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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."

13 of 245 comments (clear)

  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 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.

    2. 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.
    3. 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.

  2. 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...

  3. 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 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

  4. 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.
  5. 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 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.
  6. 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.
  7. 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.
  8. 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.