EverQuest Sequel Shows Complexity, Ditches PvP 78
Thanks to GameSpy for its hands-on preview of Sony Online's forthcoming PC MMO EverQuest II, as the author discusses the graphics ("EverQuest II is one of the most beautiful games in development... Every square inch begs to be explored"), the play style ("EQ2 has a smaller, more intimate feel, more like tabletop roleplaying games centered on small parties"), and the complexity ("Everyone starts on the same island, then has to choose allegiance to one of two main cities (and belief systems!) From there, more and more options open up, sort of like an inverted gameplay pyramid.") Elsewhere, over at EQ2 Stratics there's further confirmation from devs that: "There are no plans for a PvP [Player vs. Player] server at release. There is no ETA on when or if we will ever have one."
So? (Score:5, Insightful)
But it will look prettier and so it will garner more subscriptions for Sony.
Re:So? (Score:1)
You have to stratify the player base somehow. It's a very tough problem.
Re:So? (Score:2)
(Hint: the answer is you don't)
Re:So? (Score:1)
Re:So? (Score:3, Insightful)
They all have to use this thing called 'content' to keep players involved with their game.
Gameplay for Super Mario Brothers doesn't revolve around getting progressively bigger in order to jump onto progressively larger mushroom men. Grand Theft Auto tends to keep players engaged without giving Tommy Vercetti successively more armor and health so he can defeat successively stronger bad guys.
Power progression is fine, to a
Re:So? (Score:2, Interesting)
Re:So? (Score:3, Insightful)
It is precisely EQ's lack of context given to its gameplay that is the problem. It isn't 'levelling' per se, it's that true progression in EQ requires takes place outside of any sort of story context.
In a single player RPG, character progression and st
Re:So? (Score:2, Informative)
Yeah, but it's also inflammatory and does nothing to progress a dialogue. Certainly you can complain about the amount of content but my point wasn't that EQ was content rich. It was that your statements that a game could be pure content without leveling (at least in some form) is false. EQ is non-linear. Overall you are not forced to go from Zone A to Zone B to Zone C. There may be some insta
Re:So? (Score:2)
Only those in denial of the truth find it inflammatory. It's not a comment that says "EQ's a bad game", or "those playing EQ are bad people". All the statement does is state that EQ is not played for the story. Tetris isn't played for the story either - and it's a hell of a game.
It was that your statements that a game could be pure content without leveling (at least in some form) is false.
Whoa now - it's a bit early to call that
Re:So? (Score:1)
When I said a pure content game couldn't succeed you were right, I should have chosen my phrasing more carefully. In my opinion a pure content game can't succeed, at least not on the level of EQ. Even CoH isn't pure content. Yo
Re:So? (Score:2)
Slight adjustment to that: the core of my posts was meant to convey that all persistent worlds do not have to confrom to the designs that have been used in the past. (treadmill-based levelling)
I think replacing the treadmill with pure content can indeed create a game that will find its own market, and potentially a larger market than Yet-An
Re:So? (Score:1)
Yeah, but it's also inflammatory and does nothing to progress a dialogue. Certainly you can complain about the amount of content but my point wasn't that EQ was content rich. It was that your statements that a game could be
Re:So? (Score:2)
Re:So? (Score:1)
Frankly, it's not really m
Re:So? (Score:2)
I'm just suggesting there are other ways to do it. Some people love EQ, and that's great. But alot of people don't -- in fact most people who actually got as far as buying EQ didn't stay past the first month.
So there's no reason to assume that what worked for EQ is the way things have to be.
As I recall original UO was about as different from EQ as it could be -- and it was p
Re:So? (Score:4, Insightful)
Not that I expect Sony to do this, but the first MMO designer to do so and not horribly fuck up the game (Shadowbane did so, but forgot to add the content qand realesed the 2nd most buggy game I've seen in my life) will rake in the cash.
Re:So? (Score:2, Informative)
Your general population would burn through that content much too quickly for your MMO to have any
Re:So? (Score:3, Insightful)
No, your hardcore population would burn through that in no time. But they'll burn through your treadmill in (comparatively) no time as well. The only benefit to a treadmill is that it is easy to tune to slow people down. Actual content -- well that has to be fun, and well crafted. The negatives of treadmills -- that could fill a book.
The rub is that the casual market, the people who have reje
Re:So? (Score:2, Informative)
Really? Watch nearly any network television series. Assuming they even have an overall story arc that continues through the
Re:So? (Score:3, Insightful)
Are you honestly suggesting that the non-big-conspiracy-plot episodes of X-Files are equivalent to camping a static spawn in Everquest?
A tangential episode may not progress the overall story arc - but it has a story and progression of its own
Re:So? (Score:1)
Re:So? (Score:2)
Feel free to disregard my positions as opinion; it won't bother me. But those numbers do not sound even remotely correct to me. Until I read their context so I can point out where I believe they've gone wrong and why, or a second source and its analysis weighs in - it's really not worth further discussion.
I can't w
Re:So? (Score:1)
I tried to point out that I'm not saying they are right and no one else can be, but they do have good information and a lot of what they have (such as their costs to develop a game) are based on real world projects. While I can respect your position dealling with turnkey network software and I can see how you would think that gives you a good track on the costs to build an MMO, their estimates
Re:So? (Score:2)
So we are at an impasse.
It's at this point that I make a reference to the Princess Bride's duel of wits, and we duck out of the economic side of the discussion.
Nice discussion (Score:2)
Take sports games for example... in particular Madden. Football games have been essentially the same since the initial madden release. Same rules. Lots of the same plays etc.... They add new bells and whistles and better graphics but you know what I mean.
However the game is a reusable resource. You
Re:Nice discussion (Score:1)
I have enjoyed reading this discussion. However, the above point I believe is worth looking at again:
I would argue that the quoted statement is not a good assumption. Look at There and Second Life. Additionally, SWG for most of it's live lifespan has relied upon the players to create
Re:Nice discussion (Score:1)
I don't think the sports game idea would really work well with an MMO. Sports players tend to be different from MMO players, favoring consoles over PCs and the real world (watching sporting events for instance) over the fictional (watching movies).
This is of course a huge generalization and there is cross over with sports players who like movies and suck. There is even a fair amo
Re:Nice discussion (Score:2)
I will point out one thing, I know sports have a given competitive and regulated nature but what I was pointing out is that the real game world interaction of EQ is essentially no different at lower levels than it is at higher levels in much the same way that a pitcher approaches a batter the same way in little league as they would in the majors. Subtelties emerge obviously but the essential confrontation remains unchanged.
In real life there are real sepreations
Re:So? (Score:3, Insightful)
REAL Content?
Asherons Call 1 was the only game I could stand for longer than a month because there was always so much content.
Reason for dropping it:
Costs too much money to add more and more content into the game.
PVP for some edge?
If you havn't played in a PVP, You feel physically scared making a mad dash in & out of town fearing a random player coming around and taking a run at you. I wouldn't make PVP manditory, but
Re:So? (Score:1)
Why change a winning formula? (Score:2, Interesting)
Re:Why change a winning formula? (Score:1)
As for the other games mentioned, in addition to being popular in Asia it is also important to understand that their account numbers are boosted by a very different market. Many accounts will be owned by Baangs (the local version of an internet cafe) which will make the playing populace seem much larger than it i
Re:Why change a winning formula? (Score:1)
Now it is true that I didn't give you numbers, so here:
http://pw1.netcom.com/~sirbruce/Subscriptio ns.html
If you look Everquest has around 420,000 subscribers. DAOC has about 250,000.
I will admit that I was wrong in two things; first it does not hav
Re:Why change a winning formula? (Score:1)
I had started talking about moving my home, but then I would get concerned that friends I had made wouldn't know where to find me. The online chatting became more important to me than leveling, but most people I met were all about leveling. Makes for short lived friendships. And not worth $12/mo.
Re:Why change a winning formula? (Score:2)
great (Score:1)
Hardly a huge graphical revolution... (Score:2)
Re:Hardly a huge graphical revolution... (Score:2)
"every square inch begs to be explored" (Score:3, Funny)
Bah. Got me all excited over a game?
Naysay all you like... (Score:1, Informative)
Naysay all you like - I regularly play the EQ2 internal beta build and it is not just EQ with new graphics, nor is it a levelling treadmill. There is tons of content, plenty of balanced questing, and dynamic encounters. Naysay all you like; you'll all be proven to be nothing more than mere armchair critics, while EQ2 goes on to win customers and awards. The game is shaping into something truly incredible, and the rest of you will see that when it is releas
Re:Naysay all you like... (Score:1)
I mean really, is it unexpected that the people who work on EQ2 read games.slashdot.org? As for him being a legitimate commentator why isn't he? Because he identifies him self as being associated with Sony? So I suppose no one who actually works for a game company should ever post (since they will obviously have
Looking through the preview.. (Score:3, Interesting)
Actually, that guild system seems like too much of a pain. I like the Linkshell I'm in FFXI, tons of people, always helping each other out, like a strong large community, always growing, and there's no real motive for us not to grow, meet new people and join together.
No PvP is a big improvement 'tho...PvP attracts the immature set..
Not immature, just different. (Score:5, Insightful)
That's not entirely true.
Here's a paper written a long time ago about different player types in MUDs. It holds for other games as well. [mud.co.uk] If you dig around, you can also probably find a test to tell you what type you are.
Granted, I think the author's own biases show. He describes the "killer" type, which would be the type drawn to PvP, as about griefing. I don't think that's true, though it might certainly seem so from an achiever standpoint. More, I think it's about competition, about an ideal that you're the best because you can and do go out and beat other people, not because you log more hours.
Players of the current crop of MMORPGs are almost universally achievers by Bartle's model. If you wonder why these games turn into super levelling treadmills, the answer is fairly simple: It's because that's what their core audience genuinely wants. They might bitch about the timesink that it is, but their choice to continue playing demonstrates more clearly than words that they anything but despise it.
No PvP = no subscription for me (Score:3, Interesting)
To the people who feel that 'pvp attracts the immature crowd', mabye you're just a bit too old (or too mature) to be playing video games. We'll be all practiced up and waiting for you when you get bored of kiting a_hill_giant01 for the 100th time to get that last bubble of lvl 35.
Re:No PvP = no subscription for me (Score:4, Insightful)
Correction: There are few things less challenging than playing an MMORPG dual against another human being. There is no skill involved in the combat system of these games, apart from the group tactics of fighting large armies of NPC mobs. If you win a PVP match-up in Everquest, AC, or whatever, you have accomplished pretty much nothing. You won because you went into the fight with the more powerful PVP character.
If you want be "challenged" by other people, go outside and play golf, tennis, basketball, or at the very least play an FPS game on your computer. MMORPG PvP is a joke.
Re:No PvP = no subscription for me (Score:1)
Re:No PvP = no subscription for me (Score:5, Interesting)
Admittedly, I'm a bit biased since I run my own PvP-focused game, Meridian 59 [meridian59.com], but I'm going to have to disagree with this assertion. While it may feel ultimately hollow in many games, there are some games out there that focus on providing an interesting experience when fighting against other players; it depends on the game.
Fighting against another player can be a lot of fun because other players can come up with creative strategies and use their abilities in interesting ways in order to fool their opponent. In Meridian 59, you can take over an opponent's guild hall if you can sneak in behind another player. So, one player used a polymorph spell to change himself into a small monster (a dreaded giant rat of all things!) and used the size difference to hide easier.
In another example, there's a spell called "Mark of Dishonor" which reduces the target's vigor if they are evil. Since vigor is important in regeneration, this can be a crippling blow to an opponent. However the spell is an enchantment that prevents you from recasting the spell. However, you can cast a spell that is normally helpful that removes negative enchantments to remove Mark of Dishonor and cast it on an opponent again. This strategy has the disadvantage that if an ally is trying to cast a harmful spell, like Hold, on the target, you could remove that as well. We simply can't program an A.I. to come up with strategies like that on the fly and realize the consequences of the strategy.
So, in M59 you have challenge, skill, and the accomplishment of vanquishing a worthy opponent. A bit contrary to your assertion.
Of course, there are games where this isn't true. Many games are dominated by character level and equipment. A weak opponent has no chance to fight against a much more powerful opponent. When your only strategy is to have a higher level and use your most powerful damage abilities repeatedly, then the game becomes shallow and superficial. Victory means nothing since it was mathematically guaranteed before the first blow was even landed.
Have fun,
Re:No PvP = no subscription for me (Score:2)
Inasmuch as that's true, it suggests a direction for future improvement -- not something all MMORPG developers should give up on entirely.
Re:No PvP = no subscription for me (Score:3, Interesting)
The way Ashen Empire's PvP combat works, it comes down to skill, much as players say otherwise. A lot of people just fight it out by beating on each other and clicking their potions, switching to a staff and casting remedy, etc, but the experienced PvPers all know that if you time your movements, you can get in hits on your opponent without them being able t
PvP = no subscription for me (Score:3, Interesting)
And if you look at the top selling video games, PvP combat games are (a) the minority in terms of sales, and (b) a market that's glutted with competition.
It makes perfect sense for Sony to go for the non-PvP MMOG market. It's wide open.
The question for me is whether they'll do a Mac and/or Linux version, and offer a demo...
Re:PvP = no subscription for me (Score:1)
No more Everquest for PvP? (Score:1)
Re:No more Everquest for PvP? (Score:1)
At least its better then a broken promise... (Score:2, Insightful)
Well, at least that's better then Sony telling everyone there is going to be PvP at release, then backing out on it, implementing it 3-4 months later, and debugging it a couple more months after that. Then again, with no ETA, who knows if it will ever be implemented or just another broken promise...
Ultima has an opening here (Score:3, Insightful)
Beautiful (Score:1)
One step backward is two steps forward (Score:3, Interesting)
With the expection of the unique cases (Planetside and Lineage 2 FOCUSING on PvP) PvP has largely be unsuccessful in MMO games. GM support is woefully outstretched with most players takings matters into their own hands (spam in a high populated area and guess how many people will mute you... and leave you muted as long they play the game.) One of the most unbelieved results was when players in Ultima Online formed anti-PK clans and went around PKing PKers.
Re:One step backward is two steps forward (Score:1)
PvP (Score:2, Informative)
When I took up FFXI, there was no PvP, but everybody wanted it. For the first few months, every linkshell I joined was full of people demanding PvP, whining about needing PvP, moaning that they were going to give up the game if they didn't get PvP and saying "just wait until they bring in PvP" to everybody they didn't get along with. Even at the
Re:PvP (Score:3, Interesting)
The outcome of PvP combat in a MMORPG is heavily dependant on the class and level of the participants.
Historically, this has been true, but it doesn't necessarily have to be.
It's possible to create a game in which one or two classes don't dominate PvP.
It's equally possible to create a game in which the higher level character does not win 90% of the
Bah...still same old EQ (Score:4, Interesting)
Right, maybe when you first start playing, but eventually you figure out where you need to run, and you don't even bother exploring every inch, because there's nothing worth looking for there. Your goal is to get from Town A to Zone B and camp so you can continue the level grind.
I'm sorry, but I'm extremely jaded from EQ. At least with Ultima Online you could wander around and forage for herbs, and find random wildlife, and harvest natural resources from *gasp* nature.
This is all without mentioning the fact that now people are able to host their own UO servers.
When EQ 2 comes out, they could make a LOT of money selling a dev kit for letting people make their own worlds/servers. They could even sell server space. But no...of course not, that would never happen.
Re:Bah...still same old EQ (Score:1)
PVP (Score:1)
It is my opinion that the best route to take is to have an 'optional' pvp system. Make the players turn on a feature, or join a faction like SW:G. That way, you know what the hell you are in for and if you complain - well you can stuff yourself into a pringles can before I take you off ignore.
--- Why doesn't life have an effective /ignore flag.