ArenaNet's MMO Design Manifesto
An anonymous reader writes "ArenaNet studio head Mike O'Brien has posted his vision for a new type of MMORPG, which they used in developing Guild Wars 2. Quoting: 'MMOs are social games. So why do they sometimes seem to work so hard to punish you for playing with other players? If I'm out hunting and another player walks by, shouldn't I welcome his help, rather than worrying that he's going to steal my kills or consume all the mobs I wanted to kill? ... [In Guild Wars 2], when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill. When an event is happening in the world – when the bandits are terrorizing a village – everyone in the area has the same motivation, and when the event ends, everyone gets rewarded.'"
Yeah, you just summed up the entire eve player base very very succinctly :)
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Free world PVP also satisfied social gamers. Part of the game is generating and organizing a large social network. If you want to be safe from attack, you need to be bigger and more organized than the next guy. You need military equipment, training and organization. This is how warfare works in the real world and when it works that way in an MMO, it can be fun.
When you have "arena" PVP where the teams are automatically generated by the game itself, it removes the social part of the game. The part of the game where you have to network with other people and organize an army to take control of the free world PVP situation. You might even organize a blockade of critical end-game zones or a siege of a starting city.
EVE online has this sort of spontaneous organization amongst players who are attempting to succeed in free world PVP and obviously the game is quite successful with a niche group at least.
Personally, I love the freedom of free world PVP. In fact, I'd love to play a game with free world PVP and permanent character death ... hardcore Diablo 2 on battle.net was one of the most satisfying experiences ever.
Eve is tiny, on any chart it rides the bottom. Oh, it gets a LOT of attention but that is in no relation to its financial success.
Most MMO's aspire to higher subscription ratings with 1 million being considered the line between success and an "also ran".
I always find it amusing to see PK and PvP and twitch fans scream that their genre's are OH SO POPULAR and yet not a single game that gives them what they want is a success. Odd that. Why are PK and PvP and Twitch fans not playing the games aimed at them?
Meanwhile, the closest to WoW is Lotro and that is a distinct PvE game of the old mold.
It is like saying people LOVE FPS, when Quake sells 10 copies. The figures would not support the claims.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.