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."
pixelated icons... (Score:1, Offtopic)
mmm, not a suprise perhaps if you play pc games. (Score:5, Interesting)
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.
Re:mmm, not a suprise perhaps if you play pc games (Score:1)
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.
The other problem will be with people having to download all of that custom content, whether it's done from outside the game or inside (especially inside). No matter how much great work has been done on Quake, there is still a large percentage of the
Second Life (Score:3, Informative)
The graphics in this particular title are hideous, but with a developer stepping back to allow the users to create their own world, litterally, it might be pretty cool in the future.
Just food for thought.
Emergent Worlds (Score:1, Insightful)
Murder (Score:1)
Re:Murder (Score:2)
Re:Murder (Score:2)
The put-down isn't needed, either - plenty of adults play competitve games, or do the World Series not count?
-lw
Re:Murder (Score:2)
" The ability to kill and maim without consequence"
He isn't saying we should have Restricted PvP. He wants PvP on EVERYONE in the game.
Re:Murder (Score:1)
He isn't saying we should have Restricted PvP. He wants PvP on EVERYONE in the game.
I don't think those two statements are the same by neccessity, whether it's what he meant or not.
Having PvP and non-PvP servers allows PvP players to have that ability, assuming the game allows the 'without consequence' portion. Even Diablo 2 allows it to a certain extent, even though there are very specific conditions to PvP.
Re:Murder (Score:2)
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 o
Re:Murder (Score:2)
PvP on EVERYONE exists, it's called Shadowbane, or friendly-fire FPSers.
By definition, there is *NO* PvP that can exist without consequence. Either on the level of "one side gets killed", or "someone is hurt", or "first blood has been drawn".
And note that I didn't say anything about restricting PvP from anyone - only that there are game mechanics that can work in the favor of both PvP+ and PvP- people. Hell, EQ had a f
Re:Murder (Score:1)
There just needs to be a real consequence to these actions.
In any way jibes with what the original poster said, which was even pointed out to you a second time:
The ability to kill and maim without consequence
Let's take another look at that..
You: needs to be a real consequence
Original: to kill and maim without consequence
So you're berating someone who actually happened to have read the original post because you didn't have the minimal ability to understand it, even
Re:Murder (Score:2)
This from a guy who failed to read the post to which he responds?
Me: "By definition, there is *NO* PvP that can exist without consequence."
You: "You didn't read his post."
The original poster's desire to engage in antisocial activities without consequence cannot be fulfilled against another person. The consequence of hi
generalize the question (Score:3, Interesting)
It's just what humans do. I like how Frank Herbert describes it, in Dune, as the Atreides leave Caladan for Arrakis: Online worlds and adventure games in general simulate that, which is what makes them fun.
I can agree with this. But we can fix it! (Score:2)
The high point was Dark Forces II. After that, the maps and textures started getting over used. You could tell either the creators were running out of juice (how many infinite drops/50 story fusion laser beams are we going to be subjected to?) or they started running short of money to pay the artists. (just finished Jedi Academy. The levels were a disgrace.)
I can imagine MMGs having difficulty with that.
SO why don't we come up with.. ooh this idea is good. I think
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.
Binko (Score:5, Interesting)
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.
Re:Binko (Score:1)
All the content in the world doesn't matter when a game needs a credit card to play.
I know this isn't a solution to your problem necessarily, but Neocron [neocron.com] got my custom because I could pay with a debit card (I don' t have, and can't get, a credit card). Plus it's a fairly solid, top-notch cyberpunk MMORPG experience, which makes a change from swords-and-sourcery dungeon-bashing.
(that being said, the old Warhammer Fantasy Roleplay geek in me can't wait for the Warhammer MMORPG...)
Re:Binko (Score:2)
The problem is, actually finding places that sell them. Walmart sold the ones for Sims online and E&B... but I only seen them on the shelves for a moth before they quit carrying them.
Re:Binko (Score:2, Informative)
Re:Binko (Score:2)
Sony does. You can buy Everquest Game Cards at many retailers -- I just checked and CompUSA has a 90 day subscription card for $40. A bit more than paying by credit card I believe, which is reasonable since there's one hell of a lot more overhead involved in selling cards.
I don't know if the initial credit card requirement is still there or not. I quit playing nearly 2 years ago. Hallelujah.
Re:Binko (Score:1)
This is pretty simple to counteract, though some players may not like it. All you have to do is make the 'unique' events a little more unique by not having them repeated and by having them only available to players that are already in a certain area at a certain time, and not announcing them. Maybe have the same event happen in multi
Re:Binko (Score:2)
Re:Binko (Score:2)
And maybe lower monthly fees would help a lot. I, for one, am not willing to pay ~ $10 a month, simply because I don't have enough time or the money. Pay-per-Usage would be nice ($1 per 5h or something like that), with a max. amount of 10$. Which is feasible in a way: if I play less, I put less stress on the server & bandwith and cause less support issues.
Re:Binko (Score:1)
Just trying to put in some ideas that might actually make sense to people in places like Sony. If the hourly rate was capped at the monthly rate, I doubt anyone would pay the monthly rate (t
Re:Binko (Score:2)
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.
Re:muds as an example (Score:1)
While I agree with your point, being a former MUDer myself, I'd have to bow to the pure statistics. "Hugely popular" is a rather unfortunate turn of phrase when comparing the active user accounts in the current MUDlist to the s
My Own Personal Take (Score:4, Interesting)
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.
Re:My Own Personal Take (Score:2)
Nuke Arwyc anyone?
Spires shooting out of the ground, a great epic battle between Asheron and Bael Zharon that players could participate in? An event where one faction of players had to keep players from defeating an evil crystal from another faction of players?
Of all the MMORPGs I've played, (EQ, AC, AO, DAoC) AC had the most liquid world BY FAR.
Re:My Own Personal Take (Score:1)
Sure, as you know, AC has had the most content updates of any MMOG on the market today, or in history. They've had at least 48 distinct story/content updates to the game world.
However, that being said, I think the original poster was alluding to the fact that AC, like so many MMOGs, is not strictly a Persistant Online World (POW) in the sense that your actions don't have any lasting effect from login to login. You ca
Re:My Own Personal Take (Score:1)
Keep in mind, previous responses, that in the first 3 months, nothing happened at all. Learning dungeons were always looted, which made no sense since they were learning dungeons.
There were no single-player oriented quests early on. Ultimately, it boiled down to me not wanting to "wait" for the game to get interesting. I guess the good stuff was later, but I found regular RPGs more suit
Player Created Content DOES work. (Score:1)
Having the creators try to keep up with the voracious demand for content of hundreds of thousands of players is tough, though. It's not as easy to get away with "everyone goes thr
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: