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The Future of MMOs
Posted by
ScuttleMonkey
on Fri Feb 22, 2008 01:08 PM
from the time-to-level-up dept.
from the time-to-level-up dept.
IGN has some interesting coverage of a panel at GDC 2008 that featured some of the top names in the MMO world who got together to discuss the future of the genre. "On hand were Jack Emmert of Cryptic Studios, Mark Miller of NCSoft, Min Kim of Nexon and Rob Pardo of Blizzard Entertainment. MMO newbie Ray Muzyka was also on hand to share his thoughts as BioWare moves into the MMO arena. [...] The conversation got a lot more heated when the subject of micro-transactions was introduced. This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers."
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The future of MMOs... (Score:2)
Let's think before we import (Score:5, Funny)
Making your games so awesome that people pay for 5 days straight and die from exhaustion is also popular in Korea. Let's not import that, though.
why? (Score:4, Insightful)
Parent
Re:why? (Score:5, Interesting)
Parent
Re:Let's think before we import (Score:4, Insightful)
Parent
I Hope MMOs All Die (Score:5, Funny)
Re:I Hope MMOs All Die (Score:5, Insightful)
Parent
Re: (Score:3, Insightful)
It's not the genre that's the problem. It's the networking and gameplay that comes from being multi-player
over the internet that's part of it- plus how things like PvP are handled that ends up scotching most of them.
But wait, there's more! (Score:5, Funny)
Of course they're already predicting that people will complain this is far too similar to 'life' and not want to play it, but that's expected to take a fair amount of time.
Parent
Re:I Hope MMOs All Die (Score:4, Insightful)
Parent
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Try some SciFi MMORPG for a change.
Seriously, I saw this exact discussion way back in the dark ages, in 1990, when people discussed which MUD to play.
SciFi is just the same with different names for stuff.
The problem is the target audience is the same: mainly spotty teenagers en young men. Nerds (hi!). And they all have the same target audience. Second Life does best, but that's not a game.
A problem they will encounter is that for 90% or more, it is an addiction that blows over after some years. It did for me and I have found nothing th
Re:I Hope MMOs All Die (Score:5, Funny)
Yes, but you can gank cell R19, take all its stuff, then call it a faggot.
That's good times.
Parent
Re: (Score:2)
Re:I Hope MMOs All Die (Score:5, Interesting)
I want something that will shake to the core. Something that doesn't feel scripted.
No more quests from NPCs, no more boring and predictable leveling (ding, new skill!), no designed 'tanks' and 'healers'. I'm not sure exactly what I want, but I'm bored of the gameplay. I want more chaos, combats that require realtime strategizing and role changes during the flow.
I would also like improved customization. It's impossible to be unique in these games. Sad that they work so hard on graphics and then you choose from faces 1-8, and all wear the same armor. Make me feel special. I want to design my own emotes, and design my own abilities.
Just some crazy ramblings though...I ain't expecting anything.
Parent
Re: (Score:3, Interesting)
APB (Score:4, Informative)
Parent
a world that never changes (Score:5, Insightful)
I think one of the fundamental problems with MMORPGs is that the world never changes. Cities are never overrun and burned to the ground, quest givers never die (or if they do, they respawn quickly), trees never grow, the seasons never change, even things like weather and time of day are mostly cosmetic and don't impact gameplay much if at all. Monsters always spawn in the same places and if you kill them all, they'll be back in ten minutes. The modern MMORPG, it would seem, was designed with Sisyphus [wikipedia.org] as the target audience.
A related problem is that too much is abstracted away; players and NPCs don't need to eat, they don't need shelter, items spawn magically in the vendor's shop and money spent disappears into a black hole. Animals spawn, they aren't born in the natural way. Species can't become extinct by killing the last breeding pair. A town does not trade with the outside world, it does not suffer if it is besieged, and there are no famines if the year's harvest is poor. The terrain can't be altered.
Designing a mmorpg around a realistic world would be much harder than the current crop; it may be too much to ask for a MMORPG to be able to support any of the events of the preceding paragraph, but couldn't the world be at least slightly interactive? Like, maybe we could plant a tree every once in awhile and watch it grow, or maybe the grass could be worn down by the passage of many feet? I've played WOW and I'm currently playing Lord of the Rings Online, and I just don't feel like I'm part of the world. It feels more like an amusement park.
The questing/leveling/grinding rut is a big problem too, I'm not disagreeing with you there, but it would take a book for me to say what I want to say about that.
Parent
Re: (Score:3, Informative)
Agreed, just whatever you do, get yourself into a 0.0 corp ASAP and never go into empire again.
Re:I Hope MMOs All Die (Score:5, Insightful)
Parent
Re: (Score:3, Interesting)
But all these MMOs... I played WoW for a little bit, and City Of Cookie Cutters, and some other ones, and all I could remember of the experience was "Man, Diablo II was more fun than this
Re: (Score:2)
I played WoW for about 2 months (right after release) and promptly sold my account. Didn't really like it, although some of my longtime friends are still playing it. Wasn't enough depth for my taste. EQ, I feel like even though I've played for 6 years, I've barely scratched the surface.
Re: (Score:2)
Re:I Hope MMOs All Die (Score:5, Interesting)
It's all kind of trippy when you think about it. Lovecraft's dreamers were among the literary firsts, people who were unassuming and mundane in real life but fantastically respected and powerful in a separate world. That could be seen as an extension of the literary world where some authors were hugely famous and respected but only within very small circles of admirers. Cyberpunk liked to take that idea further with the idea that online personas were as famous and powerful as super-heroes and yet could be stuck working as pizza deliverators and living out of converted storage units.
If one pushes the whole idea of cyberspace to a semi-plausible future, say 50 years out, so much human interaction would be virtual, and not just via telephone or using what's basically a chat client with a game attached like Warcraft. Falling back into fiction tropes, you could have someone as powerful as any mob figure or revolutionary or super-criminal conducting all his business as a digital avatar. When it comes to mobsters, the best way to make certain competition is dealt with properly is a hit. But how do you assassinate someone you've never even seen? Faerie tales like to talk about knowing someone's true name as being power, there's also the idea of the magic talisman that is the key to a monster or wizard's power and thus his ruin. Well, you'll end up having a real world comparison of that here: knowing who that person really is will be true power, knowing where they live means you can also kill them.
That sort of thought just has me thinking of the sort of cat and mouse game you'd have when bad people with guns try to personally remove one of these metaverse important people. I'm imagining this great online force of nature and information broker being a paraplegic in a nursing home who is living out his life online because the real world is unbearable. The guys with guns hit the nursing home and blow away the guy two rooms down from him, falling for the misdirection. The guy they killed was just playing Warcraft but the one they meant to kill was fucking with the Russian Mob's phishing operation. That would be an awful kind of situation, motionless in a bed and knowing that the bad guys are coming. Let that be a lesson for you, don't play MMO's or the Russians might kill you by mistake.
Parent
Just ban Asia/FTA's and all proxies for US/EU (Score:3, Insightful)
I've seen this work out (Score:2)
"...but charge a premium for a variety of premium extras, from vanity items to additional content or abilities..."
I play the web-based MMORPG Kingdom of Loathing, and this has worked well for them for at least the past three years. They do a decent job of balancing it such that purchasing these extra items does give you a sense of being 1337, but doesn't necessarily give you a huge advantage over other players.
Plus, you can (in most cases) sell the premium items purchased with your hard-earned cash for in-game currency.
Emmert? Oh, no. (Score:2, Interesting)
Similarly staggering is his apparent inability to learn from his mistakes. Early in City of Heroes development and testing, it was discovered that tabletop-style 'choose your own
Re: (Score:3, Interesting)
For example, you don't need a pages an creating a energy blast.
Assuming the game will enforce a speicif point range during creation that limits the number of rules as well.
However, you will still have people who can optimize a character more then someone else.
For 100 point's I could pretty much make an unstoppable character. Fortunatly, I put role playing first.
Re: (Score:3, Informative)
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Re:Emmert? Oh, no. (Score:4, Funny)
No wonder I don't play any of these things. Hard enough on a level playing field. Getting gang-raped by the n00bs is what I bought BF2 for.
Parent
Not really fair (Score:3, Interesting)
This isn't really fair. The devs did underestimate the extent to which people would minmax and the extent to which it would break the game. However, despite that, the game is CLEARLY a better game post-ED and post-GDN, where
Micro-Transactions and game balance (Score:5, Interesting)
Personally, my suggestion is to eliminate the grind by allowing players to buy levels. That preserves the skill because at high level they still need to be able to use the character, and there would still be items that must be collected, but eliminates the tedium of grinding and is compelling enough that many people would be willing to pay for it.
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hmm.
Blizzard did a great job of allowing you to learn your classes abilities one a few at a time.
difficult. Perhaps an exp bonuses for every character level on a server? A small amount per level. I figure if you have 3 different classes at 70, a 30% increase in XP and rep would be fine.
I just want t
Re: (Score:3, Interesting)
In the USA, there is a strong belief that, with all things being equal at the beginning, the amount of labor that an individual is willing to perform should determine the advancement of the individual. This is especially prevelent in the modern racial/sexual/*-equality work ethic, and is a common conservative/libertarian political plank that the only thing that holds people back is
Pay to win, not play (Score:2, Interesting)
Re:Pay to win, not play (Score:4, Insightful)
Parent
Correction (Score:2)
Re: (Score:3, Insightful)
Why?
No, seriously. The only answer I can think of is "So the developers have sufficient time to leech money from you."
Rob
Re: (Score:3, Insightful)
1. You're trusting complete strangers not to steal your account and the money you paid them to level you.
2. You don't learn how to play your character's class.
3. You don't run dungeons and get those nice rare items.
4. You miss out on the part of the game that's actually fun. Seriously, maybe some people enjoy the whole raid scene, but most of the time it seems like an exercise in masochism to me.
Some of the free one work like this (Score:3, Interesting)
you can play for free but you may get kicked off at peek times / have to wait a long time to log on / you are caped a low level / locked out of some area and so.
To be able to play the full game you need to pay xx a month and this lets you do more then what the free people can do but does not give you a boost over others who are paying to play as well by paying even more.
Already here in the United States (Score:2)
Hellgate: London. (Score:2)
Microtransactions? (Score:2, Insightful)
Your face and my ass, sweetheart. The entirety of the World of Warcraft CCG is a microtransaction, with the addendum that you're not actually guaranteed to get a vanity item when you buy them. Just go l
Character Development! (Score:4, Interesting)
Re:Character Development! (Score:4, Interesting)
Play Eve. Take two characters with the exact same gear, but one has 2 million skill points, the other has 10, and the 10 million point char should slaughter the other without breaking a sweat.
Provided they're both training combat skills that is. If that 10m SP char is an industrial character, they don't stand a chance.
After skill points, or in some cases before, it's all about your skills. Take someone who doesn't know how to put together a good ship, or how to fly one well, and then your 2m SP char is ruining the 10m SP char's day.
Plus scamming is part of the game. Makes for a very paranoid, careful feel. Get out into 0.0 security (no law enforcement at all) and suddenly you're in the wild west. In spaceships.
Parent
Re:Micro-complaints. (Score:4, Informative)
Parent
Re: (Score:3, Interesting)
Square Enix has programmed the game to shut down if you try to change to another window. This is particularly nasty with IM clients that automatically pop up, such as, well, all of them. There is an addon to stop that, but it's in violation of SE's terms of service.
The game is also heavily reliant on a gamepad control scheme. Its keyboard/mouse scheme is just horrid.
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There's nothing worse than having some 12-year-old dipshit sharing his musical tastes for your gaming group, or finding out that Princess Fairyglen has a voice like Harvey Firestein. Or being the only keyboarder on a team that can't be bothered to share their Ventrillo server. Or being kicked from a team for not having a Mic.
If there's one thing I learned from DDO it's that I'm done gaming when I have to listen to all the other shitbags argue about rappers and NASCA
Re: (Score:3, Interesting)
I'd have to agree with you, although my bigger complaint with MMOs is the inability of players to affect the world in any meaningful way. If you make 10 characters, you'll end up going through the exact same world 10 times, doing pretty much the same missions/quests 10 times, without