anyone is under the illusion that actual Role Playing was ever strong in MMOs, but the fact that the world is mostly static really has always killed it for me.

      Originally, Ralph Koster (whatever happened to him after SWG?) had this idea for Ultima Online in which the world was completely dynamic. Animals and monsters could go extinct because of player interaction and they would interact with each when none one was around. You would walk around in the forest and see a wolf attacking a rabbit or a cat eating a rabbit and so on.

      Natural resources were limited and you could mine a mine out ore.

      Of course there was a period of time when UO got quite barren because of this but I don't think they thought it through.

      Suffice to say Ralph went on to other jobs and the Ultima Online live team kind of turned his vision into something else not as interesting. Despite all that UO still remains fairly non-static in his AI behavior in its NPCs. I always enjoyed having to talk to my vendors instead of using a graphical interact (I like muds like that) and all the other MMOGs seemed quite gamey compared to it.

      Shame no one is trying something as bold again instead of making another EQ/WoW clone.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:This problem has killed Roleplaying imho by TibbonZero · · Score: 1

      Oh I think that Ralph Koster (Designer Dragon?) had some killer ideas. I really loved playing in the Alpha and early beta stages of UO. Not all of these ideas were in there, but at least you could tell that the free-flowing sprirt of it was there. I loved that it was very no-holds-bar. There were no PVP flags. You could attack anyone and suffer the consequences.
      I've always been upset that Ralph's ideas never came to fruition. I do wonder where he's at now. Off to Google.

      --
      Tibbon
      tibbon.com
    4. Re:This problem has killed Roleplaying imho by Grimbleton · · Score: 1

      I always enjoyed having to talk to my vendors instead of using a graphical interact .

      And now localization has mostly killed that.

    5. Re:This problem has killed Roleplaying imho by Anonymous Coward · · Score: 0

      "How could a bard sing a song about great conquests done if everyone has done the same thing, and nothing ever changes?"

      Special once-only events added to the game. Once the quest has been solved, it's solved.

    6. Re:This problem has killed Roleplaying imho by TooFarGone · · Score: 1, Interesting

      How about a game where the player that achieves the great status becomes the next target for the player behind him? Good/evil alignments would fight each other for mobs/quests and higher status players become higher level targets. Roleplaying could become a bigger deal and make more sense. Keep track of everyone that has anything to do with _MOB_X_ and if those players associated all quit, bring _MOB_X_ back into the game, recycled like. heck, have quests where you bring 20 healers with you and resurrect _MOB_X because you are aligned the same as that mob. I think there are numerous ways to handle it,but I suppose it comes down to development time/cost..

    7. Re:This problem has killed Roleplaying imho by Yvanhoe · · Score: 5, Funny

      How could a bard sing a song about great conquests done if everyone has done the same thing, and nothing ever changes?

      One name : Lerooooooooy Jenkins

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    8. Re:This problem has killed Roleplaying imho by cp.tar · · Score: 1

      What you need is something like Second Life (or what I gather it to be): build a society, not just a game world. Then watch players connive and plot to take over a guild or rent out a mine or whatever. And when they succeed, watch other players doing the same to them.
      Then make certain events recurring for a while; have the players clean up the ghosts from a certain place a number of times until someone finds a clue to the source; i.e. design quest clusters, not just individual quests, then have them rotate. A sufficiently deep nesting of such an algorithm could last quite a while, providing a number of quests that stay done. When algorithm restarts, it takes the new state as initial and builds from there; game maintainers can also "assist" the algorithm by providing special sets of initial conditions.

      And have players give out quests to other players. Though that takes more planning, as it should go beyond trading/collecting.

      --
      Ignore this signature. By order.
    9. Re:This problem has killed Roleplaying imho by Gaerek · · Score: 1

      And how come the world seems full of heroes, but there's not many peasants or normal people? And the boat rides only take 2 minutes to cross an entire ocean. And I can fly across the continent on a griffon in 10 minutes. And when I die, well, I don't really die! When I fall off a 50 foot ledge, it either kills me, or I can run off like nothing really happened, no injury at all! And why does my riding crop make my clockwork Flying Machine faster? It's pretty amazing that I can just give a class trainer some money, and I can learn completely new talents when the original ones took me lots of time to learn!

      The realism argument is old and tired. Realism doesn't always make a game fun. Completely persistant worlds wouldn't be much fun unless there was a way to ensure everyone could experience the same basic content ans everyone else. Does anyone remember Sleeper's Tomb in Everquest? One guild on each server got to see the sleeper released. If you happened to be in the right zone at the right time, you would get to be killed by the sleeper after he was released. Then the good loot became rare to get out of the tomb, and the event never happened again. Sure it was an epic accomplishment, but the only people who really cared were those who did it. Most everyone else was just kinda pissed off because the event was ruined and they wouldn't ever get a chance to see it. The idea of a multiplayer game is for everyone to have the opportunity to experience the content, not just an elite few who can afford to spend hours a day playing. If you want a persistant world, there's plenty of table top RPGs to play, and many single player computer based RPGs. Everyone pays the same $15 a month. Doesn't that afford them the right to experience the same content as everyone else?

    10. Re:This problem has killed Roleplaying imho by Anonymous Coward · · Score: 0

      It was a neat idea, but it failed because it didn't take into account the game's own skill system and player habits. You have to harvest a LOT of raw material to master a skill in UO, and players have a hoarding instinct. This, combined with a steady influx of new players, means that the world is strip-mined and no equilibrium is reached.

      Mostly I'm paraphrasing memories of a more in-depth article about this that I'd read several years ago. After the neat closed world attempt failed horribly, they switched to the spigot/drain model commonly seen in today's MMOs.

    11. Re:This problem has killed Roleplaying imho by lildarien · · Score: 1

      What you describe here, is pretty much exactly how Saga of Ryzom works. Quoted from their website www.ryzom.com "Planet Atys is a living world, with five rich and diverse ecosystems. A powerful AI technology makes flora and fauna interact dynamically with each other and the ever-changing environment. Admittedly the game did go under, but has recently been revived. It has one of the most "loving" communities i've ever seen in a MMORPG..

  6. Re:no problem by extirpater · · Score: 2, Informative

    Bot programmer here!

  7. rotating quests by sunshinekiller · · Score: 1

    This has killed many mmos and mmorpgs, do x to get xp or money. And they are usually repetitive and then a noob comes along and asks for help on one you just did. What about after x hours it rotates and isnt being handed out by that npc or once its done its done for x hours. Becuase i would think it would be very hard to make a mmo where a users interaction would affect the entire world. not only that but other players role playing as well.

    1. Re:rotating quests by vux984 · · Score: 1

      What about after x hours it rotates and isnt being handed out by that npc or once its done its done for x hours.

      That would be no fun. Your friend tells you about a cool quest with a cool story, so you go but its not available. And you go again, and its not available. And you go again, and its not available... and at some point you ask yourself why you are paying x$ per month to be arbitrarily blocked from doing something cool.

      Worse, if was a specific rotation time, people would do the quest, and then tell their friends exactly when it would become available, and one guild would 'own' the quest for a couple weeks or more. This happened in Everquest and other games with mobs on long spawn times with good loot... guilds would kill it, and set their clocks to show up x hours later and kill it again the moment it respawned...

  8. EVE Online is persistent, kind of by Jogar+the+Barbarian · · Score: 5, Interesting

    With all this talk about doing away with instancing, I'm surprised they didn't mention EVE Online. EVE has *ONE* world for all the players. Granted, it can make it mighty laggy for large engagements, but most of the time it's fine. Missions are "instanced" insofar as they are randomly created when you get them, but they can be discovered by other players using scanners, so you could conceivably have complete strangers swoop into your mission and rob your loot. Annoying, yes, but it adds tremendously to the feeling that you're part of a larger world.

    --
    3. Profit!
    2. ???
    1. On Soviet Slashdot, a Beowulf cluster of alien Natalie Portman overlords welcomes YOU!
    1. Re:EVE Online is persistent, kind of by tnk1 · · Score: 4, Interesting

      Don't forget Player Owned Stations and Player Outposts. Eve player Alliances can declare sovereignty over whole constellations in 0.0 space (non-Empire) and maintain it with persistent stations and construct their own Jump bridges and all of that as long as they control the needed number of POS'es in systems.

    2. Re:EVE Online is persistent, kind of by Kingrames · · Score: 0

      Not to be nitpicky, but if EVE online only had one world, spaceships wouldn't have many places to go.

      --
      If you can read this, I forgot to post anonymously.
    3. Re:EVE Online is persistent, kind of by Anonymous Coward · · Score: 0

      What do you mean by "POS"? Neither "point-of-sale" nor "pieces of shit" seem correct in this context.

    4. Re:EVE Online is persistent, kind of by ezh · · Score: 2, Informative

      player owned stations (POS)

    5. Re:EVE Online is persistent, kind of by ezh · · Score: 1

      depends on your definition of 'world'. eve world has more than 5k of star systems.

    6. Re:EVE Online is persistent, kind of by ezh · · Score: 1

      While EVE has some elements of persistence, it is still far away from it: asteroid belts are regenerated, moons are regenerated, NPC pirates are regenerated, etc. Without this, EVE would not be able to exist - players would mine out all the resources and kill all the pirates within a couple of months. Then there would be nothing to build new ships from.

    7. Re:EVE Online is persistent, kind of by shish · · Score: 1

      sticking "define:world" into google, the first result is "universe: everything that exists anywhere"

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    8. Re:EVE Online is persistent, kind of by NoisySplatter · · Score: 1

      Awkwardly enough "pieces of shit" about sums it up.

      --
      In Soviet Russia meme tires of you!
  9. Too real by Joebert · · Score: 3, Insightful

    Don't get me wrong, I've been playing video games since Nintendo Power was giving away Dragon Warrior I for free with the purchase of an anual subscription to the magizine, but games seem to be mimicking real life a little too closely.

    I played games because they were simple and allowed me to get away from the difficulty of the real world. I liked it because if I did something wrong I could just try again without the conssequences & I could do the same things over and over again because I liked doing them.

    The direction games seem to be heading, I might as well just do these things in real life.

    --
    Wanna fight ? Bend over, stick your head up your ass, and fight for air.
    1. Re:Too real by Bloodhound+Alpha · · Score: 1

      Interesting. To me, I play to get away from real life, but not for the difficulty, just to be able to do awesome things. Mimicking real life in play, ys, but I consider that a good thing, creating a better illusion of some cooler world than this.

    2. Re:Too real by Anonymous Coward · · Score: 0

      Go for it; do these things in real life. Oh, and let me know how you do as a paladin fighting orcs and other assorted beasties, because I've always felt my true life's direction lie in being a holy warrior using the power of light to heal my compatriots and harm my foes.

    3. Re:Too real by Joebert · · Score: 2, Funny

      Go for it; do these things in real life. Oh, and let me know how you do as a paladin fighting orcs and other assorted beasties, because I've always felt my true life's direction lie in being a holy warrior using the power of light to heal my compatriots and harm my foes.

      Join the SWAT team. You can't tell me some of the drug addicts those guys take down don't look like freaking Orcs !

      --
      Wanna fight ? Bend over, stick your head up your ass, and fight for air.
    4. Re:Too real by Vectronic · · Score: 1

      Although I agree for the most part, there is a really simple solution; don't play games like that.

      No one is forcing you to play all these complex games, and there is no shortage of simple Mario style games.

      If someone wants to spend 14 hours a day playing WoW, that's their choice (or fault) and if you wanna play Tetris for 45 minutes, thats yours...

      Personally, I like to alternate between both, or in some cases games will have an "Arcade" and a "Simulation" sort of setting, so you can piss around, or take it seriously as you wish.

    5. Re:Too real by Dekker3D · · Score: 2

      not exactly what i'd call holy. or "warrior", isn't that word usually reserved for those with a sense of honour? police forces, and military folks even more so, gang up on a single person, outnumbering and outgunning him/her. no honour there, really.

      no AC, since this had to be said.

      also, not saying that it doesn't need to be done, just that it should be done differently.

    6. Re:Too real by Joebert · · Score: 1

      And the difference between that and getting a party of 5 together to kick the shit out of some dragon-monkey is ?

      --
      Wanna fight ? Bend over, stick your head up your ass, and fight for air.
    7. Re:Too real by taliesin1077 · · Score: 1

      Dragon-monkeys are notoriously tough to solo. ;)

    8. Re:Too real by Anonymous Coward · · Score: 2, Funny

      To be fair, so are crackheads.

    9. Re:Too real by Anonymous Coward · · Score: 4, Funny

      Join the SWAT team. You can't tell me some of the drug addicts those guys take down don't look like freaking Orcs !

      Plus, the busts have no permanent effect on the world, and next week the site will spawn new orcs to be busted by another team! Just like an MMO!

    10. Re:Too real by grumbel · · Score: 1

      The problem is that a MMO is by definition a multiplayer game and simple tasks that work fine in a single player game really feel silly in a multiplayer one. When I have to get in line and wait for my turn to kill that very same boar that all those people before me already killed all my suspense of disbelieve goes right out the windows and I would very much welcome some added persistence even when it makes the overall game a little more complicated.

    11. Re:Too real by Original+Replica · · Score: 1

      not exactly what i'd call holy. or "warrior", isn't that word usually reserved for those with a sense of honour? police forces, and military folks even more so, gang up on a single person, outnumbering and outgunning him/her. no honour there, really.

      Because after someone shoots or stabs you in Real Life you don't magically appear at a resurrection stone a few miles away. Shouting "Rez!" doesn't stop you from bleeding to death. Waving your hands over your buddy's crumpled body doesn't make for very good "healz". Police and Soldiers use overwhelming force to help ensure that they don't orphan their kids. There is no honour in getting yourself killed by being a delusional romantic.

      --
      We are all just people.
  10. Sounds Like Molyneux by Anonymous Coward · · Score: 0

    This sounds great but sounds too good to be true. The number of people playing each objective would be tremendous, new events and triggers would encourage griefers to stay in the same spot, advancing the storyline for their own amusement (and probably killing all the lowbies that wandered in if they can).

    This already exists to an extent in many popular MMORPGs such as the farming of materials and whatever else was needed to open the gate to the new WoW expansion. It's also already exploited by high-level clans who strong-arm, bribe, etc their way into being most likely to receive any unique quest awards; I've seen this first-hand on Everquest II.

    It's great if they increase these events or whatever, but most MMORPGs seem to want people to pay for new content in well-defined (and long-awaited and delayed) chunks. Initiating something like this sounds like something that would be so expensive and bug-causing that the company would eventually decide all the effort wasn't worth it (when the option of not doing it might result in no real change to the subscriber base).

    On the whole, this sounds like something Peter Molyneux would say to drum up interest in his latest game, with buzzwords liberally thrown in with exaggerations and perhaps even an outright lie or two ;)

    Sorry for AC post, I don't usually have anything to say.

  11. Re: NPC & other support "roles" by TaoPhoenix · · Score: 1

    I would actually fall into this category.

    I have no desire to create yet another PC to level up through the ruthless grind. 'Way back I played a sort of NPC consultant in the background of other people's story arcs.

    I found it relaxing to toss out some InCharacter lines every hour while working on projects.

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  12. Players as enthropy by Animats · · Score: 5, Interesting

    It's hard to make this work in a way that doesn't allow the world to deteriorate. How does all the stuff that players destroy get repaired? Probably by a huge number of NPCs working very hard around the clock. The NPC AI's need persistent state, too. They need to learn from experience, so they will rebuild better defenses. Walls are built stronger. Weak points are plugged. Overlapping fields of fire are set up. Obstacles to slow up assaults go in place. Towers are built to be mutually supporting. Checkpoints where players must disarm are put in place. NPC guards discover flanking tactics.

    The day will come when the NPC AIs get smart enough to realize that the players are ruining their world and band together to exterminate the players.

    1. Re:Players as enthropy by Anonymous Coward · · Score: 1, Funny

      Yes, we're currently working on an neural net-based artificial intelligence project which involves a lot of what your saying, we've nearly reached completion of a working system but we've had a few non-technical issues along the way which has slowed us down.
      The system in question uses cloud computing and should cause a big shift in the current paradigm.

      The day will come when the NPC AIs get smart enough to realize that the players are ruining their world and band together to exterminate the players.

      Anyway, Cyberdyne System's SkyNET will soon be tested in a live environment near you, hope to see you there! :)

    2. Re:Players as enthropy by Anonymous Coward · · Score: 0

      Anyway, Cyberdyne System's SkyNET will soon be tested in a live environment near you, hope to see you there! :)

      Ah yes, the day humanity is destroyed because privacy laws are finally sane. SkyNET's UberBossWithCheese determines the players cannot be stopped within the world and so needs to resort to alternative measures of killing all humanity since it cant connect the player accounts to the specific humans responsible.

      I suppose that makes one anti-privacy argument that is at least plausible.

    3. Re:Players as enthropy by mikael_j · · Score: 1

      One idea would be to allow individual players and groups of players ("guilds"/"corporations") to construct buildings and in other ways control infrastructure. Combine this with two or three major factions (like the horde and the alliance in WoW) and you could have a very interesting game.

      In fact, WoW with this sort of dynamic would be very interesting and I'm a bit disappointed that Blizzard didn't bother figuring out a way of implementing it. Imagine the horde capturing Stormwind City and Elwynn forest while the alliance manages to reclaim the Arathi highlands and the plaguelands, the game would suddenly be completely different, and changes like this would also motivate players to cooperate within their factions since this cooperation would be beneficial. It would probably have to be combined with a system that made sure that one side couldn't easily be defeated though, "complete victory" (taking over all resources/regions) should still be possible but taking the last few regions should be harder for the dominant faction than it should be for the "losing" faction to capture a region, exactly how to do this would of course be the hard part..

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    4. Re:Players as enthropy by QuoteMstr · · Score: 1

      The problem is that rebuilding is tedious. Gaming is supposed to be an escape from reality; if you try to replicate reality too faithfully, the game is no longer an escape. Who wants to be a carpenter rebuilding houses when he could be out fighting?

    5. Re:Players as enthropy by DamienNightbane · · Score: 1

      People that are sick of fighting. Not everyone wants to be a hero. Some people like to play the auction house, craft things, and provide services for other players. Why shouldn't someone be able to play the economic and construction sides of Warcraft instead of the mindless soldier killing things side?

    6. Re:Players as enthropy by Anonymous Coward · · Score: 0

      Why do you think the NPC AI would figure it out. I mean, you are an NPC AI and you haven't figured it out yet.

    7. Re:Players as enthropy by QuoteMstr · · Score: 1

      Also well and good, but just like in real societies, the vast majority of people lead boring lives. Sure, you can be a high-level trader, or live an exciting life as a hermit in the woods who creates the best swords in all the land.

      But who sweeps the floors? Who mortars stone together for the walls? Who threshes the wheat? Either you need NPCs to do all these things (and thousands upon thousands of them), or you need to give players magical powers to accomplish them easily and painlessly.

    8. Re:Players as enthropy by Das+Modell · · Score: 1

      And what happens to players who have no interest in taking part in all that? They just want to do some quest or visit a weapons trainer, but they can't because their capital city has been taken over. It's already annoying enough when enemy players kill critical NPCs and force you to just sit around wasting your time. On a PvE realm no less.

    9. Re:Players as enthropy by DamienNightbane · · Score: 1

      Alternatively, you could make floor sweeping and grain threshing the low level quests for people new to the shopkeeper and farmer professions. It's not like MMOs don't already have countless run around and interact with $number of $objects in $area and return for a reward quests. I don't see how "Go sweep 00 dirty spots on the floor" is any different than "Go wake up 10 sleeping peons."

      Then, as the players become more skilled farmers or shopkeepers they begin issuing the quests for this mundane work or for a higher premium hire NPCs to do it.

    10. Re:Players as enthropy by Tim+C · · Score: 1

      The day will come when the NPC AIs get smart enough to realize that the players are ruining their world and band together to exterminate the players.

      Actually that sounds pretty awesome to me, but then I've always been a sucker for post-apocalyptic survival horror/action films.

    11. Re:Players as enthropy by DamienNightbane · · Score: 1

      They find something else to do. Just because you want to do something doesn't mean that you can. If I want to go run Kara at level ten, I'm shit out of luck. If you want to go visit a weapon trainer or do a quest but can't because your faction got owned, that's your own problem for not working with your faction to protect your assets.

    12. Re:Players as enthropy by vidarh · · Score: 1
      Introduce NPCs as "reinforcements" to the losing side to make it progressively harder. Introduce some keeps etc. that are next to impossible to take, to allow the weak side to prevent being wiped out. Introduce areas that are good for hiding and guerilla warfare. Introduce quests to take on some monster protecting a magical item that gives great power to whoever holds it and as it so happens the monster shows up in an area held by the losing side.

      Make it hard to efficiently occupy enemy territory by requiring supplies to be farmed, mined etc. and brought to the front, and distribute players evenly between the factions so that the more territory a faction takes the harder it will be for them to both produce enough supplies AND bring the supplies all the way to the front lines, so that it gets progressively harder to maintain a push into enemy territory.

      Use NPCs that stay behind and carry out important functions, but that take a long time to change allegiances and that get less effective when under occupation by enemy forces.

      Use NPCs to stay behind and carry out "guerrilla attacks" (you can give normal players quests to do this as well of course, but with NPCs you can introduce more of them and give them more power to rebalance the situation dynamically - the further you get into enemy territory the more and more vicious guerrilla attacks you'd get subjected to)

      There are so many ways of automatically manipulating the balance to make an outright victory next to impossible and to make it very hard to maintain a dramatic chokehold over the other factions and make the game cycle back and forth (or in more complex way by introducing more factionsO.

      In the case of getting near an outright victory there's always the possibility for the game makers to introduce specific scripted content to dramatically upset it (suddenly a huge mysterious army arrives from a far away land and attacks the dominant faction from the rear, and players are allowed to sign up for the new faction as well, and whoops you now have an extra front; suddenly a volcano just happens to erupt and engulfs the largest stronghold of the dominant faction in lava; an ancient scroll gives a spell that awakens an insanely powerful protector of the losing side that proceeds to cause an epic battle that will near wipe out the enemy forces near the front). A lot of these elements could exist continuously through the game, but the game could alter the probabilities of them happening, through simple measures such as simply based on percent of the world controlled by each faction.

      I've long fantasized about creating a game where the long term trends were set almost in stone, and where the game would dynamically create events making it impossible for players to prevent the long term trends by gradually upping the games support for the preferred direction of specific factors (such as which faction holds which part of the game world) until the required state is achieved, but where the players CAN always affect the game world. It would be tricky to make it always look plausible, and so you don't want to wait until, say, the losing faction has only a single town left. You want the game to make it progressively harder for the dominant faction from the moment they have the upper hand. You need to find a balance so that power can surge back and forth, and that players on both sides get a challenge, but don't get overwhelmed.

      I used to play civilization and it's variations a lot, and one thing I noticed: If it got to the point where my loss was inevitable, I'd get bored and stop playing. If it got to the point where I dominated the game and would inevitably win, I'd get bored and stop playing. You want the game to make it near impossible for either side to crush all opposition, while at the same time you want to ensure all sides get to experience both being under pressure and surging back. Ideally players will ensure the balance, but when they fail the game world can easily have plenty of mechanisms to take up the slack.

    13. Re:Players as enthropy by Plaid+Phantom · · Score: 1

      Well, just have a team of designers who watch what the players do and build the scenarios around them.

      --
      All comments are properties and trademarks of the voices in my head. Not like I'm gonna claim them.
    14. Re:Players as enthropy by Das+Modell · · Score: 1

      The fate of the faction does not hinge upon one player, and by the time the game requires you to just sit in your capital city in case anyone tries to attack, what is the point of even playing? Might as well become a security guard and get paid to guard something.

      Your Kara example doesn't apply because we're talking about a player-driven interruption that prevents you from doing that are normally possible.

    15. Re:Players as enthropy by DamienNightbane · · Score: 1

      The fate of the faction hinges upon every player contributing. If your faction failed to rally and hold its assets, the only person that can be blamed for not being able to complete the quest or visit the trainer is yourself, as you chose the faction that was unable to work for something, in this case the ability for you to use services in the town.

      Likewise, I would be unable to go to Kara because I did not work to get to the point that such a trip would be possible. Things must be earned, be it by putting in the effort to level to the point where I can run Kara or by getting your faction to the point that it is capable of maintaining assets such as a town or capital. If you fail to earn the town by keeping it, why should you be entitled to use it for quests and trainers? If you're not willing to interact with other players and their actions, why are you playing a MMO in the first place?

    16. Re:Players as enthropy by Anonymous Coward · · Score: 0

      It would fail, unless it was limited to high level zones only. Why? Well, all outcomes fall into one of two categories:

      1 - escalation. Basically, victories snowball; taking or holding an area gives an advantage towards the next taking/holding action. The advantage could be compounded by many factors; the losing side loses players because losing isn't as fun as winning; the losing side loses strength because their players can't advance as fast as the winning side, because the winning side is killing them and/or killing their questgivers. This is the "unbalanced game mechanics" scenario.

      2 - stagnation. Basically, what if the developers saw all the problems that could lead to scenario 1, and fixed them? Well, then there's an inherent equilibrium point, which the game eventually reaches and never budges from. Depending on how easy it is to take and hold a city, you end up with one or a few points that are endlessly fought over, and everywhere else is effectively untouchable. (After all, if one faction could get through that choke point, that'd be a snowballing advantage that would eventually lead to scenario 1. Or a sort of 1b where all places are always in some state of destruction / being raided, which is unplayable for anyone who joined the game after the tipping point).

      So what if we limit the conquerable areas to just high level areas? Well... that's really likely to end up either as scenario 2, or a limited version of scenario 1...

      And now we've reached the point of our analysis where we can sit back and note that Blizzard employs a bunch of game theorists, foresaw these problems, and went with the sandboxed battlegrounds currently present in WoW.

    17. Re:Players as enthropy by Das+Modell · · Score: 1

      Again, it's totally different. Player-driven interruption prevents normal gameplay from happening.

      If you're not willing to interact with other players and their actions, why are you playing a MMO in the first place?

      Oh nice false dilemma you've got going on here.

    18. Re:Players as enthropy by mikael_j · · Score: 1

      Any game built on a world that changes in the way described would almost certainly be built in such a way that only very rarely will one faction be in control of just about all of the game, the idea is more to have a constantly changing world where (to use WoW as an example) the barrens isn't always a horde zone or elwynn forest isn't always a safe haven for alliance players. A changing dynamic world in which you'd see battles between the various factions actually result in changes in the world, a world where a horde invasion on an unsuspecting Stormwind city wouldn't result in infinity guards spawning and killing off the horde attackers but rather that the horde actually manage to capture the city, or just make it hard for the alliance to bring in resources to defend the city thus slowly taking it over block by block until the smoldering remains of the city belong to the horde. At which point the alliance decide to drive the undead from Tirisfal Glades and recapture Lordaeron...

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    19. Re:Players as enthropy by mikael_j · · Score: 1

      As I and others have pointed out, there would of course have to be measures in place to insure that your first point is unlikely to happen (it should of course still be possible to score a "world victory" but it shouldn't be easy), an example would be that the number of NPC guards/soldiers protecting each region/city goes down as the number of regions under control of a faction increases resulting in weaker defenses while at the same time if the other faction gets forced out of a few regions the number of NPC guards in their remaining regions will go up.

      As for #2, this is always a risk but if you look at WoW at the moment there is pretty much no real "world PvP" except for random gankings (for shits and giggles) and every now and then a couple of guilds will join forces and do stuff like "corpse-jumping" from the gates of stormwind to the palace, or the alliance rushing into Orgrimmar and all struggling to die at about the same place and then spawning simultaneously so they can wreak havoc for about two minutes...

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    20. Re:Players as enthropy by Das+Modell · · Score: 1

      The game would have to be built from the ground up to be that way. If you tried to retrofit it into WoW the result would be a catastrophic failure.

    21. Re:Players as enthropy by mikael_j · · Score: 1

      Of course, WoW is not currently built to function that way but if Blizzard had gone that route to begin with it could've been very interesting. As it stands now there are a lot of things missing and the world isn't really built with that sort of gameplay in mind (e.g. The Undercity would be very hard to attack while the night elf capital of Darnassus could probably be attacked pretty easily, just take Auberdine and send a boatload of horde players to Rut'Theran Village thus effectively making it impossible for the alliance to bring in new troops to the city other than one at a time by hippogryph).

      Yes, I tend to think too much about stuff like this but mainly because I find it to be an interesting idea.

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    22. Re:Players as enthropy by thesandtiger · · Score: 1

      Why have NPC's do things when you can get the players to do it instead?

      I can easily see a person taking the profession of "City Defense Commander" where they have the role of re-building and defending cities from attack. They could start out with a limited knowledge of fortifications and defensive options available, but as they gain experience they can build thicker/better walls (or, rather, rally faster workers who can make better city improvements), grant special bonuses to people who are in the city (rested bonuses when not being attacked, combat bonuses, whatever). Make it so that there is a bonus for experienced city defense commanders to work with inexperienced players too so that you don't just have a "Get the best commander here" thing going on.

      Ditto for other things that normally NPC's would do. Tree farming for resources to rebuild can be made interesting if the player isn't running around planting saplings but instead is someone who is either a trader (putting in orders to NPC quest brokers who then have other players chop down trees and bring them back to the broker who in turn sells them to the first player. This would let new players get a job (chopping down trees) and experienced players have a higher-level role (trader, etc.)

      In SWG, a game that sucked for any number of reasons, the ONE thing they did VERY very well was the player run economy. At one point, I had 100 other players working for me (I made armor and weapons) doing various tasks. For example, I needed hundreds of thousands of various chemicals, ores, biological components in order to make LOTS of equipment to sell. So I hired a few dozen players to go out and hunt particular creatures and bring back their hides. I hired other players to simply put my factories, extractors, or other buildings on their "lots" because I could only have 10 lots personally. I hired someone else to run around scouting for new resources for me and good places to put my factories. I hired OTHER players to re-sell my armor and weapons on other planets because I could only have a fixed number of merchants. When I got tired of being a tycoon (well, when I amassed a fortune in the tens of billions of credits), I sold my stocks of materials (for another few billion credits) and then went out into the world to serve the Empire (because, of course, I also sold weapons in exchange for "faction points" so I was I think a Colonel in the Empire right from the get-go) and would just sort of hop around the galaxy doing things that entertained me. Personally, I would not have found running around skinning Womp Rats all that entertaining, but some people did, and so I paid them for it.

      At every level of game play, there will be players who will want to do the jobs. Have a huge army? Well, some players will want to be grunts. Some will want to be squad leaders. Some will want to be Platoon leaders, and on and on and on. Give each level a special role to play and specific abilities that make the unit more effective and you will see that things naturally sort themselves out into a functioning unit. When people realize that being a General doesn't give them anything personally special that being a grunt doesn't, they won't strive to be the alpha dog (because there is no alpha dog), they'll try to find the role they *like*. If you have roles like General or "Faction Leader" open to players, but make keeping that job contingent upon successfully completing objectives, with failure resulting not only in demotion, but in npc town criers screaming "So and so: Worst Leader EVER, 'leads' army to CATASTROPHIC failure vs. Enemy!", players who really suck at the leadership type roles will find themselves naturally falling to the level of their competence, etc.

      When I think of what could be done in WoW with it's player base of 10 million people with varying interests...

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    23. Re:Players as enthropy by DiamondMX · · Score: 1

      These are problems - they have solutions - and Blizzard either isn't interested in them, or they haven't thought of the solution yet.
      That's the whole point of TFA, there are people with this specific goal in mind, and they're working on the solution.

      Just because Blizzard chose not to try this doesn't mean it doesn't work.
      It means Blizzard chose not to try this.

    24. Re:Players as enthropy by Anonymous Coward · · Score: 0

      Sound just like Eve tbh. Except Eve is in space.

  13. Old Concept. New Intelligence by Anonymous Coward · · Score: 0

    This concept isn't new, I assume the breakthrough they are trying to make is to automate the process.
    I know a few MMOs which have persistent worlds but they also have a team of developers and moderators working with and observing the players action and activities using aggregate statistics and other data collection. Mind you none of these MMOs are huge maybe 1000 players give or take a few hundred but that's the problem, resources.
    If automated then it would be a hit wouldn't it?

  14. A persistent world? Done. by Dreen · · Score: 4, Informative

    Wurm Online is a 100% persistent HUGE world where you can feel your actions change the world, and collaborative player effort can change it into something entirely different it is. Apart from that its indie, dirt-cheap (5 euro/mo), cross-platform, with beautiful sceneries, and very immersive. All you need is Java and a little patience. Wurm Online Wikipedia Entry

    1. Re:A persistent world? Done. by Anonymous Coward · · Score: 2, Funny

      5 euros a month? I'm American, that's my whole month's salary, you insensitive clod!

    2. Re:A persistent world? Done. by Anonymous Coward · · Score: 0

      Sure, and you can purchase additional money in the developer-owned shop. So it's not dirt-cheap - it's potentially very expensive.

  15. Virtual Theater by GNUALMAFUERTE · · Score: 1

    Come on, we had this back in the time of adventure games!!

    Virtual Theater, remember???

    Download ScummVM and go back to Lure of the Temptress. We already passed this phase of evolution in 1992 ... MMORPGs clearly are adventure games + Role Playing ... They are supposed to be an evolution of adventure games, not an involution.

    Less graphics, more gameplay.

    --
    WTF am I doing replying to an AC at 5 A.M on a Friday night?
  16. Persistant player characters by Anonymous Coward · · Score: 1, Interesting

    I like the idea of persistence in virtual worlds, and I think the idea should be expanded further to a player's character as well. Why should your character suddenly vanish when you log out and stop playing? I'd love a game where you could write scripts to automate your character's behavior so that when you log out it can continue to do things like buy and sell items, perform mundane upkeep tasks, and even interact with other PCs in some meaningful way, like taking messages for you or automatically delivering messages to your friends when they log on.

    1. Re:Persistant player characters by gznork26 · · Score: 1

      This would make it a different sort of game, but how about...

      The game-world contains inhabitable NPCs. When you log in, you take over the behavior of the nominal NPC your account is associated with. So, while you're not there, it reverts to whatever mundane existence that you or the game requires of it. Someone else nearby could be ignoring it or interacting with it just as any other NPC, when it suddenly 'comes to life'. Of course, you could play possum and behave like an NPC to lure others into ignoring you for whatever reason. Could be kind of spooky. Doesn't anything like that exist?

  17. the real trick of this by RobertLTux · · Score: 1

    Design a full background for the world then add in the usual suspects and then let things go (tweak things as needed)

    You have a King with a Kingdom and Queen there will be a princess therefore some group with enough evil will make a grab for said princess. You have a town with $rare_resource somebody is going to try to grab it. Add in $epic-class beast (with lair/loot) and you have most of your quest stuff just rolling along.

    Programming and balancing this is left as an exercise to the reader

    --
    Any person using FTFY or editing my postings agrees to a US$50.00 charge
  18. Persistent worlds? Who cares! by gabec · · Score: 2, Interesting

    Persistent worlds? Who cares! How about being able to play with your friends! The mainstream MMOs have no way for you to play with your friends once they've chosen the wrong server.

    What's the *first thing* you ask someone when you learn they play wow?

    "What server?"

    How often has the answer been disappointing? So far, 100% for me.

    1. Re:Persistent worlds? Who cares! by Devout_IPUite · · Score: 1

      I always thought they should make a 'guest transfer' mechanism where you could play with a friend on their server.

    2. Re:Persistent worlds? Who cares! by Poltras · · Score: 2, Informative

      Blizz charges for transfering char. But it's possible.

    3. Re:Persistent worlds? Who cares! by davolfman · · Score: 1

      I'm a little short on perspective myself. I've only played City of Heroes and they let you make characters on any server. Sure you don't get to concentrate on building one uberchar that way, but at least you can have someone on any server your friends play on.

    4. Re:Persistent worlds? Who cares! by databyss · · Score: 1

      It's the same in WoW, but nobody wants to run the low level zones over and over again.

      --
      Hmmm witty sig or funny sig? Maybe elitest techy sig!
    5. Re:Persistent worlds? Who cares! by Anonymous Coward · · Score: 0

      it's not that hard to goto a new server, screw your old stuff and start anew.

    6. Re:Persistent worlds? Who cares! by davolfman · · Score: 1

      In my experience anything is fun with people you know, and nothing makes playing with a bunch of strangers talking gibberish or by yourself very entertaining. That's why I stopped playing, it wasn't actually FUN.

    7. Re:Persistent worlds? Who cares! by skolima · · Score: 1

      Maybe you should try EVE Online then?

    8. Re:Persistent worlds? Who cares! by sg_oneill · · Score: 1

      Eve pretty much nails this issue (both the 'server sharding' and the issue of persistance)

      Sure you CAN go and shoot the NPC rats. But they don't really matter a whole bunch. The action is in the great wars and empires that span the universe, and they are 100% user generated.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
    9. Re:Persistent worlds? Who cares! by srmalloy · · Score: 1

      And, in response to user requests, the developers at NCSoft implemented the ability to buy server transfers in City of Heroes/Villains, so you can move your characters from one server to another to play with your friends.

    10. Re:Persistent worlds? Who cares! by Lord+Kestrel · · Score: 1

      Or play a game that only has one world, like Eve or Guild Wars.

  19. Complexity by Derosian · · Score: 1

    Depending upon the complexity of it all it would be be done easily with quest chains that loop.

    You have two villages.
    Village 1 is in disrepair, they give you quests to go gather wood to help them repair the building after enough wood is gathered and some time has passed the village is no longer run down.
    Village 2 and Village 1 are in conflict.
    Village 2 offers you quest to go kill players around village 1 and then to take their wood and burn it.
    Village 2 also offers quests to go destroy village 1 if Village 1 is in good shape.
    If Village 1 never gets the wood it needs it eventually gets destroyed, then after a random amount of time has passed a new species or a player guild moves in and claims said spot and starts to build a village complete with the quest to gather wood to help build the buildings.
    Village 1 and 2 would both offer the same quests under different conditions though and with different stipulations and rewards.

    Of course you could just make things immensely more complex by making this back and forth chain into a AI mapping component. Where you have X number of NPC's who give quests to attack Y faction or support Z faction, if these quests get done then the world changes towns switch control, new resources become available to Z faction and Y faction loses resources. Then because Z faction has more territory they have more borders and thus more enemies, now they give quests to go attack Y, K, J, and L faction. This doesn't even take into account some of the large PVE content but I suppose if a certain faction get's big enough they gain the ability to summon large creatures, which if you wanted to kill would require large number of people working in coordination. Players would act as mercenaries if they didn't have a guild and would work for whatever faction would take them with different benefits for different factions, while guilds could form their own factions by taking over small territories and spreading outward their cities would give out quests of their own, but they could also set a small number of custom quests, to gather resources they need or to kill someone they are not particularly fond of.

    Needless to say I've been looking forward to this type of content for a while, although I had hoped it would come from a well known MMO company, I suppose a relatively new company in the MMO world will have to do for now, until other companies start to realize how much this can make a player feel like they are making a difference in a virtual world.

  20. EVE took the easy way out ... by Lazy+Jones · · Score: 2, Insightful

    EVE has basically no PVE content worth speaking of. The missions are boring mini-games and certainly don't make the player feel like a hero. All the persistent (but changeable) content is player-generated/-owned and while it does make the game interesting, it's not an achievement because anyone could choose to do that in an MMO (just throw buildable content at players and let them sort it out). It's basically a bigger / more complex WoW outdoor PVP map - you take a flag and it stays yours until the enemy takes it. It would be nothing without the player personalities and interactions.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
    1. Re:EVE took the easy way out ... by Anonymous Coward · · Score: 0

      Before someone says it, user-created PVE content is also NOT a viable replacement for WOW-style PVE content.

      Here's why:

      - It would take a cosmic alignment of stars to make any player-generated content as complex and interesting as the simplest dungeon in WOW. And that's even assuming it's theoretically possible, which it pretty much isn't. How is a player going to create new models and animation for bosses? And new powers that the enemies can use?
      - Balancing. First and foremost, players play WOW end-game to (a) become more powerful with new and unique rewards, and (b) truly challenge themselves. User-created content cannot match this. One, it's practically impossible to balance large amounts of content, and two, not all users would care to. It only takes one quest with an overpowered reward to ruin the challenge for everyone.
      - And it still doesn't solve persistence. If only one person gets to do their content, no user is going to bother making anything interesting in the first place.

    2. Re:EVE took the easy way out ... by Anonymous Coward · · Score: 1, Informative

      ...certainly don't make the player feel like a hero...

      Well, that's kind of the problem though, isn't it? You can't all be the hero.

      If some giant monster is coming to destroy the world...and you kill it...then you're done. One monster, one world, one hero. Unless you're going to come up with a new monster coming to destroy another world... But how long until that becomes a boring mini-game?

      ...All the persistent (but changeable) content is player-generated/-owned...

      Isn't that exactly what we're talking about? Letting the players change their world? Letting the players create something that persists beyond the scope of your current quests... Letting the players destroy something that stays destroyed...

      If you've got the game randomly generating an endless stream of new objectives, how is that any different than just completing the same objective over and over again?

      ...you take a flag and it stays yours until the enemy takes it...

      Well, there's no flag to start out with. You have to team up with a bunch of other players to slowly gather the resources in order to build the flag. And then it takes a while to construct the thing. And once you've built the flag it acts as far more than a simple placeholder - it offers docking bays, defensive weaponry, places to conduct research or build new ships, possibly a steady stream of income... And it takes a sizeable force to capture the flag from you...

      ...It would be nothing without the player personalities and interactions...

      Isn't that the whole point in playing an MMOG? I mean... If you aren't interested in the other players you could just go play a single-player game. If all you want is objectives that stay completed you can go play something like Half-Life 2 or Portal. The whole point in an MMOG is the player interaction. Creating communities and virtual worlds.

      EVE has done a tremendous job of creating a persistent virtual world. The complaint that the PvE isn't very impressive is valid, because EVE isn't about the NPCs, it's about the players.

      The players are able to dramatically shape the universe around them. You can be a hero, if you want. There are some very well-respected members of the community. You can also be a villain. Or you can sit on the sidelines and play both sides against each-other. You can conquer a galaxy and build outposts to defend it. Or you you can rampage across the galaxy destroying what others have created.

      The NPCs just kind of sit there in the background providing backstory for the folks who care about it, and an easy source of income.

    3. Re:EVE took the easy way out ... by Anonymous Coward · · Score: 0

      maybe from a content perspective it's not all that interesting, but ccp did something no one else could in getting the serious hardware to keep thousands of players engaged in a single world. They even rewrote some of the Stackless Python language (itself a fork of the CPython implementation) just for performance reasons. That tech is impressive.

    4. Re:EVE took the easy way out ... by rdwulfe · · Score: 1

      Hear hear! Yes, I've played Eve for some time, and I've recently started playing WoW to give it a try. WoW is fun, but I can see how it's going to get boring. Everything is 'run here, kill this'. With Eve, the nice thing IS the players. We don't 'run through X to get gear so we can Y'. We build things, create communities, and generally have a great time together. I've fun with my friends in WoW too, but other than your 'toon', there's nothing. Even the item creation is very... bland.

    5. Re:EVE took the easy way out ... by Lazy+Jones · · Score: 1

      ...certainly don't make the player feel like a hero...

      Well, that's kind of the problem though, isn't it? You can't all be the hero.

      Just referring to some earlier comments regarding the perception of MMOGs with persistence. And yes, in PVE-centric games you *can* be the hero because of the perception of your own achievements.

      If some giant monster is coming to destroy the world...and you kill it...then you're done. One monster, one world, one hero. Unless you're going to come up with a new monster coming to destroy another world... But how long until that becomes a boring mini-game?

      This is where changing content comes in. WoW has to add new content all the time, a "sandbox" game would have to let players create interesting content (before you ask: no, EVE has no such interesting player-generated content, it's bland and lifeless ... you cannot even anchor structures wherever you want, it all follows a very strict scheme).

      ...It would be nothing without the player personalities and interactions...

      Isn't that the whole point in playing an MMOG? I mean... If you aren't interested in the other players you could just go play a single-player game. If all you want is objectives that stay completed you can go play something like Half-Life 2 or Portal.

      It depends on what people expect from a game. Some want actual "gameplay" challenges, some just want a glorified chat / Second Life environment. EVE tries to look like the former but in reality is the latter because apart from player-generated drama, not much is happening.

      The whole point in an MMOG is the player interaction.

      I disagree. It's still a game and should feel like one. It's sad when you have more fun on TS/Ventrilo than in the game itself because it shows that you might all as well be playing different solo games while chatting on TS.

      The complaint that the PvE isn't very impressive is valid, because EVE isn't about the NPCs, it's about the players.

      The players are able to dramatically shape the universe around them.

      Sadly, they aren't in reality. Just like not everyone can be a hero, not everyone can be a leader either. Very few people actually have an impact on the EVE world.

      You can be a hero, if you want. There are some very well-respected members of the community.

      That requires mostly excessive forum posting, having unique items (that can't be acquired anymore) and things like that.

      You can conquer a galaxy and build outposts to defend it. Or you you can rampage across the galaxy destroying what others have created.

      You can't destroy stations, so it all feels a bit superficial. You can't even force people to undock, so much for "rampaging"...

      The NPCs just kind of sit there in the background providing backstory for the folks who care about it, and an easy source of income.

      Translation: "we kinda tried to make them interesting but it'd have been to hard to actually put content in the game".

      --
      "I love my job, but I hate talking to people like you" (Freddie Mercury)
    6. Re:EVE took the easy way out ... by Lazy+Jones · · Score: 1

      maybe from a content perspective it's not all that interesting, but ccp did something no one else could in getting the serious hardware to keep thousands of players engaged in a single world. They even rewrote some of the Stackless Python language (itself a fork of the CPython implementation) just for performance reasons. That tech is impressive.

      In other news, players are complaining about excessive lag in 100v100 fights nowdays. Sorry, but the advertised tech is not there, EVE is suffering from extreme scalability problems because they cannot use more than 1 thread (CPU core) per solar system (except for the market, which can run in parallel). So large fleet fights, the "endgame" of EVE, are terrible - sometimes you see nothing for 10-20 minutes and then you are dead.

      --
      "I love my job, but I hate talking to people like you" (Freddie Mercury)
    7. Re:EVE took the easy way out ... by Anonymous Coward · · Score: 0

      "It's basically a bigger, more complex WoW" ....

      Clearly, you haven't played EvE for any real stretch of time (For frame of reference, EvE players tenure is measured in years, not 2 months to max level/gear like WoW).

      Yes, the missions you recieve are simply a vehicle for material growth, but that's life. Welcome to the routine of your job. You don't spend all your hard-earned salary to just reinvest in work, do you? You spend it to enjoy things, like a new car (ship) or house (Player Owned Station) or even to compete in some sport (Faction Warfare).

      EvE has zero to do with WoW, a primarily PvE game with lackluster classes, graphics, variety and gameplay.

      EvE is almost entirely player driven. Player economy, player politics, alliances, factions, stations, systems, etc. You blow something up, it STAYS blown up unless someone wants to rebuild it, whereupon you shoot them down. They don't get another ship unless they can build/pay for another one.

      EvE is almost exactly what they're talking about here- a fully persistent universe with objectives that are both dependent and player-driven.

      My 0.02,

    8. Re:EVE took the easy way out ... by Lazy+Jones · · Score: 1
      "It's basically a bigger, more complex WoW" .... Clearly, you haven't played EvE for any real stretch of time (For frame of reference, EvE players tenure is measured in years, not 2 months to max level/gear like WoW).

      Nice misquoting there. I have played EVE since 2003-05-15 (DoB of my first char). And you?

      EvE is almost exactly what they're talking about here- a fully persistent universe with objectives that are both dependent and player-driven.

      It's a more complex variant of the WoW outdoor PVP scheme, nothing else. Think about it.

      You blow something up, it STAYS blown up unless someone wants to rebuild it, whereupon you shoot them down.

      Most things in the game you cannot blow up, including most player-built stuff. EVE offers very limited "freedom", CCP messes with the "sandbox" rules all the time, they even remove items and structures from the "persistent" universe sometimes.

      I pity the people who think that having lackluster PVE and content in general so that player initiative is required for anything at all to happen are somehow an advantage. In the early days, CCP still tried to keep things interesting with various ingame events, nowdays it's just a grindfest in empire and a pvp slugfest in 0.0. It's boring and it's also lagged to hell.

      --
      "I love my job, but I hate talking to people like you" (Freddie Mercury)
  21. USE the computer. by khasim · · Score: 2, Insightful

    Who says that EVERYONE has to appear the same to EVERYONE else?

    Your quest (team Z) is to kill 5 orcs in village A then 10 orcs in village B then 20 orcs in village C.

    The other players (team Y) have a quest to save village A from invading orcs. etc.

    So team Z appear as orcs to team Y and team Y appear as orcs to team Z.

    The same with the inhabitants of the villages.

    There, cyclic quest problem AND AI problem solved all at once.

    And the orcs have decent treasure on them for once.

    1. Re:USE the computer. by Lemmy+Caution · · Score: 1

      That's the America's Army model of identification.

    2. Re:USE the computer. by Yosho · · Score: 1

      Who says that EVERYONE has to appear the same to EVERYONE else?

      While that solution might work for a game like America's Army (or any other team-based action game), it won't fly in an MMORPG, unfortunately.

      One of the things that differentiates MMORPG players from other online gaming fans is the pride they take in their characters. They lovingly customize their characters' features at character creation time and then choose clothing and equipment that makes them stand out. Somebody who has an orc warrior with black plate armor and two flaming swords wants all the other players to see him as an orc warrior with black plate armor and two flaming swords. If you change things around so that the other team always appears as the bad guys (or vice-versa), then players no longer have control over their appearances, and a very important part of the immersion is gone.

      So, no, everybody doesn't have to appear the same to everyone else, but I'd expect any MMORPG with long-term character development that tried that to fail miserably.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    3. Re:USE the computer. by cp.tar · · Score: 1

      Who says that EVERYONE has to appear the same to EVERYONE else?

      If it is a Role Playing Game, then you Play a Role. That means that you build and equip your character the way you want to, which in turn means that you will tend to make your character a distinctive person. This idea would defeat the whole purpose of role-playing.

      --
      Ignore this signature. By order.
  22. Persistent world = Dynamic World... by Keill · · Score: 1

    To do a persistent world properly, and make it worth playing in, means making it dynamic - i.e. it reacts to what the player(s) is/(are) doing.

    There are two ways to make a world dynamic:

    Either you:

    a) rely on player and player interactions to add the dynamics, (such as in Eve Online).

    b) design the game world and NPC mechanics etc. to react to the players. (Have no idea if the second one has been achieved yet).

    B is obviously a LOT harder to do than A, which is why it hasn't really happened yet (to my knowledge), but can have the biggest impact. The problem with A, is that it automatically means having a PvP orientated game, and making it all work properly etc. does place a lot of limits on what is possible, whereas B can be done regardless, in a PvE only game, or even one with both PvE and PvP. (Though to really get the most out of it, a PvE only system would probably work best).

    --
    'Stupidity is an often fatal disease' - R. A. Heinlein
  23. Planetside already did this years ago by RobinH · · Score: 2, Informative

    Well, Planetside (an MMOFPS) has done this since the beginning. When you capture a base or a tower it stays captured and becomes a spawn point for your side. Then because of the lattice structure between bases, it opens up new bases that are vulnerable to attack. The lattice structure is there to cause a front line to the battles.

    --
    "I have never let my schooling interfere with my education." - Mark Twain
    1. Re:Planetside already did this years ago by Anonymous Coward · · Score: 0

      Realm-versus-realm combat in DAoC had elements of this as well.

  24. Intelligent questlines by guttergod · · Score: 1

    It's fairly easy to make a repeating set of quests that's reasonably realistic. A player quests to save the princess from the tower, once completed another player from an opposing faction gets the quest to capture her again. Naturally it's more interesting if there are a few more stages in the quest than just that basic thing... Like a rogue quest to figure out what tower she's locked up in, a thief quest to steal the key followed by a group quest to get her out. And something similar for the opposing faction.

    Ofcourse, the town SHOULD learn that their princess is not safe there, but it would be a shame to make all that work to let just one group of happy adventurers enjoy it.

    --

    Apple built a platform for their ideas, Google built one for everyone's.

  25. Doesn't Disney's Toontown do this? by mrand · · Score: 1

    With buidings being taken over by COGs, and re-taken back by toons, doesn't Toontown already have a simple version of this?

    --
    -- PGP keyID: 0x4C95994D
  26. Pussy Nazi Sez by Anonymous Coward · · Score: 0

    No pussy for YOU!

  27. Too close to the real world by lymond01 · · Score: 1

    I drew up a rough design doc about related pieces of the world. Players need food so they hunt deer but they can't overhunt or the herds will thin. So you learn to cook or salt the meat to make it last longer. Wolves can eat both the deer and NPC farmers so you need to keep those under control. Villages will have NPCs you grow relationships with...bit an Orc attack undefended may kill Mary the pie maker and you no longer get cheap pies...

    But then it's no longer just the adrenaline rush of hunting and killing that current games supply...it's more like life which is antithetical to a role-playing game.

    1. Re:Too close to the real world by Anonymous Coward · · Score: 0

      There's actually a single player game called Dwarf Fortress that does pretty much everything you've asked for. Pity that it's very much a rogue like (confusing "graphics") and enough menus and commands to make even the most hard core linux people squirm.

  28. Do they appear different to themselves? by khasim · · Score: 2, Interesting

    I haven't tried America's Army. Do the players on one team appear different to the opposing team than they do to themselves?

    I suggest that while my character appear as a normal human character TO ME that to anyone assigned to an opposing quest I appear as a regular orc.

    That way, you would never know whether the monster was machine AI or human driven.

    You can also extend this to larger groups. The Knights of X appear as human to each other and themselves ... but to the Heroes of Y they appear as various monsters. And the reverse is also true. Even to the various villages and castles that they occupy.

    The only problem with this is that a quest to kill 5 orcs can be VERY difficult for new characters. Those "orcs" could be veteran players with years of experience (and items).

    1. Re:Do they appear different to themselves? by Anonymous Coward · · Score: 0

      You... haven't actually played any MMORPGs, have you? Definitely not WoW.

      Your suggestions are impossible solutions to problems that don't actually even exist.

    2. Re:Do they appear different to themselves? by zippthorne · · Score: 1

      America's Army is a FPS game. You are given tasks like "kill terrorists at outpost A and defend outpost B from terrorists." No one ever plays as a terrorist, so where do you think they come from? ;)

      As pointed out below, that model would be difficult to apply to a MMORPG, but I would argue that it's not impossible.

      Defend town/attack town maps pretty well, and is little different than battlegrounds, really, except in the proper game world rather than an instance. Very little additional problems need to be addressed there.

      As for random characters being PCs instead, that's a bit trickier. But it might be solved by some kind of level-appropriate mage-drafting system: if one group of players are going into some dungeon, other players can be drafted into their character's equivalent roles in the dungeon under whatever pretext would be appropriate for their faction, and the dungeon itself masked to match up with the same trick as before.

      Of course, it would be tricky to code, and require a lot of extra effort for content: some caves might need to have window dressing as forts or something for the "defenders" benefit.

      Which is why it's not being done NOW. The only people in the MMORPG business with enough money to do so are already making more money than they know what to do with with a game without that extra complexity.

      --
      Can you be Even More Awesome?!
    3. Re:Do they appear different to themselves? by Anonymous Coward · · Score: 0

      Yes - in AA, your team are American soldiers, dudded up in digital camo, carrying M-16s, SAWs, M-82s, etc. The enemy team sees themselves as the US army as well.

      You, however, see the enemy as soldiers of Opforia - they wear balaclavas and carry Soviet bloc weapons.

      If you kill them and they drop their weapon and you pick it up, it's an AK-47. If someone on their team picks it up, it's an M-16. Slightly confusing, but it works pretty well.

  29. But works against grinders by DrYak · · Score: 1

    But, on the other hand, if you world is constantly filled with newer quests (either randomly generated - like in most modern economic simulators -, or with newer content written by developers) replacing the older, this make it really hard for the grinders / farmers. Instead of repeatedly killing $arch-demon until they got the all the pieces of the precious epic armor to sell on e-bay, they can only do it once. They'll have to move to another quest to get the rest.

    This "always changing quests" will both make it very difficult for bots coder, and will also make it much more enjoyable for players who subsequently will be less interested in outsourcing the grinding to Koreans (they won't have to repeat the same quest all over until they get to an interesting level, but always have newer and varied adventures to experience in an universe that seems a tad more believable - where not everyone is called "the chosen one" and where you feel that every one has a small role to play in helping the overall setting advance)

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  30. Increasing persistence also = increasing problems by Todd+Knarr · · Score: 1

    There's already problems caused in MMOs by persistence. The classic one is quest mobs. When another player's doing a quest that targets the same mobs as yours, the mobs he's killed aren't there for you to kill and you can't update your quest until the mobs respawn (persistence resets). When the objective's one with a long respawn time (maximum persistence) and has some value to other players, it gets worse because people will go and farm that objective, taking or killing it as often as they can, simply for that other value, making it difficult to impossible to complete quests (at least without dedicating large amounts of time to camping the objective). Instancing in MMOs (decreased persistence) is a direct response to the fact that players don't like this situation. If you increase the amount of persistence even further, make it more and more common for players to be blocked in their quests because some other player's already taken their objective, you're going to increase player frustration big-time. And frustrated players leave your game for one that won't frustrate them as much.

    These guys have lots of experience in pen-and-paper and tabletop games, but those games aren't MMOs. The big difference is in one word: "massively". In a pen-and-paper or tabletop game, you have half-a-dozen, maybe a dozen at most, players affecting the world and they're all in typically one group and all have the same or closely-related objectives. In an MMO you've got several tens of thousands of people affecting the world, and they're not all in one group and they're not all synchronized with each other in terms of what they're doing at any given time. If you want to increase persistence, you'll need to read up on "farmers" and "griefers" and figure out how you're going to deal with them in your game. Spending a year or two actually playing existing MMOs to see how players actually interact with them would be good too.

  31. Already there... sort of by Anonymous Coward · · Score: 1, Insightful

    Persistence is not exactly a new idea, even in MMORPGs. Here are a couple examples from WoW:

    - Opening the gates of Ahn'Qiraj: A whole bunch of people on an entire server work together to unlock a massive dungeon, and then work together to defeat the massive invasion that spews forth. This happens once - once it's done, it's done forever.

    - Halaa: Players from the two factions battle for control of a neutral town. Once you take control of it for your faction, it belongs to your faction until the opposing faction regains control.

    But... this is a small portion of the content, and active players just don't clamor for more. Why? Because they don't want more.

    Stuff like Ahn'Qiraj is really cool... for the people doing it while it is being done. But for every event made like this, you have to give up a ton of content that could be done by anyone any time (after all, developers can only do so much). In the end, people like a few epic one-time events and a ton of stuff they can do whenever they want. Racing other players for server firsts is a little too stressful to be fun for most people.

    Stuff like Halaa is fun... if you like PVP. And a lot of people do like PVP, so games like WoW have a great deal of PVP content in them. But even more people like PVE, and they wouldn't touch Halaa with a ten-foot pole.

    In the end, the vast majority of players would rather have to use their imagination (pretend their quest solved a problem forever) than sacrifice quests / content they can do leisurely on their own time without worrying about other players. Obviously some people feel differently, but this is why we have different genres of games. And make no mistake - the MMORPG genre is really very distinct from the classical RPG genre.

  32. Player versus Player by bjackson1 · · Score: 1

    I think the answer is PvP, and we're already starting down that path.

    The "princess" doesn't stay saved because another group of players from a rival faction doesn't want it to be so, and snatches her back. Of course, a princess doesn't really work here. How many times would a princess be saved and lost, before she decides the tower in the middle of the contested zone isn't a great idea? But in terms of villages, land, etc, it works.

    EVE is pretty original in this as well, where essentially the players make the story to a large degree.

    To do it without PvP would require there to a lot of company controlled NPCs or incredibly smart AI systems. Why not use paying intelligent people to fulfil those roles? Just make it fun.3

  33. It's a matter of effort. by arthurh3535 · · Score: 1

    Right now, a well built encounter and story-arc can take dozens of hours of work to make, even using very generic 'tile-sets' and pregenerated characters.
     
    A.I. has no capability create interesting, cohesive and *meaningful* stories even if you used dozens and dozens of super-computers. NCSoft is actually going to be doing something very interesting in this arena by allowing players to create their own missions using a mission editor in City of Heroes (maybe in as little time as a few months.)
     
    Essentially, instead of trying to create a tool to do it on its own, empowering your players with (hopefully) well built tools and a voting system to let people's creativity be harnessed in their game.

    --
    No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
  34. How to maximize fun by Fractal+Dice · · Score: 1

    To me, the key challenge in setting up a "living world" (aside from the QA nightmare of all the possible interactions of events) is that without static characters/locations/quests, how do you ensure that it stays fun. You see, the fun and rewarding quests will be done quickly while the difficult, unrewarding or simply unfun ones will tend to persist. In the population of available tasks in the game, evolution takes over with it becoming "survival of the unfunest".

  35. Algorithmic, dynamic worlds should be the goal.. by Chordonblue · · Score: 4, Interesting

    The solution is algorithmic in that these games should be able to support a non-entropic reality and introduce things on their own.

    I know that's much easier to say than do, but perhaps the bar is set too high to do this now - particularly on a planet wide scale. Maybe it should be tried at a city or small town level first before trying to do it all at once.

    If things were dynamic enough, the developers wouldn't have to plan huge expansions of meaningless quests - ideally, these quests should form on their own based on the changing social-political situation in-game. Solutions to the computer-generated quests should also be up to the players at hand. Oh no, there's a Big Magic Dragon! Should we use magic or spears to kill it, how many people will we need, etc.

    One of the most disappointing things about MMO's to me is the fact that NOTHING matters. It's an empty experience but for the social interaction with the other players. Most of the quest solutions are online anyway, there doesn't seem to be much of a sense of true adventure. True adventure involves risk of the unknown and there's damned little of that in an MMO game.

    I think that games like Spore will prove (at least to some extent) that this is possible now. The first company to apply Spore-like persistence and algorithmic flexibility to MMO's will do incredibly well.

    --
    "...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
  36. User generated quests? by Alarindris · · Score: 3, Insightful

    Perhaps players could also give out quests?

    Say a player needs a bunch of X cloth to make a new robe. The player could grind it out himself, buy it, or set up a quest from a template for another player to do it.

    (kill, get) X (monsters, items, npc) for X (gold, items).

    (I just woke up, my imagination coprocessor is still booting up.)

    1. Re:User generated quests? by Anonymous Coward · · Score: 0

      Again possible with EVE

    2. Re:User generated quests? by Anonymous Coward · · Score: 0

      eve online has something like that. but its not a big deal.

    3. Re:User generated quests? by Clovis42 · · Score: 1

      Isn't that what the auction houses (or other trade systems) are for?? Granted, someone doesn't tell me to go get a stack of 20 linen by killing furlbogs and they'll pay me 30 silver. I just know that people are buying stacks of 20 linen for 30 silver. The player who needs it just goes to the auction and buys it. And now we don't have to manage to find each other either.

      If you want to see a (semi) persistant world with interesting player interaction, try out Tale in the Desert. Oh... that also features grinding though... insanely boring grinding... grinding where instead of killing orcs you pick grass... I'm not kidding...

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
    4. Re:User generated quests? by Anonymous Coward · · Score: 0

      WoW invented that. It's called an Auction House.

  37. Matrix Online? by dyftm · · Score: 1

    I haven't actually played it, but AFAIK, the Matrix Online is somewhere between stateless and persistent, see http://en.wikipedia.org/wiki/Matrix_Online#The_continuing_story

  38. Simple if you think about it by SmallFurryCreature · · Score: 1
    Take Lord of The rings Online, currently the game is nearing the end of book one, the fellowship of the ring and one of the quests the player can complete is to see the fellowship set out on its journey. Very nice, very touching, good moment. Bit of a problem then that the characters are still there when you exit that scene.

    So they moved the characters so the most obvious ones to seperate rooms so you at least not see them constantly, but some are quest givers, how do you hide them completly without re-writing a lot of quests the player might not have done before he send the fellowship on his way?

    SWG did it in an odd way, in its "theme-parks" areas from the movies with quests attached you often got a quest to kill someone, that was a spawn made for you a few clicks out in the wilderness. Your kill, didn't respawn, just a problem if there were a lot of people doing the same quest, wich of the spawns is yours.

    In LOTRO a bridge has to be repaired for a quest, but obviously that bridge has already been repaired a lot of times and will have to be repaired after you are done with it.

    That you claim this is already true in your single player games, that persistent worlds already exist is idiotic and shows you to be a ninny who can't think.

    How many people saved the galaxy in Mass Effect? That is right, you did it, I did it, thousands of others did it. In fact long after the 360 crowd had done it, the PC crowd went and did it. For that matter, if you replay the game, you got to complete all the objectives AGAIN!

    MMORPG's are currently in the same state as single player games, they remember that you done a quest, they just haven't yet managed to do it in such a way that it doesn't show the same quest giver giving the quest to someone else.

    If you encounter the same NPC in Lotro he will have a line thanking you for your help, at the same time you are witnessing someone else being given the quest you just did.

    Fixing that is hard, the current MMORPG's are like those movie theme-park rides, the moment the doors close behind you the scene resets for the next visitor. And just as those scenes always look a bit fake because they can't actually damage anything and it all got to be resurrected in a minute or so, so do MMORPG's feel a bit fake.

    As fake as RTS where every bloody time you are facing an enemy one tech-tree above you and constantly have to build a base from scratch.

    --

    MMO Quests are like orgasms:

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

  39. Want Persistence? No Quests. by Bieeanda · · Score: 3, Interesting
    Seriously. I'm sorry guys, and I know that you've got a bunch of the movers and shakers from the tabletop gaming world... but Christ, just look at D&D Online to see how much different tabletop gaming is from MMO gaming.

    The biggest problem is, they're underestimating just how fucking fast players will progress through the content. If there are milestones like quests to be met, the players will figure out a way to pass by them at light speed. Even if you have ten thousand canned quests ready for deployment as soon as the first batch is completed, they'll be gone in a month at most.

    Someone pointed EVE Online out as a truly persistent world. I'd like to add Ultima Online to that list. Both have only the barest NPC interaction: there are mobs to hunt and kill, and merchants to deal with, both of which can be bypassed by a mature-enough player-base. The only 'quests' are specific GM-run events that are more complex than 'harvest five bear asses' or 'serenade the Princess for Cyrano'. Everything else is a sandbox. Players create their own storylines, fight their own wars, and build their own merchant empires. There's no need for a traditional dungeon master because the server is smart enough to handle simple math like combat, and the only real social interactions occur between players, not players and keyword-driven mobiles.

    1. Re:Want Persistence? No Quests. by Battlenun · · Score: 1

      Wow... You are 100% correct. Thanks for suscinctly stating in two paragraphs what took me 6 to blather on about. http://games.slashdot.org/comments.pl?sid=655129&cid=24741755 And since EVE Online is obviously a financial success, this model works. But the devs at Red 5 make it sound like they are going to miraculously merge this model with a traditional model. It would be like trying to merge a car and a horse. Both completely viable transportation options on their own...but together? And bloody, ugly mess.

  40. Age of Conan certainly is like real lifw by SmallFurryCreature · · Score: 1

    I perform a series of intricate quests to impress a lady, facing untold horros, performing deeds of heroism that are the stuff of legend and in the end, she refuses to actually have sex with me.

    That certainly is a LOT like real life.

    --

    MMO Quests are like orgasms:

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

    1. Re:Age of Conan certainly is like real lifw by k8to · · Score: 1

      If that is your idea of wooing a lady, I'm not shocked that the result corresponds.

      --
      -josh
  41. No it isn't by SmallFurryCreature · · Score: 1

    PvP is AN answer but not THE answer.

    The simplest problem with PvP is balance, the nature of RPG is that people evolve. How would you think counterstrike would be if it was persistent and people were free to choose their side and stick with it, 20 terrorists with nukes, you the special forces guy with a sharp stick. It is called ganking, look it up.

    EVE is often held up as an example, despite the fact that is has less then 1/100th the subscribers that WoW has.

    EVE works for a very small fraction of players who are willing to go into a world where you either are at the top or so much shark bait for whoever decides to get on your case. Granted, gankers don't seem to be attracted to EVE or get rooted out but it is not something you can just copy and expect to work in a large MMORPG because well, EVE tried that and nobody bought it.

    There are a lot of players who want to be able to go AFK in a warzone, good luck doing that in PvP, who do not want to spend all their time online constantly checking their rear for other players sneaking up on them.

    There is a REASON quite a few MMORPG's deliberately went the PvE route, it is a hard route because PvP is the easiest way to add endgame contant (congrats, you got the best armor, you done all the quests, got all the XP, now go kill each other over and over) but not every MMORPG subscriber wants it.

    I like PvP, in games like Lotro and SWG but I know from experience that a lot of people just don't want it. EVE knows this, it explains why they are one of the smaller MMORPG companies.

    --

    MMO Quests are like orgasms:

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

  42. the sound of $20million down the toilet by SpaceHamster · · Score: 1

    FTA:

    GSW: When you're talking about "a shared world", to clarify, are you talking about what most MMO players think of when they think of a server? IE: a space with a few thousand players inhabiting it? Or something smaller?

    Dave: We don't have any firm numbers as far as how big our servers would be, but we are definitely talking about a shared world with many, many, many players.

    GSW: It's worth belaboring, because this is something that players have definitely been looking for â" for some time. It's worth clearing this up so as to avoid any vagueness here.

    DW: We are not playing word games with you.

    You can't say whether you're building a game world for either more than 1000 or less than 1000 players? You don't know that yet? Fail.

    Continuing, on scope:

    ES: We've all seen it. No matter how vast or big an MMO world is, players consume the content way faster than the design teams can get it out there.

    Hmm, that's funny, we're still only about half through Black Temple 18 months after it was released. Number of folks that have really finished WoW is low. I don't have figures, but I'm not exactly seeing too many full T6 sets out there, you? Right, starting to get the impression you haven't actually played Warcraft much.

    On guilds:

    ES: One thing I will say, though, is that we want these small groups - two, three, four players that you'd traditionally think of as a party â" we want them to have a really fun game experience. We want them be able to go out and affect the world, even on a small level. We're also looking at what other games have done for guilds, and ... itâ(TM)s not that great. "Oh, I have a chat channel! And a tabard! Don't I feel special?"

    You shouldn't. That's almost nothing. Guilds are the backbones of MMO communities; you have to give these people tools to make them feel special. There should be actual game incentives to be part of a group.

    Like the ability to challenge the 10 and 25 man content that represents a huge portion of the gameplay experience? You've never tried to pug kz have you?

    On grouping:

    ES: Let's face it, most games have content that is "great for groups", or "great for soloing" or "great for guilds". That's not always true. We're not going to try to say we're all things to all people. You do that and you end up being the middle of the road, nothing for no one.

    DW: Unfortunately, yeah, any answer we gave on that would probably sound like what everybody else says. It all starts to run together and sound kind of pathetic.

    Pretty much everything you're saying already sounds pathetic--stick to tabletop gaming, a genre you understand. Look, encounters either scale with the number of people in your group (dynamic), or you must scale your group up to handle the difficulty of the encounter (static). Give details, or wait to be interviewed until you have more than a few napkin scribbles of a design.

    --
    "BeOS is a great operating system" -Doug Miller, Microsoft
    1. Re:the sound of $20million down the toilet by justinlee37 · · Score: 1

      Hmm, that's funny, we're still only about half through Black Temple 18 months after it was released. Number of folks that have really finished WoW is low. I don't have figures, but I'm not exactly seeing too many full T6 sets out there, you? Right, starting to get the impression you haven't actually played Warcraft much.

      That is a weak argument when you consider that WoW's approach to the problem of content generation is to take a couple of dungeons that should take about 2 hours to complete, and then bait players into playing them over and over for 2000 hours in order to farm this epic armor or that quest drop.

      A shitty game that never ends is still a shitty game, no matter how you try to dress it up.

    2. Re:the sound of $20million down the toilet by Peeteriz · · Score: 1

      They are not.
      For raiding, the big point is learning the encounter for the group - and for my guild (national semi-casual) it takes quite a few evenings to get right. For example, we needed 6 three-hour evenings to learn Archimonde, and since we are raiding 3 evenings/week, and one evening is needed to clear the first 4 bosses, then it required 3+weeks of us to progress through that one boss. Same with many other bosses. If your guild has problems with Teron Gorefiend or some other boss, grinding other bosses for gear won't help you much - you just go there and try and practice until you can coordinate well and get everything done properly.

  43. I Once Had An Idea by Farmer+Pete · · Score: 1

    I wanted to create a game similar to this, but not so much as described. My thoughts were a world where it had a lot of world events that could totally change the plot/world. For example, you would have multiple factions at war. If one faction became powerful, with the help of the players, it could take over cities of other factions. However, this isn't something you could just go do...you would have to do a lot of quests to get support, weaken moral of enemies, and weaken the enemies defenses. Once you take the city, it would open new quests to you. Of course the more land a faction is missing, the more active the NPC resistance force is.

  44. Other wanted MMO features by scarolan · · Score: 1

    I would like to see an MMORPG with a skill-based FPS-like combat system. Something as big as World of Warcraft, but with fast and furious battles like the Quake series. The rock-'em-sock-'em robots style of combat in most of these MMO games gets a bit tedious after a while.

    I'm guessing that it's probably hard to have the fast response times and detail of a good FPS inside a massive MMO world. But at least for the battlegrounds and arenas, this would be more fun than "point and click on target and push attack".

    Also, specifically speaking to World of Warcraft they really need a graphical upgrade. At least re-do the player and environment models for those of us with reasonably modern hardware.

    1. Re:Other wanted MMO features by DanJ_UK · · Score: 1

      Neocron did a pretty damn good job of it TBH 'back in the day', if it wasn't for the fatal runtime errors and fuck knows what other bugs it had I'm sure it would have become one of the most popular MMO's till this day.

      --
      - Dan
    2. Re:Other wanted MMO features by Hubbell · · Score: 1

      Asheron's Call had twitch based combat wherein you could manually dodge (throw the tracking off) for missile attacks (arrows/crossbow bolts) and magic bolts. The gameplay was extremely fast and fluid and lent itself to allowing a skilled player being able to take on multiple opponents with ease if he knew what he was doing.

  45. Planetside by toxicity69 · · Score: 1

    Theres a cool MMOFPS out there (albeit 5 years old now) called Planetside, developed I believe originally by Verant who were then bought by Sony Online Entertainment. You have three empires (teams) and the main objective is to attack, and capture, bases. Each base's "state" can be seen by every player logged onto the server as the same (however, to see if there is a fight there or not, you need to look for "hotspots" which only show up if you are on the continent that said base is on). The world itself is persistent, as are the bases, and towers. Every player created object is not however; if you leave deployables alone for an hour they will deconstruct; if you get a vehicle, and leave it, say to get into another vehicle or leave the continent, it deconstructs after 15 minutes. It does this to save on lag; each team can have 133 players, and, if desired, all three teams can fight over one base (happens fairly frequently). You get massive-ass battles, and even though the graphics are a bit outdated, the sheer number of objects that can be present in one of these massive battles brings even the most modern gaming systems to its knees, even with a five year old game. That said, plenty of people play it just fine; you just need primarily to ensure that you have lots of RAM and a fast processor (graphics cards hardly make a dent in the framerate). If players leave a base alone, it will remain in its state until the end of time. One of the servers, "Werner", is so barren that some bases on there have been as they are for weeks. The main server though, no continent can go more than a few days before being untouched (sounds bad, but once you play it you understand why; under the fastest conditions, a continent can take an hour or so to take; if there is any resistance, it could take all day, or several days). I recommened anyone with an interest in fps games or MMOs to at least give it a try; I believe there is a 10 day trial going if you download the launchpad for it. No, I don't work for them, I'm just an avid fan who would like to see the game have much more population. http://www.planetside.com/

  46. I think NOT... by Anonymous Coward · · Score: 1, Interesting

    Then, you'd have an MMORTS with a persistent world. This MMO paradigm would not work-- how many MMO players that also enjoy RTS will play WoW if this style of play were implemented? If players HAD to choose between factions/racial ties in ANY MMORPG, then how much fun would you have if the developers scripted Racial Wars, caught you off guard while you were hunting the dreaded FatBack Beast, and you were surrounded by a horde of Dark Orks? All by your lonesome?

    It'd be a trick, but if personal world view said you needed the Galactic Presidential Ring and you set forth to acquire one: campaining the Galaxy for a Galactic Year, and swearing the Galactic Code of Ethics at the Inauguration Ceremony, only to find out once you arrived in the Oval Office, that someone else got there first and acquired the ring for themselves?! I'd be so upset and angry (and other similar expressions), that I'd e-mail the developers and tell them exactly what I thought of their [fill in your favorite colorful expletives here] game, and to refund ALL of my monies that I invested in my character, *AND* to delete that character and my account!

    Can these developers truly do this, and keep up with our voracious appetites for online content? I, IMHO, would believe that they would rather botnet their own servers with ads for their own sites, because it would be simpler, than to add this kind of "world memory".

    Ideas... Anyone?... Anyone?...

    1. Re:I think NOT... by NeMon'ess · · Score: 1

      Go research Shadowbane. There are different kinds of MMO fantasy games for different personalities. If all you want is WoW, stick to WoW. Other folks want a world with memory, even if it means their characters are less important.

  47. there should be no story or quests by Singularitarian2048 · · Score: 3, Interesting

    But there should be unique items, a few of them so rare and so powerful that whoever comes to wield one of them will be like a demigod in that world. Players will form factions, armies, to steal just one of these items from whoever currently has it. (And it will take an army to get it.) Players will betray each other to get control of one of these items.

    Also, it should be possible for a character to really die, and stay dead--not just respawn. Once dead, a character should become a ghost, who can roam the world, chat with other players, and contribute in minor ways to a party, perhaps as a spy. Then governments will form. Good players will unite to protect newbies and others from player killers, and a justice system will spontaneously develop.

    1. Re:there should be no story or quests by Shadyman · · Score: 1

      Sounds kinda like a MUD to me.

  48. Afraid to lose by Shihar · · Score: 3, Interesting

    The problem with the "everyone is a hero" mentality is that it not only makes for a wildly inconsistent and boring world, but it also fails in its objective. Seriously, can anyone out there claim that they felt like the hero after doing a quest that a thousand other people have done? Do you really feel the hero when you ask on chat how to save the princess and someone LOLs about how easy that quest was? The "you are a hero" quests are as mundane as any other quest.

    Personally, I think MMORPG should realize that the MMO part is supposed to mean something greater than making a really tedious single player where other people also play. I personally think that many people would be far more interested in a changing and dynamic world than a world of dozens "you are the hero!" quests that everyone and their dog has done.

    I think that the biggest problem is that MMORPG makers are afraid to have people lose. They want you to always feel like a winner, and as a result the game becomes very dull for many people. There is absolutely nowhere to go in an MMORPG but up. I am not advocating massive exp loss or anything of that nature. People hate that sort of thing because they hate to grind. What I am advocating is a world that can turn for the worse. While you are at it, maybe it is time to rethink the absurd exponential power curves that forces content segregation.

    Consider:

    Forget the mechanics for a moment; just imagine an MMORPG built upon the principle that all people should be able to enjoy the content. That means instead of having to make content for each 5 level slice, content is there for all. It might mean that you need to rethink "power" and âoeprogressâ in the game.

    Now, you have a game where everyone can participate in content. Now imagine a threat arises that is dynamic and moving. Instead of the "threat" being a new area spawned in that you can go to and spawn camp at, imagine if it was a living and moving thing.

    So, letâ(TM)s take the classic zombie horde. The threat is a zombie horde. It starts at one end of the world and moves to the other end. As it kills it grows. It moves slowly, but it clearly moves. As it moves into an area, zombies wander in slowly. When resistance is met, zombies start heading that way. Any prolonged resistance results in a horde concentrating. So, if you defend a town, you can hold it for a while, but after some time you get swamped and either need to flee or get reinforcements. Even if you do not resist, at some point the zombie population gets thick and everyone dies.

    Make it so that there are no-win scenarios. You can hold a town for a time, do so damage to the horde, but in the end you WILL lose. The best you can do is do some damage and fall back.

    So, the players keep fighting and falling back. Perhaps they make some valiant last stands in various popular cities, but in the end the cities are conquered one by one. If the players fall back effectively, do damage as they retreat, than at some point they might thin the horde enough to actually hold a city. Instead of being swamped in a few days, they might just find themselves in a long term siege that lasts weeks or months. Other players might try and fight supplies in, while others fight from the walls, clean up sewers, and clear out zombies that slip in. Maybe after a time the momentum is reversed, and the players are able to push back the zombies and reclaim land.

    Of course, things could go the other way. The players could be pushed back and pushed back until there is nowhere to go. The world could end and the game starts anew with some different challenge facing it.

    Some people will hate this type of game play. Some people want to win every time. Other people will love it. I don't know about you, but the idea that you could actually lose is thrilling. A desperate retreat fight back to the center of the empire, losing city after city sounds a shit ton more exciting than farming NPCs or doing save the princess quests. Do I g

    1. Re:Afraid to lose by DrgnDancer · · Score: 1

      Here's the problem. You see I went on vacation last week, and couldn't log in for a few days. Now the town I log out in is overrun and I'm dead. Just cause I had to take a week off. And since this is deep in Zombie territory now, even if there's a "respawn" concept I'm in for hours of "ghost running" to get to a safe place.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    2. Re:Afraid to lose by Ocker3 · · Score: 1

      Okay, if people simply go look at WWIIOL Battleground Europe (www.playnet.com), you'll see an excellent example of a persistent world MMOFPS game (with RPG elements) that has been running for seven years (I'm a regular player). We fight on a one-third scale map of the Western Europe theater. The world is persistent, if you capture a town today, the enemy will try and take it back tomorrow, or right after you captured it. Towns have a point value, you need a very high point value to win the map. Winning the map can take weeks, or months, and there is often an intermission during maps when the programmers (Cornered Rat Studios or CRS) may run a scenario for fun. There's also a training server where you can mess around with different units without it affecting your game-world stats. If you and a group of other players go to bomb the enemy's factories, their RDP cycle (how soon they get the next tougher set of units) takes longer, and it can even be held to zero if you spend enough time bombing and they don't defend their factories. So an individual players actions (or those of a group) have very significant effects on the world at large. Often attacks start at a Forward Base (FB) between cities, these can be destroyed if you sneak enough guys with satchel charges in and blow the place up, requiring defense of your spawn point. If you lose your FB, all of your mobile spawn points (MSPs) become de-activated. Also the depot that you can spawn into after capturing it in the target town loses its supply. The game isn't perfect, but it has been running for seven years (!!!) with thousands of people still paying to play it. It has a High Command structure staffed by players that have to make command decisions about where to move the brigades around the map and what to focus on researching for the next RDP cycle. (note: If you want to play this game, find another player in-game to learn from, or join a squad. We're always happy to help train up new people. The learning curve is pretty high, they're currently working on a training guide as part of licensing the game to China, they're going to start up three different servers (instances of the game) there as well as the existing one).

    3. Re:Afraid to lose by Anonymous Coward · · Score: 1, Insightful

      While I applaud your concepts, I have to respectfully disagree.

      As a professional game designer who has worked on several MMOs, I can tell you that "the root of the problem" is that people don't want "games", they want "entertainment". There is a fine but discreet line between the two. The vast majority of the MMO market is seeking one (or both) of two things: social interaction or accomplishment via time investment. Both of these run contrary to strife-filled environments with no safe havens if "no-win conditions" exist.

      The problem is further compounded by the fact that the front-runners of this genre survive on a subscription model. Who wants to pay $15 per month to be beaten, walk away frustrated with other players and the game, lose all sense of progression and achievement, and subsequently be told to start over? The only group (statistically) that would even consider this is your "old-school, hard-core" crowd that grew up with "games" that "punished" (per today's standards) the player for failure; and that crowd has grown up, has careers and kids, and lacks the time, money, and mental-emotional bandwidth to invest in a "non-relaxing" pass-time.

      Allow me to walk through some of your post and comment:

      Q: Seriously, can anyone out there claim that they felt like the hero after doing a quest that a thousand other people have done?

      A: YES! The "hero" part is synonymous with achievement and exertion of control over the game-space. The "emotion", the feeling of "hero", is much more important to the player and is exactly what the designers are aiming to fulfill. That others have completed the task is irrelevant to the majority of players; it is that *they* accomplished it and walked away with a sense of achievement.

      Q: Do you really feel the hero when you ask on chat how to save the princess and someone LOLs about how easy that quest was?

      A: YES! Again, achievement and exertion of control over the game-space. This is no different that the player that reads the game walk-through prior to even loading the game to customize (and/or stream-line) their experience and walks away with a sense of achievement at game completion. Additionally, the number of players that eschew "actual" game-play (combat, puzzles, or other obstacles -- things that could be considered "challenges") in favor of storyline and game-experience (the emotion-evoking elements) is growing -- and rapidly. This is largely due to the fact that games are being more accepted and pervasive as sections of the TV-parented and passive entertainment-addicted (movies and what-not) populace begin exploring games.

      Believe it or not, but non-MMO games have gotten significantly shorter *because* of this crowd. Statistically speaking, over 50% of the purchasers of a game will never get past hour 2, while less than 25% of purchasers will get past hour 4. Add to that the fact that less than 15% of people "complete" games and you have a significant circumstance of diminishing returns for the financial backers of the game who want to invest as little as possible yet maximize returns -- games are a business after all.

      A: I think that the biggest problem is that MMORPG makers are afraid to have people lose.

      Q: "MMORPG [publishers] are afraid to have people lose." Fixed that for ya.

      It is a business, first and foremost. Putting obstacles in front of the player creates what can be deemed as "quit moments". When a player dies, the player is obviously in a negative emotional state (nobody likes to die -- even if they know they failed or deserved it); by compounding this with frustration *towards the game*, you further the "quit moment" and increase the likelihood the player will quit and cancel their sub -- thus resulting in lost revenue. From a business stand-point, why increase the likelihood of lost revenue across a broad spectrum of your audience? This further kills your "no-win" scenarios because you guarantee frustration in your populace that is greater than the niche to which these features cater. Subsequently

    4. Re:Afraid to lose by hellop2 · · Score: 2, Informative

      "YES! Again, achievement and exertion of control over the game-space."

      Sorry to be contrary, but I think that the parent is saying that if 1000's of people complete the same quest, that makes the player feel like they don't have much "control over the game-space." He also pointed out that if someone belittles your quest that detracts from your sense of achievement.

      I don't know what book you are getting your ideas from but, "25% of purchasers will get past hour 4" is just plain false. Trust me, kids play their games more then 4 hours. Have you seen kids play video games before?

      I agree with the parent's point that losing once in a while can be exciting, and that MMORPG makers should consider it.

      --
      How many more years will slashdot have an off-by-one error on your Score in your profile?
    5. Re:Afraid to lose by holmedog · · Score: 1

      Congratulations, you just describe the almost 11 year old Ultima Online. (It still amazes me that so many people ask for these things, but don't realize this game has most, if not all, of them).

  49. I've been saying the same thing... by Anonymous Coward · · Score: 0

    I made much the same argument on my game news site about three weeks ago. I liken the coming revolution to the old pen-and-paper RPG campaign. In other words, the game will be about more than static, individual quests. Those individual quests will form a campaign, and the in-game world will change as a result of players' actions.

  50. What about infinity by Anonymous Coward · · Score: 0

    The (currently in development) indie mmo infinity online(www.infinity-universe.com) promises to do this in a sci-fi setting... They get around the "more players than content"-problem by using procedural algorithms and player created content... Looks *very* promising...

    1. Re:What about infinity by tukkayoot · · Score: 1

      This is how I envision an ultra-persistent world working. Have an extremely large world (one that makes WoW look tiny by comparison) with a massive amount of procedurally generated content, which is constantly in flux due to player/AI action. The drawback to this approach is that much of the game could have a very generic feel, and that the quality of computer-generated content will likely not have the same polish as that created by a skilled human level-designer. Another problem is that if you make the world too big, players won't run into each other "at random" too often, giving the world an empty feeling (though, I'm not so sure that this is really too much of a problem).

      It's definitely an approach worth exploring, and one of the main reasons why Spore excited me so much initially. The better we get at letting AI make passable/quality content, the more large, living virtual worlds become. Even if AI can't produce results that match that of a good game designer, that doesn't matter too much if the novelty of the game comes from sandbox and cooperative/competitive play with other players (like Eve Online, writ large).

  51. Our current MMO does this already by CustomDesigned · · Score: 3, Funny

    With more than 6 billion current subscribers, it seamlessly tracks the direct and indirect consequences of every player action. Cause and effect are so detailed, that it is possible to build toy MMOs within the simulation. It features total immersion with 5 or more senses that routinely covers 16 hour continuous stretches of simulation time. Longer stretches are possible, but the experience starts becoming erratic after 24 hours or so of simulation time. Administrator interventions are quite rare and well integrated when applied - to the point that many players believe there haven't been any.

    The immersion is so complete, that when a players connection is temporarily interrupted, their experience in the real world is often remembered as a dream when returning to the simulation.

    All player decisions are exhaustively recorded, and are reviewed and judged when their subscription is terminated.

    1. Re:Our current MMO does this already by Anonymous Coward · · Score: 0

      The real problem with this MMO is that the death penalty is too harsh.

  52. so this game you want to make-- by way2trivial · · Score: 1

    it's based on Robert Jordan's "wheel of time" novels?
    http://en.wikipedia.org/wiki/The_Wheel_of_Time

    the whole-- small influences but the long term trends continue thing, to me, smacks of the storyline of the wheel of time books....

    protaganist side always take 32 steps forward, something happens to knock them 31 steps back...

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  53. It just has to be persistent from my point of view by Anonymous Coward · · Score: 0

    Look at Guildwars - Ricky the PVE warrior does a quest on Monday, the results of that quest are still there on Weds - because he and his party get their own instance of the world each time they leave town. Granted, there are some oddities if he joins a party who have done different quests, but in general, the world to each of my characters seems pretty persistent from the point of view of that character. It seems pretty arrogant to want to change the game world for all other players. Besides at the rate I play through games, any truly persistent-for-all game world I played in would be paved over with parking lots by the time I got there. I figure better to have a smaller set of well designed quests than try to be clever and generate 10,000 stupid ones.

  54. NPC's stay dead??? by 278MorkandMindy · · Score: 1

    Persistence is fine, as long as you don't let NPC's die. I predict that the world will be emptied within a week.

  55. WWII Multiplayer? by maillemaker · · Score: 1

    Some years ago I heard of an effort to create a massively multiplayer game based on WWII combat, where there would be ground, naval, and air components that would affect things on a "global" game scale.

    Did anything ever come of this?

    I think it would be very cool to be, for example, a fighter pilot in a WWII simulated world.

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
  56. Try the NWN PWs by Anonymous Coward · · Score: 0

    This has been done for a long time, notably with Neverwinter Nights 1 and 2. PWs even create tools and options for their players which were unthought of by the developers, because someone missed doing something. Take for example Avlis.org (NWN1 and 2), which have their own crafting system, magic, races, classes... And the resuslts of a quest 5 years ago can still be found. Bards still sing about those heroic, and unique, moments long ago

    Avlis might be the most famous, but others like Hala and ALFA are also fairly popular worlds. There's a great focus on RP and IC-behaviour in these worlds.

    What has been seen, though, is that it's the community that is built around the game that really matters when it comes to the longevity of these worlds, not just content.

    Those who want to learn about how to run PWs, what works or not, and how to keep them alive, can do worse than having a look at the NWN ones.

    1. Re:Try the NWN PWs by galoise · · Score: 1

      Amen. we've been doing this persistency thingy since at least 2003 in nwn, and there's a lot of knowledge acquired by several teams of developers and server admins (one of which i was proudly part of until last year :P)

      --
      entia non sunt multiplicanda praeter necessitatem
  57. Finally. by Velocir · · Score: 1

    Non-persistence is one of the major things that has kept me out of MMOGs. The only MMOG I have played was Tribal Wars, which is persistent. Realism (of which persistence is an important part) in games is what makes the game good for me. By which I mean, fantasy-realism or sci-fi realism or whatever.

  58. Persistence in MMOs is stupid by achurch · · Score: 1

    Persistence in MMOs (in the sense the article talks about) is a stupid idea, mainly because the addicts are going to finish off every new quest or what have you before normal people have a chance to, and that leaves normal people nothing to do but sit around and grind. If it bothers you that the Demon King of Evil is going to pop right up again after you defeat him, then you're thinking about the game the wrong way; treat it as a story for your character, not for the entire world.

    1. Re:Persistence in MMOs is stupid by justinlee37 · · Score: 1

      If it bothers you that the Demon King of Evil is going to pop right up again after you defeat him, then you're thinking about the game the wrong way

      What if we want a different kind of game? Is that wrong? Or really as impossible as you say?

      I don't think there are "right" and "wrong" ways to game.

    2. Re:Persistence in MMOs is stupid by achurch · · Score: 1

      What if we want a different kind of game? Is that wrong?

      No, but it's also not an MMO.

    3. Re:Persistence in MMOs is stupid by justinlee37 · · Score: 1

      How is a persistent-world MMO not an MMO? You're being terribly shortsighted here; like mainframe programmers from the 1950's or 1960's who believed artificial intelligence was impossible.

    4. Re:Persistence in MMOs is stupid by achurch · · Score: 1

      It's not an MMO because MMOs aren't persistent, just like a Perl script isn't a 1950's mainframe program because 1950's mainframe programs weren't scripted. A game with a persistent environment would be a fundamentally different type of game from the MMOs people play now, and calling it an MMO is like calling mainframe assembly routines and Perl scripts both "programs": true, but misleading.

    5. Re:Persistence in MMOs is stupid by justinlee37 · · Score: 1

      It's not an MMO because MMOs aren't persistent

      I don't know what universe you're from, but from the universe that I hail from, "MMORPG" means Massively-Multiplayer Online Role-Playing Game, not Non-Persistent Massively-Multiplayer Online Role-Playing Game. The issue of persistence is not covered in the definition, and just because persistence would be new to the genre does not mean that a persistent MMO would be an entirely different genre unto itself. An MMO is simply any game where a very large number of users inhabit the same instance of the gameworld.

      You're looking at the problem and declaring that there can never be a solution, instead of trying to look at the solution.

    6. Re:Persistence in MMOs is stupid by achurch · · Score: 1

      It seems we are indeed from different universes, so I guess there's no point in continuing this discussion. If I visit yours, I'll make sure to take a close look at any "MMOs" before playing them. (In fact, I could probably skip playing them entirely and save myself a bunch of time, but that's another thread...)

  59. This sounds like quantum physics to me by rhyre · · Score: 1

    In quantum physics, all outcomes are possible. Even the one where you get to go on the same mission, twice.
    I suppose the physics education is a worthy goal for all that time that's otherwise wasted....
    This is good fodder for science fiction, but in hindsight, I'm surprised it took this long to implement, given the overlap of the communities.
    For a discussion of the quantum physics link, read the Many Worlds interpretation http://en.wikipedia.org/wiki/Everett_many-worlds_interpretation

  60. Falcon 4 to the rescue! by Bragador · · Score: 1

    Alright, I'm late in the discussion but hear me out.

    If the game is based around a war it wouldn't be that difficult to do. Just look at the campains in Falcon 4 http://en.wikipedia.org/wiki/Falcon_4.0:_Allied_Force

    Basically it is a combat flight simulator where you pilot a F-16 but whatever you do affects the war. If you destroy a bridge, the ennemy troops will have to find a new path. If you destroy an airport, planes will have to land somewhere else. If you destroy a factory, tanks, or whatever it was producing, will have to come from another place. Destroy a diplomatic building and you bring a bit of chaos to the land.

    Now, apply that to a MMOG and let the players be grunts that can go solo or in teams. It's not complicated and it makes your actions count.

    You can always add permanent quests to the mix of course...

  61. Good luck by crossmr · · Score: 1

    Persistence is what turns an online grindfest/hack n slash in to an actual roleplaying game. With your choices and actions have little to no effect on the world the role you play is fairly meaningless and takes the whole "roleplaying" aspect right out of it. They latch on to the term causing ti to further lose meaning.

    The problem is most games aren't made to be persistent. It starts with a fundamental shift in the game design. Trying to apply persistence to existing games just doesn't work because they weren't made for it. The first thing to realize is that persistent games need to be huge. The worlds need to be massive. People need to be able to do more than just kill a few monsters, get some loot, craft some mittens.

    It means you have to design a big world that makes sense, not a string of interesting locations tacked together with loading zones. It should literally take you weeks or more to walk across this place. It can also be generated to an extent, in its initial creation. If we can set up rules for games like diablo to generate levels, areas of this game could be autogenerated (if the world is really this huge, I don't think anyone would fault them for not spending the millions of hours necessary to hand craft each blade of grass..).

    Certain things should be handcrafted like main starting cities, and by those I mean not glorified villages with a few huts. People should be allowed to take many jobs, adventurers, soldiers, clothiers, miners, etc, and be able to make a go at it. Treasure should be realistic...hmmm...why did this badger drop a suit of armor..

    there should also be a heavy social aspect to the game with entertainment. The problem with a lot of "mmorpgs" is that yes you can chat and do a few animations..but really for all the visual greatness, the only thing to really "do" is to go out and kill some stuff.

    there should be functioning economies. People should need to start with base ingredients to make larger ones, which means someone can make a living as a miner, but it requires they do it full time. An armor smith shouldn't be able to go out himself and get all the metal he needs for the day in 20 minutes. Becoming good at it means that it should take time. There should be trade between city. Not every city will have an iron mine conveniently located within 5 minutes walking distance right beside the unending forest..

    Some people are going to whine.. "that's boring" maybe to you, but maybe not to someone else. Someone else might thoroughly enjoy being a miner. They work hard, make some money and they can spend their free time partaking in social activities, house building, etc they might spend it in "sports". why couldn't an mmorpg have a function sports engine or two built in to it to generate activity and entertainment for people? It doesn't have to have the depth of FIFA2009, but it could certainly provide an outlet for non adventuring tasks. People could watch matches, cities could make teams and play against each other, etc

    The key to persistent worlds is making activities which can be done repeatedly, realistically, and are fun. These activities also need to have various outlets (crafting, farming, adventuring, social, etc) This also needs to take time. This can't be a "quick fix" game. Anything that is a quick fix can be seriously unbalanced by someone willing to spend 20 hours a day in it.

    That isn't to say casual players should be on the same footing as hard core players. They need some reward. For example players going in to the military, those hardcore players will rise through the ranks and be squad leaders, generals, etc. Casual players might be grunts, lieutenants, etc

    It is an ambitious plan for sure... but properly done a game like this could have far more appeal than a game like WoW, and be a lot more interesting play.

    It also wouldn't require that they put the game in the hands of people playing NPCs to move it forward (like Wish was going to...)

  62. What about text based? by Anonymous Coward · · Score: 0

    Dragonrealms and other Play.net games have always been constantly changing. The problem seems most easily solved by an in-game portal that leads to an area where the quest is undertaken and can be dynamically rendered to each player.

  63. Designers have to have courage to ban griefers by leftie · · Score: 1

    Most designers only see each additional player as additional $$ and they will only ban griefers from games in the most extreme circumstance, because it's taking money out of their pockets to exclude griefers.

    That's going to have to change. There will have to much more serious attempts to get the griefers off the game servers.

  64. Only thing persistant about EVE Online is cheating by leftie · · Score: 1

    "EVE Online Scandal [February 07, 2007, 3:04 pm ET]
    This EVE Online Forum Thread, currently at 621 posts and rising, details a brewing brouhaha in CCP's outer-space MMORPG that centers around alleged improprieties by CCP staff. The original post by EVE Online community manager kieron mentions that the identities of CCP employees participating in the game have become public, and that the compromised accounts have been deleted, and goes on to refer to the possibility that information about a coming story arc had been leaked by employee/players. They describe a tightening of the audit measures whereby accounts of employees are monitored for malfeasance to protect against employee misconduct. The fuel for the thread's rapid growth are allegations that the scandal runs deeper than what is being addressed, and that employees of CCP have been able to steer valuable in-game items to the groups in which they participate, with many expressing the opinion that allowing employees to play the game represents a conflict of interest. Here's a bit from the originating post:

            Last summer, CCP implemented stricter monitoring procedures and audits on all CCP employeesâ(TM) EVE accounts. We are confident that our rigid procedures and protocol will prevent any misconduct or, at least, allow us to quickly discover it, should such an unfortunate scenario arise.

            As the community knows well, we at CCP enjoy not only playing EVE Online, but improving EVE and interacting with our playerbase. We feel EVE benefits from the developers playing EVE as any other members of the community do, and to impose artificial limitations -- such as no access to Tranquility or special flagging on a developerâ(TM)s player character -- would greatly hinder the development of EVE.

            CCP is very passionate about EVE Online and is committed to its continued growth. We hope that this statement will put this issue behind us once and for all and allow us to continue moving forward with the support of our community.

    This reply from a user (Borgholio) sums up some of the outcry that follows:

            The concern being talked about by the vast majority of players is not the identity of certain Dev or GM players, nor is it an in-game event that occured many months ago. The concern is that Band of Brothers (and possibly other large alliances) have received ill-gotten assistance from the Developers or GMs in the form of blueprints, ships, etc. That was the biggest concern, and you made absolutely no mention of it at all. Nobody really cares about the identity of CCP players in player alliances. Nobody really cares about an event that took place months ago. People care about rampant cheating by those whose job it is to STOP cheating. By conveniently ignoring this issue, you are only reinforcing the belief that CCP has something to hide.

            Were you to come out and say "Yes, some of our Devs and GMs were cheating. We cannot release their names for privacy reasons, but we can tell you that they've been fired, and all ill-gotten assets have been removed from the game.", then the community would be happy. It would suck that CCP employees have (yet again) been caught cheating, but at least we would know that you're doing something about it. Or you could have said "In regards to the cheating issue, we can't find any evidence of this whatsoever.". That wouldn't make people as happy, but at least you would acknowledge it. Instead, you whitewash it. You really screwed up, CCP. We want clear, straightforward answers, and we want them now...."

    http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=75215

  65. Sounds like a casual gamer who needs Gamezebo by leftie · · Score: 0, Troll

    "Gamezebo is your home and community for casual games on the Internet.

    Every day, we feature reviews, tips, news, and videos of the latest and greatest in casual games. Our mantra is simple: if a casual game is released online, youâ(TM)ll hear it first on Gamezebo.

    We also provide you with the social tools to rate, share, and connect with people who are just as passionate about casual gamers as you are.

    Founded by industry veteran Joel Brodie, former head of business development at Yahoo! Games, Gamezebo is a Webby Nominee for Best-Games Related Site of 2008 and our content is translated and viewed by millions online through our Web site and syndication partners...."

    http://www.gamezebo.com/

  66. Why should a MMO have quests? by master_p · · Score: 1

    Why not put the players in the world, give them tools and let them make quests of their own?

  67. at least some are already like this.. by DaveHowe · · Score: 1
    For example, one I play from time to time (runescape) has quests, and some alter the world state - objects are removed from one town and placed in another, depopulated villages become populated again, sick/infected npcs become cured and able to interact again and so forth.

    And yes, this is per user - you can walk around the same area, with another pc, and both have a different view of the world where not all objects are rendered for all users (and/or interact is turned off)

    this is limited in some ways, but seems to work well.

    --
    -=DaveHowe=-
  68. shared truth by rossjudson · · Score: 1

    There isn't any particularly good reason for all players in a game to be seeing the same things. Each player can evolve a "version" of reality, where things stay done, from their perspective. Groups can be formed from players with compatible "realities".

    1. Re:shared truth by NeMon'ess · · Score: 1

      Then it's not 10,000 people playing together. It's 500 people playing together. Doesn't have the same gravitas. Besides, how would that system deal with cities changing hands from one faction to another? Or could that just not happen?

  69. I am coding just such a thing right now. by hellop2 · · Score: 1

    I'm working on just what you are describing for a game mod I am creating. I describe my mod as a cross between a War Sim, Zelda, and the Sims 2. You can read about it here:
    CSI-Sahrani

    This is just a data structure problem. The way I am thinking of implementing it is to just have a vector of objects describing the currently available "quests". The quest objects contain metadata describing who/where this quest is available, "counter quests", the objectives, and content.

    For example:
    {Cop Quest} {Level 2} {Counter Quests: Terrorist Lvl 2, Mafia Lvl 2} {Objectives/Content/FSM: somescript.cpp}

    When this quest is started, it makes available the counter-quests. A Terrorist character is then able to start a "Level 2" quest and its object gets added to the list of currently running quests.

    This is a simplified explanation, and it's all pretty complicated regarding balance issues, and other issues such as: What if no other players decide to take the counter-quest?

    On a related note, this mod/game I am working on, I like to think, is a new genera of video games. It is what I call a Multiplayer Online Semi-Persistent Role Playing Game. That is, unlike FPS games that last 5-20 minutes, and MMORPGS that never reset, this world is designed to reset ever 24hours or so. So, you can play all day and reach an advanced level, but the next day, you have to start over, and different quest options will be available, prompting you to play a new persona.

    --
    How many more years will slashdot have an off-by-one error on your Score in your profile?
  70. I see three problems with this persistence. by Dr.+Spork · · Score: 3, Interesting

    Good post!

    I've thought about this myself and came to exactly the same conclusion. I'd put the matter only a little differently: The question is: When will we write AI that can do all the work of a competent human game content developer? I expect it will take a while, but not forever.

    Surely, there will initially be some cheating. So maybe when you kill an orc, it will indeed stay dead, but another orc will spawn elsewhere in the forest, waiting to be found by another adventurer. I would love it if we tried to simulate an actual ecosystem that simulated (among other things) the conception, birth, feeding, etc. of orcs, but that would have three problems. One: It's just asking too much of the AI. Two: It would reveal how ecologically incoherent most of the classic "dungeons" in rpg's really are (even by standards of fictional ecology, orcs must consume so many calories each day, shit somewhere, etc. They're not going to be having lives in some single room in a dungeon.) Three: Such a system, even if it were relatively stable without PC interference, could easily be corrupted hopelessly by the actions of some powerful player characters. Destroying is much better suited to the activity of a PC in a CRPG than is building. Destroying is faster. Cutting down a tree is much easier than making one grow.

    All current and future CRPGs must find a way to set back up the knocked-down bowling pins, or set up different bowling pins instead. If a group is bent on deforestation or depopulation of a country, and the game must replace what is killed in a natural way, there will soon be no more trees nor NPC humans.

    Of course, systems could be introduced that prevent such actions. Repairer druids might magically regrow lost forests, but who will generate replacement villagers?

    What's attractive about "adventure settings" is that they are in a context of very weak central institutions (so they leave space for adventure) with potentially powerful individuals. There are no "adventurers" in Singapore, because there, even spitting on the CCTV-watched street gets you in trouble. That's one way to prevent chaotic rampagers, but the four classic role-playing world types (middle-age w. spells, western, war & post-apocalyptic) are not chosen by accident. They're settings where individuals are not under the yoke of a central authority. For fans of Firefly: The protagonist adventure-group does their work on the outer planets exactly because central control doesn't extend that far.

    My point is that it wouldn't be an adventure game if it were in a setting that prevented individuals from devastating rampaging. This means that such settings are inherently unstable. (Usually, strong governments elbow in and stamp out the "adventure space" - for the most part.)

    So even a perfect AI would not be able to impose stability on an inherently unstable, fully simulated situation. Adventure settings are paradigmatically not in equilibrium.

    1. Re:I see three problems with this persistence. by Anonymous Coward · · Score: 0

      Really, the problem arises because the typical fantasy settings assume there's one party of adventurers. In an MMORPG, you've got hundreds all running around the same area... there can't possibly be enough "adventure" for them all to do without repeatable quests in a static world.

      There's just not a big enough job market for all the adventurer's in such a setting, and most players would find themselves collecting unemployment and sitting around the tavern drowning their boredom in some ale.

    2. Re:I see three problems with this persistence. by Anonymous Coward · · Score: 0

      Why, oh why didn't I take the blue pill?

  71. Mod parent up by Psychochild · · Score: 2, Interesting

    I usually don't post that as a title, but the parent post should be modded up. I'm also a professional MMO developer, not posting as an AC. The whole "players want 'entertainment'" bit is something I'm filing away to explain to other people.

    The poster is also exactly right about the whole "hero" thing. Most people have a tremendous capacity for self-delusion. Even if I have to stand in line behind all my friends to release Sharpbeak, the game is still rewarding me for a specific "heroic" action. Or, think of it this way: if you rescued a little girl from a burning building, would everyone say, "Big deal, thousands of people have saved thousands of victims from burning buildings before." The fact that the world goes back to a steady state in an MMO doesn't mean your actions are any less heroic. They're just not unique, and people are fine with that. And, especially with things like instancing, you don't even have to compete with other groups to accomplish your heroic goals.

    From the grandparent post:
    "MMORPG are afraid to have people lose."

    The parent poster is right, this is because people hate to lose. There's a thread about permadeath in another part of this discussion. Know why permadeath is never done? Because it's the *players* that scream loudest when this is brought up. They don't want to contemplate the thought of losing their hard-earned character, even if the game isn't designed like that. Most games are designed to have people invest a lot into a character. If someone tries to go against that particular bit of groupthink, then they're accused of "hating the players" or "caring more about experiments than fun".

    The real reason why we see people clone DIKU MUDs/EQ/WoW is because the players are demanding that we make more of the same. There are some interesting alternative games out there, including Meridian 59 which I own, but people pass them by. M59 is a brutal PvP-focused game where you can lose just about everything you've worked for, and then some. And, because of that, it has a lot of trouble attracting and retaining players. The reality is that nobody is going to drop even $10 million (let alone the $50 million WoW cost) to build a game if nobody will play the game that cost a few hundred thousand to build. So, we keep seeing the same games that don't take risks and don't let players lose all they've worked for.

    Anyone willing to invest in something different can contact me through my blog at http://www.psychochild.org/. I won't hold my breath. ;)

    Some insight from another MMO developer,

    --
    Brian "Psychochild" Green
    MMO developer's blog
  72. W:AR has pretty good persistance by tchiseen · · Score: 1

    I've been playing Warhammer online Age of Reckoning, and the persistance in that is pretty good, the mechanics behind it work well. This is an example. In a zone, there is an area which is an RvR battlefield. In that battlefield are a number of warcamps, smaller objectives with few gaurds, and one major objective, a Keep. You own the keep if you go in with a stack of people, ransack the gaurds, beat down any enemy players trying to PvP you, break down the Keep door, and kill the Master of the Keep. Once you've done this, your own Keep Lord appears, and you have the opportunity to defend him. There's a 15 minute timer on flipping Keeps too, but other then that, you will own a Keep until it is taken back. The status of all the Keeps in the game world affect your Major Capital cities status, and eventually, you can sack Capitals as well. I havn't seen that yet, but I can imagine it would be cool. Persistence isnt a technical issue, so much as a gameplay one for me. Is it going to make the game more fun in-and-of itself? I don't think so. You need more then just one mechanic working for you in order to create a fun MMO.

  73. "MMORPG are afraid to have people lose." by Lonewolf666 · · Score: 1

    There is at least one larger MMO that has people lose: EvE Online.
    While they don't go as far as imposing permadeath (1), you can lose your current ship with all its equipment. Which can be the equivalent of a few weeks' grinding NPCs.

    With roughly 250k subscribers, EvE is not one of the largest MMORPGs but certainly economically viable.

    Personally, I think drastic item losses have advantages and disadvantages:
    -pro: it makes the feeling of danger more intense
    -con: when you lose, you have to do some annoying grinding to get your stuff back. Unless the game design makes grinding NPCs fun, but I don't think anyone has managed to do that yet ;-)

    (1) If you don't have an up to date medical clone, you can lose most of your skillpoints. But that is easily avoided with a bit of thinking, so it does not count as serious risk.

    --
    C - the footgun of programming languages
    1. Re:"MMORPG are afraid to have people lose." by Psychochild · · Score: 2, Insightful

      With roughly 250k subscribers, EvE is not one of the largest MMORPGs but certainly economically viable.

      You misunderstand the point here. The original EverQuest (EQ1) had a brutal system where you could actually lose a level if you got killed too much. You could also lose all your gear if you didn't get back to the location of your death before the corpse disappeared. EQ1 had a peak of 440k subscribers, beating EVE quite a bit.

      Then came along a game where you didn't lose xp, you couldn't lose equipment, and "death" was a few minute run back to your corpse plus a possible repair bill later. If you wanted to pay a more in repair, you didn't even have to run back to your corpse. That game has about 2,000,000+ subscribers in North America alone (and many more millions worldwide). Perhaps you've heard of this game: World of Warcraft. Death penalties are just one example where WoW made it impossible to really "lose". Add death penalties into WoW and it loses one big element people point at to show that the game is superior to others.

      So, the point isn't that you can't possibly make a game that has a significant chance of loss for the players. The original EQ is still kicking. The point is that when a developer/publisher takes a look at design and then consider the subscription business model where "more people = more money", they're going to take the path that results in more possible players *every* time. Having that chance to lose big means that people eventually lose big, get pissed off, and quit your game. Worse, they'll probably bitch about it on a public forum and scare away other potential subscribers.

      So, why does EVE have significant loss? It appeals to the current rabid playerbase that feel the need to post about EVE in every story that mentions MMOs. :P CCP also had an interesting situation where they didn't have to maximize revenue immediately. Note that EVE was originally considered a commercial failure, particularly for the publisher that originally put boxes in the stores. This would spell the death of most game companies. CCP was able to weather that (due to government funds, as I remember), and EVE was able to grow to it's current position over a long time. A publisher that invested heavily into a game today wouldn't put up with that BS; that's why the grandparent added the word "publishers" to that line. (Really, most developers like lots of money, too, which is why I don't think that addition is necessary.)

      Anyway, this isn't to say that I don't agree with your assessment about the possible pros of serious loss; it's one of the things I still like about M59 because the victories and losses have serious consequences in the game But, people who want to make the big bucks are going to pick the design that gives them the most profit.

      --
      Brian "Psychochild" Green
      MMO developer's blog
  74. And if wishes were apples......I'd bake a pie by Battlenun · · Score: 1

    Unless I'm missing something, Red 5 and most of the commenters here are living in fantasy land. EVE may be a persistent MMO but it's only got a few thousand players, really, when compared to something like WOW. Image WOW with ALL 4 million US players on ONE persistent server. Currently impossible, and that's only from a pure AVAILABLE real estate stand point. Can you imagine Goldshire with LITERALLY 2000 people standing around waiting to save that one town? And if someone did, you now have 1999 other people standing around waiting for the NEXT dynamically created quest to occur. This will NOT happen anytime soon. Unless these guys at Red 5 really have something in their heads so RADICALLY different from what ANYONE else is thinking. Just take WOW a bit further with this idea. 1. Increase the real estate by oh, 100 fold. Im just saying that since there are about 100 US servers. 1.1 Now, travel between towns / realms has to be factored in because no one wants to LITERALLY spend days walking from one town to the next. (weee! town portals for everyone! and if you have town portals, then all that LAND you created in between is WASTED dev time. 2. Once a guild becames powerful enough (ala EVE online) the rest of us would be left with the table scraps of whatever meager content they deemed unimportant enough to conquer first. Even with dynamically created content, this would not work. Using the example of the SAVED TOWN, so UBER guild "Uber Guild" saves the town, and rescues the princess. Great. You think they are going to simply walk away and let the next player pick up the story? No, they will be just as starved for new content as the next guy. So, they hang around, wait for the server to go Bing! and proceed to mash through that new quest before any lesser guilds/people even have time to react. 3. I could go on and on, but it boils down to this.... no matter how grandeous a developers plans are to make things "bigger, better and RIGHT" you still have SO many other gameplay issues that come with regards to an MMO. Most of which, is the players. Again, I refer to WOW since it is the biggest and best[SIC] out there now. Starting town. Quest 1. Kill 10 kobalds. Sweet! Easy. Oh wait....those 20 people that were here already killed them, and 10 more are waiting around with me to do the same. So what did Blizzard do? Reduce the spawn timers on the mobs. Technically, or should I say, gameplay-wise, the problem is solved. But from a "persistent" or "lore" standpoint? It's a disaster. Where are all these Kobalds coming from and why are they appearing out of thin air? We killed all the women and children. How can there be more. Especially in 60 seconds. I hope I made my point here. True persistence is a VERY noble goal. I would love to see it myself. But there are currently far too many other considerations to account for to make the game "playable". Land size, lore, number of players and griefers are just very minor considerations. 100 people on a server? Great. Easy. Do-able. 10,000? Not so much. Which is WHY the current solution is to instance not only dungeons but entire realms. You simply cannot create content that fast. Thanks if you read this far and I would LOVE if someone could provide insight to how I am completely wrong here. -BN

  75. Termination by CustomDesigned · · Score: 1

    The real problem with this MMO is that the death penalty is too harsh.

    Why? Other MMOs terminate their subscribers for any reason. In this one, terminations are always a consequence of game events. Even the rare administrative terminations are carried out via "random" events (lightning, earthquake, volcano, etc) or the actions of other players.

  76. Allow experienced players to become DMs by JulioMonteiro · · Score: 1

    Here is another idea:

    After you mastered the game (have at least one high level character, that has been given the title of Hero or Noble) you can apply for a GM account, and after a small interview you are a level 1 GM.

    A level 1 GM has very restricted power, can only summon basic creatures, impersonate low level NPCs and create quests with low rewards (in a living economy, the NPC quest giver must have the resources to give as the prize).
    This way he would only be operating in newbie areas, running low level quests. All PCs participating in the quest can vote on the quest quality after its done.
    If the GM runs good quests he will get GM experience and learn to control and summon more advanced creatures/NPCs/items.

    Also, for every summon, or to create anything that would ruin the economy the DM has to consume energy/mana, that would determine the world changing effects that GM can produce. GMs could perhaps combine their energies to produce interesting coordinated stories. Of course a higer level GM can monitor or even veto/ban any irregular activity of lower level GMs in a truly colaborative world creation process.

    Using the same engine, a high level player that has attained Noble or Hero status, and rules some land, can also post quests specific to the land they rule, by hiring npcs and setting up their quests much like the GMs, but in a more limited way (no GM energy)

  77. Just make gold farmers play the NPCs by WillAffleckUW · · Score: 1

    So, the hero saves the princess and takes over the town.

    Hire the gold farmers to play the NPC army to retake the town, recapture the princess, and set everything right again.

    Problem solved!

    (luckily I like playing evil characters who kill the princess, making this a quandry for the next guy)

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    -- Tigger warning: This post may contain tiggers! --