LOTRO Dev Talks About Bringing MMOs To Consoles
Jeffrey Steefel, executive producer for Lord of the Rings: Online recently spoke to Eurogamer about the game's upcoming expansion and its future in the MMO market. One thing he mentions is the challenge of designing an MMO for consoles, which have a larger player base than PC games. He admits that UI development would be a huge issue, but also thinks MMOs could benefit from splitting tasks between various devices.
"Long term, for me, the real exciting vision is ... thinking about a game, a franchise, as this centralised content. There's this thing called Lord of the Rings that sits on a bunch of servers ... and whether you're on your PC, your console, your mobile device, those are all just access points, and they're all good at different things. ... The console is great for fast action, immediate activities. Combat, raids, things like that could be a lot of fun sitting on your couch. And some things that are necessary but slightly rote and boring, like managing your inventory or setting up for a raid, or some elements of crafting — those are things that you can do instead of playing Bejeweled when you're sitting on the train or on a break or whatever it happens to be."
I haven't played WoW very seriously, but from what I've seen, at least some classes need to be pretty focused, and have quite a lot of things to keep track of -- more buttons than exist on any console controller.
I guess I don't see how raids from your couch would be fun. After all, MMOs aren't the only genre that a keyboard and mouse is better for -- and especially if you're actually fighting other humans, why would you deliberately cripple yourself?
I can see exploration from the couch, or soloing.
Good idea, though, with the "centralized content" -- not entirely original, but good to see it catching on.
Then again, I'm really not sure I want to see people inevitably logging in just to text... txtspk is even worse than 13-year-old WoW griefers, if that's possible.
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Yeah, pacman and space invaders used to piss me like that.
How we know is more important than what we know.
I haven't played LotRO, but from what I hear its interface closely mirrors the WoW interface which would make it pretty much unplayable without a keyboard/mouse setup. Movement and using different skills are such a large part of both games and being unable to have precise control over both ends up making things ridiculously difficult in some PvE encounters and most PvP settings.
Entering text would be a complete pain in the ass and unless LotRO has built in voice support that everyone uses the console version would suffer due to a lack of Ventrilo or Team Speak support as voice communication is fairly vital in executing raid encounters. I suppose it could be included with the game, but that means getting it to work on both or either the PS3 and Xbox 360 and all the additional hassles that go along with that.
It'd probably work out decent for solo play where one joystick controls character movement, while the other moves the camera and cursor, and commonly used abilities are mapped to buttons. From my experience when I was grinding while playing WoW I never really used more than one or two abilities. There's probably a lot of other things that I'm overlooking, but as I haven't played this particular game, my knowledge is a little general.
It seems like something that won't draw a lot of additional subscribers and will probably end up costing more to develop and implement so that it works well than they'll see returned in increased revenue. I'm not saying that a console MMO couldn't be done, but it would need to either solve the problems I mentioned above by adding good voice chat functionality and allowing keyboard and mouse input or be designed from the group up with console controllers in mind.
Don't be intentionally stupid. The game is built by a set of humans collectively organized into a business. They not only do try to do something besides sit there and ask you to play, but in the case of the majors, they have a legal requirement (to their public shareholders) to encourage you to become completely addicted to the game so that you keep playing and keep paying.
MMO games are addiction machines. This article points out just one of the slippery slopes they try to grease to get you to invest so much that it is psychologically damaging to play.
As for moderation, I played WoW for years, and the one thing I noticed in that time was there were very few people playing "in moderation". The prices at the auction houses, the time it took to accomplish any goals, and the lack of any punctuated content meant that you had two paths - play til you got bored, or play constantly (definition in this particular case: 20+ hours a week).
I don't know who your "everyone" includes, but the stories I heard from the players I met - in real life I'm talking, not in game - were all at least that deep in the game. It's how the thing is made - there's a stack of shit ten miles deep that the developers are trying to bog you down with in the name of "pacing mechanisms" and "meaningful progression". In the end, it's timesink so that you keep playing and keep filling their pockets.
Punctuated content, on the other hand, should take the line that a person can accomplish a complete task in a set time period, and there are limits to how much an individual can crank through in a given time period. Think movies versus TV. You go to a movie and you pay your fee, then two hours later you're done. You sit down in front of a TV and nine hours later you stand up and crack your back and realize it's dark outside and your life is passing you by.
Not what everyone wants. But holy christ, come on. These guys are suggesting that you could do part of the artificial shitty task list they've made up for you in your free time. If that doesn't sound ridiculous to you, you're a little crazy.
Part of the appeal to MMOGs is the social aspect. Especially that you can play with other poeple you know in RL at the same time. e.g. I play WoW with my husband and have had up to 6 people with their computers in our house playing at the same time. Not so easy to do if everyone needs their own console and TV (and sofa).
Sara
Designer, Gamer, Macgrrl in an XP World
"MMO games are addiction machines."
Guild Wars seems to have done OK without a permanent grind; I'm sure they haven't made as much money as WoW with its monthly fees, but I'm equally sure they've made a decent profit.
I'd be willing to guess that the reason Guild Wars doesn't make as much is because they don't have a grind. Grind satisfies that lucrative OCD-fueled core of the target audience by giving them something to channel their compulsions. The community can be heard to grumble about the grind; but day in and day out they're in there, grinding honor, faction, mats, DKP, and whatever else goes on in WoW these days. Sure, everyone says they hate it, but it shines and sparkles just so; and they can't look away.
If you don't populate the game with enough BS to keep the 24/7 players happy, they will leave. If you do, you're forced to balance the time investment requirement to that standard. Thus forcing casual players to invest more of their time to keep up with the Joneses.
But while structuring reward systems to require as much time to complete as possible is good business. Taking up every moment of your free time to get those rewards is still your choice.
And an ending to an MMO isn't a bad thing either- a Tale in the Desert does pretty well with a global EOG+reset every now and then
"Seven Deadly Sins? I thought it was a to-do list!"
Actually their ideal situation is probably that you keep paying WITHOUT playing (too much). That way their content doesn't get old so fast, the resources required to run the game aren't as high, etc. etc.
Yes I've played Phantasy Star Online, and nowadays its successor, Phantasy Star Universe. It did that. It also had about as much depth as a mud puddle. It was just a glorified button masher.
Managing all those abilities and possibilities and synergies between them, is half the fun of WoW. It's basically like a puzzle game. You have all these pieces, and your team mates have some more, and you have to see what cool things you can build out of them. In real time.
PSO had two lists of 3 buttons each. One normal block of 3 (the fourth button was for a substitute limit break) and a shifted one. Considering that two of those are your normal attacks, it leaves very little room for depth in your abilities. It's also a mere half a WoW action bar.
But let's say you use both shoulder buttons as shifts, and all 4 buttons. That's 12 different icons, or the equivalent of one WoW action bar.
It might be enough for an over-simplified straight-up damage class like rogue or maybe warrior. A mage is already getting squeezed in there. But it would make hybrids utterly impossible. You can't play, say, a druid where the whole _point_ is that you get the skills of 3-4 other classes (if weaker than the pure classes equivalents of those powers), with barely enough buttons for _one_ such class.
A polar bear is a cartesian bear after a coordinate transform.
Honestly, you've got a lot of WoW hate in that post. I've been playing the game since launch, as a rogue, and my current guild is on track to finish Sunwell (most difficult expansion instance) before Wrath of the Lich King hits. You could say I'm a pretty hardcore player.
However, I only play 4 hours a day, four days a week. In those sixteen hours a week, I manage to successfully raid the most difficult instance in the game, farm consumables for said instance (lots of them), and even spend some time leveling various other characters. I have another character at max level, a mage, and a paladin on the way.
Now, sixteen hours a week is a lot of time, but as I said, I'm a hardcore player in the top tier of progression. I choose to do it. A casual player can do an hour of battlegrounds or arena per day and end up with a full set of epic gear after a month or two.
However, that doesn't address GETTING to the level cap. Leveling to the cap is easily possible with zero grinding sessions - nothing but quests. Sure, sometimes the quest is "Kill X number of Y", but the reward is gear, gold, or lots of bonus experience. Blizzard has made many changes to make what was already a very easy leveling process even easier (compared to a game like EverQuest or FFXI). Experience needed per level was reduced by 15%, low-level quest rewards were reworked to have more optimized stats, mounts are now available at level 30, and so much more. There is no penalty for death other than a small amount of money and a short walk - no experience hit, no de-leveling. Heck, with a good guide, you can go from 1-70 in less than three days played time.
In conclusion, WoW is not a grind unless you want it to be. A player can be successful without devoting their life to it. It's easily the most casual MMO I've ever seen.
On top of that, it's FUN!