The State of Sci-Fi MMOs
Massively is running a story that looks into the status of the sci-fi MMO genre, and why such games have had a tendency to struggle over the years. Quoting:
"Fantasy alone carries with it assumptions based in our own history, a romanticized version of the middle ages where knights were good guys and smart people with beards could cast spells. Preconceived notions in sci-fi are far less cast in our collective memory. While stories that predict the future are surely as ancient as the myths describing the past, sci-fi itself didn't really ingrain itself into our culture until the 1800s, with H.G. Wells' stories and other writers at the cusp of the Industrial Revolution. ... Compounding the lack of specificity in setting is the tendency of sci-fi games to overwhelm players with skills and rule sets they initially don't understand and eventually don't need."
The problem with the genre is that often times the Sci-Fi set is too smart for its own good. Take for example the original Star Wars: Galaxies. It had some brilliant character creation and development systems. The concept that you could mix and match from 24 professions to create your character made it very appealing. What happens to it? It didn't have the content it needed to guide a users experience hence it was too hard for people to understand. Then SOE starts a series of neuters that reduce it to a shadow of its former self and any of the redeeming features are removed.
Now this "too hard to play" syndrome is present in the Fantasy genre. UO/DAoC were too hard core for a lot of players who gravitated to Everquest then WoW.
With the exception of EVE I cant think of another Sci-Fi MMO that still has a presence in the MMO space.
The MyTh - I am a figment of the Imagination - [Im Probably even not here]
I'm sorry, but you haven't a clue about what you're talking about.
1) Intelligence is only "universally reviled" in the US and is becoming more common in Canada as well. The rest of the world take *far* more kindly to the actually intelligent.
2) SyFy is NOT "the modern nomenclature" for Sci-fi. It is a marketing gimmick from the Sci-fi network as an attempt to widen its viewing audience.
3) Fantasy is more popular because it is more accessible. As in, everyone knows about wizards, knights, etc as that has pervaded society for a *long* time. But, not many people know about sci-fi and its trappings. So, it's "weird" to many.
Seriously, you're attempting to trivialise fantasy to horny teenaged "geeks". And that's just so wrong it isn't funny.
This isn't just about MMORPGs; written literature has a similar issue.
As some have pointed out above, it's far easier to invent a story-framework when you don't have to deal with plausibility.
In our technologically sophisticated world, and especially among gamers, we have a territorial claim on technology and scientific plausibility. We're much more critical of sci-fi, because we feel comfortable judging sci-fi settings. In contrast, fantasy is allowed and expected to exhibit arbitrary rules like magic, and to develop romantic stories involving heroes.
If, in a fantasy setting, I'm jumped by rabid fairies from the Underworld, I can buy it. If they cast eternal drowsiness on me and limit my mobility for 10 seconds... OK that's fine. If, in retaliation, I cast a spell to call down meteoric fire from the sky, that's totally believable (not to mention awesome). Fantasy doesn't invite us to call bullshit.
But if, in a sci-fi setting, I'm attacked by robots, well OK that's plausible. Maybe they're programmed to attack outsiders, I can buy that. They hit me with their laser guns... OK, I can buy that that's possible in the future with advances in battery technology. And I guess I didn't get cut in half because I was wearing special nano-armor that, ummm, absorbs laser light. But in retaliation I cast my hacker-spell and... wait... I smell bullshit.
It's easier as an author to just cut yourself loose from present-day reality. It's far more challenging to write in a future-of-now setting, and deal with the annoyances of the real world's rules and history.
For me, it's not about the interface or complexity.
My problem with it is that I'm a tourist, and like every other MMO it caters to perfectionists. It's not well designed for completionists or tourists.
The NPC missions are few and far between, and most are not very interesting.
Oh sure, I've heard all about the player created PVP drama in the game, but that's all endgame content. And it takes months if not years of mining or 'rat-hunting for hours every day to earn the skills needed to enter 0.0 space without getting pod-killed every five minutes.
And getting pod-killed can set you back days (implants), weeks or months (underinsured with inadequate quality clone), or back to where you were when you first got your account.
So while the tourist content might be there, it's behind a giant wall of perfectionist grind. No thanks.
If the combat were actually fun, it might make up for the grind, but it really isn't. Lock on and auto-attack until the enemy blows up. Yawn. Even Starfleet Command's combat was better. What I want in a space MMO's combat is something like LucasArts' X-Wing, or Freelancer.
A Freelancer MMO... now that I'd play.
Hans
My beef with EVE is the leveling system.
.. and so on.
There is no way for anyone starting EVE today to ever catch up to those who started a year ago, and those that started a year ago will never catch up to those who started two years ago,
I played eve for nearly 6 months. When a big content patch came out that was essentialy ships I wouldn't be able to fly for at least another 6 months, yet I had to compete directly against one (freighters), I decided the system sucked more than I had already suspected.
I was a very successfull high security hauler and trader who had his market taken away by superships he could afford to buy, but could not fly... I had to train another 10 or so skills (one of which taking almost two months to train all by itself)
Basically, I had to pay them $15 x 6months = $90 in order to continue my trading career, and thats assuming that a new update wasn't going to again push the bar even further away from me.
EVE, mostly a great game, but the leveling/training system needs to go.
"His name was James Damore."
Erh... no. Sorry, but no.
First, going into 0.0 space alone is a good way to get podded. Whether you have a million or fifty million SP under your belt, you won't stand a chance. 0.0 is basically what constitutes as raid content in other MMOs. The twist is that you, as a low player, may actually participate. Sure, you won't fly that huge titan with its devastating, POS-killing firepower, but you can still be useful (and I don't mean just as a decoy and meatshield).
What you complain about is essentially that you can't play for 2 weeks and level the raid dungeon single handedly.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
I was in EVE for 17 months, playing between one and 10 hours a week (3 was typical), between fall '05 and winter '07.
I was in a corps, and the most exciting group activity we ever did was... mining in .4 space.
Perhaps this was a mistake, but I concentrated on leverage skills first (learning), then ship-handling and combat. I hunted rats rather than mining.
I never got powerful enough to spend time in .4 space, let alone 0.0, and it took forever to make enough ISK to buy a new skill (at 4.5M ISK per skill).
Eventually I realized that I was never going to get anywhere playing three hours a week, and cancelled. I don't like grinding; I get much more fun/second out of single player games, even grindy JRPGs, and session-based multiplayer games like Freelancer or Halo 3 or Unreal Tournament 1 than any MMO.
That's not to rag on MMOs; my player style is simply unsuited to them. I'm a tourist with a little completionist, and almost no perfectionist tendencies.
Hans