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Games Entertainment

Throwing Out the Rulebook For MMOs 245

MMORPG.com's Dana Massey asks about the possibility of throwing out the rulebook for MMOs, suggesting that the next blockbuster title in the genre will be one that ignores many of the features and conventions that have come to be standards over the years. Quoting: "Who said that MMOs require hot bars? Who proclaimed that it's not a proper MMO unless you have quests? Blizzard took a formula that almost all MMOs had been using for years and distilled it down to addictive perfection. Love or hate WoW, it's a polished, polished title. It's no coincidence that on hardcore MMO sites, like this one, WoW is not the most hyped or trafficked game around. It's not that it's bad, but veteran MMO players don't have the same love for it, simply because we've all seen some variation of it before. The WoW community has always been a bit apart from the larger MMO community. Based purely on the number of subscribers, WoW articles should statistically annihilate every other game on this site, but they don't. A huge percentage of people who truly love WoW, I've always believed, do not know or particularly care about this whole world of MMOs out there. They're WoW players and that's it."
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Throwing Out the Rulebook For MMOs

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  • No Love (Score:5, Insightful)

    by ShakaUVM ( 157947 ) on Friday May 22, 2009 @04:25AM (#28050607) Homepage Journal

    "They're WoW players and that's it"?

    That's a laugh. I don't know anyone of the 20 or 30 people that play or have played WoW for thousands of hours that haven't tried out other MMORPGs - Age of Conan, Warhammer Online, EVE, a slew of free or freemium ones, etc. Some of them drifted away from WoW when it became clear blizzard really had no idea what it was doing with some of the classes (Spellcasting pushback wasn't balanced properly until about *three years* after WoW came out, for example), others drifted back when it became clear the problems with AoC and WAR were even worse than WoW's problems.

    Essentially, it's the "mostly harmless" MMORPG. No love for WoW, but it's there, it's a relatively okay method for wasting some time online, and it's relatively well polished.

  • Reasons, reasons (Score:4, Insightful)

    by Renraku ( 518261 ) on Friday May 22, 2009 @04:36AM (#28050651) Homepage

    Hotbars came about for a reason.

    Have any of you played Ultima Online that didn't specifically stress using a hotbar? It was difficult. There was a lot of macroing, a lot of memorization of keys, etc. Really took away from the immersion.

    With hotbars, you know where your favorite skills are. You can pretty much set the keyboard up as you like, in terms of your skills.

    Can we do better? Yes, but not with conventional keyboard/mouse/monitor devices.

    What about some of the other typical things found in most MMORPGs?

    Levels? Ultima Online did just fine without them. All it had was stats and skills, and you just needed to practice what you wanted to get better at. This was a good system, I think. Not for everyone though.

    Health/Mana/Etc? Warhammer Online did an excellent job with these. They all regenerated very quickly. In essence, you could technically fight forever as long as your health held out. Your mana with which to cast spells came back quickly enough to cast over and over, but not quickly enough to cast the best things over and over.

    Quests? Not everyone likes to grind enemies for a long time. However, not everyone likes to quest. Rappelz had a good idea. Lots and lots of traditional quests, and lots and lots of kill quests. This satisfied both types of player.

    One-player control? Sword of the New World, I believe, let you control multiple characters that you had created.

    Real-time play? Actually, a turn-based combat MMORPG would be nice. Think something along the lines of Final Fantasy Tactics during battle.

    Point is, there's lots of things you COULD change. But most of the things are there for reasons. World of Warcraft is the best at the moment because it learned from everyone elses' mistakes. It also learned from their successes. World of Warcraft is the MMORPG analogue to the Borg from Star Trek.

  • by drik00 ( 526104 ) on Friday May 22, 2009 @04:47AM (#28050681) Homepage

    On the topic of the necessity of quests/questing in an MMO,

    I think an interesting example to look at was Star Wars: Galaxies... They tried an almost completely free sand-box style of play, and had arguably the best theme for an MMO ever, and it totally sucked. Once you'd visited all the places from the movies, and seen the characters, there was nothing to do. It was too much like real life. You could go into business for yourself, buy a house, get involved in community politics, and live out a life vicariously .... with nothing to do. The quests were a joke, the pvp was a joke (especially when you added Jedi to the mix), and you couldn't jump. No vertical movement at all. They went to all that trouble to make this game, but you couldn't jump.

    Love it or hate it, Blizzard has kept people involved in their game for a LONG time, multiple lifetimes when compared to other MMO's...if the game doesn't push and pull you into some direction, you do the same shit you do in real life, get bored.

  • Naaw.
    They are just like me. If i'm going to stare at my avatars behind running around for hours on end I want it to be as pretty as possible.
  • by Moraelin ( 679338 ) on Friday May 22, 2009 @04:56AM (#28050715) Journal

    That's what I wondered about too. Every time there was some [NEXT GAME] coming out soon, be it LOTRO, WAR, AOC, or even duds like D&D Online or Tabula Rasa or Vanguard, the guild chat was _full_ of disgruntled WoW players talking non-stop about how they're gonna move to it as soon as it launches and never look back. Then somehow they come back anyway.

    Even the idea that WoW should annihilate the other games otherwise, is stupid. WoW may well be what keeps those other duds alive in the first place.

    Last I've heard a statistic, the average player stayed on an MMO for 6 months. Sure, some stay for ever, but they're few. Some leave when the "free" month is over. But on the average, it was 6 months. Then they get bored and bugger off.

    I'm betting that a lot of the customers of those other games are recycled ex-WoW players. People spend their months on WoW, get bored of doing the same raid again, get ideas like "meh, I wonder if WAR/LOTRO/EQ2/Whatever is any better."

    Plus, look at the MMOG charts. Before WoW the western MMOs recycled the same pool of IIRC about a million players total. Each newcomer getting another 100,000 was visible in the others losing a total of 100,000. WoW increased that 10 times over night. And again, their players fall off and try other games too. (But actually keeping them, that's another problem.) In effect it increased the pool for a lot of "me too" MMOS from "whoever of those 500,000 EQ1 players gets bored and wanst to try something else" to "whoever of WoW's 10,000,000+ players gets bored and wants to try something else."

    For a lot of the incompetent designers and incompetent publishers (I'm looking at you, Sony), WoW has been a windfall, not their doom.

    At any rate, what I see there is the usual fanboy rationalization, except this time it's called an article.

  • by Opportunist ( 166417 ) on Friday May 22, 2009 @05:18AM (#28050829)

    At least if you want to "beat" WoW.

    Let's be sensible: You cannot create an MMO at the same "polished" level as WoW. No MMO, ever, will have the polished feel of an MMO that has been in existance for about 5 years. You can't afford that. To do that, basically what you'd have to do is create a MMO (insane dev costs), then have people play it for free for five years (even more insane dev costs), support those people at release level, and so on, all without a dime of revenue.

    Remember the release of WoW? Yes, it was a lot more finished than many MMOs at release (Blizzard actually does finish their games, most of the time), it still was the usual disaster. Servers not available for days. Quests broken and requiring GM intervention to complete. Balance off. The same you will encounter in any MMO, and usually they're even worse than at WoW release.

    Now you try to compete with WoW. If you use the same eazy-bake cookie mix that WoW used, why the heck should people go to your game? They already get that with WoW. Just better. More finished, more balanced, more polished and more reliably.

    If you want to compete, if you want to make a "WoW killer", you have to offer something different. You will have a very hard time to convince a die-hard WoW player to come to your game, to do that basically you have to offer them something WoW lacks. You can't just offer the same and think people will switch. Why should they? They'd have to start over at zero again while they already went through the treadmill of leveling in WoW and are now at the "juicy" part of endgame.

    You have to offer something different. Just making the next WoW isn't going to convince anyone.

  • Re:No Love (Score:5, Insightful)

    by Opportunist ( 166417 ) on Friday May 22, 2009 @05:21AM (#28050845)

    WoW is basically the least common denominator.

    It's like when you go out with your friends. Some don't like pizza, or you can't agree on a topping, some don't like sushi, some don't like Mexican food, but in some way all can agree that burgers are kinda allright, so you go to some burger bar. It's not really what anyone really wanted, but it's something everyone can kinda stomach.

  • by Opportunist ( 166417 ) on Friday May 22, 2009 @05:31AM (#28050895)

    Grouping experience? That's what I'm looking for in an MMO. I don't want to play essentially a solo game up to levelmax so I can finally start grouping because it's required for endgame content (only to find out that neither me nor anyone else can sensibly play in a group because we never did).

    With older MMOs groups were basically a requirement to get anywhere. Anyone remember DAoC? No class (save the "new" ones that were introduced because people whined 'cause they couldn't get to level 50 without actually interacting with other players) could solo well past level 20, you also got a LOT more experience with a group.

    But those games are not what "the masses" want. They don't want to have to travel for 15 minutes. They don't want to look for a group for another 15 minutes. They don't want to group to "farm". Appearantly, what people want today in MMOs is a solo game with the option to brag about what they could do alone.

    Why the heck I should pay 15 bucks a month to play a solo game with bragging rights is beyond me, but appearantly that's how it is today.

  • Re:No Love (Score:5, Insightful)

    by Xest ( 935314 ) on Friday May 22, 2009 @05:47AM (#28050961)

    I think TFA is referring to people like me, who have played other MMOs and it's WoW that was the one that didn't interest me.

    Why? For exactly the stated reasons, it was just more of the same, after having played Dark Age of Camelot for 5 years. I wanted something that actually brought something new to the table than the same dull old method of questing.

    I played WAR a little longer than WoW but only by about a month, I found it to end up being largely the same.

    The best MMOs I've ever played were Ultima Online and Planetside followed by DAoC - DAoC only because I'd never played the likes of EQ so that style of MMO with levels, quests and such was at that point new to me.

    UO was very different in that you didn't have quests and you didn't have levels, you had 700 skill points and you'd choose what to fill them with, for example you might make a craftsman character with 100 points in tailoring, 100 points in woodwork, 100 in blacksmithing, 100 in tinkering, 100 in mining etc. but you could mix and match, you could make a warrior character that had 600 points spread across fighting skills then the last 100 split between 50 in magery and 50 in blacksmithing giving you just enough magic to use the teleport spell and just enough smithing to repair your armour for example. It also didn't have quests as such, you effectively made your own - you might decide to take a bunch of friends to the depths of the hardest dungeon to kill a big named demon, but you'd do it off your own back whenever you wanted. That demon might then drop some rare metal which could be used to barter with a blacksmith to make some decent armour or it might drop a treasure map so you could then go treasure hunting.

    Planetside was different because it was an MM FPS basically, so not a lot needs to be said there.

    The point is that, WoW, WAR, AoC, they're all following the same theme that DAoC and Everquest before them did and that's just boring now, most people who play an MMO stick with it for years but then leave only because they've been there, done that and got bored - creating games that are identical to those people are already bored of is not going to get you anywhere, this is why no one has succeeded in overthrowing WoW which got it's playerbase because previous identical MMOs such as DAoC failed miserably when it came to marketing, promotion etc. else they'd have likely caused the same thing to happen to WoW as WoW caused to happen to WAR - people wouldn't have bothered because it was just more of the same.

    The MMO market absolutely does need variation, and anyone whose played MMOs over a longer period than just WoW will realise that the WoW recipe is both not new, and not special.

    I believe if a UO style game was made today and given proper marketing it'd do immensly well simply because that style of MMO hasn't been done to any reasonable manner since UO itself - a game that's effectively a much freer open world, where people create their own quests, where people can walk up to a cliff face and mine where they want along the entire cliff face rather than at specific pre-defined points - UO simply wasn't ever as rigid.

    I think this is what TFA means when it says they're just WoW players and that's it - WoW did an amazing job of hype, marketing and so on to pull first time MMO players in and this is by far the majority of their playerbase - first time MMO players and it is these people they're referring to when they say they're just WoW players and that's it because they've yet to experience anything else and find out that there's much more possibilities out there when it comes to MMOs, but you can't blame them for having this view when no MMO in recent years has done anything other than just copy WoW either.

  • by Opportunist ( 166417 ) on Friday May 22, 2009 @06:13AM (#28051081)

    None of the games you mentioned had the "polished" level at release. I wasn't there for the release of CoX (only heard it wasn't exactly pretty), but I've seen the train wreck that the release of EvE was. Actually, I dare say the only reason why those games still exist ist exactly because they are both unlike WoW. CoX at least a little, EvE very, very different.

    If they were cookie-cutter style, players would have turned away in disgust at the end of the trial month. For reference and proof, look at AoC, WH and all the other cookie-cutter MMOs. An MMO isn't "finished and polished" when it is released. If you cannot offer anything but "WoW with other setting and maybe graphics", people will return to WoW where they get the same, just "finished".

  • by Opportunist ( 166417 ) on Friday May 22, 2009 @06:26AM (#28051129)

    They made Jedi common. Really fucking common.

    That's the core problem of the game: You can't have one single class that everyone thinks is awesome and then expect people to play support characters. People play MMOs to be heros.

    Face it. Everyone wants to be a Jedi if he's "into" Star Wars. Would you want to play the MediBot, eh? Then why'd you expect anyone else to? Furthermore, Jedis would have to blow the socks off anyone else because, well, they are quite a bit overpowered in the SW universe.

    It's one of the reasons why I decided against playing the Star Wars MMO, there is no way to get this "balanced" and "fair" while at the same time staying true to the story.

  • by Shivetya ( 243324 ) on Friday May 22, 2009 @06:39AM (#28051189) Homepage Journal

    Hardcore players is nice speak for "assholes who complain if things don't go their way". Really, I have played about every "mmorpg" since bbs days, to include early graphical ones like Yserbius (if you could call that a mmorpg). Every game gets its "hardcore" people who are nothing more than those self righteous bastards in politics and the like who tell us how what we should enjoy and what we should do which of course none of which applies to them.

    They are hardcore players because they can never be satisfied. Change something in game, even if it does not affect them directly it becomes a major issue. If it makes the game easier for someone suddenly the whole game becomes carebear. If it reduces the ability of their current class to gank/be overpowered they scream nerf. That is the key, real hardcore players would not care about nerfs - it makes the game more challenging. Hence everytime I see them complain its because someone else might get a shiny that they think they only deserve.

    Why does WOW have so many hardcore naysayers? Simple, because these people can't all be number one when there is a sizable pool of great gaming talent to compete against. Hence the "hardcore" people crop up with every excuse and exception to explain why other people aren't as good as them and how its the games fault for not letting "the hardcore" people demonstrate their superiority.

    As for the article, I read "We cannot compete with WOW so here is our list of chosen excuses : read feature changes"

  • by Opportunist ( 166417 ) on Friday May 22, 2009 @07:37AM (#28051525)

    It's a matter of funding and expectations.

    Few "small" companies can tackle something like an MMO on their own expense. So they need someone to pump money into the endeavor. And while it's quite easy (even now) to get someone to fund your MMO, their expectations are off the chart.

    6 years ago, an MMO was a success if it managed to attract about 100k people. 60k was already good enough to run a game a year or two (if you're a big company, a small company could even exist on that). 200k and you "made it". A million and you were off the chart and Linage.

    Today, a million is almost what is expected or you're considered sub-par. 100k subs? You failed! Big time!

    Basically, you have to promise your VCs the stars, or they turn to the next company wanting to make an MMO, and they will promise them that. You have to promise them a new WoW to get the money. And of course you will fail if you offer the same WoW offers. You might even attract the 60-100k needed to keep the game afloat and running, but you'll piss off your VC and they pull the plug on you.

  • by Opportunist ( 166417 ) on Friday May 22, 2009 @07:42AM (#28051551)

    You can play WoW and get to maxlevel without ever interacting with a single other person directly (you might want to buy stuff in an auction from time to time). And if you're sociophobic enough to never group for a raid, you can eventually get that gear other ways too. Why one would pay 15 bucks a month to play a single player game is beyond me, but it's certainly possible.

    And it's not designers. Earlier games were designed around early level grouping, and the quests were likewise geared for that too. It's not what the devs want, it's appearantly what the players want. Today's gamers don't want to "LFG!" for 15 minutes before they can start playing, they want to log in and play right away.

  • Re:No Love (Score:3, Insightful)

    by Ginger Unicorn ( 952287 ) on Friday May 22, 2009 @07:51AM (#28051627)

    Correct, it is statistically insignificant. You can't use your 6 data point anecdote to determine the likelihood of becoming a zombie after death. You have to use other evidence, like an absence of any records of anyone ever becoming a zombie after death anywhere in the world ever, and a lack of a known mechanism by which this might occur.

    I don't know anything about WoW players, and don't care to know, but your beef with his logic is not valid.

    Whether or not your position is correct, the argument that anecdotes are weak evidence is valid.

  • by naroom ( 1560139 ) on Friday May 22, 2009 @09:34AM (#28052765)
    You want to make something totally novel? Throw out the rulebook? Sounds like a bold, compelling plan. Everyone loves innovation, right? The problem is, when you defy conventions, you also throw out standards, and people get lost trying to understand your game. The Wii succeeded, not because it *defied* convention, but because it *embraced* convention. Nintendo turned household objects -- a TV remote, a bathroom scale, a skateboard -- into game controllers. Immature artists and engineers love to imagine that their fresh ideas will change the world, but the truth is that there are many brilliant ideas already out there. Go find those. Integrate them in a fresh way. Then polish it to perfection. Just like WoW did.
  • by 0xdeadbeef ( 28836 ) on Friday May 22, 2009 @10:50AM (#28053859) Homepage Journal

    WoW didn't copy other MMOs. WoW copied Dungeons and Dragons, the same as every other role playing game, ever. They followed a trend twenty years in the making and nailed it so thoroughly that everything that follows will be derivative of WoW instead of DnD.

    What I hate about WoW is how no one stops to enjoy the scenery. Once you're in the Skinner box, all anyone cares about is pushing the button and getting the loot.

    I hate that the story, what little there is, has become as arbitrary and convoluted as Lost.

    I hate how player actions never actually effect the story. You only follow a script that forty, I mean, twenty-five other people have also followed in order to gain entry to the Skinner box.

    I hate how the economy rewards wasting time on pointless diversions such as daily quests, and resource and loot farming before that.

    I hate how the economy is based on inflation (daily quests) and sinks for inflation (tradeskill leveling, epic flying, trophy mounts), and not the production of actual value. The real economy is farming the Skinner box, now more than ever.

    I hate how the constant whining by the PvP basement dwellers causes Blizzard to keep changing how character mechanics work for "balance".

    I hate how Blizzard has removed nearly all forms of specialization, focusing on "the player not the class", thus commodifying players and putting an even greater focus on gear, macros, and meters.

    Do you know what the next big MMO will have? None of the above. WoW has played it out. You don't trade crack for a harder drug, you either quit or you fry your brain, so you're done either way. There is nothing fun about a homogeneous treadmill, especially one with an extremely awkward and complex user interface that requires add-ons to render it effective.

    The WoW-killer will have a simple user interface, with easy to learn but difficult to master player mechanics. The story and environment will change based on player actions, and player actions will not happen in an individual sandbox. Different "realms" will progress at different rates and in different directions, so there is incentive to progress the story and do so in the direction you want it to go. It will reward specialization, strategy, long term planning, and cooperation. It will punish ganking, out-of-band drama, and other behavior that attracts socially stunted basement dwellers, or, at least, give other players incentive to punish it. It will never have a quest to bring $npc $x $animal $organ.

  • by Moraelin ( 679338 ) on Friday May 22, 2009 @12:20PM (#28055237) Journal

    Fair point, but as you probably remember they said the same about WoW. It was going to compete with the big elephant called EQ1, and EQ2 was announced soon too. Sony was _the_ name in MMOs, nobody had dethroned their game yet, and there was no reason to assume that the sequel will fare any worse. (Turns out that Sony fucked up anyway.) Blizzard was yet another company making a me-too MMO. They had yet to prove themselves in that arena. Surely they can't compete with Sony by just doing same old, right?

    Turns out that there is some merit in polishing the same old turd after all.

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