Why Don't MMOs Allow Easier Transportation?
Rock, Paper, Shotgun is running an opinion piece which asks why the majority of MMOs force users to spend a fair portion of their time traveling around a virtual world. At what point does moving from one location to another become a chore? From the article:
"I love big, explorable worlds. They're by far one of my most favourite things about games. Running off in a direction without any idea what I might encounter is a rare pleasure, and one far more likely to result in an exciting discovery in a game's world than the real one. ... Not knowing what's coming up is huge and exciting, and I'd not want to take it away from gaming, not ever. But you know what? Once I've been there, that moment's gone. I've discovered it already. I did the exploring. I don't need to spend half an hour of my time that I've allocated for playing games trudging at whatever stupidly slow speed a game's decided to impose upon me. There is no good reason, whatsoever, to not just let me be there."
If you allow teleporting from anywhere to anywhere it doesn't matter how big you make your world, because to everyone it will feel small.
In regards to why World of Warcraft uses the "flying on a griffin" form of "slow portals", that's cause they've read Bartle.
How we know is more important than what we know.
More time travelling = more time playing
More time playing = more money earned
All MMOs have some kind of timesinks. It may be grinding, traveling and so on. If there was no timesinks, the game would run out of content pretty fast.
When asked why, the answer is almost always: "It's 2014".
a WoW Undeground?
If you don't know what you're doing, you can't make mistakes.
Wait ... running around in a big world, causing people to spend massive amounts of time traveling and not actually doing anything else in the game is ... suspense?
I don't think you quite understand what Hitchcock was saying.
It really depends a lot on the game. In Ultima Online you had a system where you could take a bunch of runes and mark them at a location and then teleport to that location later on. To do this you needed to have some magic skill which meant less points you could spend on other things. For the non mages other ingame crafters could make Rune Books and sell them and also scrolls of teleportation and Portal. Its not a technical problem and more developer laziness. SWG even has a reward that is an instant transport ship that people could obtain.
In WOW the mages can do the same things but just to specified town locations. Still in WoW Engineers can make transporters to a couple of other locations. Yes not everything in WoW is as good as it could be but its the unfortunate yard stick that others try to measure up to.
The MyTh - I am a figment of the Imagination - [Im Probably even not here]
A lot of people don't necessarily like traveling. World of Warcraft, to me, is a perfect balance of required travel versus ease to get to locations. You can teleport to any major city, and from there... head to your destination. Typically your travel time won't exceed 15 minutes. Look at any movie, or story... and most of the content comes from the journey there... not just once you get there. "I've been there a lot!" ... grats. They have summoning stones in World of Warcraft by the instances so your lazy butt doesn't have to run/fly/swim/whatever.
Fact is... your post seems more out of lazy ADD'ness than anything. You want to complain? Go play Everquest 1.
WoW has to be against bots, mostly because the game is easy enough to be scripted. There is very little "intelligent" decision making involved in the average battle, you dish out damage, you stop when you go over the aggro threshold, etc. There is little to observe and react to.
If WoW had no strong opposition against bots, farmers would kill the game even more than they already do.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
If I have visited New York, I should be able to teleport there or get their quicker than a 8 hour flight with out a stop in Atlanta first.
I played EQ for a while and I never acheived an uber level--traveling was still risky for me. I could buff up and avoid the worst of it, but yeah, getting from here to there was often a difficult choice. For the areas where I felt no risk traveling through, those were short.
I think what would make sense is to base a teleport on the players level, the area level, and distance. If you are at a high enough level that the area doesn't pose much risk, then let them transport over it, especially if you have to go from one place to another through easy levels. It makes the game play better for high level players and gives an extra benefit for long term play.
If you could teleport anywhere within a game at any time instantly, the best places, best quests, and so forth would all be overcrowded. It's like if you could teleport anywhere instantly in real life. The California coast would be heaving every weekend and evening and numerous "hotspots" would be crowded with tens of thousands of people 24/7. Popular areas in existing games have demonstrated this, since they're usually the easiest places to get to. A key example is outside the bank in Ultima Online's Britain.
... the way it's done in WoW is as close to perfection as it can get. There has to be a trade-off between reducing the boring travel times and making the world feel big enough and the guys at Blizzard have really got it right.
"I love my job, but I hate talking to people like you" (Freddie Mercury)
Our minds seem to handle this for us in daily life. While enduring repetitive travel (commuting, for instance), we tune out a little, our minds wander, and the more often we travel the route, the less 'immersive' the experience becomes.
Computer games could mimick this to some degree, perhaps by increasing your maximum allowable speed each time you travel a given route. This should probably be a gradual increase of some kind, perhaps asymptotic towards an eventual uber-max, would be a good place to start.
- The Kessel run is for nerf herders. I can circumnavigate the entire Central Finite Curve in a lot less than 12 parse
Guild Wars' method also has one *very* important advantage going for it: 'lowbie' areas still have people in them.
I can be playing with my Warrior main, doing a mission on Cantha's mainland when a guild mate asks for help on a new Nightfall character. I just hit 'M', select the little ship, select the continent of Elona and 30 secs later I'm standing in the middle of Kamadan, port city of the Elonian continent and 30 secs away from any outpost in the Nightfall campaign ready to help him out.
That ease, in turn, also means many 'lowbie' areas are full of lv20s selling their wares and giving free stuff to newbies, since there's only a 30-sec difference between idling on the Realm of Torment or idling on Old Ascalon and helping/pestering newbies more than compensates for that.
But who's gonna spend from 30 mins to an hour in WoW going to a lowbie area and back just to help somebody else? let alone sell or give out stuff to random newbies. From what I've heard playing the lv1-60 content in WoW these days is pretty much like playing a single-player RPG, except with a monthly fee, and that's very much a result of long travel times, IMHO.
No problem is insoluble in all conceivable circumstances.
Server load is the primary reason you can't travel instantaneously everywhere. It prevents flashmobs from forming and driving performance through the ground. Walking/riding/flying is the in-world application of this concept. If it takes 10 minutes to get there, not everyone will come (because of course it's 10 minutes back.) Also as players approach a crowded area they ease into the lag and can decide to get away before they get into the middle of it. If humans could freely teleport around the planet, they would have crushed the UCLA Medical Center last Thursday.
From a design point of view it encourages social behavior to get people to travel in packs. The more social people are the more they play the game. In addition it becomes another improvement point for the player--faster travel, along with better armor/attack rating/spells, etc, etc. This gives players more options about what to pursue for their character which is good.
Besides time spent on a mount isn't wasted. There are tons of stuff you can do while on a mount, just not killing.
A less practical reason is to cut down twinking and PLing.
You've never played D&D, at least with the sort of crowd I've played with. You usually spend half an hour per round of combat because no-one can focus, and it just turns into a chore.
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