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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."

37 of 194 comments (clear)

  1. I love Eve Online by Majik+Sheff · · Score: 3, Insightful

    Enough said.

    --
    Women are like electronics: you don't know how damaged they are until you try to turn them on.
    1. Re:I love Eve Online by Anonymous Coward · · Score: 2, Funny

      I'm sorry.

    2. Re:I love Eve Online by Planetes · · Score: 2, Insightful

      Agree completely.. I've been a fan for over a year and have no intention of leaving the game anytime soon. It's one of those love or hate games in terms of interface and complexity. If you love it, you love it.

      --
      Planetes
      "One World, One Web, One Program" - Microsoft Promo Ad
      "Ein Volk, Ein Reich, Ein Fuhrer" - Adolf Hitl
    3. Re:I love Eve Online by hidannik · · Score: 5, Interesting

      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

    4. Re:I love Eve Online by Rockoon · · Score: 4, Interesting

      My beef with EVE is the leveling system.

      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, .. and so on.

      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."
    5. Re:I love Eve Online by TOGSolid · · Score: 5, Informative

      I hate to come in sounding like an Eve Online fanboy, but your post does sound a lot like someone who got the trial, went 'meh' and thinks they've seen all there is to see. Feel free to TL;DR to the end of this to check out some game recommendations instead.

      You are absolutely wrong about 0.0 first off. First off, there is no "endgame" in Eve. This isn't WoW or WAR. Secondly 0.0 is open to new pilots even with low skills. A newbie in a properly fitted (and by that I mean the right setup not necessarily T2 gear) frigate can work as a low cost interceptor quite easily, for example. That barely takes any time at all to train for. Believe it or not, creative T1 fits can be quite effective and not break the bank.
      Combat is far from that simplistic, with some ship builds requiring a good deal of hands on management in order to keep yourself from capping out and proper module activation timing. On the broader spectrum, fleet commanding is pretty intense stuff and great fun to learn to do.
      Go get into an interceptor duel with someone who knows what they're doing and try saying combat is boring again. :D

      Getting podkilled is a bitch, true, but jump clones exist for a reason. Clone insurance is also very cheap so really if you get popped without it that's your own damn fault.

      NPC Missions are kinda wank depth wise, but CCP is constantly adding new ones with better laid out mission briefings and do eventually plan on actually adding NPC AI beyond just the recently added sleepers (which for anyone who's been out there knows that they're no slouches and will rape the first logistics ship to show up and say hi).

      You are right on one thing though, Eve is not a tourist's game. It takes a fair amount of time at the beginning to get through the initial learning curve and general entry barrier, and this puts off a lot of people who don't have friends in game to help them out. It's entirely up to the player motivating him or herself to get out there and make something of the game. It doesn't hold your hand and gently point you at a few wolf cubs to go kill for cheap xp, which really, is what most gamers want in a game. It instead says "here's your rookie ship, have fun!" and leaves it up to you. Definitely a niche game, but a successful one.

      You may want to check out Jumpgate: Evolution which features hands on ship control with classic space sim combat.
      http://www.jumpgateevolution.com
      On a non-mmo but still space shooty shooty level there's also Naumachia which is shaping up to be all sorts of awesome.
      http://naumachia.aureasection.com/

      Anyway, sorry for the fanboy rant, but posts such as yours drag that out of me. I don't like seeing people drag Eve through the mud and potentially put off people who may actually enjoy the game by posting pretty innacurate statements.

    6. Re:I love Eve Online by Opportunist · · Score: 3, Informative

      This is not entirely true.

      While the leveling system of EvE, with no level cap meaning that playing longer == having more skill, certainly rewards players that have been playing since the beginning, starting later does not necessarily mean that you will not be able to compete sensibly.

      Skills are leveled at a diminishing returns system. To explain to those that don't play, every skill comes in five "levels", each level offering you the same benefit (e.g. 5% more speed, so 25% at level 5), but leveling times increase with each level. I.e. to level from 4 to 5 you need more time than the previous four levels combined.

      Most skills that require other skills to be learned first (but the most advanced) require the prerequisits at level 3-4, usually. Unless it can be assumed to be a given that someone "hardcore" enough to want the specialized skill has the underlying skill at 5 anyway. If you're a hardcore miner, you have mining at 5. So it's understandable to make Mining 5 a prerequisite to fly the more advanced mining ships.

      Freighters are a bit of a special case, needing some skills you might not have seen as important as an industrial hauler. Yet still, they're not really out of reach. Besides, I doubt that you cannot make money trading anymore just because there are freighters. Freighters are big, but slow. Trading, especially margin trading, is often a matter of being there first, unless the amounts asked are so ridiculously high that you can't fulfill the conctract alone anyway. And then, the frighter pilot would first of all have to have the amount at hand.

      Especially in empire, and especially in ore trade, you'd have to visit a LOT of places before you can use a freighter sensibly. Before you can fill the balloon, the trade's long done and over.

      What I'd suggest for a industrial trader is to build a network with miners. Miners (e.g. me) love to sit in belts, gobble rocks, maybe split them open for ore and then... well, then we're sitting on a few million trit and other ore that we have to get off the planet somehow. And we (ok, I) don't really like the idea of having to carry the crap for 20ish systems just to get a good price for it.

      In other words, I think we should talk. ;)

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:I love Eve Online by Opportunist · · Score: 3, Interesting

      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.
    8. Re:I love Eve Online by Opportunist · · Score: 4, Insightful

      Same here (say, were you that guy that hoovered away my belt last night?). I'm a miner. There's literally nothing (short of godawefully expensive implants) that I could add to my mining skills to squeeze another m/minute out of my mining lasers. And it won't get you anything "more" anyway, when you look at the way the rocks work. You sit there for three minutes even if the rock would pop earlier. Usually, the few additional m you could get are wasted anyway in that last cycle.

      Essentially, what I can do after four years in mining can be reached in less than half a year (you'll need longer for that initial half billion you need to buy all the junk you "need" anyway). The only difference is that I can additionally fly a BS (in a way that keeps them alive), actually hit something with large turrets, command a fleet of miners or fighters, refine without waste and a few other tidbits that are, at best, "nice to have", but anything but a "make or break" part of my career.

      What matters in EvE is that you find out fairly quickly what you want to do first, then go for it and stick to it 'til you can do it at a level that satisfies you. Yes, it can be quite a drag when a lv5 skill with heavy multipliers keeps you locked down for a few weeks, but push through it and you're rewarded by being as good as a 4 year old player in that particular field.

      You put it quite well, and if allowed I'd want to quote you on that occasionally, playing longer in EvE doesn't mean someone gets further ahead in a certain field. It means he has more options.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:I love Eve Online by Thumper_SVX · · Score: 4, Informative

      I agree with just about everything you said. One other thing that bears mentioning though is that Eve is really NOT a single-player game. If you decide to go it "lone-wolf" style then yes, you're probably going to get bored unless you have the patience of a saint.

      The point of Eve is community. Join corps, leverage them as a jump-off point for your own corp if you want, or work your way up the ranks. Just like real life. I've played on and off and been in a few corps. In most cases, I've left on really good terms and come out with loads of equipment, ISK and training (not to mention, friends that I made through Eve Online). Sure there have been times I've been raiding my ex corps thanks to a mission in my new corp... but that's half the fun.

      For some, Eve is a bit TOO much like real life I think. I only stopped playing frequently about 8 months ago because I just didn't have time for it. But I still plan to return... my character is still sitting on a database somewhere and will one day be reactivated. Maybe I'll join another corp (currently independent), or maybe I'll use the equipment and money I have now to build myself a new corp... enlist some of my old friends if they're still around.

      That's what Eve is all about.

    10. Re:I love Eve Online by GMFTatsujin · · Score: 2, Insightful

      "Just like real life."

      That's the problem.

      I don't *want* to work my ass off in a game for another 20 years before I can get decent jobs, buy a house, start a business, etc. I invested that energy elsewhere: my actual life.

      My life is fun and challenging, and I love it. But, I do sometimes want to escape into a fantasy where, right off the bat, I'm fraking awesome and I can go to town.

    11. Re:I love Eve Online by hidannik · · Score: 3, Interesting

      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

  2. Not just MMOs by jimmyhat3939 · · Score: 3, Insightful

    It's not just MMOs where sci fi has been somewhat less popular than other genres. It's also true for traditional roll playing games.

    I think it's possible that what's going on here is that when people want to play games, they'd rather have it be about something totally out of the realm of possibility, rather than a possible future scenario, which is frequently the goal of sci fi.

    --
    Free Conference Call -- No Spam, High Quality
    1. Re:Not just MMOs by guyminuslife · · Score: 4, Insightful

      Quite possible. I would submit that attitude also plays a role. Traditional fantasy settings have a romantic, epic scope. There's a much more clearly-defined line between Good and Evil, which simplifies the morality issues of killing and looting various denizens of said realm. Fantasy societies tend to be (although they don't have to be) more wild and unregulated than science fiction settings.

      And of course, fantasy more often celebrates the "epic hero" who kicks ass and takes names (Beowulf, Ajax, Merlin) as opposed to science fiction's more mortal protagonists. There's less opportunity for character advancement, since so much of the escapism is based on technology. A level 20 wizard has access to crazy spells that the lowbies could only dream of and is decked out in arcane accessories presumably lifted from some dragon somewhere. A level 20 space ship pilot is just a better pilot, perhaps one with a better space ship, which any lowbie with cash could simply walk into a store and buy.

      And fantasy makes running the game easier. You can just randomly make stuff up and fit it into the game with a mere explanation that, "It's magic." Sci-fi technologies more often need to be explained, since they can be mass-produced, etc.

      --
      I don't believe in time. It's a grand conspiracy designed to sell watches.
  3. It's much simpler than that by BadAnalogyGuy · · Score: 4, Insightful

    The whole concept of Fantasy is to give power to the weak and nerdy and put them in a milieu that encourages and promotes the behaviors that they so desperately want to express in the real world. But the real world is a harsh critic, and those behaviors (being smart, mostly) are universally reviled.

    So the lucky ones discover the Fantasy genre and are rewarded for their behavior with scantily-clad women and a sense of satisfaction from acting chivalrous. It's a self-feeding world. The only necessary thing is a bunch of disaffected nerds.

    The problem with sci-fi (or SyFy, if you prefer the modern nomenclature) is that it is designed to tackle difficult moral issues. Unlike Fantasy which is designed to feed the spiritual needs of nerds, SyFy is designed to force them to think. In a sense, fantasy provides an outlet for basal needs, but SyFy provides an outlet for higher-order needs.

    Also, since SyFy is based on reality and the possibilities of reality, it is seldom that women are included in the plot solely for the sake of being women. Unlike the damsel in distress role in Fantasy, women in SyFy are neutered and masculinized to appeal to a sense of liberal sexual freedom. Fantasy does not have this limitation and therefore provides ample space for sexual expression for the nerds who take part in it.

    It's no wonder that Fantasy MOO games do so much better than SyFy games.

    1. Re:It's much simpler than that by Vectronic · · Score: 4, Funny

      Sci-Fi... fuck!

      I went Outdoor Life Network today, to do a little National Geographic Channeling, and stumbled across an Animal Channel, what a Discovery Channel, I was so Xtreme Sports Network about it, I blew my HBO, and had to buy another one from the Shopping Channel.

      Was totally Comedy Central.

    2. Re:It's much simpler than that by Secret+Rabbit · · Score: 4, Interesting

      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.

    3. Re:It's much simpler than that by tsstahl · · Score: 2, Funny

      "Syfy" was military slang for a social disease in my day. Pronounced with a short i and long e. I guess nobody told them that. :\

    4. Re:It's much simpler than that by elrous0 · · Score: 2, Insightful

      Actually, your thinly veiled bit of anti-American ranting only highlights your OWN parochialism. Obviously, by "rest of the world," you're ignoring the multitude of dictatorial countries where scholars and intellectuals are often the first to be targeted in brutal campaigns of repression (the REAL kind of repression, not the "They didn't give me enough grant money to fund my public art project" kind). A guy like you thinks he's being clever with a little smug U.S. bashing, but in actuality, you're just another arrogant dipshit who doesn't know "Khmer Rouge" from "Moulin Rouge."

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:It's much simpler than that by TeamGracie · · Score: 2, Interesting

      I disagree with your comment about science fiction games forcing you to think. I contend that both science fiction and fantasy games alike can be enjoyed without setting aside a score of mental faculties. In other words, both genres can be enjoyed while cooking dinner, watching TV, and facebooking all at the same time. While the scifi gaming genre may deal with rocket science, any 6th grader can excel at the helm of one of these mindless games.

  4. Sci-Fi scope is more difficult to manage by GodfatherofSoul · · Score: 3, Insightful

    In a game like WoW, you're basically walking or riding a horse around. That limits the distances you have to travel. Even the cities are excusably small when you rationalize for the smaller fantasy "village." With Sci-Fi, the ranges that the map worlds have to cover will become huge to be believable. That's a lot of space to design and populate.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
    1. Re:Sci-Fi scope is more difficult to manage by BadAnalogyGuy · · Score: 5, Insightful

      I invite you to compare Master of Orion to Master of Magic.

      You'll find that there is no problem with scope if handled correctly.

  5. Sci-Fi "Too Hard" by The_Myth · · Score: 3, Interesting

    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]
    1. Re:Sci-Fi "Too Hard" by Sasayaki · · Score: 2, Interesting

      [Edit: Accidently posted as AC...]

      Actually, I thought the problem with Star Wars: Galaxies was that SOE hated their customers and when one guy discovered how to dupe credits (aka 'money') and paid people with the duped creds, the SOE admins permanently banned the people who (unwittingly) received the money- but not the guy who duped it all...

      The playerbase rioted, but SOE admins teleported them into space. At least, that's what Penny Arcade told me...

      http://www.penny-arcade.com/comic/2004/08/25/

      --
      Check out my sci-fi book "Lacuna" at http://goo.gl/MVxX8
    2. Re:Sci-Fi "Too Hard" by DrMrLordX · · Score: 2, Interesting

      Your analysis of MMOs present and past seems a tad flawed.

      Dark Age of Camelot never had the same total share of MMO users that UO or Everquest had during their respective primes. It's not like a bunch of people gravitated away from that game to EQ and WoW since their subscriber base was never all that large.

      Your typical MMO migration went a bit like this:

      UO -> EQ -> WoW

      There were plenty of other games that distracted people from this basic progression (such as DAoC) but subscriber numbers will show that they were not long-term destinations for many. Lineage and Lineage 2 sort of throw a monkey-wrench into that progression but they are their own peculiar beasts.

      Also, claiming that DAoC was too "hardcore" for some people is a bit silly. That game was a cakewalk compared to pre-Kunark EQ (or even post-Kunark and post-Velious EQ). Everquest was possibly the "hardest" mainstream MMO ever given how tedious it could be, how inflexible group dynamics could be, and how much time it took to accomplish anything in that silly game. It took them far too long to realize that punishing players with downtime, absurdly slow leveling, and ridiculous travel times did not necessarily bring the fun.

      DAoC offered some boredome but overall it was a simpler game that had a lot more to offer to players that wanted to get away from that style of tedium. Too bad it had shortcomings in other departments. Nevertheless, DAoC had many features that were a direct response to people's complaints about old-school EQ (horses for quicker land travel, faster leveling, the ability to solo, more group flexibility, better PvP, etc). I'm sure it has become more complex since release, but I played it in beta and after release and boy howdy, playing any caster class in that game was so simplistic compared to the mess that old-school EQ casters were. My EQ Enchanter was like a Swiss army knife with dozens of different spells and spell-lines, some of which were bizarre or useless (Minor Illusion? Bind Sight? And do you think any MMO will ever get away with something as crazy as the original Gravity Flux? The damage that spell used to do to players . . . oy). My DAoC Enchanter had maybe six spell lines and that was it. Summon pet, buff pet, heal pet, single-target blast stuff (actually had two spell lines that did that), stun stuff, and I forget what else. I was Light spec so it was pretty limited in scope.

      If anything, UO and EQ were much more "difficult/hardcore" than DAoC. DAoC and WoW are two titles that really stick out when it comes to being intellectual successors to EQ in that both built on the gameplay style of EQ and both went well out of their way to make the gameplay experience smoother and more rewarding. WoW just took it to a new level with a better interface, and look where that got them. The legacy of UO has been largely abandoned by developers, for good reason.

  6. It's simple by Skadet · · Score: 2, Insightful

    It's simple -- everyone wants to be Cpt. Kirk, and nobody wants to be Ensign Ricky. How many starship captains can one MMO really have?

    Alternately, everyone wants to be a Jedi and nobody wants to be a blaster-wielding doofus.

    The success of MMOs is about enabling the player to wield ridiculous amounts of power and have obsessive-compulsive levels of control over their character. I do not believe this is an impossible task for a Sci-Fi MMO to achieve, it just hasn't been done really well yet. The Fantasy genre lends itself much more naturally to this type of thing.

    1. Re:It's simple by Opportunist · · Score: 3, Insightful

      It does work in SciFi settings as well, as long as there is more than one "uber" class.

      In a fantasy setting, you have many kinds of heroes. You have the knight in shiny armor, you have the powerful wizard with his spells, you even have the sneaky bastard that backstabs the evil guards. They all make formidable heros.

      Star Wars the MMO was kinda doomed to fail, for the reason you said: Everyone wanted to be the one single super class, the Jedi. It's like making a superhero game and asking people to play either a hero or some peasant. Now, what would everyone pick?

      It can work in a SciFi setting, though, if you avoid too much focus on one single hero type. Maybe we have more fantasy than scifi stories so we have more hero archetypes to draw from in that setting, but why shouldn't it work in SciFi as well? You just have to make sure that all heros have their shortcomings, and that all heros need others to aid them in their quest and you have, essentially, the story written for a SciFi MMO.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  7. Why does Fantasy succeed where SciFi fails? by Opportunist · · Score: 4, Insightful

    Well, first, fantasy MMOs are the "oldest" of the pack. Take a look at the history of MMO games and you'll see a lot of fantasy, but really few SciFi classics. This leads to a certain standard setting: People know what to expect. When you look up and down the fantasy MMO genre, you'll see basically the same games. You get your heavily armored tank, you get your stealthy damage dealer, you get your healer, you get your damage caster... and wherever you look, this distribution holds true.

    Look at the SciFi genre and you won't get necessarily the same. You can be as close to the "fantasy trinity" of tank-dd-healer as AO, or as far away from it as EvE. You could stumble into something as alien to the whole MMO concept as Tabula Rasa. Or even a multiplayer FPS game gone MMO like Neocron.

    And, as TFA points out, people don't really want to jump into uncharted waters with a game they want to stick with for years.

    So my guess why fantasy succeeds where SciFi fails would be that people know what to expect from fantasy MMOs. And, sadly, the majority seems to want to play what they know already. Not good news for those of us that want something new, finally, but I guess that's how it is.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  8. Different types of Sci-Fi work. by pecosdave · · Score: 2, Interesting

    As Skadet points out above everyone wants to be the really cool character and not a minion. Where in outright fantasy everyone has potential to become something, regular Sci-Fi that doesn't really work.

    So what happens? A different type of Sci-Fi.

    "Retro Futuristic" sci-fi can work, such as things along the lines of Flash Gordon, or possibly post-apocalyptic sci-fi can work, think slightly more futuristic Mad Max. I could see an MMORPG based on Mad Max working out great, and if you move up event that causes society to collapse a couple of hundred years you've got yourself one heck of a game.

    Last but not least, a favorite in retro Sci-Fi: Steampunk. Steampunk is sci-fi that has everything that makes fantasy games great.

    Though not exactly fitting into any of the three but fitting squarely in the middle of all of them - I could see an MMORPG based on Skies of Arcadia taking off. Fantasy, Sci-Fi, Steampunk, and Pirate themes all in one game? WIN!

    --
    The preceding post was not a Slashvertisement.
    1. Re:Different types of Sci-Fi work. by grumpygrodyguy · · Score: 2, Informative

      So what happens? A different type of Sci-Fi.

      "Retro Futuristic" sci-fi can work, such as things along the lines of Flash Gordon, or possibly post-apocalyptic sci-fi can work, think slightly more futuristic Mad Max. I could see an MMORPG based on Mad Max working out great, and if you move up event that causes society to collapse a couple of hundred years you've got yourself one heck of a game.

      They tried it, but sadly it didn't work:

      Auto Assault

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  9. One answer to Sci-Fi MMOs by jonwil · · Score: 2, Interesting

    I haven't played Eve or any of the other Sci-Fi MMOs mentioned so I don't know if this has been done before but one answer to Sci-Fi MMOs is to implement something more like Star Control where you don't have a player character, instead, your character is a ship that gets upgraded with better guns, better shields, better engines etc (and your ship would have a crew obviously). And the aim is to destroy the bad guys (i.e. those not friendly to your race), talk to and trade with the good guys (those friendly to your race) and try and form alliances with everyone else. Different areas of space would be declared as space controlled by different races and as the game progresses, the balance changes and control over different bits of space can change hands.
    Make this in a Trek MMO where you get to pick a race e.g. Klingon, Romulan, Cardassian, Borg, Ferengi, Human, Vulcan, Andorian or whatever else. Obviously you wouldnt start out in control of a Galaxy class starship but if you play the game and advance, you may be given command of a better ship than the one you started with. And eventually you might get to the Galaxy class.

    1. Re:One answer to Sci-Fi MMOs by Maserati · · Score: 3, Informative

      Yeah, that's almost exactly EVE. Try it.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  10. Fantasy isn't that old by im_thatoneguy · · Score: 2, Interesting

    I think the article is overestimating the reach and historical significance of "fantasy".

    While there have been stories of elves, trolls, goblins, wizards and the like for centuries it hasn't been "fantasy". Now I'm not an english/mythology major but from what I remember about western mythology there was very little of said storytelling OUTSIDE of the historical epics which were mostly written around the time they were set. The story of King Arthur, Dragons, swords etc... comes from a time when it wasn't abnormal for someone to run around with a sword. Dragons were still mildly plausible and Wizards and Witches were believed to walk the earth. So while it was at the time debateable whether or not there were witches etc... it wasn't 'fantasy'... it was dodgy news with a dramatic twist.

    Furthermore. The assemblage of "Fantasy" as we know it today has pretty much one primary source and one derivative source: Tolkien -> DnD. The Fantasy world which DnD popularized was largely the creation and invention of JRR Tolkien. Before Tolkien the canonization of what a goblin/troll/elf was and how they interacted wasn't nearly so clearly identifiable as we would today describe a fantasy game.

    Really "Fantasy" as we recognize it today is all just Fan Fic for JRR Tolkien written less than a century after the original and has very little mythological root in actual western literature and lore.

    IANAEM (I Am Not An English Major).

    - Gavin

    1. Re:Fantasy isn't that old by sesshomaru · · Score: 3, Insightful

      Well, part of the problem there is the definition of Fantasy. The giant of American Fantasy is named Howard Philips Lovecraft, not only because of his own stories but because he was so influential on other important American Fantasy authors like Robert E. Howard and Clark Ashton Smith.

      It's not like people don't reckognize the man's influence, the problem is that they just don't reckognize him as "Fantasy" partly because a large numbers of his fantasy stories are set in what were for him modern times, and partly because he was comfortable dabbling in science fiction and mixing up science fiction and fantasy. Oh, and also because nowadays people think that Fantasy has to have knights and elves in it.

      Putting it all down to Tolkien is not saying he invented Fantasy, just that in the U.S. when the term Fantasy is used as a defining term people are often referring to Elves and Hobbits (or Halflings, Kithkin, what have you).

      --
      "MIT betrayed all of its basic principles."
  11. Sci-Fi is more like reality than Fantasy by PowerVegetable · · Score: 3, Interesting

    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.

  12. Another view by Mathness · · Score: 2, Interesting

    One of the good things about SciFi MMOs is that they come with no baggage, it is quite possible to create a whole setting that is original. As you game and read the missions you get a feel for the world and it settings. Fantasy often comes with a lot of baggage, mostly it must have magic, elves, dwarves etc. So it isn't always open to do new things.

    I think one of the reasons SciFi MMOs suffer (besides its general lesser appeal to non-SciFi people) is that range combat is always rather poor. Despite all the progress, it still takes a large amount of bullet/lasers/... to kill anything and the range is very limited. Obviously it is so for game reasons, but one can't help but feel a sense of disappointment.

    Tabula Rasa is (was) one of the games that got SciFi right, the long range class worked great at longe range (sniper) and they came up with some new weapons that both worked and made sense (polarity gun and injector). And there were a lot of background story and a plot to boot, it was more than just a mission/kill fest.

    Then there are games like Ryzom (mostly fantasy, with some SciFi), which have completely new races and world/creatures which are able to break the fantasy mold of elves etc.

    --
    Carbon based humanoid in training.
  13. No cook can please everyone. by SmallFurryCreature · · Score: 2, Insightful

    What this guy seems to want is things to be simple. In an MMORPG. That is possible, just play any asian MMO.

    Not all MMO's, typically the western ones, follow that design. Typically, western MMO's have fewer levels, but more happening in a level (skills) and are on the whole slower to play. One free MMO has me AoE a dozen of enemies and killing them with a single skill dropping piles of loot. Of course to pick it all up, you had to buy a piggy with real money or spend ages clicking loot after each 1 key press killing spree.

    In for instance Lotro, such enemies are hard to find. For the new rune-keeper and warden classes, such enemies would be nightmare. They are classes that build up their attacks. One shot kills are boring.

    The lore-master class has a lot of skills, but many depend on the situation. What enemy, how many, dictates how you play. Not nearly deep enough as far as I am concerned but I am sure way to complex for some.

    SWG and the likes didn't fail because they were complex. WoW is complex. They failed because they were so bug ridden only the most devoted fan could tolerate it and then the developers screwed their fans. Funcom and SOE are companies that basically just don't get customer relations. They don't understand that a game is NOT their product. It belongs to the people who bought it and you can't just mess with it. Change it after the sale to attract more customers does NOT work. You upset the people who bought it for what it is and any new customers are going to be scared off even if they are now intrested by the way you treated your existing customers. After all, if they screwed their old customers, why wouldn't they screw their new ones just as hard?

    SWG and Age of Conan have showed that you CANNOT just change the game and expect success. SWG has been talked about enough and AoC tried to lower its age rating by getting rid of nudity. Both failed. AoC and SWG are just waiting to die, if in fact AoC hasn't already.

    The simple thing an MMO designer must do is this. Ask "WHAT IS MY MARKET".

    Is it a simple, "chat with your mates in an internet cafe while clicking away barely paying attention to the action" korean MMO? Is it, "Anybody can play this for half an hour a day, but paying a full monthly fee"? "Hardcore raiders only, anything takes at least a weekend to accomplish an end-content requires a cathater?" "Real life is to earn the monthly fee, this isn't second life, this is your life" style world-sim?

    Mix and matching don't work so far. If you satisfy one customer you are sure to upset an other. SWG pleased some, then they changed it. AO was to messy and Eve is doing fine because the developers picked their audience and don't upset them.

    --

    MMO Quests are like orgasms:

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