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PC Games (Games) Role Playing (Games) Entertainment Games

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."
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What Makes Online Worlds Fun To Explore?

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  • by SmallFurryCreature ( 593017 ) on Thursday October 23, 2003 @01:39AM (#7288088) Journal
    Take games like quake, flight simulator and Operation Flashpoint. The best art for them is user created. FS9 is a case in point. While the engine certainly seems capable enough the default art is hideous. Spend some time downloading and you will be able to replace all the aircraft with far better looking versions that also reflect real world airlines not some hopelessy faked ones.

    The sims huge appeal (among a certain group) is that you can create your own addons like clothes and furniture. So perhaps games that play online where others can actually see your creation they should allow for user created content as well.

    Of course they are not going to want that. First time someone adds a topless piece of clothing all hell is going to break loose.

    Guess they are just going to have to find a way to create a larger customer base. Here is a tip. Get rid of credit card only subscription. Large parts of the world don't have the widespread use of credit cards. A company like sony does however have local offices pretty much every in the world. Use them to also accept local bank transfers.

  • by TwistedGreen ( 80055 ) on Thursday October 23, 2003 @02:24AM (#7288216)
    What makes exploring fun in general?

    It's just what humans do. I like how Frank Herbert describes it, in Dune, as the Atreides leave Caladan for Arrakis:
    "Without change, something sleeps inside us, and seldom awakens. The sleeper must awaken."
    Online worlds and adventure games in general simulate that, which is what makes them fun.
  • Binko (Score:5, Interesting)

    by Graymalkin ( 13732 ) * on Thursday October 23, 2003 @05:45AM (#7288811)
    If Sony or anyone else wanted to sell me an online game they would need to nix the credit card requirement. I've got enough recurring charges on my card without a video game being tacked on top. Sell me the game with three months of online time attached to it. Give me another three months for every expansion I buy. Three months gives me enough time to play the game enough to decide if I like it or if I wasted my money. Instead of having me sign up with a credit card sell a little calling card like deal with X weeks of server time.

    All the content in the world doesn't matter when a game needs a credit card to play. Credit card requirements exclude lots of students both in high school and college as well as people who simply don't want/need more credit card charges. Companies then wouldn't need to worry about content because there would be people online to interact with.

    Once I'm playing the game my interest isn't too hard to keep. If you're running a fantasy game give players a couple languages or writing systems to learn. Provide clues to special items or abilities in these languages. It give the hard core players something to do and rewards them for it. Also give the players a highly interactive world. I want to see a game where any NPC I can talk to will give me a unique reaction depending on a number of different factors. Take dialog trees to the next level by adjusting the NPC's actions and demeanor to the results of the dialog. If you insult a member of an NPC clan or guild you should have some consequence any time you meet another of that group's members.

    I'd also like to see games learn from the likes of Pokemon and Animal Crossing. Both of those games use real time clocks to change the world according to the time. When it is dark out different things happen than during the day. Events take place only on particular days. Putting this into an online game would be easy. Tie the game's calandar either to the real world one or its own. If its around Halloween give people spooky adventures, if its around Christmas give them philanthropic ones. Give players a reason to have their characters online and in particular areas at certain times. Characters can have different schedules based on any of their personal atributes. Mages might be called to a conclave or mage fair and fighters might be invited to a tournament. No new media needs to be made for these sorts of events, just NPC scripts and players shwoing up to participate.

    Inside the game world give players something to do besides blindly adventure or talk to NPCs. Tournaments or contests where players can be rewarded for particular skills would be a pretty good idea. Again no media needs to be produced, only in-game scripting and characters are needed.
  • My Own Personal Take (Score:4, Interesting)

    by robbway ( 200983 ) on Thursday October 23, 2003 @09:24AM (#7289648) Journal
    I've discovered that the original Asheron's call was boring: because you didn't advance in abilities fast enough, the world didn't change, and there was incredible lag and errors. Same thing with the orginal Lineage. In both these examples, you spend your first 40 hours or so battling training level NPGs, dying a lot, and looting your old corpse. That just isn't fun.

    Yet Diablo 2 and Phantasy Star Online kept me glued for hours. Mainly because of the quasi-random dungeons and puzzle placement, as well as the slim possibility of obtaining more rare items for use or trade. Then, when I beat the game single player, I lost interest in both, because the quests didn't change. It was all level building at that point.

    So here's my criteria so far for a good MMORPG:
    1) Fast level building early on, slow later, with a really high ceiling on levels, or no ceiling at all.
    2) Randomly rare items that increase in ability as you advance in level
    3) Somewhat random dungeons that seem familiar, but everything moves around each game
    4) Fascinating single-player play, but more than 5 chapters, please! Perhaps some Chapter 6 random questing mode? I don't have all the answers.
    5) Fascinating multi-player cooperative play. Some things should only be achievable as a group and cooperating.
    6) Fascinating multi-player antagonistic play. Hacking and slashing at each other in PK mode is boring as crap and rather dumb. I suggest in addition of PK arena type play, also add competitions throughout the world: races, creature hunts, gambling, treasure hunts, target practice, or whatever is appropriate for the fantasy world.
    7) You should never feel maxxed out nor finished with the quests! Especially if you're paying a monthly fee. With Diablo, it kinda made sense that you maxxed out, since you paid all your fees up front with the software purchase. Subscription services should live up to their name: periodic quests, periodic events, holidays, change of season, contests, etc. (not to mention software patches)
    8) You should also have some level of permanent effect on the world. A plot of land where your hut is, for example.

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