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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."

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  1. 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.

  2. 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.