Lessons GMs Can Learn from World of Warcraft 132
Martin Ralya writes "As a tabletop RPG gamemaster, I've been thinking about what GMs can learn from World of Warcraft ever since I first logged in. After close to 200 hours of WoW time, I've come up with 9 lessons GMs can learn from World of Warcraft."
EVE (Score:3, Interesting)
=(
Re:EVE (Score:5, Informative)
Re:EVE (Score:2)
> The UI really isn't that great. The icons are not intuitive.
> If you get killed, then have to spend 30 minutes+ and 700,000+ ISK just to redo your ship, that's not fun. Well, most of that time is waiting for your ship to travel 4 AUs a second, then unwarp 15KM away from the fricken stargate/station and have to wait 30 seconds until it actually docks.
I like EVE, don't get me wrong. I just think that it has some serious
Re:EVE (Score:1)
Oops, misread it........ (Score:5, Funny)
Re:Oops, misread it........ (Score:4, Funny)
Re:Oops, misread it........ (Score:2)
Re:Oops, misread it........ (Score:1)
Re:Oops, misread it........ (Score:2)
Re:Oops, misread it........ (Score:3, Funny)
What is a GM? (Score:4, Insightful)
Must be very important whatever it is.
Re:What is a GM? (Score:5, Informative)
GM, at least in the tabletop paper and pens and dice roleplaying world, means Game Master.
He's the person who makes up the quest, who sets up enemy encounters, who is the final authority on what happens. The better the GM, the more enjoyable the game. Creativity is a blessing in a GM.
Re:What is a GM? (Score:5, Funny)
Re:What is a GM? (Score:2)
Re:What is a GM? (Score:2)
Re:What is a GM? (Score:3, Insightful)
Re:What is a GM? (Score:2, Informative)
Now, as to why the /. submitter didn't explain it, that's a whole different ballpark.
Re:What is a GM? (Score:1)
Yeah, well I first read "General Manager" and thought this was the latest business craze book. Like The Tipping Point or Blink! -- but this time with knights and orcs. WoW does have gold farmers, so it must be able to teach middle management something...
Re:What is a GM? (Score:2)
That said, a GM is the Game Master of a Role Playing Game.
Table Top (Score:4, Insightful)
I think the author misses the point. The strong part of a table top role playing game is that there isn't limits. Players don't have to go and kill all those bad guys to finish the quest or complete the mission in a way the GM ever imagined. To make a table top game more like WOW would be to short change players.
No, no, no, and maybe (Score:5, Insightful)
I don't disagree with this in principle, but one player's fun is another's tedium. I know a player who loves big soap operas focused on her character... not fun for the rest of us. OTOH, I don't mind combat, but the soap opera doesn't have fun -- she thinks it's boring.
And there's a difference between working with your players, and catering to them. Sometimes the lows make the highs stand out more.
3. Travel should be easy
Not necessarily. Being able to easily go from point A to point B in a fantasy game robs both places of their uniqueness.
The inability to move quickly also sets up tension. One campaign I DM'd had the players encountering a cursed artifact, which had to be hand-carried to its destination. (Teleports were randomized.) It made the game a lot easier than "OK, we take the sky cab to the big city"
5. Every class should have lots of things to do
Again, it comes back to working with players, versus catering to them. If a player is told that the game is going to be mostly role-playing, but creates an undead-slaying machine, I don't see the DM as being responsible for throwing in numerous combat encounters with skeletons.
8. It's okay to make changes after the campaign begins
9. Err on the side of being over-the-top
It really depends on the campaign, setting, and style. I definitely wouldn't say these are "hard and fast rules".
Re:No, no, no, and maybe (Score:1)
In fact, unlike WoW or computer/generic experience, with tabletop RPG are a team game. You team with the GM and other players. When the game starts, the fun starts. I played lots of games where we never reach the "point B", hell I have even played game where my character cannot go outside his house alive
RPG has more to do with story telling. If you have nothing interesting with the travel from A to B, you skip it.
Re:No, no, no, and maybe (Score:2)
Re:No, no, no, and maybe (Score:2)
So get up, strech, hit the bathroom, grab another drink, whatever. Get away from the screen every so often.
Re:No, no, no, and maybe (Score:2)
Re:No, no, no, and maybe (Score:5, Insightful)
Re:No, no, no, and maybe (Score:1, Flamebait)
My take on the article was "Every game has to be kewl and over-the-top, because if everyone isn't raving when they leave, your campaign sucks." That's great if you're running a ton of combat encounters stitched together with the occasional NPC interaction. Not so good if you're actually trying to tell a story.
Re:No, no, no, and maybe (Score:2)
Re:No, no, no, and maybe (Score:4, Insightful)
Why couldn't it be boths story ? If I was ever a GM, I'd propably try to get players to think up relatives and such for their characters, and then get them to the game - nothing to motivate an adventure than having the villain take your mother hostage :). So what does our noble palading do ? He can't sacrifice an innocent, but he can't deliver the destructive artifact the villain wants him to find either. So he has to play for time and try to find some way to free his mother - perhaps forcing him to hire a sneaky rogue to help him ? That might even be a reason the characters came together in the first place, and set them up to an epic quest of finding the artifact at the very start.
Or suppose some player wants to multiclass into a dragon disciple ? Of course she could simply take that class, but that is the boring way. Suppose you could tie slaying a dragon into the plot, and as the dragon lays dying, that character would suddenly recognize her dear old grandfather - maybe that's the reason why the relatively low-level party beat the dragon, it just wasn't as effective against its own relative - and realizes "I have dragon blood ! And I just killed my own grandfather !" and multiclasses into dragon disciple as a result of that realization. That kind of thing would require negotiation and setup between that player and GM beforehand, obviously - and of course the other players don't need to know about these kind of arrangements.
Or suppose that an amnesiac character is actually the greater goddess Taiia (from the "Deities and Demigods" book - read it once, and she stuck in my mind, mainly because of the neat picture) who somehow got killed a long time ago and has only now started to wake ? She would slowly regain her power during the campaign, which of course would draw lots of unwanted attention, including whatever put her into the deadbook in the first place... And, of course, there's the question of how, if at all, she would have changed from living as a human, and if it had, would it be for the better (the original Taiia is schizophrenic, to but it mildly; one of those creator-destroyer deities) ? And what will the "standard" D&D deities think about getting someone stronger than them around (Taiia's divine level 20, while Moradin and Corellon go up to 19 - and yes, they actually assigned levels to deities; perhaps they should had just made it into a prestige class ?-).
Now, I've only played computer RPGs, so I don't know how well this would actually work in tabletop ones. However, if all I want is to hack and slash, those CRPGs can propably do that a lot better than a human could, precisely because a computer can keep a track of and handle lots of details fast and easy. If I ever play tabletop RPGs, I want to try the things that a computer is bad at - flexibility and creativity.
Re:No, no, no, and maybe (Score:2)
Invariably my players will always find a tangent and run with it. For instance, on 'shadowrun' type games I try to not let them into the local 'chinatown' because they always insist on going to the local Kung Fu theater... generally followed by carnage. There's been plenty of times
Re:No, no, no, and maybe (Score:2)
It's divine rank, and it's that way because most deities already have 30-50 regular levels. Besides, it would probably confuse people, since some things ("hero-deities", think Hercules) have a divine rank of 0 (which is not the same thing as having no divine rank), and how do you take 0 levels in a class?
You can read up on
Re:No, no, no, and maybe (Score:2)
I realize this (I've read the book - how else could I know Taiia), but those divine ranks go from 0 to 20 - a clear reminder of nonepic character levels, and besides, assigning rules to either gods or s
Rules Lawyering (Score:2, Insightful)
A lot of D&D players are obnoxiously and stubbornly argumentative. That's certainly no virture. But a lot of D&D players resent people who know the rules, because it reminds them that they really just want a game where they're omnipotent and the challenges are meaningless.
(IANARL)
Re:Rules Lawyering (Score:2)
Wow (Score:3, Insightful)
You'd be surprised (Score:4, Interesting)
And it's not just some 14 year old GM-ing in his spare time with his buddies, but there are some big names in the MMO industry who don't get those points either.
E.g., having recently reactivated my EQ2 account, it amazes me that Sony just doesn't get it either. You can tell that, in all that clueless thrashing through random changes to the game, they're _desperate_ to copy whatever magical element WoW has, and preferrably one-up it. But they just don't get it.
You can tell looking through their change logs that they expect it to be some lone disparate element (like "hmm, maybe our crafting was too complicated?" or "hmm, maybe we could simplify the classes too?") that they can stick into the non-unified heap that is their game, and instantly have a WoW equivalent. They just blatantly don't get for example point 2 on that list: details matter. There is no magic amulet you can stick into a heap of disparate parts and instantly have a polished product. Yet that's just what Sony is feverishly trying to achieve.
And even when someone points out to them that lack of a unified vision, like Penny Arcade did recently about the EQ2 graphics, they'll just get a flame email from SOE telling them to STFU if they don't have their graphics in a major commercial game. Again, like Penny Arcade got.
And just to give an example of why PA is right, it's not just that Sony stuck together graphics that don't belong together. It's that they also ran it all through some "look what we can do!" shaders and whatnot that just make it all worse. E.g.,
- the more I play it, the more it becomes obvious to me that they _must_ have some depth-of-field effect, because the graphics just go blurry with the distance faster than mip-maps and filtering should cause them to. At any rate, faster than in any other game. Playing the game makes me feel like I've suddenly gotten a bad case of myopia.
- the textures may be right, but just about everything has a gloss effect that just doesn't belong there. Everything looks like the same kind of molded plastic once any kind of dynamic lighting enters the scene. Whether it's a rock or tree or a deer or a weaver's loom, everything looks like plastic.
- water surface effects also snag the edges of objects in _front_ of the water and smear them around (basically incompetently written shaders again)
- and while I'm playing on a very high end machine, I still can't help wonder about the idiocy of using exclusively shaders for texture details instead of detail textures, and offering no fall-back to detail textures. So basically there is no middle ground. Everyone who doesn't have a high end machine won't see it as slightly worse graphics, but will see it all looking like _ass_.
- the lower part of any breastplate or long coat is attached to the pants model, not where it belongs. Why does it matter? Because if you wear pants that aren't from the exact same set, it looks like your coat changes colour in the middle. (And the recent "fix" of just giving newbies a sorta "disguise" vest that overrides the pants, gloves, sleeves and everything, is just another way to feel wrong. It tells me that someone finally realized the problem. Except instead of fixing the actual problem, they've just tried sweeping it under the carpet at least for levels 1-9 with a cheap quick-and-dirty hack.)
That's just some of the details noone paid attention to after more than a year in the graphics department alone.
But the list of wrong or inconsistent details goes deeper and pervades every single aspect of the game. E.g., only now they seem to have finally fixed fish so they swim _in_ the water, instead of hovering _above_ the water. E.g., only now fish actually stop at the border of the water instead of chasing you on land too. But the list is mile long, so I'll stop here.
And that was just point 2. Rest assured that they missed most of the other points on that list by a mile too. I just
WoW is not a panacea. (Score:5, Informative)
"Many massively multiplayer games require that you kill endless armies of the same boring enemies to level up. You can do this in WoW, too, but the quest system is so robust and rewarding that you don't actually need to."
No, instead you can either go and kill 1 guy (and bring back some trophy), go and kill several guys until they drop the loot you want, go and talk to someone, go and get something, go and take something, or go and do several of these in a chain. The quests are pretty much the exact some gameplay wrapped up with different names and faces past level 12.
And, of course, once you reach 60, you do these for reputation purely on top of the runs into molten core to get your purple set. I hope you like loot gambling, because it is a week between instance resets, and it can be up to 4 weeks for some people to get 1 extra bit of purple gear if they play all the time.
Seriously, I could sit and play DS or GBA for hours while "playing" WoW (where playing consisted of clicking on an enemy, and then waiting for it to die; repeat). I read several novels while doing it also.
"3. Travel should be easy"
yea, and you should get your mounts at level 30. The level 30 to level 40 slog is very much punctuated by periods where I spent up to half an hour moving from one location to another in order to finish some of the mail-man style quests. That sucked.
"In nearly 200 hours of gameplay, I can count the number of times I've logged off frustrated on one hand. "
Says a person who hasn't been ganked by the elite guards that are around Southshore during a particular quest. I was killed 7 times in the space of a few minutes, and I was level 38 at the time. It wasn't fun.
"WoW's developers tweak the game through patches -- many players would say they tweak it too often, but the principle is sound: Don't be afraid to change things that aren't working,"
You know what's not working for me? Starting alts at level 1. If I'm spent the hours to get to 30, start me with a level 10 alt. If I'm 40, give me a level 15 alt. Max it out at say level 20 alts for level 60 main characters, and make it an option upon character creation. Nothing sucks like having to wade through the 20 hours of repetitive "I'm a newbie who can't play WoW" every time I want to get at alt out of the baby area and into the main part of the game.
Of course, WoW does have strengths as well.
"6. Style should shine through"
I agree here: WoW gets this right. Everything fits well together. No other MMO I've played is quite like this (except possibly Ultima Online, circa 1999).
Re:WoW is not a panacea. (Score:3, Interesting)
Re:WoW is not a panacea. (Score:3, Informative)
Re:WoW is not a panacea. (Score:3, Insightful)
For those people who haven't played it, WoW's quest system is exactly this simple. Your quest is to acquire X number of item Y, and take it to person Z, thus unlocking the next quest. That is it. That is what all of the quests are. Sometimes the person gives you an item right away and tells you to take it halfway around the globe. Sometimes you have to go halfway around the globe to kill a bad guy
Flavour quests are nice. (Score:5, Interesting)
These I view as flavour quests. Much like the flavour text of the goblins (stationed at the Lordaeron ruins) who ask you to bring back some nice meat from Orgrimmar, they add a certain sense of being in the game.
The big thing working against this is how none of it is at all randomized or meaningful in the greater scheme. Everytime any character of the correct level happens through that path, the same girl will be there who is being attacked by bandits. Everytime. There is no time you will come across the same NPC who is happy because someone else saved her (or will even mention the name of the person!). Your actions have no lasting effect on the world, making the MMO part of WoW be neutered into playing the Warcraft 3 RPG levels with a world-chat system.
I don't think it would be so hard to increase the # of quests about 4x, and then make it so that they run on different, random timers, so that each playthrough (since all your alts are exactly the same) could have a randomized encounter, or that you could interact with the consequences of other people's encounters.
Perhaps the entire world could be set on a 4-month timer, where everything boils to a head. Over time, as it reset, things could be changed as well. A chance to spend 4 months carving my name across a continent, regardless of my level, would certainly provide me with incentive to play (much more so than the creative guild loot point system the other replier mentioned).
WoW has a lot of potential because the company seems to have more in mind than just killing rats in a tunnels, but so far it's been Diablo on a much larger scale in terms of gameplay. I find myself appreciating Gradius and Ikaruga much more after playing WoW for most of 2005 -- they're short and sweet
Re:Flavour quests are nice. (Score:2)
And you would be wrong, unfortunately. Content like quests take a lot of time and effort. Coming up with a quasi-original storyline, writing it out, proofreading, coding up the mechanics, and de
Re:Flavour quests are nice. (Score:2)
Re:WoW is not a panacea. (Score:2)
Re:WoW is not a panacea. (Score:2)
I agree with most of what you said, until tha
Robust Quest System? (Score:5, Insightful)
That doesn't do it for me. Maybe the high-level quests are fun, but then, that's not a good system, grinding up a ladded of xp and gear, the latter being hoarded by higher levels and sold at extortionary prices just to get to the fun.
I constantly compare other MMO-style games to Guild Wars, because ANet did a great job. When you start off, you're "recruited" by Sir Tydus, and told to go train to help the Ascalon Guard repel Charr invaders.
Compare that to killing beetles. I liked WoW, although it wasn't quite my style, but there are some things that just click or don't click with players. If you like it, you like it a LOT. If not, you play something else.
Despite my opinions on WoW, I think TFA points out the good foundations for a great game.
Re:Robust Quest System? (Score:2)
Re:Robust Quest System? (Score:1, Insightful)
As you said, it's not a game for everyone. I'm a gamer with a job, house, wife and small child and I find about 6 to 8 hours a week to play. If it takes 120 hours to reach the better content in a game, I'm not interested. It would take me 15 to 20 weeks just to reach that. This isn't about wanting instant satisfaction, but
Could put forth more effort... (Score:1)
Unreal expectations for a single GM (Score:4, Interesting)
That said and taking his advice into consideration, one problem still sticks out. Most pen and paper game have one GM while online games have, at least, a team of GMs - most aren't actually online all the time but they're all developing new content and quests for adhoc/preplaned parties of adventurers.
A PnP game needs to be scripted by the GM and conducted by him and that takes time and preparation, something that not all of them have.
Combat, in games, is decided in seconds (against weaker foes) but in a tabletop game, it might take a few minutes to squash a group of goblins, not to mention that combat has to be worked one player/monster at a time since the GM can only give full attention to one thing.
Good advice, but not very easily implemented without a computer with a NWN-like Aurora Toolkit to create your own fantasy world in.
Re:Unreal expectations for a single GM (Score:2)
It is not so clear to me. When my party was almost killed by a bear a few weeks back, I don't think any visual effects designer could as effectively portrayed that bear as terrifyingly as my players minds' eyes could. The human imagination is after all not bound by the constraints of technological possibility; thus a party of good role-players with fertile imaginations and a merely competent GM can have a muc
He obviously never played WoW (Score:2)
Of course you don't need to kill a metric fuckton of mobs in WoW to level up. However, you need to do a metric fuckton of boring repetitive quests for faction if you want to progress in the game after level 60. TB faction, city factions, Argent Dawn, Silithus (whatever the faction is called t
Re:He obviously never played WoW (Score:2, Funny)
Re:He obviously never played WoW (Score:2)
Then they go pvp and *click click click click* 4500 damage. Fear. snare. healed. Win.
*Click click click click* 4500 damage. Fear. snare. healed. Win.
*Click click click click* 4500 damage. Fear. snare. healed. Win.
*Click click* stunned. Wait for stun to wear off. Fear. *Click Click* 4500 damage. Snare. healed. Win.
*Click click click click*
That's called "balance" I'm told.
Actually, that's a whole other aspect (Score:2)
Yes, WoW starts fun and ends up just a repetitve mindless chore to keep you busy while you're still in the "but I'll lose my level 60 uber-char and all my online 'friends' if I quit!" denial stage. (Which, btw, starts with a rationalization stage along the lines of: "this is, uh, the meat of the game, really. I'm only doing it because, uh, it's _fun_ to spend 2 hours waiting for everyone to log on, to do the same raid for the 50't
Oh, I'm not gonna argue with the numbers at all (Score:2)
I've compared it before to boiling a frog alive, and lemme just recap that idea quickly. They say that if you drop a frog into a pot of hot water, it will hop right out. But if you put it into cool water and just very gradually turn up the heat it will stay there and get boiled alive.
Blizzard's model is just a brilliant implementation of that. In the beginning they put you in a place wher
Re:He obviously never played WoW (Score:2)
Also (Score:5, Funny)
2. Put a race in the game whose only purpose is to be defeated by undead. Write this into at least four storylines. Celebrate the wanton destruction of a civilization that survived millenia only to be overrun by a maggot-infested gibbering rabble.
3. Require hundreds upon hundreds of hours of effort for a chance to roll on one purple item, only to be screamed at because you win.
4. Be really clever and make your "ugly" race the good guys (Cairne is Obi Wan Kenobi, Thrall is Abraham Lincoln) and make the humans led by a deranged genocidal maniac.
5. Give spellcasters the damage mitigation equivalent of a WWII destroyer.
6. Put elves in the game only so everyone else can make fun of them.
7. Put items in the game that by themselves are more powerful than a level 15 warrior.
8. Put trade skills in the game that never advance. Ever.
9. For the holidays, put Old Man Santa Winter five feet from the most crowded place on two continents.
10. Make sure all combat is designed around "make the other guy's character stop moving."
This man needs to get a life (Score:4, Funny)
In nearly 200 hours of gameplay, I can count the number of times I've logged off frustrated on one hand.
Quick math: 49 days this year means this guy has played 4ish hours a day.
Re:This man needs to get a life (Score:2)
Either he has no life, or he has a great job.
Re:This man needs to get a life (Score:1)
Re:By comparison he's GOT a life. (Score:2)
He did it for about 4 months.
Then he did his knee, had an operation and had to m
Response to 9 Lessons (Score:5, Interesting)
Agreed. However, grinding X number of monsters because you were told to for a reward instead of grinding X number of monsters for the XP and drops does not make it fun.
2. Details matter
Generalities of gameplay matter more. The group or die mentality of the end-game is a hold over from a lame scramble to cover lack of content in early EQ that should have been designed around a long time ago rather than perpetuated like pointless mazes in text adventure games.
3. Travel should be easy
Travel should be interesting. They only have to make it easy because the travel in between is boring. It would help if they didn't purposely put each part of a quest in different areas just so the travel in between makes it longer and seem more "epic." Rather than have you travel the same routes hundreds of times give players interesting things to do along the way.
4. Item management should be simple
Item management should be non-existent. I shouldn't be spending *any* time manipulating items around as it has nothing to do with gameplay. And if you do want to put it in as some sort of limiting factor, how about taking size into account? You can't carry 10 more flowers, but hey, you can carrying that dragon's head no problem.
5. Every class should have lots of things to do
Agreed. Clearly written by someone that has not gone on raids where every class gets to do one thing. Over. And over. And over. If anything it should be written as "Every class should have unique things to do" but that doesn't hold true in WoW for all classes either.
6. Style should shine through
Gameplay should shine through more.
7. Everyone should leave every session jazzed about the game
You clearly do not constitute everyone. Ending a session after giving up with a 2 hours wait in queue for battlegrounds or looking for a pickup raid or getting tired of said pickup raid after the 8th wipe does not constitute jazzed.
8. It's okay to make changes after the campaign begins
It's better to do it right the first time.
9. Err on the side of being over-the-top
Especially when it comes to bandwidth and server capacity. Doh! Or better yet, how about don't err. Or at least don't make err's that other companies have made in the past.
Anonymous to avoid karma like the plague.
Oh, 9+ characters lvls 6-60. And done. See you in the next game that is fun until it is played out.
Re:Response to 9 Lessons (Score:2, Insightful)
Re:Response to 9 Lessons (Score:2)
Re:Response to 9 Lessons (Score:2)
Re:Response to 9 Lessons (Score:2)
Anyone doing anything over and over to make your gameplay any less enjoyable is a reportable offence.
Re:Response to 9 Lessons (Score:2)
Actions that would typically be considered "dishonorable" are considered appropriate actions in a PvP situation and will not be addressed by our Game Master (GM) staff. Dishonorable actions include, but are not limited to:
Corpse camping.
Tricking players into getting flagged for PvP (i.e. jumping in the middle of another player's area effect spell).
Killing players well below your level."
From http://www.blizzard.com/support/wowgm/?id=agm01654 p [blizzard.com]
Re:Response to 9 Lessons (Score:2)
Is this guy really a tabletop GM? (Score:2, Insightful)
Define 'fun'. I once RPed with a GM who would throw in random unexpected traps and then have us figure out a way of getting out of the trap Macguver-style. It was annoying at times, but the 'solutions' we came up with sometimes were hilarous. (One time we fell down a random pit hole and 'got out' by blowing out the floor only to fall down into a -pre-arranged- pit hole on the next floor below.)
2. Details matter
Duhh...
3. Travel should be easy
Why? Its bad enough people rush thr
Re:Is this guy really a tabletop GM? (Score:1)
This guy sounds like someone who has never had a good GM. Its all in the presentation of the game by the GM that makes it fun. WoW seems fun like a GM should be at first because the "world" of the game of WoW is immutable. WoW will not change itself to give you more items no matter how much you whine, unless you work for them, a PnP GM might however. WoW won't let the awesome spellcaster hog everyones time while he goes off and ma
still lacks the 'role' in mmorpg (Score:5, Interesting)
Before WoW, I played Anarchy Online for about 6 months. I dont know what playability is like now on that, but in the initial months the networking issues and memory leaks caused the game to be virtually unplayable. I can't beleive I played AO for that long.
Before AO, I was an avid EQ player. I've logged on much much more time in EQ than WoW, but progression was much slower, but I've felt that the community in EQ was much more tight knit than in WoW (likely due to an attraction towards the older demographics of gamers). Gear in EQ was much harder earned, and people will recognize the hard work an individual went through in order to earn that epic weapon. I still miss EQ and the community it generated.
Before EQ, I was keeping up with the status of Origin and awaiting the release of Ultima Online. I think I've had the worst gaming experience with UO (in terms of stats), always being frustrated, always being PK'd (this was before OWO split the servers to PK and non-pk), trying to mine some metal, make some armor, cut some wood, all the while trying to stay alive and not lose hours and hours of work to some gang of punk kid tankmage player killers. Hopefully I'll earn a few bucks in order to get some basic gear so I can go out to adventure and kill some orcs, check out the other towns. And make sure I'm with enough people so I don't end up being another victim of someone looking for a cheap kill for easy loot. If you weren't careful, people can break into your house and strip it clean the next time you log in. Life in UO was a bitch, and you had to play HARD in order to simply survive. Wimps were relegated to the cities and barely left the borders.
My fondest memories of all MMORPG's are all from UO, but I've had the most fun playing WoW (the same type of fun I experience when I play Counterstrike). WoW is an extremely polished online game. But IMHO, WoW has even less roleplaying elements than it's RTS predecessors (you know, warcraft). WoW is simply an FPS draped in RPG elements. If you plan on PvPing in WoW, you better know your combat gametheory (and have all your action commands binded to shortcut keys for quick access). If you plan on PvEing in WoW, the better you know your combat gametheory against mobs, the faster you can grind. If you plan on joining end game raids, the smoother communication you have amongst your raid group, the less likely chance you have of wiping. Enough gametheory and time devotion will grant you certain notoriety in your local WoW server as a powergamer.
In UO, you weren't well known in your local server unless you were VERY famous (i.e. Hulkamania, Xavori, Imanewbie). All the powergamers wore cheap robes over their insane gear in order to hide their 'true abilities.' There was an element of distrust and deception in UO, and visual clues gave away nothing. But simply due to the fact that your actions can affect the servers you were on means there was a level of immersion that exists in UO that doesn't exist in current MMORPGS. For example, players got together to create their own player run cities. They built everything themselves, the buildings, furniture, everything.
The problem with permanence in the world is that it's easily exploitable. For several months, there was a land shortage as everybody and their mother went to plant their own house on any plot of land they could find. The number of houses were so many it began to affect gameplay against the rest of the world (random mobs that spawn in the world started to spawn in the houses, which were of course locked, which means you wouldn't run into it). Future MMORPG designers saw that and decided that players cannot have their own houses in the world. That's the start of it. They've whittled down everything that made a rolep
Re:still lacks the 'role' in mmorpg (Score:1)
Re:still lacks the 'role' in mmorpg (Score:2)
Nobody fishes for fun in WoW. Same thing with building trinkets, making clothing and food. Even building fires in WoW gave you stat benefits.
My Pallie was a tailor, simply so that he could wear different clothes during RP.
Re:still lacks the 'role' in mmorpg (Score:2)
It doesn't happen all the time, but I've seen it. My guild has done it a few times.. of course, we are on an RP server, and I've gone on a few user-created role-pl
Travel should be easy? (Score:1)
Travel may be easy in WoW, but it sure is boring, and takes a rather long time. That was my main beef with WoW, why do I have to go through the same animated sequence time and time again.
Re:Travel should be easy? (Score:1)
Travel should be easy, and it should be fast when the things you're travelling by are simply not important when you don't need them to
The system makes the difference (Score:1)
4. Item management should be simple
6. Style should shine through
7. Everyone should leave every session jazzed about the game
8. It's okay to make changes after the campaign begin
A lot of these lessons are really just traits of the game system. A game system will encourage a certain style of play and if that style is not something you can groove to, then the experience won't be that great. So perhaps the real lesson here is use a system that rocks, and your game will be grea
I wonder if they'll ever make it (Score:3, Interesting)
I mean, have a full time staff of the sort of people who work at the renn fairs actually playing the major NPCs and monsters.
Imagine that if your raid got to the lower depths of Molten core and instead of a scripted encounter there were actual players behind the monsters.
NWN has a DM mode you can do, but I haven't heard of anything like this applied on an MMO scale. I can just see a lot of room for a more real experience.
Heck, even make a it a tiered system where valued members of the community can enter the lower npc ranks with different functions in return for a waive of the monthly fee.
I just see all of the great player-created worlds that blend almost seamlessly in some MUDs I've played, and I can't help wondering what neat things you could do to match those with a modern MMO.
Try Diamond Age (Score:1)
Re:I wonder if they'll ever make it (Score:1)
lvl 10-20 they can be some random NPC(monster) throughout the early world
lvl 21-30 they can also become NPC boss characters (whatever the stronger things in quests)
31-40 any non quest/non endgame NPC in the world
41-50 any quest NPC
51-59 any endgame NPC
60 "Quest Master" (could design
Re:I wonder if they'll ever make it (Score:1)
To the GP, that's a great idea, hope someone important sees it. To parent, yeah, that would be a great way to do it. I'm sure there would be no shortage of players to volunteer to do it. I'd sign up in a second.
Re:I wonder if they'll ever make it (Score:2)
Re:I wonder if they'll ever make it (Score:2)
Santharia (Score:1)
Article sucks (Score:1)
One wor(l)d... (Score:1)
Lessons GM Can Learn from World of Warcraft (Score:5, Funny)
* Put up hot new cars at auction on late Friday afternoons, so that those who want to buy a new car to show off to their friends later that night and over the weekend will want to snap them up immediately.
* The totally-redesigned Chevy Mechanostrider. (A subcompact.)
* Lobby governments to raise the driving age to 40.
* Replace warning lights on dashboard with the phrases "u left key in ign kthx," "0ut 0f wip3r fluid!!!", "buff m3 w/ 0il plz," and "LFG >91 Oct."
* All cars will ship with Goblin(TM) Jumper Cables XL. (No guarantees on them actually doing any good.)
* 40-main raids on the super high-level Japan instance. Watch out for the Toyota and Honda boss encounters!
And, the number-one lesson GM can learn from WoW:
* To paraphrase Henry Ford: "You can paint it any color, so long as it's rouge."
Re:Lessons GM Can Learn from World of Warcraft (Score:2)
Ok. Now I KNOW I spent too much time on the WoW forums... when I saw that, my first thought was "It's ROGUE, you goddamn mouthbreathing moron. ROGUE ROGUE ROGUE!!"
Then I realized it WAS a color you were talking about. I'm so glad I got out when I did.
And that was 6 months ago.
Only 200 hours? It's been out, what, 2 years now? (Score:2)
All the more startling when you consider that such a number of game hours were completed in a single semester of college, and that the total
Different Medium! (Score:1)
It's a fairly popular game. We get around 50-70 people during peak hours, and the most important thing you can learn when running a game in a MUSH is that MUSH is NOTHING like tabletop. Some things carry over, but if you t
Re:Different Medium! (Score:2)
Re:Different Medium! (Score:1)
Here's five more lessons from World of Warcraft (Score:5, Funny)
> what GMs can learn from World of Warcraft ever since I
> first logged in. After close to 200 hours of WoW time,
> I've come up with 9 lessons GMs can learn from World of Warcraft.
Here's five more, courtesy of the Imp:
1. People will perform boring, repetitive tasks ad infinitum if you give them little rewards. Note to self: figure out way to make lad enjoy and remember to take the trash out each week.
2. Giving something a glowing green, blue, or purple label will make them drool. See also: yellow, gold label. Note to self: re-wrap packages of broccoli and Brussels sprouts in shiny gold foil.
3. Mini-games like throwing a snowball or medicine ball, or leaping high into the air and turning into a snowman can entertain for hours. Note to self: raid bargain bin at CompUSA, splice in calls to said games via !shell commands to some 3D game with a scripting engine, and direct child's face to new "game" the way Benny Hill redirect's the lilolman's face, turning it with both hands then slapping him on the back of the head.
4. After 80 years of moving at a snail's pace, gaining a hideously expensive horse that lets you move at 1.5 x a snail's pace is, for some reason, considered awesome. Note to self: all he needs is a rusty 10 speed, not a car. Put green bow on it with gold foil lettering, "Awesum-o Speed Demon!"
5. Miniscule, statistically insignificant bonuses are slobbered over due to mathematical illiteracy. Note to self: Also add "+5 Iron -- Increases Strength" in shiny purple foil to broccoli, Brussels sprouts
Re:Here's five more lessons from World of Warcraft (Score:2)
in EQ2 almost all of my gear has either upgraded some stat by 3% or more or a significant increase in DPS, though i will pick up the fractional point improvements if they are free stuff like monster loot
One they forgot to add (Score:2, Funny)
No real advice (Score:1)
I mean, don't get me wrong, I'm sure it's great, I don't play it, but this article has maybe 2-3 lines og real advice for PnP GM's.
To me it seems like the author is more interested in promoting WoW, than doing what the article title said the article was about.
He doesn't know what a GM is. (Score:2)
For example in 99.99% of all MMOGs step 1 where a GM organizes an event normally means that 100's of players get slaughtered for the GMs pleasure. Fun for the first 1-2 times.
Re:He doesn't know what a GM is. (Score:2)
Missed something more obvious. (Score:2)
The biggest problem with MMOG's is their insistence on combining character progression with PvP.
Where a one month old character can insta-kill a one week old character, a two month old character can insta-kill a one month old... and completely disregard of the player skill level.