Are MMORPGs Too Complex? 65
Thanks to Skotos for their column discussing whether MMORPGs are sometimes too complex for the average gamers. The writer suggests: "Often, I just want to sit down and do something simple and fun. Yet, the structure of most MMOGs doesn't accommodate this", and goes on to illustrate this, arguing "It seems like many MMOGs lately are tending more toward 'have fun doing your tax forms online while paying for it.'" The piece also discusses boredom: "How many MMOGs have the ability to mine/farm/fish/collect wood? How many are there in which this is NOT just a repetitive clicking of the mouse based on the computer response?", and putatively suggests a solution of "play[ing] Tetris to mine faster", coincidentally implemented by the recently launched Yohoho! Puzzle Pirates.
Trade Skills (Score:3, Insightful)
The next MMORPG i make an investment in has to have an excellent trade skill system. And I don't mean just collect items, put them in a bag and hit combine. I want something as detailed as the one in ATitD, but simplified graphically (the GUI for some of the tradeskills in that game is very confusing at times).
Mall of Games (Score:2)
But you see what the article is talking about? User interaction is limited to making menu selections. Mountain X. Harvest with Y. Smelt At Z. 1% chance of success. The character gains skills, but the player never does. And without required player skill, a game
Re:Mall of Games (Score:2)
Trade Skills isn't enough (Score:1)
Re:Trade Skills (Score:1)
Also, the whole MMO thing just really doesnt excite me either; its probably because Ive been playing single player RPG games since "Adventure" for the Atari, and actually having someone else there doesnt add anything to the game.
My opinion? Both the MMO aspect and
Re:Trade Skills (Score:1)
Re:Trade Skills (Score:1)
Re:Trade Skills (Score:1)
Is that all you got to say? Why don't you try arguing the point I made rather than just saying mod me down? Your useless off-topic message does not add anything to the discussion.
I happen to know several people whose lives have gone to waste because of MMORPGs. One of these individuals is unemployed, wakes up at 8PM every day, and starts playing a MMORPG until he goes to sleep in the afternoon, only to wake up hours later to start the cycle again
Re:Trade Skills (Score:2)
Re:Yet Another Bleeding 'MMOG' Story (Score:4, Informative)
Re:Yet Another Bleeding 'MMOG' Story (Score:5, Insightful)
I don't think the MMOG stories should be toned down at all. As I've said in previous comments, MMOGs are definitely going to be commonplace in the future, but right now they're a very complex thing for developers and they're having a hard time mastering them. That makes them one of the most intriguing questions in gaming right now, much like 3D console games were when the PlayStation and the Nintendo 64 introduced them to mainstream gamers. 3D games were a very interesting problem for developers at that time, as no one had really thought of ideas like Devil May Cry's semi-static camera angles or Ocarina of Time's Z Targetting, which completely revolutionized 3D action games. MMOGs are going through the same teething process right now and I think it's interesting to see it all come together.
I also don't think that these problems were solved in MUDs. I think that idea is ridiculous. You couldn't play graphical minigames in MUDs, you didn't have even one one thousandth of the amount of players on MUDs that you do on MMOGs, and the developers of MUDs never had the option to force you to join a party because there were always at least four hundred people that weren't in a party at any given time. The size of the average MUD also made it a lot easier to deal with these so-called "griefers" that try to ruin the game, as you not only had one admin per thousand players, but usually several of them for every thousand players, because just a few hundred people made up the entire MUD's playbase, if not less than a hundred. A single admin could handle the entire griefer problem in a day on a MUD. A single admin on an MMOG is lucky if he cuts through 10% of it in a week.
The only thing we need to see less of are dumb MMOG stories like "MMOGs - Societies or Games?" or "A Call For Expandable Codpieces in MMOGs". Stories about the evolving form of MMOG gameplay are interesting, but not all MMOG stories are.
Re:Yet Another Bleeding 'MMOG' Story (Score:2)
I don't count this particular article as one of the good MMOG articles. I've tried to form a reply to this article numerous times and I keep going back to it and wondering what, exactly, this individual is trying to say, because some of his paragraphs seem contradictory or ask rhetorical questions that don't have a direct rhetorical answer. In short, he's rambling like a fool and that foolishness has now been passed on to all of us at
Re:Yet Another Bleeding 'MMOG' Story (Score:2)
Re:Yet Another Bleeding 'MMOG' Story (Score:4, Interesting)
the answer: (Score:2, Insightful)
fishing! (Score:5, Insightful)
Whenever i got stuck in the game, or was slightly bored, fishing always was a good way to pass some time in a very enjoyable manner. the inclusion of little things like this could potentially get me interested in a mmorpg. weekly bass fishing tournaments; with the trolls doing a little spearfishing.
SWG Fishing (Score:5, Interesting)
For Sony's Star Wars: Galaxies MMORPG, programmer Ryan Palacio was seized by weird inspiration and, while no one was looking, created the most in-depth fishing simulation for any online RPG. It's quite amazing.
In SWG you can fish in most any sizable body of water, but different parts of a given lake provide better fishing at different times of day. The fish you catch vary by planet, of course, but also by region of the planet, and they have different nutritional characteristics. Very rarely you hook, not a fish, but some item from the game's spawn tables -- not lightsabers or Imperial AT-AT walkers, but just about anything else you can get or make in the game, including droids. There is no Fisher class, but it's possible to make a living fishing.
Ryan's managers were a bit bemused when he revealed the full extent of the fishing simulation. But ultimately they shrugged and said, "Well, why not?"
As with most any system in an online game, some players loved the system passionately and wanted even more detail. I don't know whether Ryan ever got around to expanding the fishing system, but I hope so. He seemed to really enjoy doing it.
Re:SWG Fishing (Score:2)
I've seen where different places have a higher/lower fish density, but I've never seen this density vary by time of day.
I've gotten all seven varieties of fish standing in one spot. I understand that up until recently, the fish are the same on all planets.
Re:fishing! (Score:2, Funny)
K
Hit the nail on the Head (Score:1)
Re: (Score:2)
Re:fishing! (Score:2)
AC 2 (Score:4, Interesting)
Are MMORPGs Too Complex? (Score:1, Insightful)
Not complex enough: (Score:5, Insightful)
Re:Not complex enough: (Score:2)
You've hit the nail on the head. Very well written BTW. I will expand a little further.
Games have tried to create systems where you have to learn something to advance. Asheron's Call's spell system anybody? THe problem is that it really only takes ONE person to learn it for everybody else, because the knowledge appears on a website shortly thereafter. Now, you could just not look at the website,
Re:Not complex enough: (Score:2)
Thats why I like MMORPGs. The combat, tradeskills, etc are strategic, not twitch. Skill is measured by knowing wether to use your powers, and when (but not when as in mash the buttons now, but when as in what part of co
Re:Not complex enough: (Score:2)
I thi
Re:Not complex enough: (Score:2)
Re:Not complex enough: (Score:1)
Now apply this to other trade skills. It then becomes a challenge of not just l
Re:Not complex enough: (Score:2)
Re:Not complex enough: (Score:1)
That being said there's a class of game that I don't see too often.
Of all the games I've played, one that I enjoyed the most was Dungeon Master 25 years ago.
The various scenarios you went through gradually taught you what the physics engine did etc.
You'd often solve problems by suddenly realising that 'maybe th
Apprentice, Journeyman, Master (Score:1)
Something in the game needs to facilitate apprenticeship since most geeks will not think of it on their own. Their online persona if the intelligence is high
Never will be mainstream (Score:5, Interesting)
I did have some hope that the Sims might be innovative enough to pull in the casual gamer, but it didn't happen. It appears that the "casual" gamer is happier with a chat window they can minimize when their boss/spouse/parent/etc walks by more than they want a full screen gui. Why? Because casual gamers see right trough the "game" (which doesn't interest them) and realize instinctively that this is a very attractive chat room.
Puzzle Pirates frankly has more hope because it plays on the favorite things of the casual gamer. Chatting and simple puzzle games. Popcap + AIM. Most "hardcore" gamers would prefer to be kneecapped than be caught playing something like that though, so I doubt the gaming press will see it for what it is.
Re:Never will be mainstream (Score:3, Funny)
Puzzle Pirates is doomed amongst hardcore gamers for a few reasons, including the java issue and the lack of 3D, but the biggest is that the female population exceeds 50%.
simple answer: (Score:1, Troll)
Boring (Score:2, Interesting)
Don't play complex games if you want simplicity (Score:1)
the ones which are NOT complex are the rare ones because the genre is not looking for simplicity - it CRAVES complexity. You are playing the wrong genre and not looking hard enough for the niche game to fit your needs. Don't bend the genre, use your noodle!
World of Warcraft / Toon Town is designed for simplicity - you will like that, everything else is for ME not you. Or get a 3d chat room.
Re:there (Score:1)
Negative Complexity (Score:3, Insightful)
Problem was, everyone hated to do it. Something about how it required attention and was a bit stressful made it entirely unappealing.
Perhaps what we really need isn't mini-games, but using other aspects of the game like exploring in order to be more effective.
Games are storytelling (Score:5, Insightful)
Re:Games are storytelling (Score:2)
In my opinion, there are basically two ways to do things in life - learn how to do it yourself, or pay someone else to do it. Being taught how to do something falls into the "pay someone" category, imho, and basically should jump you past the "boring, tedious" step of tradeskills. Ideally, the "masterwork" sections should
Complex Only for Addicts, Simple For Casual Gamers (Score:3, Insightful)
MMORPGs need MORE complexity. With more complexity they could be interesting to play. Instead of string together simple and boring game mechanics together to try and create something complicated, people could find complexity and intrigue that they are looking for without having to go hunt it down. Complexity in most MMORPGs is deeply hidden and will require levels of tedium that the average sane player is simply not willing to put up with to find. If the complexities are clear and out in the open, then the masses will find these games as interesting as the guy who sets all his skills just so with tedious precision to get a certain effect.
MMORPGs are complex if you are willing to endure untold amounts of tedium to find that complexity. If you are not willing to put up with that level of tedium to find the complexity then the game is simple and boring. MMORPGs need to bring their complexity to the forefront of the game and make it accessible to everyone, not just the one addict who is willing to divine the games damage formulas to do the most possible amount of damage. Bring complexity to a place where you don't have to be an addict to find it, and people will start to play these games casually. Until this happens no sane person is going to shell out money for a boring and simple game that any monkey could play.
Absolutely not! (Score:2)
This isn't valid for the audience that plays these games (largely consisting of old AD&D'ers moving to digital form). AD&D was too complex for the average video gamer and hence these games will be too. To be honest these games are far simpler than their old pen and paper counterparts.
From a business prospective it makes
Let's have a /. brainstorm... (Score:1)
There's an enoumous drive for skill points in these games. Those are likely valued higher than money, and a more stable (albeit untradable) property. Since people excert so much energy to boost their stats (or gain money), why not take a ride on this and turn the stat/money acquiring process into:
a. Something that is actually productive in the real world. Manually decrypting 3DES, I dunno
Command & Conquer: Sole Survivor (Score:2, Interesting)
Sigil (Score:2, Informative)
(These are the guys who made the original EverQuest, for the most part)
The two biggest problems that I can think of... (Score:1)
Button mashing doesn't specifically refer to "Click the button as fast as you can," but refers to the one-click playstyle of most games, which, in a real time environ, can be exceptionally bad for people with substandard connections (lag). On top of that, your only primary advantage over many game's enemies is your ability to spam spells over and over again.
What we need is a more turn-based game which facilitat
Its an aspect of the genre (Score:1)
There's no way this story would have gotten any airtime if the complaint had been "There's too much physics in flight simulators!" but in essence, thats what this one is.
Lets take a look a couple of his points -
1 - He doesn't like the complexity... too complex. Complexity comes from flexibility and choice. The more choices, the more varied the result is going to be. 2^n.
They're designing worlds f
For casual gamers (Score:3, Insightful)
--
hecubas
good point on interaction (Score:2)
No (Score:2)
They're not too complex, but you can't enter into the game later, as established players will have corporate knowledge that you won't.
exact opposite problem (Score:1)
the problem is that games arent complex enough for there to be real game dynamics.
What a crock (Score:1)
Yeah, sure there are a couple of fantasy online games out there that can be complex, but it's like anything else, if you find it too hard, don't play it. I'm sure you can play chess or checkers online.
My $0.02 (Score:1)
1) The Fetch Mission. Go to person. Get mission. Kill something the way to point X. Get object at point X. Kill something on the walk back from point X to person. Give object to person. Person thanks you and gives you something.
Should this get old.
2) Level. Go to woods. Find something to kill. Kill it. Get points. Repeat. At such time as you leve
Re:My $0.02 (Score:1)
--There should be a penalty of some kind for easy, repetitive stuff like that in games.
Belief is pretty important (Score:1)
I stopped playing for the same reason: things came along and broke my belief. The character models changed totally modifying how I looked. A lot of people left to go to DAOC making the world feel a lot less permanent (real) than before.
Make me believe in a virtual world and give me things to do, fun people to hang out with and that's just fine.
Complexity/levelling/etc. I was an enchanter an