What Makes Online Worlds Fun To Explore? 42
Thanks to IGN RPGVault for their roundtable discussion on building satisfying MMORPG worlds. Rick Priestley from the forthcoming Warhammer Online argues that "There's no point in having a huge world if it's empty. Better to have a smaller, well-realized one with plenty of activity and player density", going on to voice "concerns with the idea that you should give large areas of the gameplay over to the players - building houses, raising taxes, leveling cities and so on", lest "anarchy" ensue. However, Gordon Walton from Sony Online addresses "lack of [graphical] richness", arguing that the "...primary business challenge we face with art is that the costs for first-class art continue to rise faster than our market is expanding, and that MMOGs require tremendously more art assets than the vast majority of standalone games."
Emergent Worlds (Score:1, Insightful)
Hmm... (Score:4, Insightful)
It seems to me that anything you can do to create a game where the humans are allowed to be human puts it on the right track. Pity they took the flipoff button out in Quake 3.
muds as an example (Score:3, Insightful)
The whole point of the genre must be player-player interaction - if a world is so large and sparse that my character wanders in a wilderness for vast hours of gameplay, i'm not getting the experience i've paid for.
Adding player-built features is a great way to hike up the amount of player interaction, as is the simpler introduction of player killing ( even with the associated possibility of abuse ).
In summary, I'd rather enjoy a text-based adventure than be bored of looking at pretty pictures.
SWG (Score:3, Insightful)
Gordon Walton Vice President and Executive Producer Sony Online Entertainment writes:
Licenses, so long as they are more world than character based, can help tremendously in giving you the flavor and character of the world you are building. At the same time, licenses can end up dramatically limiting your freedom to add flavor and richness to the world dependent on the relationship you have with the licensor.
Seeing how SOE has so many licensed MMORPGs I wonder which one he's talking about? =P
Experiencing an area that is very similar to one you have already experienced for the first time is a letdown, because it detracts from the player suspension of disbelief.
Having a living world (one with natural motion, an ecology and sensible physics) is also important for immersiveness.
Sensible physics apparently means:
Don't get me wrong. SWG is a cool game, but it has a long way to go to incorporate satisfying content to go with all of their fancy game structure. It will be quite a shame if they never live up to this, considering that they have a great framework in place to build content upon.
In the long run, I look forward to a game which has:
Re:Murder (Score:2, Insightful)
On the other hand, you could be in a PvP server and kill someone from off-screen (depending on the type of game this could be simply with a knife from behind or from a distance using a spell or a bow) without warning and it would probably be similar to murder.
There's a lot more to playing an RPG PvP than simply running around randomly killing people, and some games have more or less etiquette involved than others. People generally don't like to die when it causes some sort of penalty, so the level of etiquette and formality often comes with the level of severity in the penalties. At the same time, if there's no penalty at all, it becomes more like a free-for-all DM game, or maybe a team-based DM game (though the teams being enforced mostly by the players themselves in many RPGs). In that kind of situation you expect to die at just about any moment.