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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."

19 of 337 comments (clear)

  1. As the great Bartle said by QuantumG · · Score: 4, Insightful

    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.
    1. Re:As the great Bartle said by zwei2stein · · Score: 4, Insightful

      No, they use it because it introduces massive downtime that is easy to justify as you can get some players even believe it is for their own good.

      MMO 101: Downtime and timesinks are good thing for business. It means you get away with having less actual content while players take longer to do something, making sure they will be around in next month.

      I have been playing instant teleport-anywhere game (Guild Wars) and frankly it is single most awesome thing. Worls still feels big in parts where cotnent is and small where player runs out of it. Just like in WoW: Areas which you outlevel just shrink in your head. By time you are done with walking on feet, you are indeed done and any travel-related downtime is pointless and punishing.

      Game would not be bigger if i had to spend 30 minutes getting to some location "for your own good". It would be oxonobiously anoying.

      Ive actually quit WoW over lack of instant movement. Waiting 30 minutes for group to ssemble is not fun, neither well spent time. When you spend more time afking game and reding book while you wait for someone than playing, something is very wrong ...

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    2. Re:As the great Bartle said by Liquidrage · · Score: 4, Insightful

      Your thoughts are jaded as an ex-player and your reasoning is par with a conspiracy theory about the moon landing. You act like the travel timesink is good for business, yet mention you quit because of it. As if they got paid by the mile you traveled? Guild wars is a different type of MMO. It's not a virtual world per say.

      Although MMO's are full of timesinks and carrots, they really are a labor of love designed by big-time geeks like things like MUD's and D&D.

      Worlds do appear small, and less of a consistent world, if transportation is instant. They're been lots of comparisons and feedback on this. Go back to EQ's day. You spent 45 minutes real time running from one major city to another. You spent 20 minutes standing on the docks waiting for a boat to take you to another island, and the boat ride itself was 10 minutes long. But it felt like a huge world. Now about 10 years after release they do have instant travel, it was added as a gimmick to try and keep older players around in lieu of other games like WoW.
      In WAR on the other hand, transportation is nearly instant. Yet, one of the biggest complaints about it was it didn't feel like a continuous world. It played like levels in an old school FPS. To go from one level to the next you take the epic "10 second cutscene of your journey".

      WoW takes the approach of speed increased flights that are controlled by the game.

      To be honest, I'm not really sure what RPS's complaint is. Most MMO's have travel options that go well beyond "I've run this one, I don't want to run it again". Several times in the article it mentions running over and over. In the 800 lb gorilla in the room, there are personal mounts, flight paths that allow you to revisit almost every area you've already been too at least once, instant transportation to all the main cities in both expansion hubs, a class that can transport people instantly, and transportation to bind locations. Etc... To do what Guild War does they wouldn't make a continuous world. And "gasp" GW didn't. It's clear the true MMO's try to make travel painless, but at the same time preserve the essence of a virtual world.

    3. Re:As the great Bartle said by thesandtiger · · Score: 4, Informative

      Ive actually quit WoW over lack of instant movement. Waiting 30 minutes for group to ssemble is not fun, neither well spent time. When you spend more time afking game and reding book while you wait for someone than playing, something is very wrong ...

      In WoW there are at least 2 options for getting other players to a dungeon virtually instantly - the meeting stones (requires 2 players be there already) and warlock teleporting (requires 3 players be at the desired location). If you're at a level where you're doing content that doesn't have a meeting stone (raids, pretty much) you are going to have the ability to travel to any location in the world in much less than 30 minutes, at most about 10 minutes, and that would be the most extreme possible case I can think of. The *only* time there is a longer trip involved is when you're first exploring an area with a given character. If you don't have the flight paths connecting one point to another, then prepare for World of Walking - but at the level where you're still getting flight paths it isn't like you're raiding or doing dungeons much, so waiting for people for a raid isn't happening.

      People take so long to get to instances and raids not because of travel times, but because they are doing other things before the raid, like selling stuff, repairing, getting potions etc. ready for the raid, chatting, whatever. If travel time were the real determinant of how long it takes to get a raid together, the wait times would be down to 10 minutes, 15 minutes tops.

      Further, WoW has done quite a bit to change the way you have to travel:

      Original WoW had mounts that you could get at level 40 that would boost your speed by 60% for 100 gold (a decent amount of money back then) and 1000 gold at level 60 (the maximum level) would get you 100% movement speed increase. You could boost that another 2-3% by getting a trinket that would speed you up.

      Then they added the Burning Crusade expansion with flying mounts. The level 40 mounts dropped to 60 (I think?) gold, the level 60 mounts dropped to 640 (I think?) gold, and the flying mounts were now 1000 gold for the riding skill (easy to get along the way to level 70) for a 60% speed flying mount and 5000 gold (about as hard to get as the old 1000g mount) for a 280% speed increase - as fast as the flighpaths, but quicker because you could do this point to point kind of travel rather than take the long way with flight paths that swooped around. You could boost those numbers by 10% or so by getting new trinkets.

      In addition, they added Shattrath which has portals in it to every major city in the game. You could set your hearthstone to Shattrath and teleport to either continent in the old world (and close to other travel options) instantly.

      Then they added Wrath of the Lich King. The level 40 mounts now unlock at level 30. There's a new city - Dalaran - that has a set of portals to all major cities. Cooldowns on hearth stones and other similar abilities were reduced to 30 minutes from an hour. 5000g for the VERY fast flying mounts is now pretty easy to get.

      It isn't instant travel, but it's not 30 minutes, either. And if you're really impatient to get around, roll a mage or deathknight. Mages can teleport to many places in the world inside of 10 seconds, and deathknights have special abilities that make their mounted speed quite a bit faster than usual - it feels pretty peppy.

      Guild Wars also uses a different model from WoW. They actually make more money if you buy the game and then stop playing because it's a pay once (and pay for expansions) kind of thing. WoW is a pay per month set up. Guild Wars doesn't really require timesinks for their business model in the same way WoW does. I think WoW does a pretty good job of varying the timesinks and even making them a little more entertaining (the people on boats can be fun to talk to; flying under your own control you can find interesting places) all things considered - and certainly the rest of the game is more than fun enough (for people who still play) to compensate for the travel stuff.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    4. Re:As the great Bartle said by Anonymous Coward · · Score: 5, Interesting

      No, its not. Absolutely not fun at all. When you're doing a dungeon again, and again, and again because of the farming spirit of this game and you have to wait 30 minutes to get someone, it's awful.

      You don't need more than 10 minutes ? If you got guys in a capital which isn't dalaran without their heartstone ready (reloading time 1 hour, so greaaat...), and you want to do a Lich King's dungeon, people will take so much time to come that you'll wonder why you're still playing this. Yes of course, you could ditch everyone and get another team and, if you're on a low pop server, wait forever.

      Timesinks are stupid. Period. I don't play a game for awfully boring timesinks. And frankly people talking about "big worlds"... Who cares ! I've already explored this "big world", it doesn't seem "that" big, even if retarded automatic transportation methods takes a lot of time to go from one point to another. It's not because your character is slow as hell and takes 30-45 to run from one side of the continent to the other that a world is "big" and "nice".

      People who wants ease of transportation in those games are people who don't care anymore about the landscape. They saw it so much times, they're sick of it. Flying mounts are slow, unless you want to farm as hell to get a "faster" transportation method, which you'll be unable to use if you're on Azeroth anyway, so it doesn't solve the problem indicated above.
      Frankly, the number of timesinks of this game make me quit. Getting money by killing the fun with timesinks is completely stupid.

      And, to finish this rant, "big" worlds comes with big citys. Almost all the "villages" look as big as highway gas-stations. The capitals aren't bigger than a small town. "Big" world ? Meh...

    5. Re:As the great Bartle said by Talgrath · · Score: 4, Insightful

      Mounts still take time to get you to where you're going; and he is right in a big way; they may not charge you by the "mile" but they certainly do charge you by the minute. You pay your $15 for a month's worth of play, minus server maintenance; you could break that down to time in minutes or further into paying for time in terms of the time you have to play it. Every minute spent traveling is time, and money wasted.

    6. Re:As the great Bartle said by fractoid · · Score: 4, Insightful

      Why would you need tier 8 items to continue to run heroics? The heroic gear is the entry into raids (that raid gear into higher level raids, etc).

      And this is exactly the crux of the issue. There is NO 5-man PvE progression past heroics in WotLK. At least in Burning Crusade you could grind heroics for badges and then when you did have the odd chance to raid, you were geared enough to participate.

      The other problem is, of course, that there's nothing particularly scary in heroics once you get some heroic gear. Instead of progression path going:
      Dungeons -> Heroics -> Raids -> Harder Raids

      they need to build it so that it goes:
      Dungeons -> Heroics -> Harder Heroics -> Even Harder Heroics
      Dungeons -> Heroics -> Raids -> Harder Raids

      I'm guessing by your entitled-raider attitude that you don't have a wife with Raid Radar(TM) and a magic ability to interrupt any raid you join? I'm happy to put in say 4 hours play time per piece of gear (a lot more than it takes if I score a run with my raiding guild), I just can't do those 4 hours in one big block any more without being dragged afk for 45 minutes in the middle. Believe me, it's quicker to get gear from raids than by grinding badges, and the gear from raids is better itemised.

      Don't worry, you'll still have your full tier set to prance around capital cities in. Badge gear just gives non-raiders the ability to get almost-equal gear. If you can't tell the difference between someone in full badge gear and someone in raid gear then... well, I don't know what to say. It's people like you that I make sure I always equip one end-of-raid piece for, even if it's not quite as good as the badge gear, just to prove that I've cleared it.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  2. Pretty simple by omgarthas · · Score: 5, Insightful

    More time travelling = more time playing

    More time playing = more money earned

    1. Re:Pretty simple by damburger · · Score: 4, Insightful

      Thankyou for stating what I was thinking. WoW is not an expensive past time. The amount of money I spend on my WoW subscription in one month, I can burn through in the pub in about 2 hours. Furthermore, it is unmetered, so Blizzard have no financial incentive to keep you traveling. It could be to reduce load on their servers I suppose, But I doubt it. When you fly you go through a number of areas in quick succession, rather than simply switching from one to another as you do using one of the various instant teleportation methods.

      I have never been as pissed off with WoW travel as other people seem to be. Maybe its because I am older than a lot of players, but it seems to me that it helps pace the game properly. It is a big world, and flight paths help maintain that impression.

      Oh, and it also gives me a chance to get myself a cup of coffee and go to the toilet :)

      --
      If we can put a man on the moon, why can't we shoot people for Apollo-related non-sequiturs?
    2. Re:Pretty simple by SL+Baur · · Score: 4, Insightful

      I have never been as pissed off with WoW travel as other people seem to be. Maybe its because I am older than a lot of players, but it seems to me that it helps pace the game properly. It is a big world, and flight paths help maintain that impression.

      I agree. In TBC they introduced portal rooms which allow teleportation to any capitol city. With WotLK they removed barriers between alliance capitols in the old world. Very recently they changed the cooldown on the hearthstone (and the associated Kirin Tor trinket) to 30 minutes.

      While there is some convenience involved, it used to be more fun planning your strategy around how to minimize your travel times.

      It's very much a mixed bag.

      I thought I was a slow, methodical player until I went after the Explorer achivement and was amazed at how truly big the World of Warcraft truly was, or appeared to be.

  3. Timesinks by nxcho · · Score: 5, Insightful

    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".
  4. Re:Obviously no one here reads Hitchcock.... by LordKaT · · Score: 4, Insightful

    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.

  5. Re:What do you want... by imashination · · Score: 4, Insightful

    The Deeprun Tram?

  6. Re:Codswallop by Bieeanda · · Score: 5, Informative
    Have you actually played the latest expansion? You get to Northrend at level 70. You can't fly there without "Cold Weather Flight Training" or somesuch, which you can't even get until level 77-- which is most of the way through the Northrend content, and costs a serious chunk of change to boot.

    The Howling Fjords starting zone is built heavily around sheer drops, switchbacks, irregular terrain and slow lifts. Its very existence is a poke in the eye for people who thought that the nether drake mounts they spent weeks grinding faction for made them the kings of shit mountain.

  7. Problem is lack of dynamic content by Krakadoom · · Score: 4, Interesting

    The issue isn't that transportation is slow, it's that it's boring.

    This is where static content fails. There is hardly ever anything new going on in an area you've already visited. Maybe game developers should focus less on expanding worlds when they do expansion packs and such, and more on coming up with systems for dynamic content delivery that mimics a living world better.

    I wouldn't mind a 10 min trek through a known area, if the monsters changed, little random quests popped up, or whatever else happened on the way.

    The issue is plainly the static nature of the world, not a lack of teleportation (or whatever other system is suggested)

  8. Because of overcrowding by Peter+Cooper · · Score: 5, Insightful

    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.

  9. Re:It is better to travel hopefully by freedumb2000 · · Score: 4, Funny

    That is actually a great idea. I might start developing a work commuting simulator. Driving to work in real time. Spend up to 2 hours on congested freeways per trip depending on actual server load. With all the great distractions of way-too-cheery morning radio show hosts and spilling hot coffe on your lap (cup holders can be purchased at higher levels, or stolen if you are a rouge character). That is time well spent on those boring weekends or for the unemployed. A game that with a huge potential demographic.

  10. No, the technical term is "Dead Time" by UnknownSoldier · · Score: 4, Interesting

    Why would you pay to wait???

    As the Lead Designer of the PC game Majesty explained to me the technical term is called "Dead Time." If the player is _bored_, you hav _failed_ as a game designer.

    Anyone who thinks waiting 20 mins in a MMO getting one from one destination, has never played D&D. D&D has almost _zero_ dead time. Want to travel north? Ok, GM rolls a die, and usually 1 or 2 things happen.

    1. Ok, you're there. Now what?
    2. Half way there you get attacked. Now what?

    In CRPGs, there needs to be a balance. Ultima Online showed that if any one can recall, then yes, the world does seem small. WoW has shown us that suckers, er gamers, will put up with paying to wait. In Diablo 2, there are check-points (waypoints) that once you reach them, you can instantly travel back to any of the ones you have reached. Guid Wars does this exact same thing. Want to travel back to any city you have previously reached. Bam, there. I would limit the distance warped, or allow mages to _sell_ tiered portal scrolls that allow for greater distances.

  11. Re:Guilds Wars method by Draek · · Score: 5, Insightful

    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.