Slashdot Mirror


Throwing Out the Rulebook For MMOs

MMORPG.com's Dana Massey asks about the possibility of throwing out the rulebook for MMOs, suggesting that the next blockbuster title in the genre will be one that ignores many of the features and conventions that have come to be standards over the years. Quoting: "Who said that MMOs require hot bars? Who proclaimed that it's not a proper MMO unless you have quests? Blizzard took a formula that almost all MMOs had been using for years and distilled it down to addictive perfection. Love or hate WoW, it's a polished, polished title. It's no coincidence that on hardcore MMO sites, like this one, WoW is not the most hyped or trafficked game around. It's not that it's bad, but veteran MMO players don't have the same love for it, simply because we've all seen some variation of it before. The WoW community has always been a bit apart from the larger MMO community. Based purely on the number of subscribers, WoW articles should statistically annihilate every other game on this site, but they don't. A huge percentage of people who truly love WoW, I've always believed, do not know or particularly care about this whole world of MMOs out there. They're WoW players and that's it."

245 comments

  1. No Love by ShakaUVM · · Score: 5, Insightful

    "They're WoW players and that's it"?

    That's a laugh. I don't know anyone of the 20 or 30 people that play or have played WoW for thousands of hours that haven't tried out other MMORPGs - Age of Conan, Warhammer Online, EVE, a slew of free or freemium ones, etc. Some of them drifted away from WoW when it became clear blizzard really had no idea what it was doing with some of the classes (Spellcasting pushback wasn't balanced properly until about *three years* after WoW came out, for example), others drifted back when it became clear the problems with AoC and WAR were even worse than WoW's problems.

    Essentially, it's the "mostly harmless" MMORPG. No love for WoW, but it's there, it's a relatively okay method for wasting some time online, and it's relatively well polished.

    1. Re:No Love by AnonChef · · Score: 2, Interesting
      Well you're on slashdot so your anecdotal sample is hardly typical of the world at large.

      My anecdotal sample goes the other way, of the 10 or so wow players I know only one has played another MMO besides wow (everquest).

    2. Re:No Love by Anonymous Coward · · Score: 0

      I'm a WoW player, didn't play it for years after it came out because "I didn't play RPGs (and certainly not MMORPGs)". I now have almost two years of playtime behind me, got a few hundreds of hours wasted /played, and can honestly say I have so far never felt inclined to touch another MMORPG.

      The reason WoW appeals to gamers like me, is that it is SO polished, that it is easy to forget yourself and get hugely invested into it. That investment is what keeps people away from other MMORPGs.

      Therefore, I agree with TFA, the next MMORPG mainstream hit might just break all the rules, but it would then need to make sure it is MUCH more polished (at release) than anything that's ever come out in MMORPG land, and this includes WoW (which wasn't a shadow of what it is now at release), AoC, WAR or anything else.

    3. Re:No Love by N1AK · · Score: 5, Informative

      That's a laugh. I don't know anyone of the 20 or 30 people...

      You can't dismiss an arguement (with any credibility) just because the statistically insignificant group of people you know don't fit a hypothesis.

      But as we're going with personal examples, I know three groups of people in real life who play WoW. Not a single one of them has played a different MMO because they just aren't interested in gaming. WoW is a social and relaxation thing for them which they are fitting into an already busy life of working and/or looking after kids. This doesn't prove they are the norm, but I hope it at least shows that there are WoW players out there who really don't fit the /. view of typical gamers.

    4. Re:No Love by Kotoku · · Score: 1

      Aye, I used to play Lineage before WoW, and City of Heroes when I quit WoW the first time.

      I also played some game before WoW where you got to the max level and did this quest where you killed yourself and got reincarnated as this angelic type being with wings. If anyone remembers the title of this MMO, I'd appreciate a reply telling me! It was a neat game.

    5. Re:No Love by Opportunist · · Score: 4, Insightful

      WoW is basically the least common denominator.

      It's like when you go out with your friends. Some don't like pizza, or you can't agree on a topping, some don't like sushi, some don't like Mexican food, but in some way all can agree that burgers are kinda allright, so you go to some burger bar. It's not really what anyone really wanted, but it's something everyone can kinda stomach.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:No Love by digibud · · Score: 2, Funny

      I played WoW and that was it for MMO's. Now I'm a recovering WoW player. I know it will always be a struggle. I take it day by day. Living life without WoW. wow.

    7. Re:No Love by Xest · · Score: 4, Insightful

      I think TFA is referring to people like me, who have played other MMOs and it's WoW that was the one that didn't interest me.

      Why? For exactly the stated reasons, it was just more of the same, after having played Dark Age of Camelot for 5 years. I wanted something that actually brought something new to the table than the same dull old method of questing.

      I played WAR a little longer than WoW but only by about a month, I found it to end up being largely the same.

      The best MMOs I've ever played were Ultima Online and Planetside followed by DAoC - DAoC only because I'd never played the likes of EQ so that style of MMO with levels, quests and such was at that point new to me.

      UO was very different in that you didn't have quests and you didn't have levels, you had 700 skill points and you'd choose what to fill them with, for example you might make a craftsman character with 100 points in tailoring, 100 points in woodwork, 100 in blacksmithing, 100 in tinkering, 100 in mining etc. but you could mix and match, you could make a warrior character that had 600 points spread across fighting skills then the last 100 split between 50 in magery and 50 in blacksmithing giving you just enough magic to use the teleport spell and just enough smithing to repair your armour for example. It also didn't have quests as such, you effectively made your own - you might decide to take a bunch of friends to the depths of the hardest dungeon to kill a big named demon, but you'd do it off your own back whenever you wanted. That demon might then drop some rare metal which could be used to barter with a blacksmith to make some decent armour or it might drop a treasure map so you could then go treasure hunting.

      Planetside was different because it was an MM FPS basically, so not a lot needs to be said there.

      The point is that, WoW, WAR, AoC, they're all following the same theme that DAoC and Everquest before them did and that's just boring now, most people who play an MMO stick with it for years but then leave only because they've been there, done that and got bored - creating games that are identical to those people are already bored of is not going to get you anywhere, this is why no one has succeeded in overthrowing WoW which got it's playerbase because previous identical MMOs such as DAoC failed miserably when it came to marketing, promotion etc. else they'd have likely caused the same thing to happen to WoW as WoW caused to happen to WAR - people wouldn't have bothered because it was just more of the same.

      The MMO market absolutely does need variation, and anyone whose played MMOs over a longer period than just WoW will realise that the WoW recipe is both not new, and not special.

      I believe if a UO style game was made today and given proper marketing it'd do immensly well simply because that style of MMO hasn't been done to any reasonable manner since UO itself - a game that's effectively a much freer open world, where people create their own quests, where people can walk up to a cliff face and mine where they want along the entire cliff face rather than at specific pre-defined points - UO simply wasn't ever as rigid.

      I think this is what TFA means when it says they're just WoW players and that's it - WoW did an amazing job of hype, marketing and so on to pull first time MMO players in and this is by far the majority of their playerbase - first time MMO players and it is these people they're referring to when they say they're just WoW players and that's it because they've yet to experience anything else and find out that there's much more possibilities out there when it comes to MMOs, but you can't blame them for having this view when no MMO in recent years has done anything other than just copy WoW either.

    8. Re:No Love by Anonymous Coward · · Score: 0

      Er, the argument was about WoW players not representing the "larger" MMO community.

      The larger community is WoW players. The entire argument is shot. People who don't play WoW at all are the weirdos.

    9. Re:No Love by Anonymous Coward · · Score: 0

      You're right. The six dead people I know didn't return as zombies, but that's a statistically insignificant sample to determine the likelihood of becoming a zombie after death...Oh wait, you don't actually care about a logical argument. The view of typical gamers isn't a /. view, but a premise that is true on its face. There is a near-constant market (keeping pace with the birth rate and market reach...like into a new country/region) that ensures that a large portion of WoW players play other MMOs.

    10. Re:No Love by Ginger+Unicorn · · Score: 2, Insightful

      Correct, it is statistically insignificant. You can't use your 6 data point anecdote to determine the likelihood of becoming a zombie after death. You have to use other evidence, like an absence of any records of anyone ever becoming a zombie after death anywhere in the world ever, and a lack of a known mechanism by which this might occur.

      I don't know anything about WoW players, and don't care to know, but your beef with his logic is not valid.

      Whether or not your position is correct, the argument that anecdotes are weak evidence is valid.

      --
      (1.21 gigawatts) / (88 miles per hour) = 30 757 874 newtons
    11. Re:No Love by xch13fx · · Score: 1

      I don't know anyone of the 20 or 30 people that play or have played WoW for thousands of hours that haven't tried out other MMORPGs - Age of Conan, Warhammer Online, EVE, a slew of free or freemium ones, etc

      funny you don't mention any mmo's that came out before wow, or a regular rpg for that matter. I am guessing the folks you know wow is their first mmo or even RPG experience and trying the games you mention is more like looking for a new wow fix instead of a love for the genre. Otherwise you would have said my friends all played eq2 and Ultima, love the forgotten realms stuff and are looking foward to the new diablo(maybe). Anyways you just reinforced the point of the article I think..."They're WoW players and that's it". If a game that comes after wow isn't wow it better be damn close otherwise it is not worth the time amirite?

    12. Re:No Love by Hubbell · · Score: 0

      Darkfall Online is that UO style game, only with FPS style gameplay (think Mount&Blade) and city building/sieging.

    13. Re:No Love by Domint · · Score: 1

      I might be the odd man out here, but I look at what you've said about UO and it's lack of predefined content as dulling it down. It makes the game inaccessible to the casual player - the ones that make up the majority of WoW's player base. The point of the quest chains in MMOs like WoW (I'd think) is to give players a reason to explore the world, otherwise they'd sit around in the highly populated zones bitching about there being nothing to do. The ones going out to explore & create their own content will do that anyway, as they are the more involved players. But they are not the norm, they are the exception. A game that requires that will put too much onus on the players to make the game enjoyable, and as such will have a much reduced player base.

    14. Re:No Love by vertinox · · Score: 3, Interesting

      That's a laugh. I don't know anyone of the 20 or 30 people that play or have played WoW for thousands of hours that haven't tried out other MMORPGs - Age of Conan, Warhammer Online, EVE, a slew of free or freemium ones, etc.

      Maybe because that is because you play WoW and don't encounter anyone who didn't come back.

      I'm on a very large guild on Warhammer Online (1000+ members) and the concensus is that we don't like WoW. I mean it was good, but it had flaws for what most of us wanted in an MMO and that is why we are sticking with War.

      There are many debates on vent about why say Conan failed or what Mythic could do better with Warhammer online, but not everyone wants to play that game for lots of different reasons. I think at least the WAR followers like the PvP and RvR which WoW has but pulls off rather poorly in some aspects in getting more than several hundred people onto the open battle field at the time.

      Anyways, its really from your personal perspective of who says what. If you play WoW, you probaly didn't like WAR and if you are currently playing WAR there are reasons you aren't playing WoW.

      On a side note... I've been reading some very interesting blogs about Darkfall Online about the game politics and game mechanics. Perhaps when they release an North America server and iron out the bugs I'll take it for a spin.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    15. Re:No Love by festers · · Score: 1

      It's not that these people haven't tried other games *after* WoW, it's the fact that they never played any MMOs *before* WoW. There's a complete lack of historical perspective on the genre and an ignorance (through no fault of their own necessarily) about what's possible in an MMO. Features that have been in other games for years are somehow revolutionary when Blizzard does it, and glaring omissions are glossed over as no big deal.

      --


      -------
      "Every artist is a cannibal, every poet is a thief."
    16. Re:No Love by Xest · · Score: 1

      Have you ever actually played UO though?

      The way you describe your view is exactly what the article is talking about - the assumption that the WoW way is the only way that'll work, it really isn't.

      It was hard to sit around in UO and there be nothing to do because in the pubs in the major cities there were chess boards and backgammon boards etc. that you could play with other players. There were public forges, where the smiths would hang around making armour for people, there was the bank where people would hang around to chat and trade.

      The difference is that the UO game world was much much more alive, there were events which I suppose were quests but on a much large scale - seiges of major cities by big enemies or hoardes of smaller enemies out of the blue and that kind of thing but perhaps one of the key factors was the wide range of skills and the fact that at any point in the game you could start decreasing the amount of points in a skill - there was no reaching the level cap, sure you might fill your 700 skill points but then you figure out that maybe you don't like archery, or maybe you only use spells upto 60 skill points in magery, so you drop those and train up some more - unlike the WoW way of doing things there was no end game, the game kept on going. The game also had a much greater skill factor which helped in that if you were really really really good at the game you could defeat some of the biggest monsters single handedly so if you really were good you didn't have to prat around waiting for parties, but there was still content that you'd want to take a party for (PvP dungeons for example). In games like WoW the experience is rather binary - either you can defeat a certain mob by yourself or you need a party - there's very little scope for "If you're skilled enough you can get better rewards for yourself".

      So the fact there were both challenges and reasons to play without having to wait for a party as well as content for when you did have a party meant there was little reason to sit around doing nothing anyway. Again, games like DAoC, WoW, WAR etc. effectively encourage sitting around because there is too much content you have no choice but to wait for a party for or if you've level capped and don't have a party there's suddenly a suprising lack of even reason to go and try and do anything by yourself.

    17. Re:No Love by AkaKaryuu · · Score: 1

      You make some very good points. I am a MMO player and have been for quite some time, however never any game that has played like WoW or EQ. Mostly because I never really played D&D, RPGs or other types of leveling games until very recently. The concept was foreign and a bit overwhelming. The only MMO experience I have are TSO (i know. I know.), Planetside ( loved the concept, but the factions were sooooooooo unbalanced) and, in a more obscure sense, competitive DDR.

      I love the idea of playing with people world wide and so far i've yet to be let down with any MMO i've played. I can honestly say that if not for the sucess of WoW, I would have been unwilling to learn and implement the useage of spells and other abilities.

      Point being: I will be very interested in playing other MMOs after my last 5 months in WoW.

    18. Re:No Love by Dog-Cow · · Score: 1

      Unlike the poster earlier in this thread, I am not sure enough of specific numbers to even guess, but I do know that the number of players of MMORPGs today dwarfs the number from 10 years ago by at least one order of magnitude. And the vast majority of those are (ex-)WoW players.

      That seems to be enough evidence to me that the GP is right in that WoW's system is the most appealing.

    19. Re:No Love by Domint · · Score: 1

      No, I've not played UO, so I'm basing my points on what I've heard second-hand about it. I'm sure it did a number of things right considering the popularity of it at the time, and some of what you've described does sound like it would make for an enjoyable experience. However, I have played a number of other MMOs in my day and I've found fairly consistently that the ones that had player-driven content as the focal point tended to fall flat over time - granted poor execution is a big part of that (for example, SW:G).

    20. Re:No Love by Xest · · Score: 1

      10 years ago there were 250 million people with internet access, there are now 1.5 billion.

      The potential market has increased massively, and yet there are still no more than around 16 million people playing MMOs worldwide out of around 250 million gamers.

      Realistically then, comparitive figures don't tell us anything much. If we're to talk about them in overall terms there's a fair argument that although WoW and WoW like games hold the MMO crown right now, MMOs really aren't holding anywhere near as much of the gaming market as they could be.

      Again, I think it's a fair point that this could be because game developers see the WoW cash cow, and try and mimic it, but ultimately fail because no one wants more of the same, they want something different and that just isn't there.

      Effectively, the increase in people playing MMOs games should really be higher than it is, the lack of diversity and hence inability to attract more gamers into MMOs is almost certainly the bottleneck here. WoW's system then isn't necessarily the most appealing, it's simply that it's the only option because there is no diversity. The MMO market could almost certainly be much bigger than it is if the WoW way wasn't the only way.

    21. Re:No Love by Xest · · Score: 1

      Yeah, the problem is it's a completely different type of MMO. It's not like any of the others that have come out since so there's not really anything to compare it against. If anything it's more like things like Neverwinter nights but in a bigger more open world and without NWN's levelling mechanics.

    22. Re:No Love by Anonymous Coward · · Score: 0

      The WoW community has always been a bit apart from the larger MMO community. Based purely on the number of subscribers, WoW articles should statistically annihilate every other game on this site, but they donâ(TM)t.

      I find this quote really interesting. This is because while I have played Everquest, Silkroad Online, and World of Warcraft, I have never visited the mmorpg.com website. So, I guess that I and the other 10 million people who play World of Warcraft aren't a part of this MMO community.

      This may explain why the mmorpg.com website doesn't write articles focusing on WOW. And in any case, why would you write 10 unnecessary articles about WOW just because they happen to have 60 or 70 percent of all MMO participants?

      Who probably don't visit your website anyway...

    23. Re:No Love by PPalmgren · · Score: 1

      There's a game out claiming to be UO 2.0, its called Darkfall. It was just released 2-3 months ago by an indie company called Aventurine. From what I understand, some of the developers were old UO and AC vets aiming to recreate the niche. It has little to no marketing so its flown under the radar, and has a subscriber base probably under 100k right now. It combines the skill system of UO and AC with the guild warfare and land ownership aspects of SB. As a matter of fact, you can read up a lot about it on MMORPG.com, the same site that this story is from.

      Most fun I've had with an MMO since the 90's.

    24. Re:No Love by 644bd346996 · · Score: 1

      A sample of 30 people isn't statistically insignificant, even though it is a very small fraction of those who have played WoW. The problem is that it is not a random sample, and is in fact a heavily biased sample.

    25. Re:No Love by N1AK · · Score: 1

      Did you realise how retarded your arguement was before after you decided to post as an AC? I'd love to see a logical arguement on this matter, and I really don't care whether it proves WoW players play other MMOs or not (I honestly haven't a clue whether they do) but it's safe to say you won't be providing it given the two logical epic failures you managed here.

    26. Re:No Love by rliden · · Score: 1

      Actually he can. The article's statement is not a well formed argument or hypothesis. It is an anecdotal opinion. Obvious anecdote can be easily countered with another obvious anecdote. These aren't logical statements leading to a conclusion.

      --
      Don't think of it as a flame, more like an argument that does 3d6 fire damage.
    27. Re:No Love by ouimetch · · Score: 1

      Find a girl. It worked for me.

    28. Re:No Love by dave562 · · Score: 1

      WoW has become ubiquitous. So many people, from so many different walks of life all play WoW. In a way, WoW is to online gaming in the 21st century what AOL was to the internet in the 20th century. It brought online, multiplayer gaming into the lives of people who otherwise probably wouldn't have gone there. My g/f is a good example. Until we started dating, her idea of playing video games was playing Tony Hawk with the guys at parties. Now we play WoW together every once in a while. A lot of her co-workers play WoW. The lady who lives in the apartment beneath us plays WoW. It is very well polished.

    29. Re:No Love by sabt-pestnu · · Score: 1

      > You can't dismiss an arguement (with any credibility) just because the statistically insignificant group of people you know don't fit a hypothesis.

      Two flaws...

      Perhaps you misconstrued his statement, or perhaps your own statement was fatally ambiguous. Are you really saying that the number of people he doesn't know is insignificant? That's a lot of people to know personally.

      However, if I take your statement to mean that his "20-30 people" is statistically insignificant, I have to ask what size of population IS statistically significant? You get large errors, with a sample size of 20-30 people, but you can still get results. You're much better arguing against how the population was selected, rather than the size of the population.

      The life expectancy of 30 "close friends of Travis McGee" is much shorter and more troubled than that of 30 "people selected at random".

      Further reading: PDF on Determining
      Appropriate Sample Size in Survey Research.

    30. Re:No Love by dave562 · · Score: 1

      I've said this before in other discussions on this topic, but I still think that Shadowrun would make a great MMO for the reasons that you like UO. It had a very flexible character creation system, and the world itself provides a huge variety of content possibilities. It meshes the world of science fiction/cyberpunk and the fantasy world. The only problem I foresee is that in order for it to really work, it has to take place in an urban setting. I'm not sure if there are any game engines out there that can really handle a player doing whatever they want in a vast urban setting, while at the same time still running reactive NPCs, and keeping track of resources and the like. The Grand Theft Auto engine comes close, but I think the limit on their network play is 8 or 16 people. The Unreal developers are threatening to come out with MMOFPS type engine that is supposed to handle large game worlds but its vapor ware as far as I know (a game called APB is supposedly going to utilize it).

    31. Re:No Love by NotNormal · · Score: 1

      The sample size (20-30) is large enough to draw some conjecture from. However, I see the problem being that the sample is not randomly selected and therefore biased.

      --
      ~ Normality is merely the achievement of the mediocre...
    32. Re:No Love by Anonymous Coward · · Score: 0

      I wear my weirdo badge with pride, you insensitive clod!

    33. Re:No Love by ukyoCE · · Score: 1

      It's quite an exaggeration to lump WOW and all the other MMOs together as "identical". This is true, but only in the same sense that almost every video game is identical.

      Q: What's the difference between WOW and Animal Crossing?
      A: In WOW you earn money, in AC you pay off debt

    34. Re:No Love by Anonymous Coward · · Score: 0

      Darkfall Online is a phenomenal under hyped game. I strongly suggest taking a further look if you are looking for some fresh air.

    35. Re:No Love by ShakaUVM · · Score: 1

      >>funny you don't mention any mmo's that came out before wow, or a regular rpg for that matter

      My friends in real life play a LOT of RPGs. LFR nowadays, used to be really big into Living City, less so into Living Greyhawk. Hell, I run a worldwide living campaign with a couple hundred people in it (Living Planar).

      I beta tested AC, UO, EQ, PS, and a bunch of other ones. My friends played a pretty even distribution of a lot, some, or none of the pre-WoW games. Most of them played FFXI - we were all in a guild together. All of them are/were unhappy with WoW for one reason or another, but other MMORPGs are worse. WAR doesn't have enough quests to level, and has very boring loot. AoC has next to no loot at all, and they didn't even implement *stats* (even though you could wear +10 strength items, they didn't do anything) until months after the game was released.

      Playing FFXI felt like shooting yourself in the foot with a nailgun - you'd wait 3 hours to get a party put together and travel to the same location, then a guy would drop or turn out to be a retard. You'd drop him, and then wait another 2 hours for a replacement. There was no solo play to speak of for most classes, and solo play was mind-numbingly slow.

      I probably had the most fun with UO, simply because the open-ended nature of the game (sadly limited more and more as the beta went on) lent itself to very amusing situations. My wife asks me from time to time to tell her stories from the UO beta when she wants to be cheered up. (She's especially amused by the stories of combat chefs, that would run in front of an army and start furiously grilling eggs, in order to get the opponent's GM swordsmen to lose skill points.) But the game had a lack of organized content, and I'm not a person who likes to stand around in a tavern talking with people in a game.

      WoW is fairly hideous in it's own way - players have been forced to grind arenas and battlegrounds - the same damn battlegrounds - for years now. The best part about WAR was that it had something like 40 different battlegrounds to fight in, all of which were varied and interesting. Playing WoW for a bit after WAR really drove home how shitty WoW PVP really is.

      So, but yeah. Whoever said WoW was the lowest common denominator was right.

    36. Re:No Love by n00854180t · · Score: 1

      Good job missing the entire point of the article ;) WHOOSH!

    37. Re:No Love by Ironica · · Score: 1

      What if the girl plays WoW also? There are a few of us, you know...

      --
      Don't you wish your girlfriend was a geek like me?
    38. Re:No Love by Ironica · · Score: 1

      10 years ago there were 250 million people with internet access, there are now 1.5 billion.

      The potential market has increased massively, and yet there are still no more than around 16 million people playing MMOs worldwide out of around 250 million gamers.

      So, in the time that the number of people with internet access has increased by a factor of six, the number of people playing MMOGs has increased by a factor of 10 or more.

      What was your point again?

      --
      Don't you wish your girlfriend was a geek like me?
    39. Re:No Love by drsquare · · Score: 1

      This may be off-topic, but I'd say that pizza is the LCD. Some people might not like the spiciness of Indian, the greasyness and MSG of Chinese, or the dodgy originals of a donner kebab, but a pizza is pretty much just bread with stuff on, a half-sandwich if you will. Everyone likes bread, and everyone must like at least one of cheese, meat and vegetables, so pizza is something that anyone can enjoy.

      If you're not hungry, you can just have a slice rather than having to order a full meal, and with a few different pizzas, everyone's tastes are covered. And pizza is the most suited to eating cold in the morning.

    40. Re:No Love by Cornflake917 · · Score: 1

      Meh, I think you need to give WoW more credit than that. The game is obviously a lot more than "kinda alright" to a lot of people, otherwise it wouldn't be completely dominating the MMO market. I think your analogy would work better if you added the fact that since everyone settled on getting a burger, they decided to get the best burger in town: the WoW burger. There are many games that are quite similar to WoW (WAR comes to mind) that just can't provide the same experience that WoW can when all is said and done.

    41. Re:No Love by Xest · · Score: 1

      Sorry, I should clarify, that's 250 million online gamers. That is, the amount of online gamers has increase by a much bigger proportion than the number of MMO subscribers has increased by. The increase in MMO gamers is on a factor of around 10 times in the period whilst the number of online gamers has increased over 25 times. Of course, what weighs against the MMO figure is that this time 10 years ago, the MMO market was still relatively young with the only MMO in full swing being UO, Everquest had only been out about a month or two this time 10 years ago - so effectively the 8 times figure is rather generous when you consider that you're comparing the very start of an industry when figures are bound to be low, with it's current peak 10 years on. To sum up, MMOs have actually performed pretty poorly in the last decade when it comes to growth.

      MMOs clearly aren't growing in proportion with online gaming in general. My point is that this is almost certainly due to a lack of diversity.

    42. Re:No Love by Tenareth · · Score: 1

      It dominates at this point because it really isn't much of a MMO. You can solo most of the game, or deal with very small groups.

      I returned to it for a short time and realized how much the type of person playing had changed. They were used to be overpowered and not having any coordination required.

      It's a solo game you can play with others around you.

      --
      This sig is the express property of someone.
    43. Re:No Love by pod · · Score: 1

      You're assuming most players pick up WoW with a bunch of their friends at the same time. That they bounce from MMO to MMO until they agree on something, that you call the "lowest common denominator".

      That just isn't so, and you're not giving WoW enough credit by being condescending like that.

      --
      "Hot lesbian witches! It's fucking genius!"
    44. Re:No Love by brkello · · Score: 1

      Why should an MMO require you to always be in groups? FFXI was that way. Just to level you would have to be in a group. And you know what, it sucked! Having a balance of things you can do by yourself and things you can do with a group is what makes that game appealing to so many people.

      The type of person who plays the game has not changed. Maybe the types of people you associated with did. Or maybe you just didn't get far enough to actually be doing raids (which are on the light side, but the new ones get back on track).

      The game can be played as a solo game only if you ignore a large portion of the game. And you have to try to do it. It has a much better PvE experience than any other MMO out there hands down. To discount it shows your bias or ignorance.

      --
      Support a great indie game: http://www.abaddon360.com
  2. Yah, no-one has thought of that before by QuantumG · · Score: 1

    Look, there's literally thousands of MMOs now. 100% of them suck.. 1% of them suck less than the others.

    Most all of them start with the "let's be different" mindset.. they quickly discover that there's a *reason* why things are the way they are.. much of that is technical, some of it is psychological (read: addictive) and the remainder is simply "what people are used to" and woe be to the man who tries to sell a product that people don't understand.

    --
    How we know is more important than what we know.
    1. Re:Yah, no-one has thought of that before by Quothz · · Score: 0, Flamebait

      woe be to the man who tries to sell a product that people don't understand.

      Yeah, look what happened to Apple when they tried to radically change the interface on portable music players. Poor bastards.

      I agree with TFA. A few games've tried to do MMOs in fundamentally new ways. Look at the Kingdom of Loathing: While not anywhere near a WoW rival, it became successful enough to support a handful of full-time employees and has remained steady for years. You never know where a flash of inspiration will strike, and a lot of people spend a lot of time thinking about MMOs.

    2. Re:Yah, no-one has thought of that before by Dog-Cow · · Score: 1

      Apple has not once brought a fundamental change to user interfaces to the general public since the Lisa.

    3. Re:Yah, no-one has thought of that before by Anonymous Coward · · Score: 0

      Yeah, look what happened to Apple when they tried to radically change the interface on portable music players.

      I don't think that word means what you think it means...

  3. yes the WoW community is different - by timmarhy · · Score: 1, Funny

    - they have females, real ones.

    --
    If you mod me down, I will become more powerful than you can imagine....
    1. Re:yes the WoW community is different - by AnonChef · · Score: 3, Insightful

      Naaw.
      They are just like me. If i'm going to stare at my avatars behind running around for hours on end I want it to be as pretty as possible.

    2. Re:yes the WoW community is different - by somersault · · Score: 1

      Maplestory has plenty of real girls too, it's a lot more cutesy and attractive than most (all?) MMOs

      --
      which is totally what she said
    3. Re:yes the WoW community is different - by CarpetShark · · Score: 1

      - they have females, real ones.

      Or so they tell you.

    4. Re:yes the WoW community is different - by Daengbo · · Score: 1

      And when you say "girls," you mean the under-15 type, right? ;) (It was really big with my 5th-9th graders a few years ago.)

    5. Re:yes the WoW community is different - by somersault · · Score: 1

      There were a lot of those, but the person that introduced me to the game is a year older than me (which would have made her around 23 at the time), and I made a couple of friends that were over 18 :P One of those girls actually had her whole family in her clan, including something like 50-60 year old aunts and uncles type thing, heh.

      --
      which is totally what she said
    6. Re:yes the WoW community is different - by edremy · · Score: 1
      Interestingly, so does LOTRO. Two of my 3 guilds in WoW were female run, and my LOTRO kin is as well. (Or was- leadership rotates between a couple of players, some married.) This also highlights the way around the "WoW formula"- you can have virtually identical mechanics but differentiate based on story and lore. There are a lot of Tolkien nerds out there, so LOTRO has a stable (if not WoW-huge) playerbase, a lot of whom are female.

      At least from my experience, the female run guilds/kins work a *lot* better. Less drama, less tension.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    7. Re:yes the WoW community is different - by BorgCopyeditor · · Score: 1

      Or so they tell you.

      On Vent....

      --
      Shop as usual. And avoid panic buying.
    8. Re:yes the WoW community is different - by Beezlebub33 · · Score: 1

      True, and you can tell when you get on vent.

      Personally, I play a female character, but then so does my wife. Turns out our guild has a number of other RL women too, some of which play male characters. Women are still in the minority, but it's greater than my experience with EQ.

      WoW once you reach the top level seems, to me, to be largely a cross between a MMORPG and a chat room. It's comfortable, not too hard, pretty to look at, smooth, and friendly. And that's something that keeps people in the community even after they don't care about the 'game' much anymore.

      --
      The more people I meet, the better I like my dog.
  4. Something larger than WoW? by Anonymous Coward · · Score: 5, Funny

    The WoW community has always been a bit apart from the larger MMO community

    I don't think that word means what you think it means...

    1. Re:Something larger than WoW? by Jartan · · Score: 1

      WoW is big but it's not that big. If you wanted to restrict your viewpoint to the US then maybe you could claim the WoW population is bigger than the MMO community. If you include Europe at least though then that's no longer true. If you went and included Asia it'd be a joke to say WoW itself is larger than the entire MMO community.

    2. Re:Something larger than WoW? by gnalle · · Score: 3, Informative

      Apparently WOW had 60% of the world market in april 2008. I think this number was meassured in players.

      http://www.mmogchart.com/Chart7.html
      http://www.mmogchart.com/charts/

      But I don't know if they have peaked now.

    3. Re:Something larger than WoW? by AvitarX · · Score: 1

      The fact that is says "subscriptions" leads me to believe it grossly undercounts Asia, where I believe people pay hourly.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    4. Re:Something larger than WoW? by Daengbo · · Score: 1

      That's measured in subscriptions. The Asian market is more geared toward free play with premium items for sale. Those users won't be counted in a subscription survey.

    5. Re:Something larger than WoW? by Zironic · · Score: 1

      It would be really hard to make an accurate comparison between a subscription rpg and free to play+premium content rpg.

    6. Re:Something larger than WoW? by gnalle · · Score: 1

      According to another chart on the site, 50% of all the active WOW subscriptions are asian, but I don't know how Bruce Woodcock defines an active subscription. http://www.mmogchart.com/Chart11.html A rough summary is: 30% asian WOW subscriptions. 30% non-asian WOW-subscriptions 40% subscriptons to other games

    7. Re:Something larger than WoW? by Daengbo · · Score: 1

      I wasn't attempting to make one or asking anyone else to. I was just pointing out that the post claiming that WoW had 60% of the market wasn't an accurate picture of all MMORPG players worldwide.

    8. Re:Something larger than WoW? by Quothz · · Score: 1

      It would be really hard to make an accurate comparison between a subscription rpg and free to play+premium content rpg.

      What's wrong with average simultaneous players?

    9. Re:Something larger than WoW? by Anonymous Coward · · Score: 0

      I think perhaps you should look that word up before assuming you know what it means.
      Larger can also mean "of great scope or range; extensive; broad" and be used to indicate the whole of a group as opposed to a subset.

    10. Re:Something larger than WoW? by Anonymous Coward · · Score: 0

      The MMO community in general consists of WoW AND all other MMOs.
      Since no MMO can have less than 0 players and its a fair assumption that there is at least 1 person playing an MMO thats not WoW out there then we can safely say:

      WoW players + Other MMO players (being equal to or greater than 1) is in fact greater (read: larger) than WoW alone.

      -Or to Simplify-

      MMO Community > WoW

    11. Re:Something larger than WoW? by Ironica · · Score: 1

      It would be really hard to make an accurate comparison between a subscription rpg and free to play+premium content rpg.

      What's wrong with average simultaneous players?

      It depends on what you're trying to measure. A game with 100,000 hard-core fanatics may have the same number of average simultaneous players as a game with a million far more casual players. The revenue stream and "popularity" of the latter game is of greater magnitude, but the cost to operate is probably lower for the first case, and the playerbase is likely to be more loyal and have lower turnover.

      That's really the problem with looking at statistics: what question are you trying to answer? Do you want to know what's the best way to make money off an MMOG? Or what's the most fun/popular? Or what's going to have the greatest longevity? Or other questions I can't think of off the top of my head?

      The "most successful" MMOG from a financial standpoint would be the one that has the highest profit, and actually, one way to maximize profit is to get people to subscribe, but not actually play. If you can make a subscription a must-have accessory for a largish demographic, but have not *quite* enough to do in the game that people are actually consuming your resources in quantity, you're going to make money hand over fist.

      --
      Don't you wish your girlfriend was a geek like me?
    12. Re:Something larger than WoW? by Ironica · · Score: 1

      Since no MMO can have less than 0 players...

      I have considered asking SOE to pay me for the time I spent playing SWG. It felt a lot more like work than fun.

      --
      Don't you wish your girlfriend was a geek like me?
    13. Re:Something larger than WoW? by Jartan · · Score: 1

      Those charts do not include MMO community members currently not paying for a game. This number is always far larger than anyone believes. The first week of WoW turned the entire industry on it's head for this reason. Everyone thought they had an idea about how big the MMO market was. Then suddenly WoW comes along and it turned out there were several hundreds of thousands of MMO gamers who were just drifting from game to game looking for something good. In a week they showed that basically at any given time the majority of MMO gamers aren't even subscribed to an MMO.

  5. MMO FPS by Anonymous Coward · · Score: 0

    I just want an MMO FPS. Free for all on a larger scale. Is that so hard..

    1. Re:MMO FPS by Anonymous Coward · · Score: 0

      It's been done.

    2. Re:MMO FPS by montyzooooma · · Score: 1

      http://ng.neocron.com/

      http://planetside.station.sony.com/

      http://www.battlegroundeurope.com/

      Not strictly speaking FFO. Huxley might offer that.

    3. Re:MMO FPS by PrescriptionWarning · · Score: 1

      Neocron and WWII online both have received very poor reviews due to lacking in fun gameplay. Planetside was quite a lot of fun several years ago, but seems to have burned out by a withering community and almost nobody to play against except on weekend nights. I'm still waiting on the next great FPS MMO to come along and bring back what was good at first in Planetside.... but its gotta add something more since it certainly wasn't without its faults either in certain parts of the gameplay (Yes, I'm looking at you base capture spam in the tunnels). The game was simply at its best until you actually started fighting inside the bases with over a hundred people trying to funnel through the small corridors.

  6. Reasons, reasons by Renraku · · Score: 3, Insightful

    Hotbars came about for a reason.

    Have any of you played Ultima Online that didn't specifically stress using a hotbar? It was difficult. There was a lot of macroing, a lot of memorization of keys, etc. Really took away from the immersion.

    With hotbars, you know where your favorite skills are. You can pretty much set the keyboard up as you like, in terms of your skills.

    Can we do better? Yes, but not with conventional keyboard/mouse/monitor devices.

    What about some of the other typical things found in most MMORPGs?

    Levels? Ultima Online did just fine without them. All it had was stats and skills, and you just needed to practice what you wanted to get better at. This was a good system, I think. Not for everyone though.

    Health/Mana/Etc? Warhammer Online did an excellent job with these. They all regenerated very quickly. In essence, you could technically fight forever as long as your health held out. Your mana with which to cast spells came back quickly enough to cast over and over, but not quickly enough to cast the best things over and over.

    Quests? Not everyone likes to grind enemies for a long time. However, not everyone likes to quest. Rappelz had a good idea. Lots and lots of traditional quests, and lots and lots of kill quests. This satisfied both types of player.

    One-player control? Sword of the New World, I believe, let you control multiple characters that you had created.

    Real-time play? Actually, a turn-based combat MMORPG would be nice. Think something along the lines of Final Fantasy Tactics during battle.

    Point is, there's lots of things you COULD change. But most of the things are there for reasons. World of Warcraft is the best at the moment because it learned from everyone elses' mistakes. It also learned from their successes. World of Warcraft is the MMORPG analogue to the Borg from Star Trek.

    --
    Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    1. Re:Reasons, reasons by drik00 · · Score: 2, Insightful

      On the topic of the necessity of quests/questing in an MMO,

      I think an interesting example to look at was Star Wars: Galaxies... They tried an almost completely free sand-box style of play, and had arguably the best theme for an MMO ever, and it totally sucked. Once you'd visited all the places from the movies, and seen the characters, there was nothing to do. It was too much like real life. You could go into business for yourself, buy a house, get involved in community politics, and live out a life vicariously .... with nothing to do. The quests were a joke, the pvp was a joke (especially when you added Jedi to the mix), and you couldn't jump. No vertical movement at all. They went to all that trouble to make this game, but you couldn't jump.

      Love it or hate it, Blizzard has kept people involved in their game for a LONG time, multiple lifetimes when compared to other MMO's...if the game doesn't push and pull you into some direction, you do the same shit you do in real life, get bored.

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    2. Re:Reasons, reasons by SanityInAnarchy · · Score: 2, Interesting

      They tried an almost completely free sand-box style of play, and had arguably the best theme for an MMO ever, and it totally sucked.

      Mostly because they tried to dumb it down from that sandbox, in order to draw in new players, thus alienating their player base -- which is suicide for an MMO. They pretty much drove it into the fucking ground.

      From what I've read, the things they did wrong were:

        - They completely changed combat to be more twitch-based and less RPG-based, thus alienating any of its player base who don't like FPSes, including some disabled people.

        - They killed off whole classes and skills -- I believe over half of these were removed, to make the game simpler to balance and understand -- thus alienating the existing player base who liked such things, and failing to provide any real draw to people who were already playing "simpler" games like WoW.

        - They made Jedi common. Really fucking common. Seriously, in any realistic Star Wars universe, especially one set between movies in the original trilogy, Jedi had better be rarer than GMs. Thus, they disrespected both the storyline and the original Jedi, who became Jedi when that was actually hard to do.

        - They changed all this stuff. And they changed it relatively frequently. Yes, everyone likes updates to an MMO, but there's a difference between an update -- just adding more content, keeping everything balanced and relatively stable -- and a catastrophic change like wiping out half the professions.

      Basically, they had a game that, while it wasn't living up to their expectations, it did have a bit of uniqueness, and a cult following, and would likely have lasted a long time. And they went in and ripped out that quirky uniqueness and replaced it with their idea of what might appeal to the lowest common denominator -- and in so doing, they lost both their niche and the lowest common denominator.

      And that's why, while I might not like some aspects of WoW, they will never change, as long as Blizzard is smart.

      It's also why these guys are partly right, and partly wrong. They're wrong that the WoW-killer will be completely unlike WoW -- it will have to be both like and unlike it, and absurdly better than it, just as WoW was all of these things for Everquest. But they're right that, if you're making an MMO now, unless you have a budget bigger than Blizzard, you do not want to be competing with them -- you want to carve yourself a niche, and hone that niche to a fine edge.

      So, for example, I don't really like the Sims, but it's a pretty popular game. Second Life is popular as well. That proves that "sandbox play" is a viable niche, at least.

      --
      Don't thank God, thank a doctor!
    3. Re:Reasons, reasons by Opportunist · · Score: 1

      Actually, a turn-based combat MMORPG would be nice.

      You're looking for Atlantica Online. It's f2p, too.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    4. Re:Reasons, reasons by Opportunist · · Score: 4, Insightful

      They made Jedi common. Really fucking common.

      That's the core problem of the game: You can't have one single class that everyone thinks is awesome and then expect people to play support characters. People play MMOs to be heros.

      Face it. Everyone wants to be a Jedi if he's "into" Star Wars. Would you want to play the MediBot, eh? Then why'd you expect anyone else to? Furthermore, Jedis would have to blow the socks off anyone else because, well, they are quite a bit overpowered in the SW universe.

      It's one of the reasons why I decided against playing the Star Wars MMO, there is no way to get this "balanced" and "fair" while at the same time staying true to the story.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Reasons, reasons by Fulminata · · Score: 1

      I realize that a big part of the player base for Galaxies was Star Wars fans, but that wasn't the whole of the player base. I was a fan, but I didn't want to play Luke Skywalker, I wanted to play Han Solo so I was never interested in the great Jedi unlock quests. My friend wasn't a fan, but wanted to play a Jedi because it was hard to unlock, and when they changed it he lost interest in the game completely. To this day he still talks about how it was his favorite MMO ever up until they started changing it instead of fixing it.

      I'm also not sure what the grandparent post is talking about when they say it sucked because of the sand-box style of play. There were a lot of things that were either unbalanced or simply didn't work in that game, but the open sand-box style of play is what kept us in the game despite all of that.

    6. Re:Reasons, reasons by vertinox · · Score: 1

      That's the core problem of the game: You can't have one single class that everyone thinks is awesome and then expect people to play support characters. People play MMOs to be heros.

      I'd argue that is a problem with the players and not the game. I think it turns out that if you play the "storm trooper" and follow organized guild leaders your experience will be a lot better in the long term.

      I play on a guild on Warhammer Online who leader is basically a dictator and screams obscenities like a marine drill sargent at us.

      But the reason we put up with him, was before he and his guild came on the server, our faction was constantly being beat down by the other side.

      Everyone swallowed their pride and join a mega guild and we turned the server around in our favor. Now the opposing faction is composed with a lot of smaller guilds who infight and they can never organize a effective enough force to beat us.

      The same can be said about PvE raiding. If you don't have an effective leadership, then you will often fail.

      I know "More dots! More dots!" was a bit extreme, but besides the fact a lot of people do want to be a hero, a lot more want to win and don't mind following orders.

      On a side note, I do notice a lot of ex-military people in the guild and perhaps that is why we have the mindset of being the storm trooper instead of the Jedi.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    7. Re:Reasons, reasons by Tom · · Score: 1

      Actually, it was one of the reasons why when trying the game out, I decided very quickly to think about all the other classes but the Jedi. Who wants to be a Jedi if every 12 year old fat kid in his slumhole is?

      --
      Assorted stuff I do sometimes: Lemuria.org
    8. Re:Reasons, reasons by Anonymous Coward · · Score: 1, Interesting

      SWG was by far the absolute best MMO I've ever played in terms of its world. The immersion factor was truely immense. Say for instance when you and your guild decided to go hunt a Krayt Dragon (what amounted to a raid boss earlieron in the game), you had to go find it. There might be 2 of these things spawned in an area twice the size of the barrnes. And they moved around. So, if your guild didn't have a Master Ranger you had to go out and find one, and pay him for the service of tracking this thing down for you, and setting up a base for your raid to organize. Swap that with "LF2M BRD, can summon PST" Its just not the same.

      Or when your in Corellia, essentially the Orgimar/Ironforge of SWG, you don't just see "Enchanter LF work, tips appreciated, [linked enchanting skill, thats completely identical to every enchanter]" Instead you have what amounts to a de-facto bazaar emerging. People are lining up for Doctor buffs, a creature handler has a few mounts out on display is hawking his wares. An armorsmith boasting about how good he is at repairing items, and a half dozen druids advertising their masters buisness somewhere else on the planet or on another world.

      If you didn't like the major cities, screw em. Goto your favorite PLAYER MADE city, where your favorite shops are, not to mention your house. That you could decorate.

      At some point you may want to go visit your factories and harvesters, catch a show at a cantina, or just explore..which was NOT easy.

      SWG was amazing, yea the 'quests' were a side thought, but they werent really the point of the game anyway. The point was a society made wholly from scratch, and it was amazing.

    9. Re:Reasons, reasons by The+Living+Fractal · · Score: 1

      Furthermore, Jedis would have to blow the socks off anyone else because, well, they are quite a bit overpowered in the SW universe.

      Jedi Masters, yes. Jedi, no.

      I played SWG for quite some time. I was basically a Bounty Hunter who made a living by utilizing my faction standings with certain NPC groups to cause them to fight each other (I had a repeatable quest in which I could assist a Nightsister Witch in fighting a Dark Jedi Master... leading to me being able to *loot* the Dark Jedi Master if I was able to assist the Witch enough to take out the DJM, which I was).

      End result: I got "epic loot" from the Dark Jedi Master, sometimes of which the quality was so astoundingly high that I would simply show it to people, or put it on display in my main showroom, and their jaws would hit the floor.

      I was a weapons and armor dealer of sorts, and I stocked some of the most exotic shit you'd ever seen.

      Did I care about becoming a Jedi? Not in the least. I had my own AT/ST walker and was capable of driving off most solo Jedi pretty effectively. (Again, Jedi Master was a different story, but I never actually ran into any, thankfully.)

      And it wasn't because it was too hard to do. At the time, you needed to master certain specific professions to unlock the Jedi slot, and I knew which ones I had to master, but it just wasn't interesting to me to have to watch my ass 24/7 as a Jedi.

      But to your point: In SWG, before they made so many stupid changes, the Jedi class didn't appeal to everyone. And yet it was still very powerful. But some people would rather have treated SWG like a The Sims, staying in the cantinas and dancing (entertainer profession -- watching them gave you buffs).

      While yet others were more of the resource empire building type and would spend their time trying to track down the highest quality crafting resources. I would trade with these people (my superb quality weapons from the Dark Jedi Masters) and they would craft me armor that was of the highest class available anywhere.

      Anyway, if you won't play an MMO just because you can't be the most powerful player in the game, then you are taking it WAY too seriously.

      --
      I do not respond to cowards. Especially anonymous ones.
    10. Re:Reasons, reasons by Opportunist · · Score: 1

      You will notice that you get that mindset a lot in the "underdog" or "evil" side. I had the same experience in AO where Omni (the "evil corporation" side) usually had a lot more team oriented and goal focused people than the Clans (the "freedom fighters").

      As for leadership, a lot of people are quite willing to accept a leader, no matter how abusive, as long as he can create victories. That wasn't really what I mean, though. My comment was about people wanting to play something exceptional. Not the 8th stormtrooper from the left. It's like in FPS where everyone wants to play the sniper, not the assault grunt, or football games where everyone wants to be quarterback, not O-Line man.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    11. Re:Reasons, reasons by jandrese · · Score: 1

      The "Jedi are supposed to be rare" argument always seemed a bit strange to me. The game could expect what, half a million players at most? Of which maybe 50k would ever be online at the same time. Compared to the number of NPCs in the universe the players would be tiny.

      The trick to this would be to highly instance the game so you're not constantly running into Jedi everywhere you go. The downside is that makes it a somewhat single player experience, but that could be worked around with Jedi "hubs" (Corusant(sp?) for instance) where you could meet up and join teams and socalize and whatnot.

      Any Star Wars game where you don't get to be a Jedi (or a Sith) is going to fail. There are a few players that would be happy setting up virtual shops and playing support characters, but they'll never be enough to support a major game.

      --

      I read the internet for the articles.
    12. Re:Reasons, reasons by Opportunist · · Score: 1

      Heh, same thinking here. I usually go for underplayed classes, simply because people will certainly remember you more easily if you're The One instead of one out of many.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    13. Re:Reasons, reasons by drik00 · · Score: 1

      This was kind of my point. It's too much like RL. When most people play games, they don't WANT to decide what they want to do. If I wanted to plan out my day, I'd get stuff done in RL. You have to have a pretty robust quest system to keep people involved.

      "twice the size of the Barrens?" I don't think so, the average SWG planet was about the size of Hellfire Peninsula (IIRC, I'd have to check to be sure, but I don't remember it taking more than 15 min to run across Tatooine).

      I don't see how SWG was immersive in its own context. It was immersive in the sense that it seemed like RL, with real merchants and play created content, but even my SW friend who waited in line 12 hours to see Episode III, owns all the toys (he's 32), and his online name is always a variant on "Anakin" couldn't get interested in the game, because, once you get a house, and armor, and some weapons, unless you wanted to grind out a Jedi, there was nothing to do.

      FYI, I was a player in the first year, well before the prevalence of Jedi or the NGE, or any of the changes, I'm referring to the total sandbox style that they made the game with originally. I can honestly say, in retrospect, that I thought SWG was a good MMO until I got WoW on that first week it was out. I had no idea how shitty SWG really was until I stayed up all night that first night with WoW, being amazed at Teldrassil's huge trees, the music that seemed perfect, and that endless push of the questlines that guided me through the game.

      I don't play anymore, but love it or hate it, WoW was an amazing game, executed and polished as they come.

      J

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    14. Re:Reasons, reasons by Anonymous Coward · · Score: 0

      I'd have to recommend giving that one a try also if you want the final fantasy type tactics of experience. It takes some from many other games and puts it into this turn based system that works nice for pvp also.

    15. Re:Reasons, reasons by tepples · · Score: 1

      Once you'd visited all the places from the movies, and seen the characters, there was nothing to do. It was too much like real life. You could go into business for yourself, buy a house, get involved in community politics, and live out a life vicariously .... with nothing to do.

      Then explain the success of games like The Sims and Animal Crossing.

    16. Re:Reasons, reasons by reilwin · · Score: 1

      Real-time play? Actually, a turn-based combat MMORPG would be nice. Think something along the lines of Final Fantasy Tactics during battle.

      One turn-based combat mmorpg I would suggest is Dofus. The combat is quite similar to FF Tactics, although it is a limited F2P.

    17. Re:Reasons, reasons by n00854180t · · Score: 1

      WoW, EQ et al are ALL turn based games.

    18. Re:Reasons, reasons by Ironica · · Score: 1

      The "Jedi are supposed to be rare" argument always seemed a bit strange to me. The game could expect what, half a million players at most? Of which maybe 50k would ever be online at the same time. Compared to the number of NPCs in the universe the players would be tiny.

      Um, did you play SWG? There weren't very darned many NPCs. There were a few trainers, the guy you caught shuttles from, and a few vendors, plus random people standing around for flavor. Quests came from a vending machine, though. Like most MMOGs, the players vastly outnumbered the NPCs.

      --
      Don't you wish your girlfriend was a geek like me?
    19. Re:Reasons, reasons by drik00 · · Score: 1

      The only upkeep needed in SWG was paying maintenance fees on structures... if you ignore your sim, they die. Huge difference.

      The Sims is not a role playing game, its a voyeurist game. You don't control your Sim's actions, you control its environment to see how much you can fuck with it. An RPG is the opposite.

      J

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    20. Re:Reasons, reasons by tepples · · Score: 1

      The Sims is not a role playing game, its a voyeurist game. You don't control your Sim's actions, you control its environment to see how much you can fuck with it.

      In other words, SWG was closer to Animal Crossing than to The Sims.

    21. Re:Reasons, reasons by Anonymous Coward · · Score: 0

      You can solve the "I want to be a Jedi" problem by simply adding subclasses to jedi, you can practically have your tank/dmg/heal model within one class by just adding subclasses or talent options.

    22. Re:Reasons, reasons by jandrese · · Score: 1

      That's a problem with the game design though, the cities should have been teeming with alien life, just wandering around doing that sort of third world alien thing that seems so popular in the Star Wars universe.

      --

      I read the internet for the articles.
  7. Costly hobby by Anonymous Coward · · Score: 0

    "A huge percentage of people who truly love WoW, I've always believed, do not know or particularly care about this whole world of MMOs out there. They're WoW players and that's it."

    Yes, well most people don't have money to burn. They can't justify playing several different MMOs. For most people, even WoW is a big waste of money - for the price you could buy a new game every couple of months.

  8. MMO*** by hine_uk · · Score: 4, Interesting

    The problem is that everytime a game is made with the first three letters above, the last three always seem to be RPG and this is always the problem. I am a gamer who spends a lot of time and money on gaming. I have a young family so going out socialising isnt a real possibility like it was 10 or even 5 years ago. I've tried WoW and i've tried Eve, whilst both seem initially interesting they fall foul (to me) in one key area - gameplay. In short there isnt really that much.

    All of these MMO(rpg's) seem to make their money and selling point around what's round the corner. You might have a Thorax or a +5 shield now, but in one more month you could have a Deimos and a +9 shield AND a new hammer! Its also this point that raises my next.

    Skill

    Alot of these MMO's have painted themselves into a corner with regard to creating a level playing field between established players and new players. You could have two players of equal skill squaring off but because one has been feeding his habit for a few months or even years longer they win in the random number generator fight that occurs.

    I am hoping that the new jumpgate game chages this a bit with its reliance on player piloting skill for combat if the read-ups are to be believed but in the meantime I rely on games like Left4Dead to provide my social gaming fix. The number of hours I have got in on it are absurd. Its a class based game, with a social setting - especially if you play vs mode and best of all you dont get your ass handed to you by someone Jonesing bad for a fix from a 3 year habit, getting the kill simply because the developer is giving them an I win button for their money.

    To me games are about skill with a little bit of luck and that is what alot of these MMO's with their endless levelling seem to forget, I have money and am willing to give it to a developer who can figure that out.

    1. Re:MMO*** by TheLink · · Score: 2, Interesting

      I play Guild Wars. In Guild Wars (GW), human skill (and ping) does make a big difference, not so much how long you've played.

      The trouble is with GW, if you want access to all the game skills and items unlocked for PvP _immediately_, you have to pay:

      USD10 for PvP item unlock pack (this unlocks all item mods so you can make any item you want for your PvP characters that you can create and delete on demand).
      USD10 for Core Skill unlock pack - this unlocks all the skills common to all campaigns.
      USD10 for Prophecies campaign skill unlock pack - this unlocks the prophecies specific skills - some which can be rather useful...
      USD10 for Factions campaign skill unlock pack - same as above but for Factions
      USD10 for Nightfall campaign skills
      USD10 for Eye of the North skills.

      So that's a total of USD60, on top of the USD20 for just a PVP only account.

      Now of course you could pay USD20, get a limited bunch of skills and then grind your way by winning battles and thus get faction to gradually unlock the stuff you want), but I think most PvP-only players won't like that sort of bullshit (would you?).

      As it is, while GW could have been a more "player skill counts" game, it won't really attract the sort of players who play counterstrike, left4dead, starcraft, etc. Those sort people don't mind "grinding" _5_ minutes to unlock all stuff, but anything much more, they play a different game.

      --
    2. Re:MMO*** by SanityInAnarchy · · Score: 1

      You could have two players of equal skill squaring off but because one has been feeding his habit for a few months or even years longer they win in the random number generator fight that occurs.

      First, there's no such thing as "equal" skill. Some people are good at one thing, some are good at another -- think rock paper scissors. People learn from each other, as they play.

      Second, in any decent MMO, skill can trump stats. Ideally, you strike a balance so that the +9 shield does really make a difference compared to the +5 shield, but a decent player with a +5 shield is still going to mop the floor with an unskilled person who has a +9 shield.

      To me games are about skill with a little bit of luck and that is what alot of these MMO's with their endless levelling seem to forget

      Well, there's more to it than just time. There's skill in the combat itself, skill in playing the market, there's skill in managing a team...

      How would you even have a "market" in a game which doesn't have those properties? Take Left 4 Dead -- what would players buy, trade, and sell?

      I have money and am willing to give it to a developer who can figure that out.

      Right now, it seems to be Valve with Left 4 Dead. As for Blizzard, they are developers who also have money....

      --
      Don't thank God, thank a doctor!
    3. Re:MMO*** by somersault · · Score: 1

      Completely agree, it's the reason I don't really go in for RPGs as a rule, certainly not if you have to pay for them anyway. To get anywhere you need to spend a lot of time just questing or training up your character to keep up with the Joneses so to speak. I have enjoyed MUDing from time to time, because of good theme choices and the people that I'm playing with, but the gameplay itself usually is quite repetitive. MUDs could do with throwing out the rulebook too, most of the basics of stuff like combat seem to be exactly the same no matter where you go.

      --
      which is totally what she said
    4. Re:MMO*** by hine_uk · · Score: 1

      Granted on the rock scissors paper comment, there is usually an achilllies heel type weakenss that a clever foe can exploit, but while skill CAN trump stats, the way these games are designed is so they dont. Think WoW or Eve and how often does a level 50 beat a level 70 or a tech I a tech II?

      With regard to playing the market that comes back to the time vs skill. I'm going to guess this is based around Eve because that has the deepest market I know. But again, to compete in any real terms with an experienced player is almost impossible if they have spent a few months 'investing' points in skills to help them playing the market. A new player can only buy and sell in their local station, an excperienced one from an adjacent sector, a new player can only put on five orders, an old one god knows how many. A new player pays 1% tax, because an older one has clicked 'train' he has to pay 0.5% tax.

      It is all these arbitrary ceilings and barriers that ruin games like MMO's. Let the player be the barrier and not some bullshit counter to drip feed me false reward.

      If your game is fun players will keep coming back, look at counterstrike, even though its old, people still play it because its fun. new player against an old typically means the old wins due to knowledge of game mechanics, wit and personal experience. But that old player, armed with skill and grit can still pull off a lucky headshot because.

      With regards to guildwars, its one i've thought about giving a try and very well might once summer is nearing an end and the nights are getting cold and dark again.

    5. Re:MMO*** by Anonymous Coward · · Score: 0

      Which is why i play Subspace / Continuum and not WoW :)

    6. Re:MMO*** by ruemere · · Score: 4, Informative

      Dude,

      you're approaching to this in the worst way possible.

      Firstly, all campaigns require 50 EUR (or less, if you buy with discount). Why buy unlock packs when you can have everything you need for slightly more (or less, with discounts) along with all campaign content?

      Secondly, to unlock 8 specific skills, you need, in the worst scenario, 10K points in Balthasar faction. This is an hour of enjoyable Jade Quarry play. You don't need to unlock all skills, merely those you wish to use.

      Thirdly, for guidance and support of community, there are two important sites to get your started (and save from some common mistakes):
      http://wiki.guildwars.com/
      http://www.guildwarsguru.com/
      http://pvx.wikia.com/

      Regards,
      Ruemere

    7. Re:MMO*** by skiman1979 · · Score: 1

      I agree these games need more skill instead of just using your most powerful skills to do the most damage to every opponent every time. It should be possible to use even a weak skill, at precisely the right time, to take someone down.

      I was just thinking of something that might be interesting in MMORPGs regarding PVP, possibly. What about putting in some kind of (minor?) weakness into the characters? This can be randomized somewhat so not every wizard has the same fault, or not every warlock or swordsman has the same flaw.

      I'm not sure how well that would work out, but it could potentially give lower level players a chance against higher level players if they can find that weakness. Players can train themselves in a certain way to help fix that weakness, but it might create another one.

      --
      Having a smoking section in a public restaurant is like having a peeing section in a public swimming pool.
    8. Re:MMO*** by cml4524 · · Score: 1

      With regards to guildwars, its one i've thought about giving a try and very well might once summer is nearing an end and the nights are getting cold and dark again.

      I wouldn't bother. The game is going downhill pretty fast because ANet stopped maintaining it in any serious way long ago. It was definitely a fun game and I enjoyed it, but since nobody is updating it in any real way the playerbase is decaying pretty rapidly and it can be very difficult to find groups. You can use the henchmen for everything, but if you're going to do that you might as well just play a single player game to begin with.

    9. Re:MMO*** by SanityInAnarchy · · Score: 1

      the way these games are designed is so they dont.

      I suppose it depends which game.

      I play a much smaller one: Nexus TK. That would be way offtopic, except that it's about your worst nightmare. If there ever was a level cap, it's gone -- you level up to 99 the normal way, at which point, you can trade experience directly for mana and/or vitality.

      The limit to how much experience you can carry is the size of an unsigned integer -- around 4.2 billion, or about twice as much as is required to progress from level 1 to 99. There is no known limit to how much mana/vitality a person can have.

      Most of my characters have around ten thousand vitality. The majority of the population seems to have more like fifty, a hundred, or two hundred thousand.

      And then there's Blason, who has five million.

      Now, I'll spare you the complexities of combat, but I can say that at Blason's stats, the main way he's going to deal damage is through a vitality attack, which takes some percentage of his current health and turns it into damage against a given target. He'll usually try to surround himself with Poets (healers) to keep himself healed...

      I haven't killed Blason. I have, however, killed people of similarly absurd stats -- certainly, I've killed people who are at least four or five times as powerful as me.

      Hell, in the simplest sense, being absurdly powerful balances itself in that you're now a target.

      Or, take the "Achilles Heel" to an extreme -- Blason's most powerful attack will leave him with ten vita -- not ten thousand, just ten -- meaning if anyone hits him with anything at that point, he's dead, all you have to do is time it right.

      Or for that matter, if you time a heal just right, you can heal yourself out of death to very, very low health. If I'm doing that, it can take several attempts by several players to kill me, even if I'm absurdly underpowered.

      With regard to playing the market that comes back to the time vs skill. I'm going to guess this is based around Eve because that has the deepest market I know. But again, to compete in any real terms with an experienced player is almost impossible if they have spent a few months 'investing' points in skills to help them playing the market.

      Well, again, I'm talking about Nexus -- in this game, pretty much as soon as you "graduate" out of the newbie area (which, comically, lasts until around level 50), you can pretty much work with whatever you have.

      All time does at this point is give you more capital -- and that's if you've invested your time "farming" or crafting. But you absolutely do play on a level playing field, and it is the brutal playing field of capitalism with other players.

      NPCs do factor in, but they tend to have fairly static rates, and they always buy for half the price they sell the same item for (if they sell that item). The majority of valuable items cannot be bought from NPCs, however.

      Let the player be the barrier and not some bullshit counter to drip feed me false reward.

      I like a balance of both.

      Put another way: Why shouldn't I get some kind of reward (false or not) for killing fucking Blason and his five million vita? Even Counter-Strike awards payment for kills, which can be used to purchase new guns.

      Skills may count more than stats, but it's still nice to, say, make a sword out of Nngh'Zan's tooth to say "Yeah, bitches, I killed Nngh'Zan. Fear me."

      Plus, it does simulate what you've described. Older players are likely to have both skills and stats; newbies are likely to have neither. But that won't stop me from killing Blason.

      But, meh, to each his own. I like a balance. Some people probably do like sheer rewards for wasted lives -- like "Make Love, Not Warcraft", the person who kills the most boars wins any fight. And you like games that rely on skill, period.

      --
      Don't thank God, thank a doctor!
  9. 'Customers' by Osmosis_Garett · · Score: 1, Interesting

    Thank goodness Darkfall has 'launched', and proves that a game doesn't have to follow the 'rules' to be 'successful'.

  10. That's what I wondered about too by Moraelin · · Score: 5, Insightful

    That's what I wondered about too. Every time there was some [NEXT GAME] coming out soon, be it LOTRO, WAR, AOC, or even duds like D&D Online or Tabula Rasa or Vanguard, the guild chat was _full_ of disgruntled WoW players talking non-stop about how they're gonna move to it as soon as it launches and never look back. Then somehow they come back anyway.

    Even the idea that WoW should annihilate the other games otherwise, is stupid. WoW may well be what keeps those other duds alive in the first place.

    Last I've heard a statistic, the average player stayed on an MMO for 6 months. Sure, some stay for ever, but they're few. Some leave when the "free" month is over. But on the average, it was 6 months. Then they get bored and bugger off.

    I'm betting that a lot of the customers of those other games are recycled ex-WoW players. People spend their months on WoW, get bored of doing the same raid again, get ideas like "meh, I wonder if WAR/LOTRO/EQ2/Whatever is any better."

    Plus, look at the MMOG charts. Before WoW the western MMOs recycled the same pool of IIRC about a million players total. Each newcomer getting another 100,000 was visible in the others losing a total of 100,000. WoW increased that 10 times over night. And again, their players fall off and try other games too. (But actually keeping them, that's another problem.) In effect it increased the pool for a lot of "me too" MMOS from "whoever of those 500,000 EQ1 players gets bored and wanst to try something else" to "whoever of WoW's 10,000,000+ players gets bored and wants to try something else."

    For a lot of the incompetent designers and incompetent publishers (I'm looking at you, Sony), WoW has been a windfall, not their doom.

    At any rate, what I see there is the usual fanboy rationalization, except this time it's called an article.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:That's what I wondered about too by cgenman · · Score: 1

      One of the points of the article, though, is that by copying WoW, you're just going to get people getting bored faster. WoW took a fun but flawed formula and more or less perfected it. If you want to compete with that (and the hundreds of millions of development dollars that beast is getting), you need to find a different formula. Otherwise you're game is going to be same old - same old, and not as polished.

    2. Re:That's what I wondered about too by ukyoCE · · Score: 1

      This.

      I've played WOW off and on for some time, but never gotten beyond the demo stage of any other MMOs. I read reviews, play demos, and take a very critical eye at games. My friends and I tried Guild Wars and it was just plain bad. I've gotten vaguely excited by some general concepts in AOC and WAR, but I've never once heard a review that compared the overall experience favorably with WOW. I know a group of SA goons who are into EVE, and they even have trouble arguing that its a fun experience.

      The OP's point about WOW articles decimating other games is basically moronic. Articles, websites, and other content about WOW *does* decimate all other games. I stop sometimes when googling a WOW quest or item, and realize that of all of Google, this 1 item in WOW is a popular enough search term to dominate all other google searches for that word. It's startling, really.

  11. You HAVE to change the formula by Opportunist · · Score: 4, Insightful

    At least if you want to "beat" WoW.

    Let's be sensible: You cannot create an MMO at the same "polished" level as WoW. No MMO, ever, will have the polished feel of an MMO that has been in existance for about 5 years. You can't afford that. To do that, basically what you'd have to do is create a MMO (insane dev costs), then have people play it for free for five years (even more insane dev costs), support those people at release level, and so on, all without a dime of revenue.

    Remember the release of WoW? Yes, it was a lot more finished than many MMOs at release (Blizzard actually does finish their games, most of the time), it still was the usual disaster. Servers not available for days. Quests broken and requiring GM intervention to complete. Balance off. The same you will encounter in any MMO, and usually they're even worse than at WoW release.

    Now you try to compete with WoW. If you use the same eazy-bake cookie mix that WoW used, why the heck should people go to your game? They already get that with WoW. Just better. More finished, more balanced, more polished and more reliably.

    If you want to compete, if you want to make a "WoW killer", you have to offer something different. You will have a very hard time to convince a die-hard WoW player to come to your game, to do that basically you have to offer them something WoW lacks. You can't just offer the same and think people will switch. Why should they? They'd have to start over at zero again while they already went through the treadmill of leveling in WoW and are now at the "juicy" part of endgame.

    You have to offer something different. Just making the next WoW isn't going to convince anyone.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:You HAVE to change the formula by forgotten_my_nick · · Score: 3, Interesting

      "You cannot create an MMO at the same "polished" level as WoW"

      Sorry but your wrong. Apart from the other. There are a few MMOs out there that are very polished. Eve Online, City of Heroes are two recent ones. Older ones like for example Asherons Call would be on par (excepting graphics) of WoW.

      The issue isn't with being polished. There is a formula that makes a great game. For example take Neocron. I played it pre-dome of york. It was extremely buggy, crashed a lot , graphics were OK'ish, limited maps in relation to other MMOs. Yet it was a horribly addictive game. Playing it gave a rush. The fact the client was a buggy pile of poo is what kept others joining the game (was nightmare to install). Having the subscription raised is what pushed me out of the game.

      1. For a great MMO you need to satisfy all the Bartle food groups. While at the same time ensuring they don't adversely impact each other.

      2. You have to give rewards that mean something (feel you accomplished something in game). Rewards without some level of work do not act as rewards.

      3. You have to give an investment to the player. In UO+AC for example this was housing. A bad example of housing is CoX for Supergroup bases.

      4. The players have to feel they actually impact the environment. Not have everything reset later. Eve Online does this very well. Likewise with WOW some maps controlled impact gameplay elsewhere. Best one I saw was Asherons call (a town was nuked based on some random players comments). Even the virus outbreak in WOW gave a feeling of the players impacting the environment.

      5. You have to build (controlled) conflict, so that communities form. Alliance v Horde, Eve corps.

      6. A level of customization. Most of long standing WOW players actually run with multiple plugins.

    2. Re:You HAVE to change the formula by Opportunist · · Score: 2, Insightful

      None of the games you mentioned had the "polished" level at release. I wasn't there for the release of CoX (only heard it wasn't exactly pretty), but I've seen the train wreck that the release of EvE was. Actually, I dare say the only reason why those games still exist ist exactly because they are both unlike WoW. CoX at least a little, EvE very, very different.

      If they were cookie-cutter style, players would have turned away in disgust at the end of the trial month. For reference and proof, look at AoC, WH and all the other cookie-cutter MMOs. An MMO isn't "finished and polished" when it is released. If you cannot offer anything but "WoW with other setting and maybe graphics", people will return to WoW where they get the same, just "finished".

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:You HAVE to change the formula by Andy_R · · Score: 1

      You make a lot of interesting points, I'll be interested to see how Mechscape (the new game from the Runescape people) pans out. They have solved the funding issue by using some of their huge warchest to set up a dev team as big a runescape has, and they have a history of adding lots of new content on a regular basis, and they are doing remarkable things in-browser. Full screen accelerated graphics were added to runescape last year - it's not as pretty as WoW, but it's pretty enough, and it's simplicity allows new content to be added almost every other week without price increases.

      I'm not sure that they will make a WoW killer, but I think they have as good a chance as anyone, and I think that there's a big market for a sci-fi MMO game that isn't as hard-core as EVE.

      --
      A pizza of radius z and thickness a has a volume of pi z z a
    4. Re:You HAVE to change the formula by _2Karl · · Score: 1

      I think the main problem is that everyone seems to set out to "beat WoW". Why? Why do you need to beat it? An MMO can be successful, profitable without being the MOST popular or the MOST profitable. Look at LOTRO or EVE for example - they're not eating into WoW's playerbase, but they're (presumably) still doing well.

      I'm sure there are probably more examples of MMOs which may not be on everybody's lips, but still manage to turn a profit. Does anybody have data on small-time MMO projects like Vendetta or A Tale in the Desert? I've played Vendetta briefly though I have no real handle on their subscriber base.

      That said however, both Vendetta and A Tale in the Desert "break the formula" so to speak, I'd imagine if they were small time WoW clones they would simply have sank without trace. In summary then: Break the mould, don't worry about "beating wow", just worry about making your own game a success (and that doesn't mean loads of money necessarily).

    5. Re:You HAVE to change the formula by Opportunist · · Score: 2, Informative

      Ok, then let's define "polished":

      1. Working quests.
      2. Balance (yeah, yeah, "XXX is overpowered", whatever. What I mean with balanced is that there ain't one class that can solo what needs a group otherwise, while another class is essentially useless).
      3. No/few CTDs.
      4. Stable servers.
      5. Reliable downtimes.
      6. Non-clueless support.

      Essentially, what I mean is that it is "working as intended". And WoW is working as inteded. That it's a triviality to play to maxlevel is no "polishing" problem. Mostly, I'd blame it on marketing and wanting to cater to the least common denominator.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:You HAVE to change the formula by Opportunist · · Score: 4, Insightful

      It's a matter of funding and expectations.

      Few "small" companies can tackle something like an MMO on their own expense. So they need someone to pump money into the endeavor. And while it's quite easy (even now) to get someone to fund your MMO, their expectations are off the chart.

      6 years ago, an MMO was a success if it managed to attract about 100k people. 60k was already good enough to run a game a year or two (if you're a big company, a small company could even exist on that). 200k and you "made it". A million and you were off the chart and Linage.

      Today, a million is almost what is expected or you're considered sub-par. 100k subs? You failed! Big time!

      Basically, you have to promise your VCs the stars, or they turn to the next company wanting to make an MMO, and they will promise them that. You have to promise them a new WoW to get the money. And of course you will fail if you offer the same WoW offers. You might even attract the 60-100k needed to keep the game afloat and running, but you'll piss off your VC and they pull the plug on you.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:You HAVE to change the formula by _2Karl · · Score: 1

      ahhh bringing Venture Capitalists into the picture suddently makes the risk-averse nature make sense.

    8. Re:You HAVE to change the formula by ArmchairGeneral · · Score: 1

      I have played WoW for about 2 years now and I can tell you I haven't tried any of the other MMO's out there. They just don't interest me, sure their graphics are incredibly detailed and everything is more lifelike, but perhaps that's what I like about WoW, it's almost a cartoon base. It's not realistic and I like it that way. The balance of humour and playability make it a very good MMO for what I want to play. As for another MMO to come along, sure there will be others, but as someone else here said, they would need to pour an incredible amount of money into it first to make it appealing. If anyone comes out with a successful MMO again, it will probably be Blizzard, they already make a winning MMO and they are well known to release games when they are actually ready for the masses, not unfisihed like other manufacturers *cough* ea *cough*

    9. Re:You HAVE to change the formula by UnknownSoldier · · Score: 1

      > 1. For a great MMO you need to satisfy all the Bartle food groups. While at the same time ensuring they don't adversely impact each other.
      NO, you don't. You seem to forget that when UO introduced Trammal, 90%+ of the population said F.U. to Felucca.

      Killers != PvP (There is over-lap, but they are not the same.)

      > 3. You have to give an investment to the player. In UO+AC for example this was housing.
      Yup - it took a while to save up enough money for a house. It encouraged people to pool together, and buy the smaller houses. Every one was jealous of those who could afford the castle, and tower.

      > 4. The players have to feel they actually impact the environment.
      Agreed. This is a total Joke in WOW. So you control some control points. Big Deal. FPS have done this since '96 with Quake CTF.

      The ability for dynamic quests would be a great start.

      WOW quests are like going on Disneyland's rides. Since they are static, kills all incentive for replayability.

      > 6. A level of customization.
      Agreed. That's a big problem if today's 3D games -- everyone looks the same. It only took WoW how many years to offer a "haircut" ?

    10. Re:You HAVE to change the formula by Hubbell · · Score: 1

      AC was not polished, and it was 10x the game WOW is. WOW is nothing but a class/item/level based game, whereas in AC, if you were a level 90 who knew what he was doing, you could fight (in pvp) level 200's and kill them, or go to the hardest places in the game and hold your own.

    11. Re:You HAVE to change the formula by liquiddark · · Score: 1

      Today, a million is almost what is expected or you're considered sub-par.

      Not by anyone who has, for example, looked at the chart posted higher in this very thread IE any responsible businessperson. There are less than half a dozen million-strong MMOGs according to that summary, and there is one very obvious winner and a whole bunch of very distant second-placers. If your business assets aren't aware of those facts they are not people with whom you should be dealing.

    12. Re:You HAVE to change the formula by Opportunist · · Score: 1

      It's not the graphics that set WoW apart. There are older and newer MMOs that have more appeal to me. I don't really care about graphics. There's a reason why I still play Anarchy Online from time to time, despite its insanely dated graphics.

      WoW is different in other ways. First, there's little "decisions" to make when leveling. There are no decisions that can't be undone easily. The only decision you have to make when leveling up is how you distribute your skill points, and those can easily be changed for a handful of gold. There's no way you can "break" your character by choosing the wrong skills. No need to consider redoing a character because it's not "perfect".

      Second, death is trivial. It costs money. That's it. Nothing to lose. You don't lose your equipment, there's not even "xp debt" or xp loss as in many other games. I've seen people use suicide as a way of traveling.

      Third, it's very soloable. Whether you prefer to grind and farm, or whether you want to level with quests, you do not need a group until you want to do raids. The incentive to group is actually minimal compared to other games which make it basically a requirement, be it because the mobs that give xp can't be killed solo easily or be it because classes are more specialized (in DAoC, the cleric could essentially not kill anything by himself).

      Fourth, very easy to customize. It's easy to install addons that help you organize your goods, find quests and quest locations, find harvesting nodes and so on. The, often quite lengthy, process of learning where to find what is removed.

      In total, WoW is fairly "user friendly" and easy compared to other MMOs. Whether that's good or bad is up to the player, of course. Judging by the number of people playing, it seems easy games are prefered.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    13. Re:You HAVE to change the formula by space_jake · · Score: 1

      The Eve release wasn't that bad. All I remember was a 1-day rollback on the 2nd or 3rd day.

    14. Re:You HAVE to change the formula by forgotten_my_nick · · Score: 1

      > "You seem to forget that when UO introduced Trammal, 90%+ of the population said F.U. to Felucca."

      You give children all the candy they can eat and they will eat themselves sick.

      UO pre-trammal wasn't that bad and the attacks were what brought people together. I still recall one server where 1 PK'er who had terrorized the population of a particular town actually brought the town together to help in protecting each other as well pooling resources. When that happened the attacks stopped because it stopped being fun for the PK'er. People who probably would never of talked to each other formed friendships through conflict.

      That was controlled PvP. I've played UO PvP server and it was very different. There was a more relaxed attitude to being attacked or attacking others. It was more akin to playing Quake/CS. Not everyones liking agreed.

      Trammel effectively gave you a game with 0 risk. Areas in the game that were dangerous were insanely easy. The only real threat was having some guy come out of stealth claiming the 8 mobs you were whacking on where his and that he was going to report you to a GM. In the old days they would just fight it out.

      Where UO went wrong was in letting their GM's becomes visible entities in the world. So much so that it was easier to have your guild log 40-50 complaints on one player then actually deal with the player with the game mechanics.

      > "it took a while to save up enough money for a house. "

      It went further then that. I knew of a number of people who stopped playing the game completely yet still logged in once a week to refresh their houses. Almost zero impact on the servers and still paying revenue. The best kind of players for the company. :)

      > "This is a total Joke in WOW."

      Wintergrasp does a good job of it. Every two hours there is control for a castle and whoever wins gives boost to everyones stats in around Wintergrasp for 2 hours. Well worth the fight for levelling purposes.

      Some of the others are OK'ish in that you get rare items from holding zones.

      > "It only took WoW how many years to offer a "haircut" ?"

      I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.

    15. Re:You HAVE to change the formula by Anonymous Coward · · Score: 0

      With the phasing mechaninc WoW does have some dynamic changing of the world via questing. But realistically you can only have so much impact done by a single player in a persistent world. For instance, if theres a quest to go dig a 2 foot hole in the middle zone X, eventually there will be a tunnel to the center of the imaginary world. SWG did it right with letting players build houses and what not all over the world, but never change the topography of the world itself, and wow does a good job of having the world be radically different for you after completeing an epic quest.

      And yea, SWG wins with custimazation again...how many different styles of just jacket were there? Even the standard composite armor most people wore at least came in array of colors.

    16. Re:You HAVE to change the formula by forgotten_my_nick · · Score: 1

      "100k subs? You failed! Big time!"

      There is a sweet spot in relation to number of subscribers and your game. Each subscriber takes up resources on your server and bandwidth. Normally there is a percentage of players in the game at any given time. If you have a 100K subs but only say 5-10% log in at any given time then the costs of maintaining your systems are a lot lower. In such an instance you haven't failed.

      If you have 100K subs and 90% of the population want to play then yea you probably have a failed model.

      I don't know enough of the back end mechanics in WOW but there are a number of points in the game where there is forced downtime which can help lower bandwidth. For example flying to another city could be pretty much nearly all client side with only a final load at the destination.

    17. Re:You HAVE to change the formula by Opportunist · · Score: 1

      Memory is a very mild judge, they say...

      I remember days of downtime, frequent server and shard crashes, questionable outcomes of PvP battles, very questionable balance (and you know how much it hurts to "die" in EvE...), lag bad enough that you would lose your ship before you could react to NPCs and exploit loopholes large enough to move Titans through.

      CCP did their best to fix them quickly and they were very lenient with user complaints (it was basically a matter of writing a petition to get your ship back, no questions asked), but it was a rocky start.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    18. Re:You HAVE to change the formula by Aceticon · · Score: 1

      Actually I think that for a great MMO which can compete with WoW you have to look outside the "Bartle food groups".

      Styles of gaming are not just restricted to Achievers, Explorers, Socializers and Killers.

      For example Creators (those who make new things for the pleasure of making them) are neither Achievers (since creating is a process not a target), Explorers (there is nothing to explore), Socializers (creation needs not be done with others in mind) nor Killers (kill what?).

      Although some of the best Single Player games (mostly the SimXXX type) cater for Creators, very few of the MMOs truly do so (the exception being Second Life and maybe the new Mission creation tools in City Of Heroes). At most, players' creative impulses are catered for slightly in things like housing and character customization.

      Another type of playing that is rarely catered for is the Strategist (as in games like Civilization or RTSs). Although some Online games cater for these (like World in Conflict) I know of now MMO that does.

      I think that a wider palette of gaming styles for MMO can be found by looking at what drives people in Real Life (tm) and in Single Player games.

    19. Re:You HAVE to change the formula by UnknownSoldier · · Score: 1

      >> "It only took WoW how many years to offer a "haircut" ?"
      > I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.

      Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.

    20. Re:You HAVE to change the formula by Ironica · · Score: 1

      At least if you want to "beat" WoW.

      Let's be sensible: You cannot create an MMO at the same "polished" level as WoW. No MMO, ever, will have the polished feel of an MMO that has been in existance for about 5 years.

      How many years had EQ been around when WoW launched?

      And in public beta, WoW was more "polished." It ran better, it had more content, more world area, a better UI... there was a huge sense of "Oh, *this* is what Verant was trying to do all that time!"

      Now, I think a lot of this probably has to do with differences in management practices and such between the companies. Verant/SOE had some serious issues in how they related to their player base, how they planned expansions, and I suspect they also had never heard of source control ;-). This meant that anyone who was halfway professional about developing an MMORPG had a big advantage over them. Blizzard, not being at such a disadvantage, won't be as easy to "beat."

      But it doesn't mean it can't be done. Yes, you'd have to have a whole lot of money to sink into development, but there are some big game companies out there without a solid MMO offering who might decide the time is ripe to spend millions on developing the Next Big Thing. And the bar is higher now, clearly. But it's entirely possible that someone could look at WoW, and say "It's great, but what if we..." and come out with something even better from the get-go. Maybe it doesn't have to be "more" polished, but if it's *as* polished, with some good innovations and sufficient content from launch, as well as a well-structured dev cycle to ensure new content is added fast enough to keep up with 85% of the playerbase (while not feeling rushed or letting issues slide in released content), it could happen.

      --
      Don't you wish your girlfriend was a geek like me?
    21. Re:You HAVE to change the formula by Ironica · · Score: 1

      There were a few overpopulated servers that had waits at peak periods. This was seen as preferable to having SO many people playing on the server that it slowed down the game for everyone, but clearly, the servers had adequate capacity; the problem was traffic management. Everyone wanted to play on the same server as Gabe and Tycho, or Thott, or wanted the RPPVP experience, or whatever... and it took a while for free transfers to thin out the herd and balance the population.

      MOST games have had overpopulation problems on certain servers or in certain zones, at least at launch (and the peak-time queues have returned for a week or two following the release of each expansion to WoW as well). But WoW implemented a system to handle population caps and queue players at launch. Yet another example of "polish."

      The servers are stable in that they very rarely crash or get taken down for emergency maintenance.

      --
      Don't you wish your girlfriend was a geek like me?
    22. Re:You HAVE to change the formula by Ironica · · Score: 1

      And yea, SWG wins with custimazation again...how many different styles of just jacket were there? Even the standard composite armor most people wore at least came in array of colors.

      But everyone wanted the cloak, and the cloak palette sucked. There were what, 26 colors? I know I made display models of them all and had them arranged in my house.

      --
      Don't you wish your girlfriend was a geek like me?
    23. Re:You HAVE to change the formula by werewolf1031 · · Score: 1

      Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.

      Devs can't anticipate every conceivable UI tweak that might be desired by various players. Getting into the millions, it's a guarantee there'll be disagreement. There's simply no way the default setup will please everyone, no matter how well-crafted and intuitive it is. Allowing customization is the best way to make everyone happy, or at least as happy as they can be within reason.

    24. Re:You HAVE to change the formula by UnknownSoldier · · Score: 1

      > In the old days they would just fight it out.

      No, in the old days, I lost many friends who said "F.U." to Origin and their total lack of doing anything to PvP griefers.

      Maybe you enjoyed having your miner constantly PK'd. Myself and many others did not.

      >> "It only took WoW how many years to offer a "haircut" ?"
      > I am referring to customizing the client itself. For example people have quest watchers, pvp plugins, UI changes, etc.

      Then the game design / UI is broken. A well designed game wouldn't even _need_ those plugins in the first place.

    25. Re:You HAVE to change the formula by forgotten_my_nick · · Score: 1

      "Maybe you enjoyed having your miner constantly PK'd. Myself and many others did not."

      No I didn't enjoy it. Which is why the guild I was in we would protect each other. When the guild weren't on I didn't do stupid things like naked mining or hopscotching ore. I went armed enough to be able to flee. We created miner traps, ore traps, etc.

      We didn't stand by and cry and quit.

      "A well designed game wouldn't even _need_ those plugins in the first place."

      I would disagree. The ability to extend the game without adversely breaking the game mechanics is a boon to keeping players.

  12. Maybe it's a good concept by Lord+Lode · · Score: 1

    Fantasy stories with quests and dragons are already popular for centuries, they're just very appealing. If so many MMORPGs have this concept, maybe it's because this concept is good. I don't know what "hardcore" RPG fans want, do they want weird extraterrestial storylines instead, or "no quests" so what are they going to do instead?

    1. Re:Maybe it's a good concept by Opportunist · · Score: 2, Insightful

      Grouping experience? That's what I'm looking for in an MMO. I don't want to play essentially a solo game up to levelmax so I can finally start grouping because it's required for endgame content (only to find out that neither me nor anyone else can sensibly play in a group because we never did).

      With older MMOs groups were basically a requirement to get anywhere. Anyone remember DAoC? No class (save the "new" ones that were introduced because people whined 'cause they couldn't get to level 50 without actually interacting with other players) could solo well past level 20, you also got a LOT more experience with a group.

      But those games are not what "the masses" want. They don't want to have to travel for 15 minutes. They don't want to look for a group for another 15 minutes. They don't want to group to "farm". Appearantly, what people want today in MMOs is a solo game with the option to brag about what they could do alone.

      Why the heck I should pay 15 bucks a month to play a solo game with bragging rights is beyond me, but appearantly that's how it is today.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Maybe it's a good concept by Duradin · · Score: 1

      It's just so distasteful that such proletarian ideals such as actually being able to play the game have made it into our games.

      We like being able to show off that we are so rich, so powerful, and so well connected that we can waste an hour or two a day doing absolutely nothing in the game other than demonstrating just how much cooler we are than all those people who only have an hour to play each night (and they actually want to accomplish something, what folly!).

    3. Re:Maybe it's a good concept by springbox · · Score: 1

      I hate traditional "fantasy" scenarios. The only game where I actually enjoyed it a lot was in Oblivion. Usually it's just the same boring junk though, throw in a few elves and orcs and shit.

    4. Re:Maybe it's a good concept by Opportunist · · Score: 1

      I'm quite willing to invest half an hour of group search for 3-4 hours of group fun. Problem is, if you don't need a group, people don't look for one.

      I'm not saying solo games are "inferior", or people playing them would be. I just say that I'm looking for more than a solo game when playing MMOs.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Maybe it's a good concept by Ironica · · Score: 1

      Yes, in WoW, you *can* solo. But if you are playing an MMOG, chances are, you enjoy the social aspect at least a little bit, so it's more FUN to group. Hence, you frequently see duos and larger groups just out questing and leveling together, because *gasp* it's FUN.

      So maybe the game doesn't *have* to force grouping on you to be "good." And maybe a game that my husband and I can play together for an hour after the kids are asleep is more in demand than something that you need 30-45 minutes to set up and pack up at the beginning and end of each play session. It doesn't mean someone might not prefer something different, but it means, probably, that games that require a large investment, where the risks of going AFK (because the baby started crying, or someone came to the door, or you needed to go to the bathroom) are big enough to wipe out your entire play session, will be niche products.

      --
      Don't you wish your girlfriend was a geek like me?
    6. Re:Maybe it's a good concept by Ironica · · Score: 1

      Honorary +1 Insightful. ;-)

      --
      Don't you wish your girlfriend was a geek like me?
  13. Dancing Elves On Mailboxes And Cows In Skirts by CyberSlammer · · Score: 1
    I think the rulebook was thrown out, shredded, and burned a long time ago. The sheer visual ridicule that is WoW is what turned me off to it...why no mention of EQ? EQ2? SWG?

    The only reason WoW got popular is because it is so rudimentary and simple it doesn't require any effort to grind your way to a higher level...I could spend two years killing boards in the forest too to get to a certain level, but I at least want to be challenged doing it and not worrying about some kids running around ganking my ass when I least expected it.

    1. Re:Dancing Elves On Mailboxes And Cows In Skirts by CyberSlammer · · Score: 2, Funny

      LOL I meant boars...if I spent two years killing boards in the forest I would have been one hell of a carpenter....or have a shitload of splinters.

    2. Re:Dancing Elves On Mailboxes And Cows In Skirts by Opportunist · · Score: 3, Interesting

      That's basically what made WoW the huge success it is: It is trivially easy to level up. It takes time. Nothing else. I've heard of 3 year olds playing it and being quite successful, and I do not doubt that a single moment. Which is cool, before you mod me flamebait, if that's what you're looking for. Many people do have a challenging life and want to relax and unwind in a game, not to face more challenging obstacles and tough decisions. Others again don't get anything done and want at least a sense of accomplishment in a game, and an easy game gives you that more, well, easily.

      It is a bit more of a challenge (well, was before it was dumbed down so anyone could do it again) when you got to the point where you needed a group for raids. Compared to the rest of the MMO world, they tend to be fairly easy too (just watch where you step so you don't run into the wanderers and look up a cycle for your styles/spells to max out DPS isn't quite what I'd consider a challenge).

      But this is what is wanted. The majority of people don't want challenging games. They want rewards.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Dancing Elves On Mailboxes And Cows In Skirts by goldspider · · Score: 1

      But this is what is wanted. The majority of people don't want challenging games. They want rewards.

      It's not about the challenge, really. I just don't want to come home from work and spend my leisure time on something that is, on average, more frustrating than my job.

      That said, I think WOTLK has really dumbed things down significantly. I haven't done some of the new Uludar content yet, but crowd control has become a thing of the past since BC.

      --
      "Ask not what your country can do for you." --John F. Kennedy
    4. Re:Dancing Elves On Mailboxes And Cows In Skirts by VGPowerlord · · Score: 1

      I could spend two years killing boards in the forest too to get to a certain level, but I at least want to be challenged doing it and not worrying about some kids running around ganking my ass when I least expected it.

      Just because that's the way it works in South Park's version of World of Warcraft doesn't mean you can do that in the real game. Enemies outside of your level range won't give you experience any more. At low levels, that range is 5 levels in a downward direction.

      why no mention of EQ? EQ2? SWG?

      Because WoW has 10 times more subscribers than the three of them combined. I've played EQ2 and SWG and they don't hold up a candle to WoW.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:Dancing Elves On Mailboxes And Cows In Skirts by CyberSlammer · · Score: 1
      I've played EQ2 and SWG and they don't hold up a candle to WoW.

      You've obviously been holding the wrong candle. WoW is too easy the graphics are ridiculously cartoony and the caliber of player on it is the kind of person who would buy an activity book from a thrift store with the activities half done.

    6. Re:Dancing Elves On Mailboxes And Cows In Skirts by Opportunist · · Score: 1

      It's not about the challenge. That's what I said. People want easy rewards while still feeling they kinda "deserve" it. They want that success is the rule, not the exception that requires a good, well built team.

      Nothing wrong with it. It just feels like a hollow success to me.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:Dancing Elves On Mailboxes And Cows In Skirts by 0xdeadbeef · · Score: 1

      I assume that you're trolling, but I just love the common complaint that WoW is cartoony. I can only assume it is made by the kind of person who masturbates to CG characters, considering it more mature than the hentai to which they previously masturbated, as that is the only way they could possibly be desensitized to the uncanny valley. Age of Conan was made for you, buddy.

    8. Re:Dancing Elves On Mailboxes And Cows In Skirts by CyberSlammer · · Score: 1

      Obviously since you were offended by this you are more than likely on your way to Wal-Mart to purchase a new keyboard and monitor since after typing this immature and childish response you lodged the keyboard in your monitor and clogged your intake fan full of Cheeto dust due to the ensuing virgin fit you threw in your basement. Now clean up the mess before your mother gets home.

    9. Re:Dancing Elves On Mailboxes And Cows In Skirts by snuf23 · · Score: 1

      There's some crowd control in Ulduar trash mobs. Also dynamics like tanks having to keep mobs apart or taunt trade back and forth due to debuffs.
      I think heroics are the biggest difference between LK and BC. The LK ones seem way easier (even without raid gear). And yes pretty much every trash pull in Naxx is an AOE fest (hell some of the raid bosses are too).

      --
      Sometimes my arms bend back.
    10. Re:Dancing Elves On Mailboxes And Cows In Skirts by Anonymous Coward · · Score: 0

      If by "challenging" you mean "grouping with Opportunist" Then yes, the majority of people dont want challenging games.

  14. Every MMO developer should read... by dublindan · · Score: 1

    ... Richard Bartles book Designing Virtual Worlds. Its really very good.

  15. New activities by grimJester · · Score: 1

    I don't think getting rid of things like quests or levels are a goal in itself. Replacing levels with skill systems would be interesting in that it makes for more customization, but is difficult to balance. Magic the Gathering has a fairly well-balanced PvP system with endless customization, so difficult != impossible.

    Quests are essentially scripted tutorials or interactive movies. They do have their place and are fairly easy to implement. Activities other than quests that people just do in current games regardless of systems include socializing, trading, roleplaying etc. Looking at some of the things people do with the tools available on Facebook or in Second Life could give ideas for what could be built into major timesinks. Customization and crafting are great for giving more life to a world and letting users generate content for each other without breaking game balance.

  16. As an ex- D&D player and hardcore gamer by Anonymous Coward · · Score: 0

    I've read Tolkien 20 years ago, as a teenager. I've played many (live) D&D and several RPGs on a lot of computers. Some online, some offline. Some graphical, some textual.

    I used to play D2 from Blizzard, in hardcore move, having level 90+ chars. Don't know why D2 was such a an appeal to me: it's more of a shoot-em up than a RPG but at least the hardcore mode made it wild.

    I can remember my heart beating at some very precise spots in the game, where I nearly lost (or lost) big characters that I had been playing for months.

    When WoW came out, I tried it. It didn't have "permadeath" (no "hardcore mode"). I immediately lost interest.

    WoW isn't anywhere near what a good RPG should be. There's a lot of room for improvement, for hardcore gamers, ex- (live) D&D players and random Joe as well.

    I'm pretty sure in a few years something will come out that I'll want to play a lot again.

    1. Re:As an ex- D&D player and hardcore gamer by Boronx · · Score: 1

      An Ironman (permadeath) MMORPG might have a much narrower appeal, but it would be good fun. And you wouldn't need even half as much content.

    2. Re:As an ex- D&D player and hardcore gamer by Locke2005 · · Score: 1

      And you wouldn't need even half as much content. Mostly because the first time a player died, they would quit and never come back.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    3. Re:As an ex- D&D player and hardcore gamer by Boronx · · Score: 1

      That's only about 90% of players. 10% would vow to never play a non-permadeath game again.

  17. From a personal perspective by Shivetya · · Score: 5, Insightful

    Hardcore players is nice speak for "assholes who complain if things don't go their way". Really, I have played about every "mmorpg" since bbs days, to include early graphical ones like Yserbius (if you could call that a mmorpg). Every game gets its "hardcore" people who are nothing more than those self righteous bastards in politics and the like who tell us how what we should enjoy and what we should do which of course none of which applies to them.

    They are hardcore players because they can never be satisfied. Change something in game, even if it does not affect them directly it becomes a major issue. If it makes the game easier for someone suddenly the whole game becomes carebear. If it reduces the ability of their current class to gank/be overpowered they scream nerf. That is the key, real hardcore players would not care about nerfs - it makes the game more challenging. Hence everytime I see them complain its because someone else might get a shiny that they think they only deserve.

    Why does WOW have so many hardcore naysayers? Simple, because these people can't all be number one when there is a sizable pool of great gaming talent to compete against. Hence the "hardcore" people crop up with every excuse and exception to explain why other people aren't as good as them and how its the games fault for not letting "the hardcore" people demonstrate their superiority.

    As for the article, I read "We cannot compete with WOW so here is our list of chosen excuses : read feature changes"

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  18. "Hot bars"? by argent · · Score: 3, Funny

    Who said that MMOs require hot bars?

    Because salad bars are wimpy?

    1. Re:"Hot bars"? by ausekilis · · Score: 1

      and open bars generally don't help with game progress.

    2. Re:"Hot bars"? by argent · · Score: 1

      and open bars generally don't help with game progress.

      We totally need an MMO based on Leisure Suit Larry in the Land of the Lounge Lizards.

      Or Leather Goddesses of Phobos.

      Or Planetfall.

  19. Yes. why have quests? by 91degrees · · Score: 1

    The hotbar (if I understand it) is just a UI feature. It's kept around because it's a useful piece of UI design.

    Quests are another matter. They seem to be designed to turn an MMO into a 1-4 player game. I'm sure you can play WoW and only ever interact with at most 3 people.

    Now, this is fine. A lot of people like quests and there's a game that provides them, but it's not the only way to do this. It's a result of designers being stuck in a single player game mindset. It would be possible to base an entire game on actual roleplay, and encourage players to actually compete with each other, form alliances, betrsy each other. Compete for influence. Pay the game the way they feel it should be played. There are games that do this. They have a following. They tend to be low budget affairs but there's certainly a niche.

  20. small community? by mcfatboy93 · · Score: 1

    You can't dismiss an arguement (with any credibility) just because the statistically insignificant group of people

    wait a second, we are slash doters I thing we also fit into the same category of a group "statistically insignificant group of people"

    my point, of everyone I know I am the only person who reads and posts here

    --
    Its not my fault, someone put a wall in my way.
  21. You don't get it. by TheLink · · Score: 1

    Dude. You miss the point totally. Please try to read and understand first.

    Just buying all campaigns doesn't mean you get all the skills _unlocked_. YOU CANNOT UNLOCKED SKILLS!

    You would still need to _grind_ to get the skills and items unlocked.

    Yes, you don't mind an HOUR of grinding using a less desirable skill bar in less desirable battle (you might not want to play Jade Quarry) to unlock some skills. You are clearly NOT the sort of player I'm talking about.

    Go try telling a counterstrike player that he has to waste 1 hour in a cybercafe with an MP5 doing "escort the VIP" just to unlock the weapons he needs before he can get down to serious playing against other players in dust2.

    You don't get it. They want to fight other players. Not fight the frigging game.

    Worse - a PvP player might want to switch to different skill bars or classes too. So that means extra hours grinding. What works for Aspenwood can be rather different from Jade Quarry, and very different from Team Arena, HA.

    Don't forget you might also need to heroes for a particular team build. Whoopee more hours of "enjoyable Jade Quarry Play", when you actually wanted to play Hero Battles.

    While that is perfectly fine for the PvE player mentality (hours = insignificant - they grind months for stuff all the time). It just doesn't work for someone like the OP, who plays left4dead etc.

    --
    1. Re:You don't get it. by TheLink · · Score: 1

      Agh... I meant you cannot _use_ unlocked skills. Even though you have bought all the campaigns, the skills are there, but you need to unlock them.

      Doh.

      --
    2. Re:You don't get it. by Anonymous Coward · · Score: 0

      I guess I stand with ruemere, Guild Wars quite possibly has the least grinding necessary of any MMO. Any starting player can in one day be on a level playing field with a veteran, is quite an accomplishment.

      If there weren't elite skills that are difficult to capture then there would be nothing beyond PvP. And you don't have to grind at all in PvE if you don't want to. The way that faction system is set up to buy new skills is almost perfectly balanced. There is still a challenge to unlock a new skill for Veteran player, however New players can still have a full set out skill bar.

      The point of RPGs is to level and customize your player. if you don't want to do that then don't play RPGs. And you if are really that lazy then pay the few extra bucks and buy all the PvP using real cash.

    3. Re:You don't get it. by TheLink · · Score: 1

      "If there weren't elite skills that are difficult to capture then there would be nothing beyond PvP"

      Nothing beyond PvP? PvP is what the PvP players care about.

      "Elite Skills that are difficult to capture" is for the PvE people.

      As for extra few bucks. It's not a few bucks.

      --
  22. Not sure what a MMO* is, but... by LoganTeamX · · Score: 0

    EVE is what I play as I wait for the cost of human space travel to go down. It's a little bit of salve for my soul, knowing full well I'll never see jump drives, modulated strip miners or 1400mm howitzers and their battleship ilk piloted by incompetent Minmatarian asshats. Besides, if you're ANYTHING of a space warfare / space "tech" person and you haven't witnessed an EVE carrier, mothership or Titan up close and "personal" in-game... you're missing out. EVE is fun... and then there are capital ships. Capital ships are proof that some of the right people took the right lessons away from the Star Wars universe and applied them elsewhere.

    --
    One of the 187.
  23. Re:Yes. why have quests? by Opportunist · · Score: 2, Insightful

    You can play WoW and get to maxlevel without ever interacting with a single other person directly (you might want to buy stuff in an auction from time to time). And if you're sociophobic enough to never group for a raid, you can eventually get that gear other ways too. Why one would pay 15 bucks a month to play a single player game is beyond me, but it's certainly possible.

    And it's not designers. Earlier games were designed around early level grouping, and the quests were likewise geared for that too. It's not what the devs want, it's appearantly what the players want. Today's gamers don't want to "LFG!" for 15 minutes before they can start playing, they want to log in and play right away.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  24. WoW today is the AOL of the dial-up era... by volxdragon · · Score: 0, Flamebait

    Pure and simple - the class and type of player it attracts is the same too. The high-end/hard-core doesn't exist the same way it did in previous MMOs. It's MMOs-for-dummies and that is EXACTLY why it is so successful.

  25. Re:Yes. why have quests? by 91degrees · · Score: 1

    Naturally you're going to get a lot of people who like quests since they have mostly come from a gaming background. There's absolutely nothing wrong with that. The main problem with appealing to this groups is that WoW already does so and it's hard to do so better than WoW. The market for this type of game is completely saturated.

    I do however feel that the social aspect could be improved, and an MMO could appeal to a different overlapping set of gamers. Rather than coming from the direction of an RPG and adding multiplayer, what would happen if you started with Second Life and added some game elements?

  26. WoW didn't stop me from trying. by Anonymous Coward · · Score: 0

    I'm a huge gamer. Been one for 21 years now (I'm 33) and love just about every style out there. Played a lot of fee based MMOs and none of them captured me like WoW did. CoH, WAR, AoC, LOTRO, heck, Auto Assault, Lineage...cancelled all of 'em after 3 months of extensive gameplay. 3 months was my window to be able to have a relative opinion on the game. EVE was the one that lasted a bit more (~ 6 months).

    Fed up of WoW after 3.5 years and I'd give anything to find something as captivating. Waiting for that KOTOR MMO. I want sci-fi!

    That or bring back Zak McKracken.

  27. Of course I have to pipe up by hesaigo999ca · · Score: 1

    This being my one and only game for about 4 years now....I have found the true formula to happiness, is 2 months on, 2 months off....this way i play until my hearts content for the 2 months, and then catch up on everything else for the 2 months afterwards.
    The important thing to remember is yes, this is not just another MMO, this is WoW, it actually has its own economy within the game. You have auction software that you can use to peruse through the AH, and resell what is undervalued, and not play any of the game, but make 1000s of gold just sitting at the AH.
    Then you have continuous updates that enhances the game itself, and slowly, blizzard is warming up to the fact that the game is aging, and will eventually need to turn itself into a more obtainable
    schema for quests, and achievements, so they raise the damage you do, or raise the healing you take, little by little,....except for the new, new stuff, that they still make hard as crap to finish.

    My one pet pieve, is that I already have a lvl 80 character, you want me to try others and "waste" my time even more playing your game, make it interesting, make it half as difficult for me to level another character....based on the no of alts i have i can level a new character that much faster.

    This way i "want" to try something new...cuz' it still costs me 15$ per month to play....ya know!

    1. Re:Of course I have to pipe up by drinkypoo · · Score: 1

      The important thing to remember is yes, this is not just another MMO, this is WoW, it actually has its own economy within the game. You have auction software that you can use to peruse through the AH, and resell what is undervalued, and not play any of the game, but make 1000s of gold just sitting at the AH.

      How real is the economy? Eve Online has a more or less functional economy, I remember reading a post about the availability of scout ships being changed to meet the amount of ore available in-game. I would spend some money to play a game like that (if I had time and a low-latency internet connection) even if I didn't intend to interact with other players often just to have a dynamic world that works on some actual rules.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Of course I have to pipe up by darkwing_bmf · · Score: 1

      Eve has a functional economy but it also has lots of gankers, so you can't really expect to go in as a solo casual. You can go in with friends that all play at the same time casual, or you can go in solo but hardcore enough to devote a lot of time to a Corp. But playing solo casual will just get you killed (or bored to death running repeatable missions). Whereas with wow, you can go in solo and make friends along the way just playing casually.

    3. Re:Of course I have to pipe up by drinkypoo · · Score: 1

      I basically hope that someday vega strike will have mmorpg functionality (it does have persistence, and 32(+?) players) and functional economy. Then all it will need is portals between servers and we can run our own universe of galaxies...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Of course I have to pipe up by Anonymous Coward · · Score: 0

      WoW's 'economy' is a pure capitalist one. There's absolutely no governmental involvement (ie taxes, regulations), only the goblins who run the AH take a cut for their service of listing items, a relatively real world expense.

      Beyond that, sellers charge whatever they want for whatever theyre selling. There's no floor, and no ceiling. People buy for what they feel is fair.

      Unfortunately thats the WHOLE economy really. Compared to EVE or SWG its like the stone age. In the 2 aforementioned games every_single_item in game is produced by players. Whether it be mined ore or a manufactured weapon, it comes from a player. And thus a signifigantly more intricate and signifigant web of suppliers, buyers, producers, consumers whatever.

      For instance in (old)SWG you can chose to be purely combat specialized and make your money running missions, and selling whatever you may come across. You won't be very rich but you'll have everything you need, and you can shop around for quality and price. Conversely, you could play that game without ever even touching a weapon. Make your way in the world by simply producing exciting couches, and do very well, but you'd have to compete against for their interesting furniture to get the credits from Joe the bounty hunter. Very cool stuff.

    5. Re:Of course I have to pipe up by darkwing_bmf · · Score: 1

      [In] EVE or SWG [...] every_single_item in game is produced by players.

      In both games there are NPC buyers and sellers, even if the services they provide are minor. I mean I get your point that the economy is overall player driven, but there's no need to exaggerate.

    6. Re:Of course I have to pipe up by hesaigo999ca · · Score: 1

      How much can you sell 1000 wow gold for right now...30$! That is a real amount, that may not be much for us, but for an underworld with no economy, a south african village where every little hacker
      mines gold and gets them to resell for them, 30$ in an impoverished country is ALOT!

  28. Re:Yes. why have quests? by Anonymous Coward · · Score: 0

    You would have a crappy mmorpg.

  29. Re:Yes. why have quests? by 91degrees · · Score: 1

    That's very dismissive. What makes you so sure?

  30. Help Me Help You by kenp2002 · · Score: 1

    "Procedural Content Generation" is the future of MMOs. Like Diablo's random dungeon generation on steroids entire shards can be generated, each one unique. Allowing no cost transfer to other shards along with a fixed lifespan for a shard makes exploring the world and what weirdness emerges from the generation would make much of the grumbling in contemporary MMOs irrelivant.

    --
    -=[ Who Is John Galt? ]=-
    1. Re:Help Me Help You by darkwing_bmf · · Score: 1

      Player made content is the future of MMOs. I envision a place where gamers are given powerful design and scripting tools to make their own self contained adventures. Characters wouldn't have "stats" or "levels" or "skills." They would just "visit" worlds created by other players. Some of these worlds would allow the characters to transform themselves (via magic, or space armor, depending on the creator's vision) into mighty warriors and engage in interesting battles. Other worlds would cast the character as a detective trying to solve a mystery. Whatever happens in a world (or grouped series of worlds) would stay in those worlds and not be applicable to other worlds (so as not to break each others' designs).

    2. Re:Help Me Help You by 0xdeadbeef · · Score: 2, Funny

      You've got procedurally generated content in my player made content!

      No, you've got player made content in my procedurally generated content!

      Woah, what we have here is a unique, complex world that exists as we found it, but we can change it, defeat its challenges, and create new ones!

  31. stating the obvious by Tom · · Score: 1

    Well, yes of course.

    When you have a 500 lbs gorilla in the room, you don't wrestle with it. Anyone who's trying to do the same thing as WoW does, "just better" will have that experience - as so many already had. WoW is too big to be unlodged by something that does the same thing slightly better, or even considerably better. I dare to say, even a whole lot better.

    That's because you have a playerbase that has real-value investments in WoW. Playtime they paid for, and most of them lots of lots of it. To convince them to give that up and start again is not something you do with the same formula and a couple gradual improvements.

    A "WoW killer" can only be obviously different in many aspects. The answer to the question "why not just stay with WoW?" has to be blatantly obvious.

    --
    Assorted stuff I do sometimes: Lemuria.org
  32. WoW ain't got nothing on UO by Anonymous Coward · · Score: 0

    I was surprised to see players have written WoW servers. Ultima Online player servers have been around for a long long time though, check out this great one: http://www.game-master.net

    UO lets you do a lot more than WoW does and you can run it on older hardware since it's 2D and 10+ years old now. But still so fun!

  33. Re:Darkfall Online by vertinox · · Score: 1

    Alot of these MMO's have painted themselves into a corner with regard to creating a level playing field between established players and new players. You could have two players of equal skill squaring off but because one has been feeding his habit for a few months or even years longer they win in the random number generator fight that occurs.

    Sounds like you want to play Darkfall Online

    I've been reading this blog and it seems that the game isn't like any other one I have seen so far.

    They say its based on player skill and there are no levels much like Ultima Online and you can build cities like Shadowbane.

    That said... I haven't played it so you'll have to take the blogs word for it.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  34. D&D meets Mudflation=current MMOs by Targon · · Score: 1

    In almost every MMO out there today, it starts with the core concepts from Dungeons and Dragons. You have hit points, which go up with levels, and are boosted by equipment. You have various stats and skills that will help kill things as well. This is really all derived from Dungeons and Dragons.

    Now, MUDflation is the term where new games MUST be bigger and better, so, more hit points are needed. The difficulty in killing things may be the same, but just because the numbers are bigger doesn't mean much, except to excite those who are obsessed by the numbers, because it "is so cool to have 1000 hit points at level 5 in the new game when I had to be level 50 in another game to have 1000 hit points". So, the numbers increase, but it still ends up being generally the same difficulty. We saw the same thing in pinball machines, where 100,000 used to be a big score, until 1,000,000 points, and then into the tens of millions of points crept in. It is all inflation, and goes to the idea of comparing the new game to previous games. Bigger is always better, right?

    So, the future will be where these old game design models start to fall away, and we get into new ways to judge your progress, and compare yourself to other players and characters. My own preference would be to make it so hit points reflect how much physical damage the character can take, but skips things like stamina(which should come into play, but shouldn't be a part of hit points). Adventuring may make a character able to go longer, or have more stamina in combat, and in time, even take more physical punishment before being killed, but that would be a slower process than we see in current games.

    Then you have systems that really are different, like the White Wolf set of rules(Werewolf, Vampire, Mage, etc...). That is a very different rule system from the D&D derived systems, which helps the focus be on playing the game without it being based entirely on combat stats and such. Only time will tell if it will lend itself well to an MMO.

    So, from this, EverQuest was big, and had many games that copied the design. Dark Age of Camelot was the first as I recall that really was a direct clone of EQ in most ways. There were differences which drew in some fans, but it was still an EQ clone with differences. WoW is the most popular, but it still took a look at the success of EQ, and duplicated what worked, and improved on the overall design. It still is and was an EQ clone though.

    DDO suffers from MUDflation, but at least isn't a clone of the other games, where you kill bats and rats for 5-10 levels before you can go on your first adventure. DDO dropped out of the spotlight for many people after the first month or two, but over three years have passed, and the game has more than doubled in size, so is worth a look if WoW has started to bore you. Just keep in mind that as a mature game, the number of low-levels isn't high(though there are still a bunch running their first characters).

    1. Re:D&D meets Mudflation=current MMOs by Zironic · · Score: 1

      I don't think there's much demand for games where you power up slowly.

      Fundamentally white wolf and D&D are the same system.

      You have X hit points, you do Y damage per attack and you have a number of attributes that affect the value of X and Y.

      The question is not really about using another system, the question is more about how much emphasis do you want to put on non combat attributes?

      WoW has close to zero emphasis on non combat attributes, everything you do in the game you do to become stronger in combat.(Except gathering vanity items).

      However I really don't think that you'll get a large audience if you insist on making the game annoying. Limiting the mobility of the player by having stamina affect for how long you can run etc doesn't add anything fun to the game, and fun is the core element of a successful game that a lot of "hardcore" players keep forgetting.

      Some people have tried putting more emphasis on non combat things such as crafting and player housing etc but so far I havn't seen it work out very well.

    2. Re:D&D meets Mudflation=current MMOs by Targon · · Score: 1

      There is a difference between using stamina as a way to hinder movement and using it as a way to judge how long you can swing a sword without starting to lose your skills due to fatigue. This is the problem with the hit point concept as it is implemented in D&D and similar systems. Hit points should be about health. In D&D, as they stated in the rulebooks back in the days of AD&D and 2nd edition, hit points encompass both physical damage the character can take, as well as their ability to avoid taking damage. Basically, it kludges the concept of stamina into the hit point system to make it easier for a pen and paper game to deal with these elements. With computers, the need for this is gone.

      If you add a very real danger to combat, combat itself becomes something that needs to be more about player tactics. Rushing in swinging a sword when you have no skill WILL get you killed. Using narrow hallways and stealth to limit how many things you need to fight at one time are the way most low level parties in pen and paper survive to reach higher levels, where the party could hope to survive rushing in.

      So, this is the issue, keeping the low level characters alive for long enough to let them advance where they can survive. Starting the character at a higher level would be preferable to just bumping the starting hit points of player characters and then re-adjusting the hit points of everything the characters fight is how MUDflation got started in the first place.

      Once game developers realize that, the sooner new systems can come out that don't need that. A roleplaying approach, where players can run new characters and have fun in the low level game as well as the high level game SHOULD be the goal. When the journey becomes more fun than just getting to the destination, then people will be able to have fun from just playing.

  35. don't romanticize innovation by naroom · · Score: 2, Insightful

    You want to make something totally novel? Throw out the rulebook? Sounds like a bold, compelling plan. Everyone loves innovation, right? The problem is, when you defy conventions, you also throw out standards, and people get lost trying to understand your game. The Wii succeeded, not because it *defied* convention, but because it *embraced* convention. Nintendo turned household objects -- a TV remote, a bathroom scale, a skateboard -- into game controllers. Immature artists and engineers love to imagine that their fresh ideas will change the world, but the truth is that there are many brilliant ideas already out there. Go find those. Integrate them in a fresh way. Then polish it to perfection. Just like WoW did.

  36. Class/Level = Skill/Stat by Shadow+of+Ummon · · Score: 5, Interesting

    The Ultima Online skill system and skill systems in general are another form of the class/level system. This idea did not spring Minerva-like from my mind, but I have forgotten where I first read the idea (perhaps Lum the Mad had something to say about it.)

    Look at UO as an example. Distinct classes with small variations emerged from the skill and mechanics balancing at a particular time. There were three major classes that I recall: the "Dex Monkey," the "Tank Mage," and the Thief/Archer. A player effectively leveled by advancing their skills and stats towards their perfect build for their objective class.

    However, the skill and stat system provided extreme flexibility. A player could take their "maxed out" character and completely change their stat and skill distributions. While initially it was huge chore to accomplish, the difficulty of this process was greatly reduced as the game matured.

    In some ways, class and level systems can have a similar flexibility: talent resets, skill resets, etc. The key distinction between the two is that in any class/level system that I have played, you could not fundamentally change the class of a character, just the level of variation provided within that class.

    Even in a game such as EVE Online, classes tend to emerge. They are perhaps the most nebulous classes out of any MMORPG that I have seen, yet characters tend to have skill concentrations associated with a particular purpose: hauler, carrier pilot, covert ops pilot, etc. The main distinction with EVE is that it lacks a zero-sum skill or leveling system. The only constraints on leveling are time and resources. However, the sheer complexity of the game lends itself to extremely blurred class distinctions (Would all the Marxists in the audience please sit down.)

    I could go on and on about Ultima Online, EVE, and MMORPGs in general, but I will end my monologue with a few parting thoughts.

    I think the two major things that drew me to EVE and Ultima Online were the consequence of death and something that I call the "grief economy." Basically in UO and EVE, death had very real consequences. In UO, anything you were carrying on your person was "lootable" after death. In EVE, you lost your ship and potentially some of your skill levels. Furthermore, in both games the victor of a player versus player confrontation stood to gain significant economic reward. A "grief economy" arises in both situations, and the balancing of that economy is paramount for the success of the game. Yet, it is precisely that economy and the incentives to do harm to others that prevents those games from gaining a large market share in todays MMORPG environment.

    My comments are not meant to pigeon-hole either game. I am just discussing some relevant aspects of each.

    1. Re:Class/Level = Skill/Stat by Xest · · Score: 1

      I think the key point is the level of flexibility in UO's skill system, the fact you could get down to 1/10th of a percentage point in a skill and it would still have some effect on your ability to do something or the availability of some skill/spell/whatever the fact that you could raise and drop skills at any time allowed for massive flexibility. The wide range of skills also allowed for flexibility.

      There were cookie cutter specs that people went for sure, but always seemed much less slow and more varied than in level based systems. Of course not every character had to be cookie cutter either. I had a character that I just liked pratting around with but was fun - Jolly Roger the magic pirate. He had fishing and magery skills and it used to just be funny taking him out to sea to use those fishing nets and pull up krakens to fight and such. I had my treasure hunter who had magery skills and cartography, I had my nox mage which was for PvP and I had my crafting char which did tinkering.

      I think the key thing with UO was the amount of different options and skills - the fact I could make a wooden box with my craftsmen using woodworking then attach an explosive trap to it with tinkering, then dye it bright pink and leave it at the bank for some newbie to come along and click the bright pink box only to explode and die violently was just timeless. It was just the little things like that - I think most newbies quickly learnt not to touch the brightly coloured boxes!

    2. Re:Class/Level = Skill/Stat by Ironica · · Score: 1

      In some ways, class and level systems can have a similar flexibility: talent resets, skill resets, etc. The key distinction between the two is that in any class/level system that I have played, you could not fundamentally change the class of a character, just the level of variation provided within that class.

      You could (can, I guess) in Star Wars Galaxies. However, since that game was really just a giant economic simulator with computer-generated content, it wasn't any fun to *play*, at least not after I managed to arrange all the colors of cloaks I could make perfectly on the stairway of my house. At that point, the game was over for me.

      --
      Don't you wish your girlfriend was a geek like me?
  37. New games need more incentive. by space_jake · · Score: 1

    I'm up for trying out a new game, convincing my friends to dump WoW is difficult.

  38. A "if we were game programmers" thread by khallow · · Score: 1

    A key failing for most MMOs is that the player generally has no ability to change the environment of the game. There's no contribution that you can make to WoW that will change the distribution of monsters, for example. No matter how many monsters you kill, there's always more of the same kind where that came from. I consider this much more serious a problem than the "level playing field", that is, the idea that new players should have access to all the content of a game and play it potentially just as well as a player that has been around for years. As I see it, the absence of a level playing field can often be a feature not a bug. I'll save that argument for some other time.

    Also, most games occur on only one scale. You only interact with the game in certain ways. If you're a sword wielding warrior, you're not also a general in an army, directing your forces in a battle or a mayor of a small town managing the town's resources and its defenses.

    Anyway, to illustrate my point, I'll kick in a game idea that I had bounced around some time ago. The epitome, as I see it, of a game that allows the player to change the game is Civilization. To summarize for those who haven't heard about it, you create and manage a growing civilization, having to deal with other computer or player controlled civilizations.

    There's a derived open source game called "Freeciv" that started as a near clone of Civilization and has evolved to some degree since then. Freeciv is naturally multiplayer and I believe it is possible to have dozens of players playing at once. For various reasons, the game doesn't scale well past that point. So it can't be an MMO. It also has what I'd guess would be called a "map" interface (you are after all managing cities in an empire).

    So I thought, what if we have a first person style game in a world governed by civilization rules on the large scale? That is, there are two games. The close up and personal, "micro" game of living and doing things in such a world, and the large scale "macro" game where players who have built up power direct the expansion of empires? Players could make things, explore, trade, fight, etc. They could assist in various ways with the building of empires or wars between empires including actually being a leader of such an empire. A "turn" on the macro scale might be once a week. That is, a year in game time might be a week in real time.

    Moving on, in such a world, immortal characters don't make sense. To reflect that, it seems reasonable to have player characters with a definite lifespan, say a year or two (assuming they don't die of something else first). Instead, players would have dynasties, collections of characters. This would lead to interesting situations when a powerful, established character dies. Instead of just transitioning to another convenient character run by the same player, it could lead to all the fun and games of rebellion, intrigue, etc as rivals attempt to fill the power vacuum themselves.

    There's also the opportunity for griefing on a scale to beggar the imagination. The world might well be taken over by a loathsome despot who is an in-game equivalent of a cross between Ghenghis Khan and Pol Pot. I consider this a feature not a bug. It means that the game is completely a product of the players. Will you defend your homes or will you let some dark lord ruin it for you?

    Anyway to outline the features, there's two games at two different scales. The micro game can be quite WoW-like, doing day to day stuff that can help or hinder others. The macro game, played at the same time, slowly changes the world as the players in power direct it. It'd probably be a good idea for the developers to obsessively chronicle the game and events therein. So one could, years later, wander around and see some of the history that took place.

    There's obviously many huge holes in this game idea. I really don't know what people would be doing in the micro game. While there are open source components to cover many parts of the game, there's no cohesive whole. And of course, I have no inclination at this time to actually make the game. But I give it as an example of how we could make a next generation of MMOs.

    1. Re:A "if we were game programmers" thread by 91degrees · · Score: 1

      There's also the opportunity for griefing on a scale to beggar the imagination. The world might well be taken over by a loathsome despot who is an in-game equivalent of a cross between Ghenghis Khan and Pol Pot. I consider this a feature not a bug. It means that the game is completely a product of the players. Will you defend your homes or will you let some dark lord ruin it for you?

      Or would the players get irritated and stop playing. Now, don't get me wrong. I like the idea of player led games. I play a live action roleplay that's based on this system. If the players were mature about things, this would be great.

      As someone who dislikes power gamers, the idea of players dying of old age would be a great feature. This automatically limits levelling up.

      As for the micro-game, you'd be surprised how many people are happy just with the social aspect. For people who prefer a more combat oriented route, the warlord you mentioned will need an army (assuming combat is more of a micro-game aspect). Some people will want to make as much money as possible.

  39. Break the rules by putting a MMO on a console by elrous0 · · Score: 1

    With WoW and a ton of also-rans, my prediction is that the next truly *HUGE* MMO (with millions of users) will break the rules in one very important (and henceforth largely unexplored way): it will be designed from the ground up to run on a CONSOLE. It truly amazes me that so many companies are out there right now designing yet-another-WoW-killer for the PC only (that's probably just going to fail epically and bankrupt their company) when they COULD be the first company to put a real modern MMO on a console (to date, only old and weak-ass efforts like Final Fantasy 7 and Phantasy Star Universe have even tried).

    Why spend a fortune to compete against the WoW juggernaut and about a million other established MMO's on the PC when you could be the first and only game in town on the console?!? It's absolutely insane that no one has asked this question before.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
    1. Re:Break the rules by putting a MMO on a console by The+Living+Fractal · · Score: 1

      Because console controls are hugely inadequate for MMOs. In my MMO experience I would say on average that I have to access at LEAST 10 different skills/abilities/buttons in the blink of an eye.

      On my WoW characters I have the following buttons mapped just for actions like skills, etc (this doesn't include movement keys!):

      Keyboard 1, 2, 3, 4, 5, 6, Q, E, F, Shift-Q, Shift-E, Shift-F, Z, C, Middle Mouse, Shift-Middle Mouse, Mouse 3, Mouse 4

      That's _19_ buttons that I can press at any given moment within the blink of an eye. And, yes, I have enough skills, abilities and actions to fill them all up.

      How exactly am I going to accomplish this with a console controller while at the same time being able to move around and change my view a la' mouse look??

      So, give me a console MMORPG and if you give me 1) a keyboard and 2) a mouse to control it, then I'm totally all for it and would try it.

      --
      I do not respond to cowards. Especially anonymous ones.
    2. Re:Break the rules by putting a MMO on a console by space_jake · · Score: 1

      Keyboard and mouse would almost have to be required for this console mmo, because you'd have to have a chat channel in the game somehow and while a headset might work for party communications I shudder to think of a voice enabled "Barrens chat".

    3. Re:Break the rules by putting a MMO on a console by elrous0 · · Score: 1

      Excluding movement and camera controls, a modern controller has 19 buttons--8 on the directional pad, 2 triggers, 2 bumpers, 4 buttons, start and select, and a playstation/xbox button (okay, maybe the system would reserve that one). What's more, a MMO designed for the console would including a control scheme geared for the controller. There are MORE than enough controllers on a modern controller for any MMO. And, of course there are numerous other ways of configuring your control scheme for even more effectiveness (like the expression wheel in Fable 2, the response wheel in Mass Effect, etc.). A controller was more than adequate to control Oblivion, after all, and that was nothing more than a MMO without the online part.

      You PC snobs need to get over yourselves. God didn't bequeath the keyboard and mouse on the world as his gift to gamers. And the only reason we don't have a MMO on a console right now is because most developers suffer from the same lack of vision as you do. But eventually someone will do it. And when they do it successfully, every developer out there will kick themselves for not doing it first.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  40. Throw it out! by skinfaxi · · Score: 1

    Go ahead and trash the rulebook - why not come up with more games that are story-driven and collaborative, mix in more puzzle-solving, world-building? I play a lot of WoW but I would love to play something that gave my brain more of a workout and wasn't all about slaughtering whatever creature you're told to kill.

    1. Re:Throw it out! by PegamooseG · · Score: 1
      Skinfaxi -

      If you are looking to exercise your brain, story-driven, puzzle-solving, world-building, you might want to check out Urban Legions (*insert tooting of own horn here*). I replied to the original article, but my friend and I started our own browser-based game. Both of us have played various RPGs. He's more WoW, and I'm more Ultima (classic, non-online).

      We've taken the elements that we like of the various games, but strayed drastically from what people might consider "the norm". First of all, our game is very text-heavy with movement very simple (almost boardgame-like). It can be described like an RPG meets a Choose-Your-Own-Adventure. Yes, it does have its share of combat. However, it has several events wtih moral decisions throughout. Do you save the kitty from the tree? Or, do you burn the tree down, cat, leaves, and all? There is a big over-arching plot-line that we periodically add to, much like revealing plot in a comic book. There are side-quests, puzzles and challenges. A lot of the game is simply world exploration and trying various items and abilities in the different settings. We admit the artwork is lacking, which we are working on, but make up for this in the simple, yet descriptive texts.

      One thing my friend and I think about as we create this game, is not as much about what the public wants, but what we find entertaining and we would like to play. Plus, the engine running the game is a thing of wonder (designed ourselves). To add content and how the game plays seems simple, but beneath the covers, it is very robust. We constantly try to out-do ourselves or reinvent ourselves. We still think up random scenarios, and see if they are possible with the engine.

      I don't know if we'll ever reach WoW levels, but that doesn't matter. We're enjoying what we are creating.

    2. Re:Throw it out! by skinfaxi · · Score: 1

      Sounds interesting, thanks - I will check it out

  41. Many things are wrong with current MMORPGs by loufoque · · Score: 1

    There are so many things that are fundamentally wrong with current MMORPGs that it would be fairly easy to come in the market and make the genre much better.

    I don't even personally understand how so many people can like WoW. Out of all the MMORPGs I've played, it's one of the worse ones. It's just grinding, nothing else.
    Since the market seems content with such a boring experience, you can't even predict popularity of a better game and thus set up a business model.

    While there are a lot of single-player RPGs that are very good, and that do a lot of things right, MMORPGs still fail to do what those games do, for no good reason.

    The things that need fixing isn't hot bars or quest logs, those are merely interface matters.
    What needs fixing is the very mechanisms of the game.

    One of the most important thing in a role-playing game is that your actions affect the world, giving sense to the role. Otherwise there is just no point.

    In a MMORPG, the world is entirely static: not only the world geometry itself, but also its people, the players and the NPCs (which include mobs).
    NPCs will just stay at the same place and ask all adventurers that go talk to them to do the same thing for them ("quests"). Evil monsters and even overlords will always stay at the same place, and respawn a few minutes after you've killed them.
    It's like the game is stuck in time, endlessly rehearsing the same pre-chewed gaming experience for every one.

    That completely misses the point of a virtual world on which entities can interact: the gaming experience should be entirely dynamic depending on what's happening in and to the world.
    Just like in an actual tabletop or live action role playing game.

    There is a very simple way to achieve this: make it so that all entities in the world, players and NPCs, are constrained by the same rules, making it thus a true virtual world.

    This inherently leads to dynamic quest generation depending on the needs and desires of NPCs, since they will have finite resources like players, and thus will need to acquire some through jobs or trade etc.

    Now it could be argued that the problem only exists with NPCs, and thus the game could just be based on player-player interaction.
    And the best MMOs out there are actually the ones that are mostly player-driven, such as most space ones.

    However players don't necessarily want to play all the roles necessary for a world, and for social reasons having a frame of NPCs is also important, since they will always be there and will never refuse to interact with you. They're also the obvious choice for law enforcement.

    In short, smarter AI to give NPCs real roles is what MMORPGs need.

    Other things such as permanent in-game presence, possibility of permanent death, non-optional PvP and dynamic NPC population growth then come naturally.

    Making the world entirely destructible and constructible would be a great plus also, but that is not really required for a good game.

    Now, another way to also improve MMORPGs would be to give a real goal to people, not just being adventurers, with the killing feature of single-player RPGs: a plot.
    This could be achieved by giving a limited lifetime to the virtual world, enabling certain story events as time goes closer to the end.
    The easiest plot would be that the prison of the big evil is getting looser and looser, and that eventually the forces of good will have to fight the forces of bad, and the chances of one side winning the final battle will depend on what the players have achieved in the play-through.

    Game developers, you know what to do.

    1. Re:Many things are wrong with current MMORPGs by Locke2005 · · Score: 1

      There is a very simple way to achieve this: make it so that all entities in the world, players and NPCs, are constrained by the same rules, making it thus a true virtual world. Cool. So, the first one to get to an NPC and complete the quest gets to kill the NPC afterward, making sure nobody else can complete that quest in that world?

      Many people have longed for a virtual world that behaves more like the physical world. If I chop down a tree or kill a mob, it is really annoying to have it pop up again fully grown in 90 seconds. What you would like to be able to do is exterminate mobs to extinction, raze all the cities, rape and plunder all you can, then jump through a gateway and move to another time and/or place and start all over again. But with 100,000 players, that leaves a lot of devastated worlds and smoldering ruins behind, and few players are going to want to spend all their time cleaning up the mess you've left behind! One way around this would be to force all the noobs to be creators before they can become destroyers (which would also make them a bit more reluctant to reduce everything to smoldering ruins). But balancing creation and destruction in a virtual world where you are allowed to make lasting changes in your environment sounds really hard.

      The other annoying thing is, why does every MMORPG insist on following in the footsteps of D&D and building on the same Norse/British mythology? There are many other cultures in the world, each with their own rich mythology (Hindu, Buddhist, African, Japanese, cowboy western, sci-fi, etc.) I would love to design a MMORPG with a karma system in which doing good makes it easier to win dice rolls and doing bad makes it harder. Camp out a new player spawn point long enough, and you eventually become so unlucky you can't defeat a noob no matter what your level.

      Which brings me to another one of my complaints: most current games are completely amoral. Simply killing everything you meet and taking their stuff should NOT be a good long-term strategy! Helping others should have long term benefits, and griefing should have long term consequences.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    2. Re:Many things are wrong with current MMORPGs by loufoque · · Score: 1

      So, the first one to get to an NPC and complete the quest gets to kill the NPC afterward, making sure nobody else can complete that quest in that world?

      You can, of course. Why not?
      You may have big issues with law enforcement though, since killing people is a crime, so you'd better have very high stealth skills.

      And anyway there is no need to kill him to prevent other people from doing the quest. Once you've done the quest, the need of the NPC has been fulfilled so the NPC has no reason to ask other players to do it, at least not before the NPC has that need again.

      Of course, since I said it required dynamic NPC population growth, the NPC will eventually be replaced by someone else.

      What you would like to be able to do is exterminate mobs to extinction, raze all the cities, rape and plunder all you can, then jump through a gateway and move to another time and/or place and start all over again.

      Not at all. I never said to destroy the world and leave. You have to stay in the world and live with the consequences.
      You're probably confusing things with the plot system I exposed later, which is really something entirely independent, where indeed a world would have a limited lifetime, but that would be in years.

      But with 100,000 players, that leaves a lot of devastated worlds and smoldering ruins behind, and few players are going to want to spend all their time cleaning up the mess you've left behind! One way around this would be to force all the noobs to be creators before they can become destroyers (which would also make them a bit more reluctant to reduce everything to smoldering ruins). But balancing creation and destruction in a virtual world where you are allowed to make lasting changes in your environment sounds really hard.

      Mob repopulation would be calculated depending on how much they are, with faster breeding when they're few. Extinction would be possible indeed, but only for a time since species would then be artificially reinserted to avoid lost of content.

      Also, the real world is an environment where you can destroy anything, yet it is not completely destroyed.
      Mainly because we've got governments and armies regulating things. A game would have them too.

      Let's compare the gaming experience of a typical MMORPG and the one I'm proposing.

      1) You log-in, you get teleported in a City. You go around town and attack a Young Wolf, since that's the monster fitting your current level. You kill it, take the loot, and kill another one. Again and Again. You reach a new level, you acquire new combat skills. You get back to town, sell the loot and buy better weapons. You go back around town and now attack Nimble Wolf, since that's the new monster fitting your new level.

      2) You log-in, you're in your house in a town. Darkspawns hiding in caves have been breeding, are now in numbers and are attacking the neighboring city, which is facing massacre and extinction. They emitted a call for help to all neighboring towns.
          A) You're the mayor of the town or something, role that was initially that of a NPC but that you have reached through achievements, and you set up a small army to go help
          B) You're a random adventurer who joins the army as a mercenary for glory and money
          C) You just decide to try to make things worse or whatever

      Then both players and NPCs face the threat of darkspawns together.

      Would you rather play 1 or 2?

    3. Re:Many things are wrong with current MMORPGs by Locke2005 · · Score: 1

      Most people would rather play 2, because it feels more like you are actually accomplishing something, despite the fact that in both cases you are merely moving 1's and 0's around. But 2 can result in some really messed-up worlds. Somebody could get really powerful and deliberately try to create a boring, depressing environment. Unlike the real world, most players would then move to a different server, leaving a world populated only by the corrupt high level player and any noobs too new to know any better... (which is not necessarily an undesirable outcome.)

      In essence, I agree with you. Not having any lasting effect on your world, and knowing that every other player at your level or above has done all the same super-duper, king of the world quests that you have is one of the most disappointing aspects of WoW and other MMORPGs. However, if you don't allow everyone to do the same quests, then you need to allow player-created content. And of course the authors of player-created content will game the system to benefit their own guild. I still think player-created is the way to go, but you need some mechanism for separating the wheat from the chaff.

      --
      I've abandoned my search for truth; now I'm just looking for some useful delusions.
    4. Re:Many things are wrong with current MMORPGs by sabt-pestnu · · Score: 1

      Not at all. I never said to destroy the world and leave. You have to stay in the world and live with the consequences.

      This is not, though, a feature of "games". If it's not fun, you can choose to leave. So you can't force anyone to "live with the consequences". In fact, you've created an environment that would be toxic to new players.

      Actually been there, done that. The sandbox MMORPG game A Tale In The Desert had a disease ravage the land at one point. Many people worked on a cure. The cure was slow in coming, though, and many many people simply stopped playing. The accomplishment from making the cure wasn't worth the pain.

      To kype a quote, sometimes the only way to win is not to play.

    5. Re:Many things are wrong with current MMORPGs by edremy · · Score: 1
      You're making a really fundamental mistake here. You're assuming that most MMO players are interested in questing, building up their characters and "living with the consequences" if they misbehave. You have a touching faith in human nature, but the reality will be rather different.

      Let's look at what will actually happen with scenario #2.

      Possibility A. You have a police force/army more powerful than the players. If that's the case, why aren't they defending the town? Are they just standing around, did they all sit down to lunch? The classic "I'm too busy to do X" excuse that virtually every MMO questgiver uses fails when the rampaging hordes are burning down your house. But you can't have them actually leave the city, because then you end up with:

      Possibility B: The players are more powerful than the army/police. The "L33T hardcore" players will join up with the Darkspawns and proceed to grief all the players in the town, slaughter all the questgivers, etc. They will sit outside the res circle and wait for people to spawn and then gank them before they have a chance to finish loading. Barring that, they will wait until players are talking to the questgivers, harvesting resources or some other similar activity and then gank them.

      Almost any MMO that allows any degree of "sandbox" play devolves into a gank fest. See Darkfall for the best example (if you can stop laughing), although it's no accident that 90% of the UO population moved to Trammel as soon as it was available. (EVE gets a slight pass here, but it has such high penalties for death that people avoid it) MMOs are full of budding sociopaths who love nothing more than to make other player's lives miserable- the restrictive MMO ruleset is designed in large part to keep these folks bottled up.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
    6. Re:Many things are wrong with current MMORPGs by loufoque · · Score: 1

      Possibility A. You have a police force/army more powerful than the players. If that's the case, why aren't they defending the town? Are they just standing around, did they all sit down to lunch? The classic "I'm too busy to do X" excuse that virtually every MMO questgiver uses fails when the rampaging hordes are burning down your house.

      It's not about individual power, it's about numbers.
      You're not the only one that is being asked assistance of. A person is not enough to change the issue of the battle. Everyone is asked to help.
      Yes the police force is more powerful than you because they're numerous, and you're alone.

  42. Oh, geez, not this shit again by 0xdeadbeef · · Score: 3, Insightful

    WoW didn't copy other MMOs. WoW copied Dungeons and Dragons, the same as every other role playing game, ever. They followed a trend twenty years in the making and nailed it so thoroughly that everything that follows will be derivative of WoW instead of DnD.

    What I hate about WoW is how no one stops to enjoy the scenery. Once you're in the Skinner box, all anyone cares about is pushing the button and getting the loot.

    I hate that the story, what little there is, has become as arbitrary and convoluted as Lost.

    I hate how player actions never actually effect the story. You only follow a script that forty, I mean, twenty-five other people have also followed in order to gain entry to the Skinner box.

    I hate how the economy rewards wasting time on pointless diversions such as daily quests, and resource and loot farming before that.

    I hate how the economy is based on inflation (daily quests) and sinks for inflation (tradeskill leveling, epic flying, trophy mounts), and not the production of actual value. The real economy is farming the Skinner box, now more than ever.

    I hate how the constant whining by the PvP basement dwellers causes Blizzard to keep changing how character mechanics work for "balance".

    I hate how Blizzard has removed nearly all forms of specialization, focusing on "the player not the class", thus commodifying players and putting an even greater focus on gear, macros, and meters.

    Do you know what the next big MMO will have? None of the above. WoW has played it out. You don't trade crack for a harder drug, you either quit or you fry your brain, so you're done either way. There is nothing fun about a homogeneous treadmill, especially one with an extremely awkward and complex user interface that requires add-ons to render it effective.

    The WoW-killer will have a simple user interface, with easy to learn but difficult to master player mechanics. The story and environment will change based on player actions, and player actions will not happen in an individual sandbox. Different "realms" will progress at different rates and in different directions, so there is incentive to progress the story and do so in the direction you want it to go. It will reward specialization, strategy, long term planning, and cooperation. It will punish ganking, out-of-band drama, and other behavior that attracts socially stunted basement dwellers, or, at least, give other players incentive to punish it. It will never have a quest to bring $npc $x $animal $organ.

    1. Re:Oh, geez, not this shit again by js3 · · Score: 1

      what he said. Wow's biggest problem is the static nature of the world, players don't change what happens in wow lore we're just there after the fact. The next big mmo will have everything wow does not have probably simple things that are technologically impossible for wow to do at this time like a fully dynamic world.

      Conan and Warhammer do things differently but it's the same grinding and static crap you see in wow. Same shit different color

      --
      did you forget to take your meds?
  43. Uru, anyone? by Drone69 · · Score: 0

    If MYST Uru Live ever got the attention and financial backing it deserves it would be the one to break the MMO 'mold'. http://mystonline.com/en/ Until then I'll stick with my EVE Online, thankyouverymuch.

  44. Re:ABSOLUTE BULLSHIT by Phrogman · · Score: 1

    There were tons of SWG players who were completely content to play the game without ever becoming a Jedi. I know I was one of them, and throughout most of my time in the game I was a crafter of one sort or another.

    I admit many players were shallow and only wanted to play the uber-combat class *because it was uber* so they could win duels all the time etc, but don't paint all of the rest of us with the same brush.

    SWG was an incredible game design originally - IMHO far better and more ambitious than anything I have seen today - and it got steadily shittier with each iteration because the players and the new developers they brought in *didn't get it* I think. They kept chasing after getting Jedi implemented properly and they kept botching it, and all the time the game became steadily less sandboxy.

    I can't say I ever had any real desire to become a Jedi, although shortly before the NGE I did start the process of grinding the exps for it.

    I have played a lot of MMOs: EQ, DAOC, WOW, LOTRO, Shadowbane, SWG, COx, Vanguard, PoTBS (and probably more) and the most memorable features for me are:
    * RvR in DAOC - never been beat by anything since, and WAR doesn't even come all that close.
    * SWG - Player based economy and a fantastic crafting system, PoTBS came close but still had a long way to go.
    * COx - Combat mechanics and enjoyable fights. City of Heroes has the best combat system ever I think. The game is niche but fantastic in its niche.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  45. Poseurs by Anonymous Coward · · Score: 0

    I've played WoW... and almost ever MMOG prior to WoW (except MUDs, didn't play ALL of those). Now? I just play WoW.

    This guy gets all elitist about some magical MMO purity or whatever, but as far as the gameplay goes, 99.9999% of MMOGs aren't even on par with the single player games made in the 1980s.

    So he can brag about how great and innovative and elitist he is, but MMOGs are not only NOT breaking new ground, for the most part... they aren't even very good GAMES.

    WoW is the best at what it does. It's taken everything which makes the game type interesting, and dumped everything else. You get to spent your time playing a game, rather than running around trying to decipher what a poorly scripted MMOG wants you to do.

    Remember the "quests" in EverQuest? Talk about crap.

    There's a reason WoW's competitors can't compete. It's because their games just aren't anywhere near as good.

  46. First person adventure/rpg MMO Game? by divisionbyzero · · Score: 1

    Think Fallout 3 but in a MMO format.

  47. Which is why they did it the wrong way by aepervius · · Score: 1

    They should have made the player be jedi apprentice (level 1) going through learning to be a real jedi (end game). And make each jedi different class have some advantage inconvenient like in KotoR (Some more oriented to force power like magics, some more oriented toward fight melee etc...).

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
    1. Re:Which is why they did it the wrong way by Opportunist · · Score: 1

      Spiffy idea. You do realize that they'd have to dedicate about 90% of dev time just to get that implemented, yes?

      Why should anyone play any other class, even more than already happens? Jedis get a nice storyline, even one for every single class, the rest gets ... pffffft. Here's your medic diploma, now ... well, try to do something useful, good luck.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  48. The game to play by Anonymous Coward · · Score: 0

    Darkfall Online

  49. Re:And I loved it! by Phrogman · · Score: 1

    I loved a huge sandbox world where I was able to become a crafter, create items and dominate the economy. It took a lot of thought and planning and a lot of effort in game to gain a top notch reputation as a crafter and adjust to the changing needs of the economy. I had a fantastic time learning how the system worked and how I could rise to the top in it. Along the way I established 2 guilds, taught a lot of people how to play the game, and built 2 player-created cities.

    It was such a shame they kept screwing with the mechanics in an attempt to improve it and a long the way killed off the economy. The original designer and developers were brilliant and ambitious, the replacement developers were dull and really didn't get the game.

    Yes, they botched the IP with the most potential of all, and I am amazed that they did such an abysmal job of it. At every stage they showed they really didn't get it and it ruined the game.

    You may see it as a game with nothing to do - and I agree it had a horrible combat system and they completely failed to inject any sense of the Galactic Civil War into the game which was their key mistake - but there were things to do, its just that they were player created rather than scripted events with zero imagination like every other MMO out there that relies on simplistic quests as their only means towards providing player content. Quests are for the stupid people who lack the imagination to see themselves as part of the world. Same thing with classes I think.

    The original game was class-free, relatively quest free (they existed but you could easily ignore them and I did), and relied on the players to generate the interesting stuff, and it worked at least for me. What sucked was the poorly conceived combat system, the whole mysterious jedi unlocking system which turned out to be really stupid when it came to light, and the lack of the GCW in its entirety. The game had the best character design system hands down of any game before or since.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  50. well done but lacking what I want. by justicenfa · · Score: 0

    The graphics are awesome. The game play is good. Lots of stuff to do. Blah Blah. Personally. Without the ability to spend "stat" points on every level really made it boring for me. Along with the item system being pretty bland. I loved the way diablo 2 handled classes/skills/items. It's funny because blizzard made WoW somewhat geared towards more casual players, but those casual players became addicted because WoW is simple to grasp and play. WTB Diablo3.

  51. Fair point, but they said the same about WOW by Moraelin · · Score: 2, Insightful

    Fair point, but as you probably remember they said the same about WoW. It was going to compete with the big elephant called EQ1, and EQ2 was announced soon too. Sony was _the_ name in MMOs, nobody had dethroned their game yet, and there was no reason to assume that the sequel will fare any worse. (Turns out that Sony fucked up anyway.) Blizzard was yet another company making a me-too MMO. They had yet to prove themselves in that arena. Surely they can't compete with Sony by just doing same old, right?

    Turns out that there is some merit in polishing the same old turd after all.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Fair point, but they said the same about WOW by dave562 · · Score: 1

      Blizzard wasn't exactly a "me-too" company in the same way that the developers of Vanguard and other MMOs are. Blizzard had the benefit of mind share from their RTS Warcraft series. A lot of people who were playing EQ or whatever other MMO had probably also played Warcraft at some point. They were already familiar with the world. I hadn't ever played EQ, but I had played Warcraft. What I expected from WoW and what WoW delivered were entirely different. I expected it would be like the RTS, except you would be in it, controlling a single unit. I expected that I would be fighting the other armies, and killing peons harvesting wood and gold. I still think that they need to come up with World PVP that is just like the RTS, but given what a cluster fuck Wintergrasp is, I'm not holding my breath. Their game engine obviously can't handle that level of game play.

  52. WoW articles should statistically annihilate every by Anonymous Coward · · Score: 0

    WoW articles should statistically annihilate every other game on this site.....yeah so should microsoft articles compared to linux on the basis of computer usage.
    slashdot user != computer user

  53. Stoopid FA by Anonymous Coward · · Score: 0

    TFA is a totally useless read. Basically some people say "We want something different" without providing any insight, clue or idea.

    I had no idea the spoiled brat category extended to game designers/reviewers.

  54. ATITD, WAR and EVE... by Vrallis · · Score: 1

    My problem is that I enjoy the large group activities in MMOs, but I want there to also be a purpose.

    My first graphic MMO (as opposed to MUDs that I used to play obsessively) was A Tale in the Desert. It's an extremely niche game, and unfortunately just never quite got the population it needed to survive. If there was some way to inject 20k more regular players into the game, I'd be back there again. It had purpose, but quickly lost the numbers to form a real community.

    Then I got into the WoW closed beta, and I knew I found my new MUD with pretty pictures attached. The first couple years were great, even with the bugs and server issues. I was in a 40-man raiding guild, which gave me the large group activities I enjoyed. We also had at least some purpose--server firsts. We weren't large enough to compete for game-wide firsts (though we were close a couple times), but we did have most firsts on our server.

    Then the first expansion came out for WoW and Blizzard killed off 40-man raiding guilds. I got sick of dealing with the cliques and even more narrow-minded views of 'acceptable' classes and builds for the new smaller zones, so left.

    Prior to leaving, I had already started playing EVE. I still play today, and was even in one of the largest capital ship battles in EVE history last weekend. The only thing I'm missing in EVE is that I really want all of EVE's features in a fantasy setting. Give me WoW with player-built and player-controlled territories, the industrial and financial side, the skill set side of EVE.

    When Warhammer came out, I thought I may have found some glimmer of what I wanted in the PVP and zone progression systems. Unfortunately Mythic severely disappointed me in how the entire thing felt utterly without purpose. The promises to remove 'the grind' were also gone once we began to realize the grinding required to gain equipment sets and their progression. A slew of server transfers decimating my server's population balance was enough to slam the book shut on WAR.

    Give me a WoW modeled after EVE.

    1. Re:ATITD, WAR and EVE... by darkwing_bmf · · Score: 1

      ATITD - That was an innovative game. It started out as a lot of fun. The thing that disappointed me, after time, was there really seemed to be no goal to keep focused on. I was making stuff that other people would use for their stuff. But it really seemed to lack a community objective outside of unlocking techs - which I liked, but seemed more like work because the hardcores would finish things *too* quickly and the subsequent requirements were raised exponentially to compensate. The game's goalposts seemed to move arbitrarily - if the players were too smart or worked too hard the devs would just increase the tediousness to match the devs' time line and they basically reduced the requirements on "tests" if they were too hard and it looked like someone might not make the all 7 goal by the time the devs preordained. Basically there was no way to "lose" and trying harder to win faster just earned more tedious tasks for you to do later to compensate. Maybe it's changed now, I don't know. That being said, I recommend to anyone looking for a different type of MMO to try ATITD because it is unique, just don't expect it to hold your interest for too long.

  55. Aging by huckamania · · Score: 2, Interesting

    "blizzard is warming up to the fact that the game is aging"

    I'd like to see the characters age, ya know, peak and then decline. One of the reasons I won't play an MMORPG is that starting at the bottom and knowing you'll never catch the early/elite players is a drag. There are lots of WoWsers around the office and hearing them talk about leveling and which quests they've completed almost always makes me laugh a little. Where's the role playing if your character can never get old, never really die and has done the exact same things as every other character.

    I think some of the early non-MMO RPGs had aging and real death as features. Sure, they weren't expecting people to shell out $$$ every month, but there are ways to make aging and death be kind of cool. Maybe have an heir system where you get to have your main character, who goes out questing and such, and if they die, you can create a new, lower level character that inherits what's left of their stuff.

    If you had the right set of skills, you could have some of the skills peak at different times, so that agility plateaus before constitution and intellect plateaus last. This way, you wouldn't have young, level 80 mages. They would be old, like mages were back in the good old days before Harry Potter.

    1. Re:Aging by hesaigo999ca · · Score: 1

      If i wanted to play life....i would just live my own, the whole premise of games is to be able to do things you cant in real life. This is the real reason why second life will never really work, no one wants their own life, they want that other guy's, as well, immortality...or a virtual version of it...why play a game where aging actually exists and affects you???

    2. Re:Aging by huckamania · · Score: 1

      Maybe it would add something to the game, like balance and an emotional depth that is lacking with the Leeroy Jenkins crowd.

      The whole premise of doing things in games that you can't in life is a flawed premise. You will find that you will still be you even in the game. If you are a dull nitwit in real life, guess what, you're still dull nitwit online.

    3. Re:Aging by hesaigo999ca · · Score: 1

      I see....knowing that you don't have the ability or know how for a corporate takeover
      in real life, but to know you tanked flawlessly a 40 man raid in WoW and have all
      your peers attention as a very good tank (being invited in future raids being important!)
      does give you the same satisfaction level.

      Each is important in their own worlds, yet either one crossing over would be
      lame really in their counterparts places.

      I would rather have the ability to be able to take over microsoft,
      should I choose to, but playing WoW and doing well in raids I think is a little more achievable for me at this point, you?

  56. Need more realism by Locke2005 · · Score: 1

    I've looked all over WoW, and I've yet to find a single bathroom, outhouse, toilet, shower, or even a reasonable way of putting on clean undies. Where does a level 50 Dwarf go to take a dump, anyway??? All those griffins flying overhead, and yet not a speck of griffin doo-doo falls anywhere??? Corpses that fade away in 60 seconds, leaving nothing but a patch of pristine snow??? What the heck!

    --
    I've abandoned my search for truth; now I'm just looking for some useful delusions.
    1. Re:Need more realism by Anonymous Coward · · Score: 0
  57. MMO rulebook, character mortality, and timelines by Anonymous Coward · · Score: 0

    ##Conventional Arguments Against Mortality

    -no player will invest time to play when they can 'loose everything'

    -no VC or Game Distributor is going to take a chance on an untried MMO dynamic

    ##Arguments Against Timeline (Mortality)

    -adjusted NPC difficulties, steep and ongoing content creation costs

    ##Arguments For Character Mortality

    -games about character, story rather than 'point collection, levels, loot, etc)

    -introduction of real time lines, aging, inheritance, allegiance

    ##Arguments for Timeline (Mortality)

    -one time content

    -epic storylines, NPC,

    -PC driven content creation

  58. Unf by Anonymous Coward · · Score: 0

    Uld 25 tonight baby wooo!