Jack Emmert Responds to Your Questions 198
I was curious when City of Villains will be rolled up with City of Heros?
It would be very kewl to be able to choose, at time of character creation, either a Hero or a Villain.
Please let us know if, and when, this should happen.
Jack Emmert:
We have not yet made any final decisions about how City of Villains and City of Heroes will interact, but here is the direction we're leaning:
City of Villains is a stand alone game - which means that you can purchase City of Villains without City of Heroes. But you will only be able to play a villain and never a hero. If a player already has a City of Heroes account, then City of Villains is an expansion. In other words, it opens up content in addition to what the player already has access to. He can play either a hero or a villain on a server.
2.)How do you plan to get me back? by bugnuts
Jack, I played COH for a while, and am still very impressed by it. You should be proud of your remarkable achievement of finding the right niche. But after playing a couple months and doing several story arcs, I fell into the level-grind abyss. Things stopped being fun. The distance to my next power was seen in terms of xp, not in terms of heroic adventure.
So, what is going to happen to get me back? How can you significantly reduce the "level grind" (even if it's just the feeling of grinding levels) to get casual players like myself back?
Jack:
The first step, I think, is to make missions less repetitive. Every single expansion we release includes significant mission
customization. This means that we go back into pre-existing missions and add new art & features. For instance, the infamous 'rave' mission now has an actual rave going on (as opposed to NPC's standing around in a warehouse).
The second step is adding new gameplay. In Expansion 2, we introduced badges which reward explorers and achievers. Certain combinations of badges open up Accolades - which are permanent powers! The next major new feature is our skills system, which will answer the question, 'what do heroes do besides fight?'
The third step is to create more benchmarks in the game; 'carrots' that players strive for. For instance, a player can get a cape at level 20. At level 30, a player can add ongoing special f/x to his avatar. We're adding two more important landmarks with Expansion 3. At level 40, a player can begin selecting Epic Powers that increase his characters' abilities outside the normal Archetype restrictions. And at the highest level, 50, players open up two Epic Archetypes, which are dramatically different than anything else in the game.
3.) I hate subjects for asking questions :p by DragonPup
Is Geko still nerfing accuracy? Kidding, kidding.
Real question: Looking back at CoH's development, if there was one thing you wished you did differently, what would it be and why?
Jack:
I think I would approach Archetype balance differently. We relied heavily on some time tested MMP tactics. In other words, one Archetype attracts aggro, another deals heavy melee damage, while the long range Archetypes sit back and help. In addition, all Archetypes become more powerful at the same rate. If I had an unlimited development time, I would have loved to create a different system of balance between the Archetypes so that the urban, low powered vigilante could fight alongside the cosmic powered champion - and each would have something to contribute to combat.
4.) Boring Games by rlandrum
I've played MMO's, and I haven't been impressed. I think some of the lingo speaks for itself ('grinding'). The last game I got into was Star Wars Galaxies. While technically the game was very nice, and the gameplay was decent, the game became extremely boring after only a few hours of gameplay.
I've also played games like Zelda, Ocarina of Time (a classic), and the newer Zelda, Wind Waker. Both games contained a series of puzzles that needed to be solved before allowing the story to progress. It was this sense of achievement that made the games fun to play.
In MMO's, I have no sense of achievement. Obtaining the next skill level doesn't get me anywhere, it only makes me more powerful.
How will MMO's of the future fill this sense of achievement? Or do you see games progressing more towards the "Life simulator", like the Sims?
Jack:
The popular answer would be 'user generated content.' As someone plays the game more, they can create more content of their own. Traditionally, this had taken the shape of crafting or housing, though one can certainly imagine a player generating missions or quests for other players.
But, to be honest, some game mechanics are entertaining for some, but not others. I personally loathe puzzles, riddles and jump games. I would avoid any game that had these features, even if it was an MMP. It sounds to me that the current crop of MMP's don't appeal to you - that's no crime - and I'm sure eventually MMP's will start incorporating other tried and true game systems. Planetside, for instance, was the first mass market MMP to capture the feel of a FPS. Recently Star Wars Galaxies added twitch combat in their Jump to Lightspeed expansion.
5.) Death penalty? by claytongulick
I understand that without some risk, death in a MMORPG would lose a lot of the "tension" that game designers feel that players need in order to stay "hooked". As a player, I can tell you that the exp penalty of dying is usually what ends up getting me to cancel an account. When I see all that debt/exp loss/penalty I start thinking "Why am I wasting my time here? Its a nice day outside..." Even the illusion of "exp debt" that CoH has still amounts to the same thing: total playing time added to make up for dying. Since death is frequently not a player's fault (lag, imbalance, etc...) I can tell you that I am very attracted the the approach that WoW is taking with having no death penalty other than travelling as a ghost back to your corpse. My question is this: What goes into the decision for death penalties? Has anyone actually asked the players if this is what they want?
Jack:
If players lose nothing by being defeated then naturally the players won't see death as an issue. Players will begin to look at their characters like those in FPS games such as Counterstrike or Battlefield 1942. In other words, the player's avatar is perceived as disposable.
The key, however, to a successful MMP is to create a connection between the player and his character. If the player feels that he can dispose of his character at any time, then the player inevitably doesn't care very much about his character. This works in a short term FPS model, but not so much in a game which is depending upon long term commitment.
By making death a penalty, players now have a goal to strive for: survival. Some players will inevitably be better than others, but players want things to distinguish themselves from others. So the players who aren't killed often level quicker, and thus are demonstrably 'better' in terms of the level difference. This is no different than one person earning a special piece of armor by going on a hard, long quest, and another one who chooses not to go on that quest. The former then gets the recognition for his effort.
6.) MMO Competition by servognome
With several highly anticipated MMOs launching this year and next year (WoW, EQ2, Matrix Online), what is your perception of competition in the MMO industry, has it become too crowded? Do you believe new games can be supported by drawing new players into the genre, or will these games pull mostly from the existing player base?
Jack:
I think the MMP market is growing quite nicely. City of Heroes hit 180,000 in just a couple of months; as far as I know, the existing MMP's did not suffer an equivalent 180,000 drop in subscriptions. Certainly, some fans of the other MMP's kept their old accounts and played City of Heroes, but I doubt that a significant percentage of players has more than a single account with a MMP. In other words, I think City of Heroes brought 100,000+ new faces to the MMP market.
7.) Demo / Trial? by InfinityWpi
As a gamer geek but also a new father and a victim of the economy, I have to be very careful with my 'entertainment' money. I've heard good things about CoH, but I can't justify buying the game if I'm only going to be playing it for a month (I can really only justify that with $15 bargain-bin titles). Will CoH have a one-week (or, better, two-week) trial available in the near future?
Second question, if I may: Everyone talks about how MMORPGs are different from 'traditional' RPGs mainly due to the lack of a strong, world-changing storyline. Granted, comics aren't always world-changing except for the occasional crossover, but you never see Superman's secret identity being revealed to the world in the pages of, say, JLA. Comics have a definite 'solo' vs 'group' theme going. Is it possible to really have a single-character-changing experience in CoH, or is it all mainly "Nothing major will happen; this isn't his book" vibe?
Jack:
Currently, the basic City of Heroes game is available for $39.99 and comes with a free month. I don't know when or if other price discounts will occur; but I do know that we've discussed internally a short free trial period, but nothing is imminent.
Your second point, world changing events, is something we're aiming for in City of Villains. The activities of even a single player (hero or villain) can have a noticeable effect in the world.
8.) Biggest surprise after launch? by DevNova
Since the official launch, can you think of something that really, really surprised you about the game? Did the players start to do things you didn't expect, or did some game mechanics/results turn out far differently than you thought it would (for better or worse)?
Jack:
I never foresaw how many characters each player would create. It seems that having a dozen or more 'alts' (alternate characters) is the norm, rather than the extreme. People love making lots of different heroes - and lots of costumes.
9.) A more general question... by Gothic_Walrus
My question is simple, but I think we need at least one question that's not related to the game or to Mr. Emmert directly.
What do you think of the MMOG market as a whole? Over the past few years, we've seen a flood of games released. We've seen sequels to established games - Everquest II, for example. We've seen games based on licenses, such as Star Wars Galaxies. We've seen high-profile titles such as Mythica cancelled. We've seen completely unique ideas, like A Tale in the Desert. Obviously, the market is completely different than it was even a year ago today.
Put simply, what do you think of the market in its current state, and what future do you see for it? Will you be a part of that future?
The question might not seem very exciting, but I believe that Mr. Emmert is in a very unique position to answer it...
Jack:
What the MMP medium has NOT had is the breakout hit that defines it. Duke Nukem and Doom, for instance, were so popular that they created the FPS explosion that continues to this day. In the RTS medium, every game is still compared to Warcraft and Starcraft. Successful MMP's have sold hundreds of thousands of copies, but nothing has yet sold the millions to match what these other games have. Eventually, there will be one. Of course, it's impossible to predict something like that until it already happens.
10.) Developer made content vs user made content? by Gldm
Recently I started a thread on the COH suggestion forums [cityofheroes.com] that got a high rating about wanting a new ski area zone after having seen how ice worked in one of the missions I played. I also mentioned in a later post if there was a map editing tool I'd probably make it myself.
Do you think most future MMORPGs are going to stay with the developer-based content model like COH and Everquest, or do you think we'll begin seeing more user-based content such as in Second Life [secondlife.com]?
Do you think Cryptic will ever release some kind of content editor (aside from the already incredible character creator) to the users?
Jack:
I think user based content - where the player creates nearly all the material from preset building blocks - is a red herring for game development. The problem is that most player created generated content isn't very good. This shouldn't be a surprise to anyone; good level designers, for instance, spend hours and hours on creating good fun play experiences. It's no surprise that someone creating levels in their spare time isn't as good. Naturally, game design requires talent and experience, so that the really good novices will produce cool stuff.
But if that content is regulated in some way - either by the tools or some sort of player feedback - then I think I agree that user generated content is the wave of the future. For example, our City of Villains product (target release for 2005) includes super group bases. Players will be able to lay out their rooms and hallways according to a basic template.
11.) RPG "light" by Hays
I'm an active COH player and an ex-everquest player. I must first give you kudos for making a really polished, fun game. It's really a great take on the MMORPG.
The game has a bus-load of fun ideas. The badge system is great. The costume system and character creation are amazing. Technically, the game is top notch-great mapmaking, great animation, etc...
One of the best ideas is simplicity. Starting players don't have to worry about complicated inventory systems. They just go out there and start kicking butt. Kicking butt is not too difficult, because the player is quite a bit stronger versus the environment compared to previous MMORPGs.
But that simplicity becomes a drag in the later game. I've got 3 characters approaching the high end (mid 30s) and I'm starting to dislike the slow experience grind, with nothing to look forward to but a new ability every 3 levels.
Missions are fun, but they get a bit formulaic. With one huge exception, they offer uninteresting rewards and have cookie cutter goals. (The exception being the wonderful respec mission.)
I'm sure it was a conscious design decision to have no inventory system, no armor, no weapons. And I think that's a great idea, at first. But by the time you're level 30 and you've played the game for a couple of months, you really start to want MORE. The enhancement system doesn't cut it. That's just a trip to the store every 5 levels. I'd like to get a cool piece of (origin specific) armor when I complete a task force.
Even baby steps in this direction would great. A way to distinguish myself (other than aesthetically) from other players would be nice. This could also give origins a chance to actually matter.
So the question in all of this is- why the aversion to traditional RPG elements, even at high levels? Is this going to change?
Jack:
Yes, we eschewed many of the typical elements of fantasy MMP's such as body slots and crafting, but that was more to do with the choice of genre than anything else. If we had something akin to body slots, and a player equipped his character with armor, the game certainly wouldn't feel like a modern day hero game. And if someone doesn't feel like a hero, he won't feel immersed in the game. And if that happens, the player won't feel committed to play, because that player bought City of Heroes to be a super powered hero!
But what we've started doing is adding more mid and high level content. Currently, there are badges to collect. There's missions to earn capes or other visual rewards. Coming soon, we have a skills system. And then there's the Epic Archetypes which a player obtains by reaching a certain level or completing a particular Task Force. In the future, we hope to add such things as power customization. And with the release of City of Villains, there will be the ongoing war between good and evil.
Open Beta a MMORPG "Free Trials" (Score:4, Insightful)
With a normal HL2 or D3 type game, I know what my $50 is getting me. There is a beginning, a middle, and an end to the game. When I shell out the same cash for a MMORPG, I'm basically getting a 1-month teaser, but then being asked to put forth more money to continue. It's like Gauntlet in the arcade, or a long distance phone call.
If not for being invited into the closed beta for World of Warcraft, I most certainly wouldn't be picking up the game next Tuesday.
I think if more MMORPGs offer a free trial, or invite more non MMORPGers into their beta tests, they'll end up with more paying customers in the long run.
Re:Open Beta a MMORPG "Free Trials" (Score:4, Interesting)
Re:Open Beta a MMORPG "Free Trials" (Score:2)
A two week trial would entice me to play CoH, a game I certainly wouldnt buy otherwise. With MMORPGs, a bit demo risk, that p
Re:Open Beta a MMORPG "Free Trials" (Score:2)
Re:Open Beta a MMORPG "Free Trials" (Score:2)
Re:Open Beta a MMORPG "Free Trials" (Score:2)
give away the razor (Score:3, Insightful)
Re:give away the razor (Score:3, Interesting)
The other problem with free trials is the opportunity for abuse. For example, in Asheron's Call you could build up prestige and rank by getting people to agree to swear allegience to you, and it took X number of people to obtain the next rank. Once you achieved a high enough rank (usually due to having several hundred followers) you were eligible to buy a guild mansion.
At one point they started handing
Re:give away the razor (Score:2)
Re:give away the razor (Score:2)
Re:give away the razor (Score:2)
Re:give away the razor (Score:2)
If I get bored of World of Warcraft after a couple weeks, then what am I stuck with? A game that'll be useless in a month. If a year from now I'm bored o
Re:Open Beta a MMORPG "Free Trials" (Score:2)
But that's not the big issue. The $15 monthly goes to server support and maintenance, including things like electricity and bandwidth. There were 500,000 applicants accepted into WoW's Open Beta; who knows how many applied. If a standard MMORP
Re:Open Beta a MMORPG "Free Trials" (Score:2)
Also, I don't see why an offline demo/tutorial for an MMO couldn't wo
Re:Open Beta a MMORPG "Free Trials" (Score:2)
Re:Open Beta a MMORPG "Free Trials" (Score:2)
I was really dismayed to find out that the "free" one month trial in the box was actually a "subscribe and we'll give you another month free". It was *not* a "Play for a month and pay us if you want to keep playing" *trial*.
I was really looking forward to being able to collect *a* paycheck before being forced to subscribe but wound up having my brother pay for a month so I could get
excuse me while I put on my Dad hat (Score:2)
You should save that money. when you get a enough money in the bank to live for a year without a change in your spending habits then look around at the best thing at that time.
There are free thing you can do with your time.
A MMORPG is a hole in the wall you poor money into every month.
heh, I think I'll register that with the copyright office.
Interesting, but... (Score:5, Interesting)
The problem here is larger. Doing stuff over and over and over again is tedious, no matter the game... hell, leveling in Pokemon is downright tedious too. The solution, methinks, lies in making things new and fresh, and making quests interesting and original.
I think he hit upon this in his interview when discussing user-created content. Within the massive user bases that these games have lies a lot of creativity and talent. Granted, most user-created stuff will suck, but there will be a LOT of stuff that is fresh, new, original, and fun to do.
If a game could integrate user-created content into the ongoing quest system, I think it could avoid the tedium of the level grind.
Re:Interesting, but... (Score:5, Funny)
Re:Interesting, but... (Score:2)
Given that, we can infer that capes don't have any real physics in the game. On your machine, they may, but they don't on the servers, which means they can't check for cape jet engine collisions.
Besides, in CoH aircraft would be point-sources just like cars. You'd just get shoved to the side.
Re:Spoiler in parent's post. (I think!) (Score:2)
The gag in question is from a light hearted interlude partway into the film. It one of those scenes you are likely to see excerpted in commericials and in movie reviews. It's not a "real" spoiler.
That said...
SPOILER
The movie foreshadows alot. Concepts and gags are frequently introduced as an aside or background story before they become releva
Re:Interesting, but... (Score:5, Funny)
Second, playing a MMRPG from a single-player perspective is definitely going to get boring. The key is to have a system where capes, badges, and insignia plays a social role with other players and NPCs. In effect, you want them to give a "non-functional" quality to the game.
And finally... dude, it's a game. For real dynamic, fun, and interactive experiences... leave the computer and do some real human activities.
Re:Interesting, but... (Score:2)
If it doesn't, its just a single-player game.
I've played several MMORPGs that were just cheasy levelling single player games with other people playing the same plot. That sucks.
One of the things is to not allow multiple people to complete the same quest simultaneously and know about it. "Hey, I'm carrying that purse back to the same lady!" kills the suspension of disbel
Re:Interesting, but... (Score:2)
Re:Interesting, but... (Score:2)
Re:Interesting, but... (Score:2)
Which brings me to MY question of "what is CoH doing to get itself out of the Skinner Box model that all MMORPGs today currently fit into? The closest thing I've seen to a MMORPG stepping away from that is Second Life and ATiTD.
That's really whats turned me off from every single MMORPG out there though. I start playing, t
Re:Interesting, but... (Score:3, Insightful)
1) A
2) Max Exp limits for user-made content.
So anyone can toss in a new module or area, but the Exp anyone can gain is capped (to prevent abuse, i.e. 'enter my quick level-up lair!').
Caps can get removed by the game staff, who, thanks to the moderation scheme, need just browse the "+5" levels that players actually liked.
To organize it, start with a few theme zones, for example
Re:Interesting, but... (Score:2)
Re:Interesting, but... (Score:2)
> The main problem is that most user content just really does suck.
I agree. That's why I browse
There's a bunch of games that have heaps of mods... say, oh, Doom. Utterly useless unless you find an index where the indexer actually _reviews_ and describes the mods, or (best) ranks them.
RtCW, Unreal, and Serious Sam all had good communities in terms of commented/annoted mods, and there were one or 2 Doom sites that gave useful information.
I never have seen a moderated system, though, for
Re:Interesting, but... (Score:3, Informative)
User-generated content sounds good at first, but how would it work?
The short answer is that you have to create an economy. Most online games do a piss-poor job of that (items/creatures spawn out of nowhere), and many actually go after users who create an out-of-world economy (e.g., selling EQ items on eBay). User created content is as simple as me wanting something in the game and the game providing multiple routes to that goal, including trading with another player who already has it. And that cre
Re:Interesting, but... (Score:2)
As a gamer I have avoided MMORPGs because they seemed too time demanding and too complicated. I really DON'T want to be involved in the politics of the nation of Geldorard or whether Peldopar the Wizaaard should be chancelor. Or overly complicated crafting and player based economies. I know these are features that some people love but that's not me.
COH
Still waiting on a MMOFPS (Score:2, Interesting)
Customize Fortress-Pay for all sorts of wall and floor pieces, gun turrets, fortifications, special buildings, etc. Design so players can really spend time making big castles.
Basically power sources would appear in the wild, and all the clans would have to compete for them. So teams would secure as many power sou
Re:Still waiting on a MMOFPS (Score:2)
This idea would be excellent. Every good super-hero needs an awesome ride and a comfy place to hang his cape.
Re:Still waiting on a MMOFPS (Score:1)
The game did not have vehicles when I cancelled and I didn't see plans for them mentioned. Heroes have a number of travel powers to choose from (super speed, flight, and super jumping).
By lairs, do you mean enemy lairs to invade/conquer? CoH does have static missions and places on the world maps in which certain enemy types spawn. There are no player "lairs" (housing) right now but per the article it seems super groups (guilds) will be getting access to those in the expansion.
Levelling pace != skill (Score:5, Insightful)
Levelling pace in an MMORPG has little to do with how much "better" a player is but more with how much time said player has to invest. An experience debt/loss penalty hurts a person who has 1-2 hours to play a night far, far worse in the short term than one who has the ability to play for 8-10 hours at a time. This is one reason a casual player could get upset and quit after amassing a large amount of loss/debt from an unfortunate death or series of deaths in an MMORPG.
Yes, I do realize knowing how to maximize xp gain can be considered a "skill" (a challenge measured by how hard it is to google that info) but for the most part my previous point stands.
Re:Levelling pace != skill (Score:2)
As someone who has played MMOGs both casually and obsessively, the commonly proposed idea that there should be some crutch for people who play less than others is just ridiculous. Someone who plays less has access to the same content as someone who plays all the time - it just takes longer to get to it. Should someone who has only an hour
Re:Levelling pace != skill (Score:2)
215 Here's my example: Let's take an MMOG that costs $50 up front including 30 days and $15/month thereafter. Even if you can only average a half-hour per day per month over a year's time, that's about $1.20/hour. If you're having fun during those hours, I'd say the cost was worth it. If you hate it, of course, you're out the $50, just as you would be if
Re:Levelling pace != skill (Score:2)
No, you've crossed the line into being ridiculous. There is no good reason to market a massively multiplayer game that
Re:Levelling pace != skill (Score:2)
For example, I pay $40 a month for digital cable. My friend also pays $40 a month for digital cable. He watches tv constantly and i tend to only watch Monster Garage and the Daily Show.
However, the tv channels are available to me and their content is available to me whenever i want.
(or course, barring tivo, the television doesn
Re:Levelling pace != skill (Score:2)
I disagree, with Cable television I have the choice to upgrade the monthly subscription to a higher level. If I want more channels (More content) then I can pay a higher fee. Cause I would watch more television. MMPOGs don't offer that or any options at all. If you have Digital cable you can opt out of getting movies on PPV channels or you can order them. You can down grade your channels for a smaller package. You can opt out of many things. Its not a flat only $40. Its a package that if you pay the $40 yo
Re:Levelling pace != skill (Score:3, Interesting)
There are some balancing issues to that thought alone, but its an idea.
My other thought has been as a result of playing Morrowind with its practice-makes-perfect skill system and other related game styles. I'd like to see unused skills atrophy.
I know for myself, I often chalk up enough points in each skill I want to be uber-good and then lay waste to stuff, frequently not using my jump skill till I
Re:Levelling pace != skill (Score:2)
Yes the occasional lag death occurs but it's rare.
Also maximizing XP in the game IS about being a b
Re:Levelling pace != skill (Score:2)
Obtuse much? If I told you my Ferrari was faster than your Honda, how would you reply?
Movement rate on roads has little to do with how much "faster" a car is but more with how much time each car has been driving.
Both statments are true. Both are also irrelevant, miss the obvious point, and attack things that weren't even implied in the original.
Re:Levelling pace != skill (Score:2)
Re:Levelling pace != skill (Score:2)
Thats all fine and good but a person who plays for 8 hours a day is getting more content for the dollar than the 2 hour per day player.
When are we going to start paying for time played instead of a flat monthly fee?
your dollars are not providing you with the content. they are providing you with the availability of the content. A person who plays for 8 hours a day is getting the same availability of content as a person who plays for 2 hours a day. The difference is in how much the individual
Thanks... (Score:2)
I played CoH for a couple of months, but the same thing always seems to happen: You get sucked in, and you lose of alot of real life time trying to push your character higher.
Someone needs to create a MMORPG with a fast track, so someone who has a real job, and a family commitment can reap the benefits of the game that they pay for every month.
The funny thing is, that even though I haven't played in a couple of months, I still can't force myself to cancel my accou
Re:Thanks... (Score:2)
The levelling treadmill is a fundamental result of trying to apply the levelling system to MMORPGs. Anything that tries to apply the idea of levelling runs into two fundamentally conflicting forces:
You need to make the game fun f
ADitD (Score:2)
Re:Thanks... (Score:2)
Death Penalty Question (Score:4, Insightful)
I do, however, think there is a happy medium. Games such as Nethack, where death is permanent and final, scare me into not putting too much commitment into a character because the next key I hit could berieve me of my character. While this does make every choice I make intense, I don't want my games to be like real life where death actually causes pain (because you put so much effort into a character only to lose it). I think the experience penalty is good compromise.
Re:Death Penalty Question (Score:3, Interesting)
I'm personally partial to the Nethack way, but I'd rather see a compromise that made more sense--e.g. if your 14th level character dies, you have to wait 5 minutes and can roll up a new character, but the new character starts just a level or two lower than the old one (and with some okay equipment for whatever level that chara
Re:Death Penalty Question (Score:2)
If you get to the end, you're Done, in a MMORPG.
In city of heroes, the death penalty cuts experience in half for a certain amount of experience to earn. But not money. So one way to be a rich hero is to stay in debt.
Up for a laugh? COH Dress like your Hero Contest! (Score:4, Interesting)
Re: (Score:2)
The big title in MMO's (Score:2)
From this guy's numbers, CoH has about 200k people playing it. World of warcraft had 500k in the public beta, and I would expect a whole lot more people to play the full game. 2x? 2.5x? 3x? Who knows. But from what I've seen so far, it does an amazing job of putting together things that already existed in MMO's but hadn't really been used correctly, and certainly not all at once. I think this is going to be the breakout title of MMO
Re:The big title in MMO's (Score:2)
Re:The big title in MMO's (Score:2)
Re:The big title in MMO's (Score:2)
That and it was a 2.5 GB download and the closed beta was only for a short period, with a client of that size a lot (but not all certainly) of freeloaders would be put off the lengthy download.
I think the large delay in the release outside the US will reduce the initial number of subscribers for a bit.
NO CAPES (Score:2, Funny)
Totally disagree on the death penalties (Score:2)
First off many FPS games have been around as long as or longer than MMORPGs, so that arguement right there doesn't hold up. But players stick around in MMORPGs not because death penalties somehow give their characters depth, but because of the player community
Wrong "short term" (Score:2)
I suspect that what he means is the short-term experience with the session you're playing. While I've been playing games of Eradicator for over 5 years, it hasn't been the same session that I've been playing. In comparison, in an MMORPG, you may have been building your character for years. *shrug*
Re:Totally disagree on the death penalties-Agreed! (Score:2)
Amen to that. It's about time people stopped making excuses for crappy gameplay in MMOG's. They are full of harsh death penalties that make users not want to explore areas for fear of dying and tedious grind-a-thon crafting.
WoW really does blow that out of the water IMO, I do think it has what it takes to be genre defining.
I find it totally rediculous to suggest that harsh dealth penalties lead to greater immersion due to being more a
WoW death penalty (Score:4, Informative)
In WoW, you lose no experience, no gold, no equipment... infact, your character comes back intact. What you do lose is time... and a lot of it. And you can also lose your place in the game.
Basically you spawn as a ghost at some graveyard, and now you can either hike to your body or pay the penalty of 10 minutes with a curse on your stats (a major curse) and all armor on you and your inventory takes a hit on durability. This basically puts you out of the game for 10 minutes, loss of potentially a substantial amount of gold, and you spawn fresh at the grave site which could be many minutes away from where you were. That's a decently big penalty of basically... you have to wait 10 minutes before you can attempt what ever you tried again, which could have taken half an hour.
If you attempted to walk back as a ghost, you have to walk back for potentially 10 minutes (Barrens comes to mind), and when you get there you have a chance of not having a safe spawn point in which case you could just die again and repeat this process.
So yes there is no character based penalty... but with the potential of needing to basically start a segment of your quest from scratch (especially where its instanced since you have to start at the start... and enemies respawn at some rate) after a relatively long run back to perhaps a hostile spawn area (and you spawn without buffs at that)... or a choice to take 10 minutes of ability drain and gold sacrifice...
WoW is not without its penalties. But the penalties are not your character... the penalties are on you the player.
Re:WoW death penalty (Score:2)
Re:WoW death penalty (Score:5, Informative)
Re:WoW death penalty (Score:2)
Here's how they worked for those of you unfamiliar:
Dying gives you a Death Point.
Death Points go away after 8 hours of real time, whether or not you're online.
Eating a variety of foods can reduce the time until the next DP goes away by about 5 minutes, on average. Eating the same foods repetatively has a significantly reduced effect.
1st DP: No ill ef
Re:WoW death penalty (Score:2)
Why not allow the player to select their death penalty at character creation time? The idea would be to make it so that the characters who are more likely to suffer when they die are also the ones more likely to advance...
For example:
A casual player could take the the minimum death penalty - something like WoW, where there's a time delay only before you respawn somewhere (relatively) safe. In return, they get normal experience from the game.
A more dedicated player could take a medium death penalty - it
Re:WoW death penalty (Score:2)
As for death penalties, if you have choice you would just open yourself for headaches for your choices from support reques
Re:WoW death penalty (Score:2)
Interesting comment about WoW's rest system - I'm not really into MMOGs, but it seems like a reasonable way to account for the online/offline dichotomy. I'm surprised it's taken this long for someone to figure out something like this.
I was thinking that there would be additional differentiators aside from death penalties - ie, if it wasn't just experience; perhaps some quests would only be open to hardcore players, or open up at lower levels, etc. Though I understand your comment about players complain
Re:WoW death penalty (Score:2)
Re:WoW death penalty (Score:2)
Re:WoW death penalty (Score:2)
The Problem with CoH (Score:2)
Free month indeed. (Score:2, Insightful)
no death penalty != disposable !!! (Score:3, Interesting)
If players lose nothing by being defeated then naturally the players won't see death as an issue. Players will begin to look at their characters like those in FPS games such as Counterstrike or Battlefield 1942. In other words, the player's avatar is perceived as disposable.
This fallacy is very popular amongst MMOG devs. Avatars are disposable only if the player considers the cumulative time that they have put into developing their character as worthless. I believe that most people value their time, and therefore value their developed avatars with or without some penalty for dying that equates to hours of game time.
Re:no death penalty != disposable !!! (Score:2)
Well, I certainly hop you back up that insult with some substance.
No. Just like Jack said, avatars are disposable if you don't lose anything by disposing of them. Your suggestion that time would be lost is completely contradicted by his hypothesis that nothing would be lost.
A player expends a certain amount
Re:no death penalty != disposable !!! (Score:2)
I don't really see the need. Your complete miscomprehension is obvious to everyone else [slashdot.org].
Jack already explained it fine, and then I explained it fine. If you don't understand the simple 2-part statement yet, then there's little chance I can actually help you.
Jack specifically said: "If players lose nothing by being defeated". You quoted that clause, but did you read it?
Try to imagine if I could get another house identical to my current
Rip-Offs (Score:2)
If I pay $50 for a game that sucks and then after a month it's no use to me, I would feel completely screwed. Give me a free download and a $15 first month... then if it sucks I'm o
Re:Rip-Offs (Score:2)
MMORPG masochism (Score:2, Insightful)
"So the players who aren't killed often level quicker, and thus are demonstrably 'better' in terms of the level difference."
Really now, this is frothing idiocy. I haven't yet seen a MMORPG where skill and strategy isn't entirely overwhelmed by the time invested in playing - a high-level character is simply demonstrably 'older'.
"This is no different than one person earning a special piece of armor by going on a hard, long quest, and another one who chooses not to go on that quest. T
Re:MMORPG masochism (Score:2)
That's not nonsense. That's the truth. If I earned $100 in 80% of the time it took you, I'd be a better worker (according to the principles of capitalism).
Except...how much of your time was spent chatting, crafting, exploring, questing, fighting other players?
Many hobbies, from bicycling to basketweaving to RPGs, derive a great portion (majority?) of their enjoyability by peripheral activitie
Guild Wars (Score:2)
User created content not very good? (Score:2)
Most is dross but a significant minority is OUTSTANDING and the man is a tool to ignore it.
Re:User created content not very good? (Score:2)
Realistic Dragon: "Most is dross but a significant minority is OUTSTANDING"
Nice to see that you guys agree. Now, take a deep breath, and think about how long it took them to come out with NWN, which, in the end, has a sub-par editor that requires a lot of hacks and workarounds. Think about combining that with an MMORPG, where the technological dilemma is compounded by fifty times.
Think about the legal iss
welcome to 1992 (Score:2)
Real reason these games haven't been a big hit yet (Score:2)
Am I supposed to ask my friends "Hey, are you into Massive Multiplayer Online Roleplaying Games", or what?
Re:Real reason these games haven't been a big hit (Score:2)
Done.
Stop rely on acronyms, which most people hate anyway. Converse like a normal human being, and get the jargon out of the equation.
Dismissing gameplay & (Score:3, Insightful)
Wow, way to dismiss about half of computer gaming in one statement. Using this he is responding to the 3D Zelda games (which don't feature "jump games" as such, in fact they have an auto-jump feature in order to avoid that).
While riddles and "jump games" (his term of dismissal is telling) may or may not be arguable, puzzles are one of *the* integral elements to gaming. All games are a puzzle of some sort, held to different standards of timing. (In Robotron, for example, the puzzle is deciding which ways to run and shoot in the split-second usually available to you.) And his argument that making a virtual rave in a mission into a "real" one, and calling that an improvement, falls flat with me.
Also, I was struck by his stock answer to the XP-penalty-for-dying issue: To get you to emphathize more with your character, next question. Surely there are better ways to do that than docking the player on the experience count. His response to the "grinding" charge is similar.
He also dismissed user-created content, apparently ignorant of the fact that no game can possibly keep all its players interested with a "top-down" approach to content. Also, user-created content (*if well implemented*, and allows players to genuinely create new experiences) can have a way of building on each other to "evolve" into new concepts in a way that a team of explicit designers can never match. Yeah, lots of user content sucks, most of it in fact, but that isn't always the user's fault. Also, you could view the web as the ultimate user-content-created MMORPG; there's huge numbers of pointless websites, but the best ones are what people visit over and over again. Find a way to reward those people for producing content with an in-game mechanism, and give people a way of finding those players (like a search engine), and the problem should solve itself. (Not that I consider this to be easily done. But someday, someone will do it right.)
I was considering playing City of Heroes before this interview -- I had heard it approached a number of problems in a novel way, maybe even the right way, but I am less certain now. It's starting to seem more like the novelty arises out of setting rather than being truly different gameplay.
Re:Dismissing gameplay & (Score:2)
By definition, a "game" requires competitiveness, so nothing single-player need apply.
So, Solitare is not a game?
If it's not in the defined meaning of "game," then it's certainly in the colloquial meaning.
Wait a minnit... here we go. [reference.com] From the definition on Dictionary.com:
1. An activity providing entertainment or amusement; a pastime: party games; w
More on the user made content. (Score:2)
I agree much of the user produced stuff is going to be total crap. It always is with ANY game, massively multiplayer or no.
But the real staying power of the few outstanding games in other genres has been the ability of users to add their own content.
Consider what map making did for doom, quake, and the like. Or strategy games like Command & Conquer.
Or how about what Counterstrike did for Halflife? I'd argue that even given the original game's wonderful
pffft (Score:2, Insightful)
That's because that's where the most fun is in the game - creating a charachter. As opposed to where the fun SHOULD be - playing the game.
Thoughts on the level grind (Score:2)
Re:Yet again, western devs are short sighted... (Score:2)
The reason Lineage sold so well was because everybody in Korea has a copy.
Re:So very wrong about Multiple Accounts (Score:3, Insightful)
Re:So very wrong about Multiple Accounts (Score:2)
I actually suspect that the number of "new" players is actually lower than they think. While I believe a significant number of people are playing CoH as their first MMO game, I am betting most of the people they attracted were people who had already quit the existing ones. EQ has been out for a very long time. Many people have tried it, and then got tired of it. There wasn't a drop in subscription to other games because t
Re:So very wrong about Multiple Accounts (Score:3, Insightful)
These are the majority in most MMO games.
Re:So very wrong about Multiple Accounts (Score:2)
Re:So very wrong about Multiple Accounts (Score:2)
Re:what about Shadowbane? (Score:3, Informative)
1. Pitifully slow on a machine that plays CoH flawlessly.
2. Charged you for more content in the form of expansions.
3. UI was one of the worst.
4. Unstable clients and servers.
kashani
Stop censoring (Score:2)
"The second step is adding new gameplay. In Expansion 2, we introduced badges which reward explorers and achievers. Certain combinations of badges open up Accolades - which are permanent powers!"
All of which suck mightly from any usability point of view - a gun that does 12 hp damage and fires once every 25 minuttes? They are for show nothing else.
"Your second point, world changing events, is something we're aiming for in City