The Trouble with MMORPGs 403
jasoncart writes "The trouble with MMORPGs is a humorous account of one gamer's struggle to find and assume his place in the rapidly evolving societies which form a part of the online RPG explosion. Ultimately, it is also a lament for the loss of direction that is the scourge of the genre."
Me too, so bored of RPing online. (Score:4, Insightful)
I enjoyed the social scene on my favourite MUDs but apart from the jadedness factor, they were a huge time (and money, this was pre-unmetered internet) sink.
-- Soluzar
MMORPG and MUDs will always fail. (Score:2, Insightful)
No, human intervention is required to customise the experience, GM style. Smaller worlds are needed with restricted take-up of gamers.
Either that, or stick to t
Re:MMORPG and MUDs will always fail. (Score:4, Informative)
MUDS are still alive today.. (Score:2)
Re:Me too, so bored of RPing online. (Score:3, Interesting)
The MMORPG that might be tempting would be an accurate historical one.
What if you could go back in time to, I don't know, Homer's Greece and tool around with Jason ISO fleece?
I hope that there aren't any archeology/history professors on
Even more frightening is the threat of the players learning som
lineage the blood pledge.. (Score:3, Informative)
I recommend it to people who don't want to be crowded in UO or would prefer a "darker" world than EQ.
It is a timesink, all these games are.. hell, computers are.. it is just the way things work..
anyway the site is at
http://lineagethebloodpledge.com [lineagethe...pledge.com]
easy to start, eases you into the game nicely (which is something none of the others do) and people are good..
cheers
Re:Me too, so bored of RPing online. (Score:3, Interesting)
You'd be given access to a rudimentary scripting language, given a "starting point" in the online world (a door, a cave entrance, whatever), and could create your locations and quests from that point on.
Your creation would be "moderated" by other random people who have also been granted this benefit, so as to avoi
And MUSHes, and MOOs, and ... (Score:5, Interesting)
There were also upmteen different varieties of the MUD that came out, many of which were devoted more to role-playing (RP) than level advancement.
I was on PernMUSH (based on Anne McCaffrey's Dragonriders of Pern universe) for 3 years, 2 site changes, and 1 database rebuild. It was a huge timesink for me because it was fun. And the main reason it was fun was because the PLAYERS got to decide what plots to RP. Anyone could come up with a plot, round up enough interested players, and RP it, so long as it fit within the framework of the Pern universe. And more often than not, if it were interesting enough, other players spontaneously joined in after it started.
Sure, it had places where you could "advance" (you could become a dragonrider, or you could advance in a craft, etc), but in most cases, advancement was determined by other players based more or less on your RP activity rather than arbitrary tasks.
Slashdotting... (Score:2, Funny)
text of article (Score:5, Informative)
It always starts so well. I install, register. Spend an age perusing arcane and obscure sites to find the elusive best combination of STR and DXT and INT for that uber nuking mage or damage soaking tank. I make the decision, create a character. I change my mind, re-roll and start again. I do this several times, until everything is just right. But finally, I'm happy. I enter the game world.
And am immediately lost and confused. No MMORPG ever has managed to ease me into a game. Maybe I'm obtuse, but invariably someone takes pity on me and points me in the right direction - the rat/snake/mouse/snail killing fields, where I begin to cut my level 1 teeth with the other "n00bs". In UO and EQ, this was a delight - it was all new, we were all new back then. This was before the days of power levelling and macro'ing your way to level 40 before the game was even out. No. Back then, we ALL did our time in the rat fields. But despite the obvious menial nature of the task, it is still fun. The levels come quickly, new skills are learned and used, new items acquired and the next goal is only just around the corner. This is the MMORPG honeymoon period - the time where the grind is not just bearable, it's actually enjoyable. But like the real thing, the MMORPG honeymoon can't last.
It begins to creep in, almost unnoticed. The levels are further apart. You begin to notice that newly acquired skills are carbon copies of the old ones, with a different coloured icon and a two percent damage increase. You start to get 'class envy' - that feeling that almost every other race/class/profession is better off than you, and that the developers have it in for you and your kind. Suddenly, you find yourself looking for groups because you're bored of soloing, or soloing because you can't find a group, or crafting because you can't be bothered with either. You try out all the little distractions the developers have put in the game to make things 'deep', only to find they're broken, bugged or plain pointless. But you're a trooper. You stiffen that upper lip and press on, certain that if you can only hang in there the good times will arrive and the game will be FUN again.
It is at precisely this point, that me and others like me will part ways with our more determined MMORPG brethren. I, you see, am a quitter. And that's why developers should listen to me, because it is me and those like me who cannot be retained after the free month. Simply put, if I'm paying for it, then it's a winner. And I tell you all honestly, I'm TIRED of quitting. I want to proudly display my level 75 death mage to all and sundry. I want to tell bored "n00bs" of how I acquired my shiny Boots of Relentless Perseverance + 2 after a three day battle with a fire giant. I want to be that guy - I have it in me, to be that sad.
But frankly, and I mean this in the nicest possible sense, all the MMORPGs out there bore me senseless after two or three weeks. So where are they going wrong? Well, if you're still reading at this point, I'm going to tell you. Here follows Nick's list of MMORPGs do's and dont's... so without further ado, and in no particular order...
1) DON'T use me as pest control:
I've killed them all - rats, spiders, snakes, snails, wasps, worms, beetles etc. And more to the point, I've BEEN killed by them all. I'm tired of this crap - I know MMORPGs must have a sense of progression and therefore start small, but can't I start a bit higher up the food chain? For God sake, in real life I could give most decent sized mammals a good hiding and I don't even possess a shock spell or whirlwind attack. Let me fight something bigger.
2) DO allow me to play how I like, when I like:
I keep unusual hours. It's a by product of being
Re:text of article (Score:2, Informative)
Along those lines, Blizzard has just updated the WoW site with an overview [blizzard.com] of how their quest system will work.
Re:text of article (Score:3, Insightful)
WoW may or may not solve some of the problems with MMOGs, but it's not out yet and no one will e
Re:text of article (Score:2, Interesting)
>>DAOC and now SWG, and I've exhibited the same
>>reaction to almost all of them. You see, I'm
>>always the fish that got away.
The fish that got away? How much money did the game companies get, for selling this dude the box set to each game, and 6+ months of monthly service... the article talks about how the players are losing out, but as long as we consumers pass along the message that what they give us is profitable they will keep chur
Re:text of article (Score:5, Insightful)
SWG innovated by offering in-depth crafting and non-combat experience? Please. BatMUD did this a decade ago, and is still around and going strong. All of the things that these new graphical games are experimenting with are well-established ideas from text-based games.
I know, text games aren't COOL enough for today's kids. If it doesn't induce nausea at 120FPS or more, it's boring. Try playing one though. Yes, there are lots of them out there, and many of them are cookie-cutter garbage. But some of the larger ones really do provide good gameplay, and well crafted environments. Plus they don't cost you $50 to try.
I have also tried several of the MMORPG's, and the only one I ever went back to was DAoC, mainly because I liked the overall feel. I don't play them as much (since my cable modem is slow all too often), but I do hop on every so often when I want some eye-candy.
*I* am the favorite player of the company. I pay my $12/month and probably play about 20 hours or so, as opposed to the uber-leveler who plays 12 hours a day every day just to see if they can max out every class before the next expansion.
Addicts, true addicts, don't quite (Score:2, Interesting)
"It's our fault", we say, "that I am not enjoying this as much as I did when I first started. If I just hang in there, and believe, it will all be ok"
We're sorta like battered wives, except we pay for the privledge.
Back to MUDs (Score:5, Insightful)
These days, I stick to MUDs. MUDs are light years ahead of MMORPGs. For instance, the MUD I normally play, ArmageddonMUD http://www.armageddon.org/ has a coherent world, enforced RP, and permanent death. No MMORPG comes even close to this. The game is NOT built around slaughtering thousands of NPCs. Just like in real life, it will only get you dead.
The day that MMORPGs will become worth while is when they find a formula other then pure addiction to keep people active. I think A Tale in the Desert is a great leap forward. Combining that sort of game play in with traditional action and adventure is where I believe it is at.
Personally, I will go back to MMORPGs the second one manages to pull off true permanent death. MUDs have been able to pull it off and keep the game enjoyable, yet MMORPGs have not even been able to make the effort. Permanent death forces the game world to be coherent and for combat to less then mindless. I think that we have many years to come before MMORPGs can pull off what MUDs have already done.
Fat kids discover the outdoors (Score:4, Funny)
The articles misses the main problem: (Score:5, Insightful)
If you charge a monthly fee to maintain your virtual world, that's okay. Just don't charge a second time for the game itself. The "game" in the box is just a client to connect to the real game on the server. It's as stupid as if AOL charged $50 for those CDs they give away and then charged their monthly fee.
By charging $50 just to get one's foot in the door, you chase of 90% of the people who would try the game if it just cost the first month's fee. At least some of those people would stick around.
Jason
ProfQuotes [profquotes.com]
Re:The articles misses the main problem: (Score:2)
Re:The articles misses the main problem: (Score:2, Insightful)
People generally believe free things are of lower quality than things they pay for. 90% of people will believe that the slick box they paid $50 for is worth that $50.
If it were free, then they might also start to wonder about how much they're really paying for it through that monthly fee.
Furthermore, the games are generally of low enough actual quality that the company has to cover their costs up front as much as possible, in order to cover those who drop out after the first month - a large percentag
Re:The articles misses the main problem: (Score:2)
So what you're basically saying is that the upfront cost means the game sucks because the company needs to recoup their costs right away. It's better to wait until a game does come out with no upfront costs because then they have faith t
Re: (Score:2)
Re:The articles misses the main problem: (Score:2)
That's great for gamers, but it doesn't fit into the current channel that retail understands. How would you get a company to put a $0.00 box on its shelves? Even if you go the route of making them pay the first month up front, that's still what - a $20.00 box? Not much profit for the sellers unless they give the software out to the retailers for nothing. And they can't sell it at $50.00 a pop and then give you two months for free or they'd go out of business before they could get everyone's 3rd month su
Re:The articles misses the main problem: (Score:2)
I absolutely agree with your last statement, but I also think it's (currently) more than that. It would be a HUGE risk to give the disc away for free AND give the player the first free month like they expect (how many people would be driven away by having to pay for their first month - I know I was driven off by it on a demo disc I got a few years back) and giving them less than that (like a free week) isn't going to be enough to hook them and secure their money.
I guess that leads me to expand to this: th
Re:The articles misses the main problem: (Score:4, Insightful)
These games need to be fun in both the earlier stages when everything is new and fast and the latter stages (right now when you are high level everything is slow and tedious). If the game is fun to play for a longer period of time, more people will stay, giving more profit to the company. But how do you do this? The article brings up good points. I also think if MMORPG stole some ideas from single player games. Stick in some major quests, when you beat it throw in a CGI sequence that continues the plot for your character. Keep adding these for higher levels and maybe have some quests that are so tough, only the highest level players could dream of completing them and make it actually have an effect on the overall game world. For example, have a giant dragon ravage the country side. Everyone will have to run from it except the highest levels. Eventually, when someone beats it, it is gone. Maybe make it explode treause all over the whole viftual world. Or have some quest that would be incredibly difficult to solo. And the first character able to do it gets to build their own castle adding more npcs and quests for all. I think these features are something that would keep me in a game, because like the author, I quit these things after a month too.
Re:The articles misses the main problem: (Score:3, Insightful)
I think you finally hit on the right idea in the second to last sentence. The only feasible answer I can think of is player created quests.
Player created quests would have to have specific conditions in order to fulfill them, with specific reward(s) specified beforehand, and would have to be managed through the game itself. Thus both parties could be su
Americas's Army (Score:2)
Okay, so my tax dollars go towards this, but at least I can say they're well spent tax dollars. In fact, I hereby declare that all of my tax dollars go towards development and maintenence of AA:Ops. Fuck interstates, education, the FCC, and any Senator that gave herself a raise. My dough is going exclusively to AA:Ops.
Re:The articles misses the main problem: (Score:3, Interesting)
I currently refer to this as the Star Wars Galaxies syndrome. Lots of people paid for a game that was ready for beta 3 when it hit the shelves. They played in a world that was incomplete and buggy, and the initial weeks saw crucial nerf af
Re:Cheaper game clients (Score:3, Interesting)
I'm somewhat involved in the board game industry. I imagine the numbers would be similar for computer games. Retail and wholesale markups are each 50%, so out of the $50, the manufacturer only gets $12.50 (already less than the monthly fee for a lot of games). Out of
Re:The articles misses the main problem: (Score:2)
I'd like to opt out of that, if you don't mind.
You're right about Anarchy Online, that's how I started playing. You download it, and you get a free trial to play it. I didn't last for long once I had to pay for it, though.
Studies (Score:2, Interesting)
Re:Studies (Score:2)
Check out Snopes.com and you'll find that Coca-Cola didn't add cocaine to their soda, it was part of the original formula (Coca leaves and Kola nuts) and was originally designed as a medicine, not as a beverage.
You'll also find that the chemists at Coca-Cola worked hard to remove every last trace of the 'cocaine' part of the coca leaves extract, but management felt there had to be some coca leaf extract in the formula so they could keep their every important Trademark.
Re:Studies (Score:2)
> Cocaine was totally legal when it was a part
> of Coca-Cola. You could get it at the pharmacy
> like so many abused drugs today. Eventually
> someone decided that it was a bad thing, and
> they made it illegal.
Also, coca-cola was originally designed as a nice-tasting way of taking medicinal cocaine. The idea that cocaine was added to make the soda addictive is totally bass-ackwards.
MUDs had it right... (Score:2, Interesting)
Next? (Score:2)
The big problem is (Score:2)
Do x to get y
OR
Kill n monsters to level up.
So in the end, you're doing highly receptivity tasks for less and less return. This is not to say that these types of tasks don't have a place in the game play (or in real life either, you don't start out as an Karate black belt and must practice to perform better and better, but after a while, you've done it all and your skill doesn't rise - a gross simplification, but a useful one).
Where I think these games fail is i
Some advice for the article's author (Score:5, Insightful)
But you're a trooper. You stiffen that upper lip and press on, certain that if you can only hang in there the good times will arrive and the game will be FUN again.
You, sir, should avoid cocaine at all costs.
Weaselmancer
Re:Some advice for the article's author (Score:2)
Re:Some advice for the article's author (Score:5, Insightful)
I'm an AC, and I want answers.
Normally I wouldn't respond, but you don't sound like you're trolling so why not? AC, you shall have your answers.
So, Weaselmancer my friend, are you saying that it takes a certain psychological makeup to avoid becoming addicted to cocaine?
Nope. What I'm saying is that some kinds of people are more susceptible to addiction than others. Any twelve stepper would tell you the same. And this guy sounds like an addictive personality. The whole "keep at it until it's fun again" is textbook. People who OD usually are thinking something similar.
What about crack?
The author shouldn't do crack, either. :^)
Are you speaking from experience, or just trying to make a joke?
I was modded 70% funny, 30% insightful and that reflects what I was feeling when posted pretty accurately.
And I am not speaking from direct experience - I've never done the coke/crack thing. But a lot of my friends growing up did. Oddly enough, most of them now (you guessed it) play EQ. Compulsively. They think nothing of "camping" some imaginary monster for 2 weeks at a time just to get the Toenail of Yendor that gives you +1 to your knitting skill. It boggles me.
Weaselmancer
Levling madness (Score:2)
Problem with MMORPGS Today is (Score:5, Interesting)
At some point they have to realize that time sinks do not equal long term cash. Maybe back in the day when EQ and UO were the only game in town could this be done. Now, there are litterly hundreds of new MMORPGs on the horizon lining up to get a piece of the pie.
Devs!! It's time to remember that we play these games for FUN not for another grind akin to our every day lives.
A new kind of progress (Score:5, Insightful)
Whether the actual skills required to have your character succeed involve manual dexterity, fast thinking, good memory, or knowledge of the game world doesn't matter - and perhaps it could vary by class.
A lot of the fun of a game is getting better at the game (like I'm good at Super Monkey Ball) - where you are able to do things you just couldn't do before. Levelling is one way to have that happen, but it's artificial and ultimately unsatisfying - especially in a competitive setting where the winner is determined primarily by time/luck/cheating (rather than skill/focus).
If progress was based on progressing the skill of the player, imagine how much more satisfying it would be. Ever wonder why the first month of an MMORPG is satisfying? Because that's when YOU are gaining the skill to play,instead of your character.
This guy is preaching to the choir... (Score:5, Interesting)
I also share the author's hope that World of Warcraft will actually BE DIFFERENT than the mass-multi's we've seen so far. I sum up my feeling on that as: "If anyone can do it, Blizzard can".
But that still leaves me wondering *if* anyone can. I mean, how can the content creators ever hope to keep up with the powergamers? It takes 10 or even 100 times as long to create a robust, interesting, and distinctive quest or mission as it does for a typical player to complete it (at least, that's the sort of numbers game developers have tossed out when asked). Solutions like EQ epic quests aren't the answer, because they force the player to join enormous guilds in order to access significant amounts of the game's content, forces an amount of play (in terms of per session and per day or week) that is more than many players can afford to give.
So, have the releases thus far been unable to keep it fresh and interesting because of incompetence or poor design choices (as the author claims), or is actually an unsolvable problem?
Xentax
Write a game like B5 was written? (Score:5, Insightful)
So maybe the way to keep people playing is to not keep them playing, so to speak. Come out with a game and say, "This game will be around until November 2005" (if it came out today). Have a coherent overall storyline and subplots, with contingency plans in case the users change the flow of things too far in one direction. Create an ultimate evil that needs HORDES of high-level warriors of all sorts to even meet face-to-face, let alone kill. And maybe in the end, if they don't have the strength, the players lose! Have events play out so that the big climactic battle is about a month before the game itself ends to provide a little coda and see what happens.
I think planning ahead like this will merge the best elements of offline RPGs and MMORPGs. There probably will be "heroes", or at least local badasses that everyone in town knows because they are fanatical players and have amazing powers.
This would be far cooler than, say, PSO Online: "Well, 534 teams of 4 people each have destroyed the 'ultimate evil' repeatedly, and that's just today." Better to have a definitive end, going out with a bang and all that.
A Tale in the Desert is using this model (Score:4, Interesting)
It is expected that there will be a Second Telling once we win/lose this one. (basically, a complete reset with unspecified changes in world/tech/mechanics/etc.) Many people seem interested in staying after this reset, but it remains to be seen what effect this will have on the player base.
Re:This guy is preaching to the choir... (Score:3, Interesting)
Obviously, it couldn't be as simple as 'bounty' -- as in, killing the target. But having a game mechanic for players to create 'needs' and for other players to accept the mission(s) to complete them, would be very cool.
A couple games are starting to at least scratch the surface on this as far as crafting goes -- like SWG's bazaar and vendors (I know, they didn't do it first, but it's the most recent first-hand example I'm drawing from).
Pest Control (Score:2)
I think the real problem with these games (Score:5, Insightful)
Is systemic. These being 'persistent' worlds, they permit somebody to spend all their time in them, 16 hours a day if they like (although that is an extreme example). Yet the only way to get anywhere faster in the game is to spend more time at it.
Ordinary, casual gamers are forced to compete with everyone else in the game for the status/level of accomplishment they want, and to do this they have to run on a treadmill that just keeps getting steeper. Most people cannot devote 8 hours a day to the game, for the average person, even an hour every day works out to quit a lot.
Anybody who doesn't have some kind of obsession with in game achievements (which are NOT IMPORTANT, it's supposed to be a game, fun, not a substitute for real life), is eventually going to throw up their hands, questioning "How many rats do I have to kill?!" What happens is that the distance between the levels/goals you want to achieve keeps getting broader, yet the activities to reach them don't get consistently more challenging. It's just the same old repetition, and once it goes on long enough without you getting anywhere, you have to question the legitimacy of your goal. Is getting there really fun, or are you only trying to get there to get ahead of other people? If it's the latter, the game is probably adding more stress to your life than it relieves.
For the people on top, who essentially have free run of the game, it is fun, but to get to their level you have to spend ungodly amounts of time in the game, to the point where it is overwhelming your entire life. But that's the only way to get there. If they didn't do it, someone else would. Remember what I said about status in-game being the result of a competition between all the players, with those who spend the most time winning?
Everybody wants to feel like a winner, in life or even in any game where there is competition. But you have to ask yourself at some point, do I want to be a winner at point and click killing? The best trader of nonexistent commodities? How much are you willing to sacrifice for these things? For most people, MMORPGs make the sacrifice far too great.
Re:I think the real problem with these games (Score:2)
Perhaps future games could go some way to level the playing field a great degree by asking about (and then tracking) expected playtime/week (or day, etc). Based on the answer (1 hr/day or ~7 hrs/week), you are directed to a subset of servers to play against others with a similar schedule. For those lunatics with no life who can spend unlimited time online, there should be a subset of dedicated servers for them and them alone. They don't get ungodly advantage over most others because they are playing agai
Not all MMPORGS are like this (Score:2)
Re:Not all MMPORGS are like this (Score:2)
If they want people to sign up and play, they need to be absolutely clear (with pictures and descriptions) as to what it is they're getting into.
I'd consider it...if it had such information.
No wonder they're losing business.
Re:Not all MMPORGS are like this (Score:2)
It's all HTML, and you play it in your browser. The game itself (even the free trial) has no adverts, but there is 1 per page on the support pages.
Descriptions of what's going on are in the introduction to the manual. [planetarion.com]
It's probably my fault you missed this, because I decided to link to the sign-up page rather than the manual, partly because I hate the design of the manual (it's nothing like the design of the game pages, which are skinnable), and I t
Re:Not all MMPORGS are like this (Score:2, Informative)
Planetarion suffered (fatally) from the designers not knowing what they wanted. By the time they'd changed the rules for the Nth time, they'd pissed off everybody with any ambition or clue.
Re:Not all MMPORGS are like this (Score:2, Interesting)
Because of that exp
Re:Not all MMPORGS are like this (Score:2)
Having said that, the new round (10) has some degree of p
Loss of direction? (Score:2)
How to fix your MMPORPG (Score:2)
Play Secondlife!!! Really (Score:2, Interesting)
Seriously, I recommend giving it a try...
Neverwinter Nights (Score:4, Informative)
Re:Neverwinter Nights (Score:2, Informative)
I am a member of the Lands of Lore [nwnchat.com] nwn community, a very popular Neverwinter Nights persistant world.
Re:Neverwinter Nights (Score:2)
Re:Neverwinter Nights (Score:2, Informative)
Also try searching for "Neverwinter Connections", another well-regarded community site.
What I want (Score:2)
Yeah. That's be sweet. The Everquest Chainmail Massacre. Yeah. Mmm hmmm. I want me some o' that.
It already exists. (Score:2, Informative)
MMORPG (Score:2)
1. How bout adding community us against them scenarios? Ultima had this for a while, and it was really great. An invasion of the town, everyone running to the city gates or bridge to help repel the AI enemy. Fighting and almost
Re:MMORPG (Score:2)
The problem is so simple. (Score:5, Insightful)
Multiplayer RPGs aren't anything new, they've been played with dice and pencils for decades, and these problems have all been solved there. People aren't tired of killing orcs in D&D. Pest control isn't the problem.
Making an RPG fun is about rewards. On a basic level, the player has fun when they are rewarded for their effors. The trouble is that giving the same reward over and over quickly looses it's apeal. It's hard, however, to create reward variety in an MMORPG because intangible rewards require a lot of creative output. There can't be a controlled plot because there are just so many people that it's infeasable to create that much independant content. This has caused the entire genre to fall into the trap of using levels, experience, and items as the sole rewards. After a while, another level is just a number on the screen, and another item is just another item. Unless the actual game play is it's own reward players will get tired of the game. This means that unexpected things need to happen that cause the players to think critically and encourage them to play the role. It means that every adventure can't be another version of "go kill this thing"; and it doesn't matter if that thing is a rat, or some new creature you've never seen. You'd get tired of all of it if that's all you did.
Sure, there's a small protion of gamers out there that will be sitisfied with seeing the level number go up over and over, but most people will find that it gets old quick.
Now if only the solution was simple....
The only options I see aren't compatible with the "let's make buckets of money for something we used to only be able to charge $50 for" model that most of these games follow. Either the game has to build a community that can support it on social merit alone, which people will not be willing to pay large sums of money for, or large numbers of creative professionals will have to be employed on the server side (think like the precursor to interactive entertainment as described in "The Diamond Age"), which would also cut severly into obscene profits. Either way, it seems to me that the massivly profitable MMORPG will soon be a thing of the past.
Re: (Score:3, Interesting)
Re:The problem is so simple. (Score:2)
That just delays the inevitable. Eventually you end up not caring what item you may get because either what you have to do to get it is the same as what you did for the last 5000 items you got, or because the chance of getting an item better than the one you've got is close to 0.
It's a matter of scope. (Score:3, Insightful)
Why not scale things down a bit? Why not have a finite plotline that runs for a few months, at which point the game is over? When the game is over, the next plotline begins -- think of the serial adventures of Hurcules and Xena to know what I mean. Limit the game to a reasonable amount of players (fork multiple smaller worlds if need be), so everyone has a chance for involvement.
As long as developers are working on a hollywood style of production, backed by marketeers who want to lock-in subscriptions (guess why leveling up takes 1.5 pay cycles......), we are going to be playing some seriously boring games. Someone needs to break out of the mold.....without the big-studio budget that destroys innovation.
===========
My thoughts (Score:3, Insightful)
2. The fact that he gives up in the first month is less a litmus test for how good the game is and more a litmus test on your ability to stick with something. If you aren't going to pay beyond the first free month than why should the developers care about you? They care about paying cutomers and drawing more, the way he talks it sounds liek he'll never pay unless an impossibly good game comes out. He won't pay till
3. It sounds less like the MMORPG's are bad and more like you just don't like playing MMORPG's. If you think the game sucks, don't play em! There is always in all markets an element of the population that is simply not interested in the given product. If you fall into taht group, deal with it and stop complaining. There is more to life than MMORPG's.
4. Because I am drawn to them as the moth is to the flame. I have a history of single-handedly and without prior research, choosing as my own the class or profession that is clearly 'screwing the pooch'. Reminds me of the fat guy blaming MickeyD's for his weight problems cause they are making the food look too good. Plus, the grass is almost always greener on the other side of the fence. If you think your class sucks, dump it and start a new one.
5. I'll say it again. If you don't like a game, don't play it! Ever game eventually gets old. No game is perfect. Just becuase you can't play a game infinitely doesn't mean that it should be changed just to please you.
About your critism of the current MMORPG's, okay, some do suck major ass. Blizzard's does sound cool, but when you look at their record of how they treat their customers and the time frames of how long it takes to actually get problems fixed on their regualr games, I wouldn't go jumping off into WoW. Wait a month, see some real feedback. And yes, I am Diablo 2 player.
It's all about Quakish games (Score:2)
Once you turn 18 that's about it. It just takes you 10 years to realize that.
The key? Avoid "Massively" multiplayer. . . (Score:2, Informative)
That's why I think that Neverwinter Nights is taking an interesting approach to the problem by producing a "game creation and management" platform that customers can use to build a
"America's Army" - shape up or ship out (Score:3, Informative)
Drill sergeants.
America's Army makes you go through basic training before you can play.
On the tech front, America's Army now has a Linux version for 64-bit Athlons, shipping as a bootable disk. Now that's cutting-edge technology.
And it's all free. You can even run your own server.
Of course, if you do well, they try to get you to enlist in the real army.
crafting? overarching storyline? (Score:2)
Also, what's an "overarching storyline"? I did a search on google and it's funny that it is used almost exclusively in game reviews.
Re:crafting? overarching storyline? (Score:3, Informative)
The concept of crafting sounds neat at first, but all it does it put you on a
My problem with MMORPGs (Score:2)
They are always based around the concept of 'killing things for experience', which means that groups of players are always waiting around common monster spawning areas ready to jump on whatever pops up.
So you end up sitting around a lot making small chat with whoever it waiting near you (many people). You're in a lineup to kill monsters that randomly appear. I don't see how that's much better than sitting in an arcade in the 80's waiting for the Galaga machine to be free.
At low
I don't play MUD's (Score:2)
I logged in, picked up a sword, said hello to someone who wandered by (who ignored me). Went north and was killed by a wizard.
Total playing time: 7 minutes.
Funnily enough, I never bothered going back again.
My Take (Score:2)
Oh lord, the author nails this. I spent an entire weekend, about 22 hours, killing spiders and wolves to level my Barbarian Warrior high enough to take on the dreaded Baby Mammoths. Ohhhhhh. And guess what, they weren't worth my time or effort.
Now, some will ask "why didn't you go somewhere else?" Simply put, I couldn't. You can't move a Level 1 - 10 character outside of a "newbie" zone or risking dying. A LOT.
2) DO allow me to play how I like, when I like
Yes Yes Yes
Morrowind (Score:2)
I think that this sort of style in gaming is getting more popular in all genres. If developers do not have to worry about fun, they can concentrate on the parts of a game that do not require inspiration. They pretty up the art. They can program by template instead of using new ideas.
Maybe you should try Uru... (Score:2)
Frankly, maybe you should re-visit the type of "game" you play. I plan to start Uru (aka Mudpie, aka Online Myst) as soon as it comes out for just this reason. You completely
Simple problem, Simple solution. (Score:4, Interesting)
3-D graphics engines, complex and pointless interface controls, with camera positioning and such of course, blah blah blah. Where are the deep quests the more-then-trivial guild structures and behefits... etc.
Maybe that's why the largest MMORPGs in the world are still 2-D.
MMORPG's need WRITERS not more caffine tweaked coders. You know, those creative types geeks are raised to dispise... problem is, THEY make good games.
And that's why games are so damn lame after the first couple weeks... there really is nothing more to do.
Grandiose vs Individual goals (Score:3, Insightful)
For example, a player's NPC family might be sick, and the medicine is only available in a certain higher-level area that is significantly higher than the player's current level, and which is only available as an item to those who have sick families. Or perhaps a certain number of people start in a city that has been raided, and their purpose in the game is to rescue their Husband / Wife. Perhaps, as in SWG, there could be some form of Nirvana that individuals can reach by attaining X powers.
But all of this ignores the secret of good storytelling: it doesn't have to be consistent across all listeners, it just has to all make sense to each one. Phantasy Star Online did this admirably, with small groups venturing down to the planet's surface and miraculously not encountering the other groups on the surface. Many caves or dungeons in MMPORPGs would be significantly more emotionally gripping if they weren't full of hundreds of "William teh Great"s and "Yo m0t4a fuXor"s running around complaining about how easy the dungeon was. Why not have certain, if not most dungeons be party-based?
For that matter, why have goals be consistent? Maybe every now and then a few people in the world get singled out to form an impromptu party because they came across Midgard while it was being set ablaze by a Balrog, and it is their duty to defeat it. Maybe this happens to most people at a rough skill level in the game. Maybe not. Anyone else who happens across Midgard during that time gets the regular version.
You could take it one step further and have this as a function of the gameworld, ALA Silent Hill. The universe is being swallowed up by Hell (or The Nothing, for the Atreyu fans out there). It is your job to claw your way out. Or reach your goal, and stay to become one of the architects of hell. Maybe to some characters you speak a baffling language, to others you speak plain english. Maybe some characters watch as the world crumbles into a drug-induced fantasy realm, where others have no idea where the first group of people went. With people exiting and returning to MMPORPGs on their own schedules, this could mesh acceptably with the people's groupings.
With more and more people looking to use their broadband connections for online gaming we need to create more and more content tailored to the medium. Clan warfare was a good first step towards creating a unique language for MMP games, but there are many left to take. How far can we stretch consistency before players balk? How much of a "Tardis" effect can we rely upon, or do players need rigid spaces?
We won't know the answer until someone demonstratably steps over the line. Sadly, far more games fail these days because they are afraid of breaking conventions, rather than because they broke them too much.
comments from a gm (Score:3, Interesting)
I agree with much that has been said on the issue, though I think Everquest is far and away the best and most successful MMORPG. Star Wars Galaxies turned out to be hugely anticlimactic. What makes EQ work are IMO, the core of solid low and mid-level people involved. The problem with most of the user's gripes are related to issues beyond the control of those who really have the ideas and the willingness to make the game more enjoyable.
A good example of this is with real-time GM events. As quest coordinator for my server, I pushed very hard to add more dynamic, interesting content to Everquest. But we were very limited to certain confines as far as what quests we could run, and most importantly, limited to very substandard rewards that could be given away. As a result of the mediocre rewards, many players would groan at the discovery of a GM event because they knew it would not be worth it.
This frustrated the GMs even more than the players, and resulted in morale loss across the board, as well as less enthusiasm to run events, which is why you don't see many, and when you do, they're lame. There's nothing more disappointing than participating in an event and getting a reward that you would sell to a merchant rather than use. But we couldn't do anything about it.
To make matters worse, most volunteer GMs share all the same frustrations, but are afraid to publicly voice much opposition, even among their peers for fear of being excommunicated from the privileged fold. As a result, things don't change much.
Re:Slash dotted already... (Score:3, Informative)
If game developers knew about me, they'd try to bottle what I have - I am the equivalent of MMORPG litmus; an acid test. I've played most of the big ones - UO, EQ, AC, DAOC and now SWG, and I've exhibited the same reaction to almost all of them. You see, I'm always the fish that got away.
It always starts so well. I install, register. Spend an age perusing arcane and obscure sites to find the elusive best combination of STR and DXT and INT for that uber nuking mage o
Re:my main problem with MMORPGs (Score:2)
Re:my main problem with MMORPGs (Score:2)
The problem there is that how does the company stay in business if they have to maintain a server for thousands of players to play on but their only revenue stream is the initial purchase?
In that case, they have to attract new players to the game to pay for the old ones that are still playing... but the new players require new capacity be added, which costs money... It's a never-ending cycle.
Had you said (as other ha
Re:my main problem with MMORPGs (Score:2)
> server for thousands of players to play on but
> their only revenue stream is the initial
> purchase?
Oo, I don't know, ask Blizzard (battle.net)..
Re:my main problem with MMORPGs (Score:2)
Big, major, huge difference there.
MMOGs need to make content for an entire world. battle.net makes content and duplicates it thousands of times for each game.
Re:my main problem with MMORPGs (Score:2)
Re:Lowered expectations (Score:2, Interesting)
Yes, this kind of bitching is annoying.
But it's the fact that there is often *nothing else to do* in these games which pisses the average player off. The average player wants something new and interesting, or at least wants a near constant set of rewards, to keep them playing.
As the writer of the artic
Re:Lowered expectations (Score:3, Interesting)
Re:The trouble with UO was... (Score:2)
Re:Didn't mention my favorite activities at all... (Score:4, Insightful)
Verant's guide to GM events: GM events can only involve a few people. Other players will be resentful if event participants get stuff they can't, purely because they were online at the right time to get in the event. Therefore, avoid giving players special rewards in events. Killing players is OK, because nobody is jealous of that.
Player's response: "When you see an event, log out. There's nothing in it for you and you'll probably get killed." I actually saw this posted on an EQ forum.
Re:Didn't mention my favorite activities at all... (Score:2)
Never announce events in advance - this is important because you may overload the server, because the players are so starved for content that they will do whatever they can to try to get even the slightest glimpse at something new and interesting. This is bizarre and wrong behavior on their part - they should just be camping the uberl00t. It's hard to control a player's behavior, but there is a way to help avoid this...
It's especially good if, as GM, you kill off a bunch of newbies (le
Re:Just take the game out (Score:2)
> sitcoms or no actually more like interactive
> soap operas. No one cares how many kill
> points, they care how you use them on a buddy
> that they want to play a practical joke.
What, you mean like The Sims Online?
That was a train wreck, entirely because if the game doesn't support levelling intrinsically it'll appear elsewhere. In TSO, the first few people to make houses had their houses become popular party locations, which meant they got more si
Re:Just take the game out (Score:2)
>
> That was a train wreck, entirely because if the game doesn't support levelling intrinsically it'll appear elsewhere. In TSO, the first few people to make houses had their houses become popular party locations, which meant they got more simoleons (because having other people using your stuff gives you them) which meant they could expand them which meant they stayed popular. Many players just gave up when they realised that there was no poin
Re:Lack of multiplayer (Score:4, Interesting)
Some safety controls need to be implemented. For example, two players get together, one plays the monster and allows himself to get killed, thus allowing the other player some easy experience. That's not good. Perhaps what is needed is to limit how often you can create a monster, e.g. once a day. This would severely limit the free experience of letting your buddy kill your monster.
There needs to be some sort of payoff for playing a monster. Perhaps you get something of value each time you do it, e.g. (play) money you can give to a character of your choosing.
Another feature to implement is some sort of bonus for cooperating with other players. The more people (to some reasonable limit) banded together for a common cause, the bigger the experience bonus. Be sure to adjust treasure finds for bigger parties, too. It sucks when you get together with a group of people only to have one person grab the one or two items worth keeping and skipping out (as happens all too often in diablo 2).
Re:Playing a multiplayer game singleplayer. (Score:3, Insightful)
Re:SWG Sucks (Score:4, Insightful)
SWG is so realistic, it's actually just as mundane, tedious, political and intimidating as in real life! But that's the problem. People want to log into a fantasy world and be king of the mountain, and if everyone is king of the mountain, then what's the point of playing.
I can't disagree with any of your criticisms. I am amused however, because today's generation of ADHD kids don't have the patience and want instant gratification with the next generation of MMORPGs, and there's a paradox of trying to make a game immersive but also delivering the instant reward/motivation that keep people coming back.
I agree, SWG isn't terribly playable right now, but that's mainly because the game was designed as a backdrop world where the players would create an unparalled amount of content as opposed to following a script. If the game cannot attract the base amount, it will fail. It will be very interesting to see if: a) the game can mature so as to be playable and b) if SOE and Lucas have the patience to let this "Star Trek" be recognized for its genius before they cancel it.