John Smedley On the Future of MMOGs 193
RosethornKB writes "John Smedley, President of Sony Online Entertainment, wrote a letter about SOE's look to the future. In it, Smedley asks some questions about virtual children, skill based combat and player created content. KillerBetties.com posts a response to his questions. From the article: "What if you could have families in MMO's? Virtual Children... What if your characters could have children and pass on the family name...This is a very vague idea and I'm not sure if he words it that way on purpose or not. The concept of Virtual Children and passing on the family name isn't new. For example, upcoming Limitless Horizons MMO Mourning has had it in their design since the game first was announced. Their system is actually very interesting in theory."" Grimwell.com has commentary on SOE's recent activities.
I'm really not sure what the future holds... (Score:5, Insightful)
I mean, yeah, sure, the games have gotten better, but mostly in terms of graphics. The core of these games is still about creating a character, running at mobs and hitting a bunch of icons on the interface to use different skills. Aside from the gameplay, the environment is still about the same. Quests are getting better, but they are still as simple as "Go here and kill this." with some little variation thrown in.
Another pet peeve of mine is character creation where you have to choose your characters skill set before you even get to play the game. I wish a game was open-ended where you could dabble in different areas as you went on, before deciding what to actually stick to. I want game rules like PvP that are determined by in-game repurcussions, not by hard-coded limits by the developers.
I guess I just see tons of this untapped potential for MMOGs that just isn't being realized. Everygame seems to tought its one big, new "feature" that is really just a mild improvement on what was done previously.
Re:I'm really not sure what the future holds... (Score:5, Insightful)
Re:I'm really not sure what the future holds... (Score:2)
Re:I'm really not sure what the future holds... (Score:2)
The answer's obvious to me too, and it couldn't be further from your conclusion. The MMOG players don't want it. They might like it if it were to happen, to hear them tell it, but the current crop seems to be perfectly content to grind and craft and buy and sell goodies on ebay. If enough of them stopped playing (and paying) because of its lack,
Re:I'm really not sure what the future holds... (Score:2)
Re:I'm really not sure what the future holds... (Score:5, Informative)
So, Ultima Online had:
PvP with in-game repurcussions that worked adequately (bounties, murder counts, reputation, etc...)
Skills that were determined during gameplay (you have a percent score for each skill, you can start with three skills with a total of 100 points and none over fifty), raising in skill level just by using the skill, rather than by putting points towards it.
Statistics (Str/Dex/Int) determined the same as skills.
Skill and stat atrophy (it was fine once they let you control locking and so-such) so that you could not get infinitely good by mastering every skill, but rather had to find your own balance and maintain it. However, you could freely switch skill lines with only a little work.
Whether for better or worse, MMOGs have changed a lot since the beginning.
Re:I'm really not sure what the future holds... (Score:2)
Re:I'm really not sure what the future holds... (Score:3, Informative)
I feel (see sig) obliged to point you in the direction of this [roma-victor.com], which certainly fits that description.
Re:I'm really not sure what the future holds... (Score:5, Interesting)
I played EverQuest for four years, and in that time it went from a fairly story-driven game with GMs who at least made an effort to incorporate players into the storyline to a pay-per-dungeon-crawl that had almsot no GMs and very little customer-focus (they changed this a bit just before I quit, but it was far too little, far too late).
When EQ2 came out, almost everyone I knew was in one of two camps: the "I've never played EQ, so I don't need to start" camp and the "another SOE game?!" camp.
For those who wish to learn from SOE's mistakes: yes, customers whine, cheat and otherwise behave poorly, but keep in mind that that ill behaved mass of complaints is your revenue stream, and treating them without a modicum of respect, and more importantly treating them GAME without a great deal of respect is the fastest, easiest way to lose your player base to the next game to come along.
Hope this is helpful to those of you working on the next generaion of game.
-Perlmonkey AKA Deepone
Re:I'm really not sure what the future holds... (Score:2, Interesting)
Re:I'm really not sure what the future holds... (Score:3, Informative)
Re:I'm really not sure what the future holds... (Score:2)
Re:I'm really not sure what the future holds... (Score:2)
So obvi
Re:I'm really not sure what the future holds... (Score:2, Informative)
Re:I'm really not sure what the future holds... (Score:2)
Even Bigger News (Score:2)
Not to rain on your parade, but... (Score:4, Insightful)
I've never even considered playing an MMORPG because I know I would become addicted in about 3 seconds. Maybe that's just me.
Frankly.. (Score:2)
Re:Not to rain on your parade, but... (Score:4, Interesting)
people are responsible for their own actions. When people sit down to play these games, they are making a choice. I agree that the designers construct these worlds for the purpose of treadmill running, but at the end of the day, its your choice to play them - each and everytime. (you being used in the general, as opposed to you personally).
I'm guessing, if you interviewed the real hardcore addicts, you'd probably find the game being used in place of other things (ie, can't deal with the wife and kids or, can't deal with classes). As for the true addicts, I bet that if it wasn't the latest MMORPG, it'd just be something else like fantasy football. Just my thoughts.
Re:Not to rain on your parade, but... (Score:2)
On the plus side, though, virtual inheritance would neatly solve the "diamond problem" (not being able to afford that virtual wedding ring).
Would you like to play a game? (Score:3, Funny)
Ok Joshua.
For every "level" you get in one of these games, you will lose one in real life.
Damn, and I was really working twards level 255 at Java Programming and I just lost it for level 25 paladin at WoW. Oh well, at least I have my holy light spell to keep me happy.
So, in a MMORPG... (Score:5, Funny)
Re:So, in a MMORPG... (Score:2)
Re:So, in a MMORPG... (Score:2)
Re:So, in a MMORPG... (Score:4, Funny)
In Soviet Russia, the dragon pets YOU!
i give up on $ony (Score:2, Interesting)
Re:i give up on $ony (Score:2)
1. Customer Service
2. Company's responsiveness to the players
It's not for fun and entertainment value at all.
Re:i give up on $ony (Score:2)
Obviously not, otherwise people wouldn't play MMORPGs.
Rob
Re:i give up on $ony (Score:2)
For that matter - do you really believe that WoW is that much better? Won't it just be more of the same but with a certain newness that will make you overlook the similarities?
bigger (Score:2, Informative)
Comment removed (Score:4, Insightful)
Re:Future: "Clone more text mud features" (Score:2)
A simple server that accepts user input (either geometry, commands (like scripts), or f
Magic in MMORPGs (Score:5, Interesting)
You know what I'd like to see?
A MMORPG with a magic system that wasn't geared toward combat, or ease of use. Something so incredibly complicated that you have no idea what's going on. For once, I'd like to see the PLAYER learn magical theory. And the magical theory to be entirely player researched, and incomplete.
A magic system that lets YOU design spells, but all the knowledge you need to do so comes from experimental error. A magic system that KILLS you if you screw up badly enough.
Obviously, that would be one of the greatest challenges ever to create, but I'll tell you right now, I'd quit my job if I had one and play that 24/7.
Who's with me on that?
Re:Magic in MMORPGs (Score:3, Interesting)
I was diappointed in Evercrack because every magic class was the same within their class. Everyone knew exactly how a cleric should be played or how a wizard or enchanter should be played. There was no room for uniqueness.
I played Gemstone, and even though it was a MUD it had a better general game design than any graphics game I've seen. It would be nice if they could make magic so customizable and unique that the programmers didn't know the limits or all the possibilities.
Re:Magic in MMORPGs (Score:2)
But yes, that's where the idea probably came from for me, too (Gemstone). After spending that much time in a RP heavy world, I really began to appreciate the difference between fighter and mage classes - fighters fight to gain levels. Shouldn't mages magic to gain levels?
Re:Magic in MMORPGs (Score:4, Interesting)
A somewhat more structured framework would be interesting. Something like CoreWars, but updated for the modern day.
Re:Magic in MMORPGs (Score:2)
Of course, you'd have to implement some sort of incentive for magicians keeping their programs secret. You wouldn't want Merlin spreading around his ultimate destructo spell, would you?
Re:Magic in MMORPGs (Score:2)
Re:Magic in MMORPGs (Score:2)
Re:Magic in MMORPGs (Score:2)
But yes, in order to do this right, it comes down to doing something similar to a programming language. The trick is to make it needlessly complex enough that players may be forced to generate their own secondary grammars (analogy: instructions->higher level programming language) in order to make substantial sense of things. The neat thing about this is it requires both enginuity, familiarity, and allows players to build standards if the
Re:Magic in MMORPGs (Score:2)
Re:Magic in MMORPGs (Score:3, Interesting)
What I'D like to see personally is something involving a new peripheral gadget that might be gloves, or a wand or something that could sense movement, and could detect somatic components of spells so that you actually had to learn the movements for spells.
Then magic isn't just down to "ok, put ingredi
Re:Magic in MMORPGs (Score:3, Interesting)
Re:Magic in MMORPGs (Score:2)
But the voice recognition would be hard, because you have to accomodate for accents, and I think this game would have trouble with an American English vs British English accent.
Re:Magic in MMORPGs (Score:2)
Cheap accelerometers don't really exist.
Cheaper: $10 USB webcam + two bright flourescent stickers on a pencil. Software can easily track the two points of unique color to calculate want orientation. And, bonus: it can display the user in an onscreen window, with appropriate magical sparks superimposed upon correct magic operation.
Re:Magic in MMORPGs (Score:2)
Under Linux, at least, this is simple enough to program yourself. (Just open multiple
And, players don't WANT to reload manually. (A general rule of thumb is that uncontested challenges of skill should be omitted from games...)
Re:Magic in MMORPGs (Score:2)
Interesting idea. Unfortunately, anything like that can be too easily emulated in software by cheaters. This kind of thing was discussed on the Horizons board way back when (before they redesigned it into a pile of crap), with the proposal of having to s
Re:Magic in MMORPGs (Score:2)
I don't think there's any way it could help. Even if it's not cracked, all CAPTCHA can tell you is that an actual human is present on the client-side, not whether or not that human is moving the wand itself, or running a cheat program, it can't do.
(Well, the only way it could is if the gameplay itself was something too complex for a computer to perform adequately. Currently, most Chess players can
Re:Magic in MMORPGs (Score:5, Insightful)
The better solution is to just make spells which are more complex to use, as many single player games have. Unfortunately, most complex usage spells require low latency because timing and so-such are often vital for them.
I would personally prefer a magical system which incorporates magic into the world, rather than having it bolted onto the side at random. That is, usually they just say, "It's a world like ours, with magic," rather than making it a world which heavily uses magic. Why don't crafters use magic? Wouldn't fire spells help a blacksmith? Why don't warriors incorporate small spells into battle to give that extra little umph to a swing here and there? What about the city planners? How many of them, used magic to make a place that was truly efficient?
And, remember, above all, that it is a game. Thus, making it fun is paramount. I think that a strongly interwoven magic system with many spells which can be used cleverly can be very fun. I don't think a system where you accidentally blow your head off because you're the only person not reading the mage's strategy guide is such a good idea.
Re:Magic in MMORPGs (Score:3, Insightful)
This also allows room for spell combos that could work together in inter
Re:Magic in MMORPGs (Score:2)
That sounds eerily like a magic system I came up with (and never wrote down) a couple of years ago. Basically, instead of coding for a computer system, the mage would be coding for a magical system--"programming reality", so to speak.
I also remember adapting some physics principles to magic--using Magical Potential Energy and Magical Kinetic Energy (MPE and MKE for short) as a logical explanatio
Re:Magic in MMORPGs (Score:2)
But yes, I also agree that the real key for getting things right is 'conservation' of energy (sort of) - because without it, magic can too easily break game balance.
Re:Magic in MMORPGs (Score:3, Interesting)
But I would like to see a magic system like the one you describe -- where it's more like a powerful programming language. My guess as to the best way to do this is to have the server host the virtual environment and give players some kind of API to affect qualities of the environment. Players would write their own pr
Re:Magic in MMORPGs (Score:2)
Re:Magic in MMORPGs (Score:2)
Re:Magic in MMORPGs (Score:3, Interesting)
Choose duration, power, touch or ranged. The problem is that they didn't go far enough. There was no point in making a spell that burned, because making a spell that did 30 points in one blast, cost the same as one that did 15 per second during 2 seconds.
There was the lack of effects too, I'd like to have been able to choose the effect to be used.
I actually thought about how this should work. Came up with the following:
Casting should begin with
Re:Magic in MMORPGs (Score:2)
It's called GURPS.
Too simply, no flexibility. (Score:2)
Re:Magic in MMORPGs (Score:2)
Re:Magic in MMORPGs (Score:2)
Think kind of like Final Fantasy III (Jap VI). Sabin's blitz attacks had to be input on the controller. So, while you were playing Terra, you knew that, in order to learn Ultima, you had to get the Paladin shield and learn the spell, then you were bad ass.
But in order to do bum rush, you had to do a full circle forward on the d-pad, and press x at the right moment.
One didn't equate to the other. You could cast ultima without skill, but you had to practice your bum rush.
Of course, this could easily be
Re:Magic in MMORPGs (Score:2)
I like the above poster's programming language analogy - I'm proposing a system similar to that but less straightforward. Indeed, behind the scenes, in order for the system to have the desired flexibility, it is very much the case that the system would need to be an interpreter for a scripting language of sorts, with a tendancy to 'crash' under certain conditions.
That having been said, there's nothing wrong with macros. Part of the thing about a magic system like t
Re:Magic in MMORPGs (Score:2)
That would be so sweet.
Re:Magic in MMORPGs (Score:2)
I'm talking about something objective, in a video game without significant DM interaction. I'm not saying Mage: The Ascension isn't fun - it's just not what I'm looking at.
Also, Mage: The Ascension doesn't force the player to theorize and retheorize about how a spell is constructed - working out spell grammars and then realizing they're not right.
However, yes, the idea is for a magic system to be about that complete, and with similar, but slightly m
Re:Magic in MMORPGs (Score:2)
Obviously a magic system of this sort implies a skill system, rather than a level system.
Re:Magic in MMORPGs (Score:2)
And this point of view is exactly why new MMORPGs are bigger than ever, yet less inviting than ever. The market is at a wierd size. Not enough people interested in MMORPGs to niche-ify, yet enough people to require a la
Re:LOOM? (Score:2)
Re:Magic in MMORPGs (Score:2)
Specifically, I like the fact they mentioned elsewhere they are not going for the masses but rather for a niche. That's a particularly good sign.
I doubt they'll pull it off, but I'll keep an eye on them. If they do, I'm there. Thanks for the link.
Comment removed (Score:3, Interesting)
Re:Personally... (Score:2)
No offense but sports games are so much more simple and boring (from the programmers point of view) it is no miracle there is only one company left who wants to make them. Basically they only advance
Re:Personally... (Score:2)
Don't forget, MMORPGs are services, not products. Marginal costs of production, unlike software, are not zero. It's not necessarily a natural monopoly--the more players you have, the more load you have on servers. Of course, fixed costs aren't zero, and if some company ever manages to handle a growing player base properly, network effects will be important (you want to play on the server all your friends play on.) But not all important, because as games phase in popularity players are tempted to switch
How about bring 'game' back into virtual worlds. (Score:3, Insightful)
When we trade characters in order to provide for our own financial well being in reality, or complain about having to 'go to work' and 'Grind EXP', is that game still a game? Virtual children? Virtual families? What happened to making games more fun, or more accessible?
Re:How about bring 'game' back into virtual worlds (Score:2)
I discussed it with a friend, and he boiled it down to those games being addictive, like in a drug. You just need your fix, it
Re:How about bring 'game' back into virtual worlds (Score:2)
Re:How about bring 'game' back into virtual worlds (Score:2)
We need more bandwidth (Score:5, Insightful)
All too often when a player is near a large group of other players they are hit with a large lag spike making large scale PvP frustrating and frankly, not fun.
It is this single issue I believe these games need to address before moving onto anything else really.
We'll see how Blizzard tackles it with their battleround concept of making an instance out of a predetermined largescale PvP arena, but even if this works it needs to go further. We have to figure out how to make flash mobs of people interact like anything else without the high latency that is a characteristic of all these games.
Fraom DaOC, Shadowbane, WoW and the few other I have played or observed, it seems this is the one consistant plague they all have.
I offer no solutions as I haven't thought to hard on how to solve this problem and even if I did it's possible my ideas would be naive considering I don't have experiance designing or developing these types of systems. However, from a players viewpoint, I can assure you this is a problem.
Re:We need more bandwidth (Score:2)
Re:We need more bandwidth (Score:2)
People usually seek out the large groups in part because the game is designed to encourage them. This wouldn't be so extremely true if the game achieved its highest entertainment level a
Re:We need more bandwith (Score:2, Insightful)
Why is it? (Score:2)
Re:Why is it? (Score:3, Insightful)
MMORPG players can of course have a life, the thing that MMORPGs however offer that other games doesn't, is an alternative life in a virtual world. In CounterStrike you play a few rounds, exit and are done, your character doesn't evolv and doesn't persist, it gets reset each and every game you play. The whole 'world' is made up of a few very small maps compared to the large ones that MMORPGs offer, so there is nothing to explore, no special events to happe
Re:Why is it? (Score:3, Insightful)
Noob Children (Score:2)
I always thought it would be cool to have perma-death in MMO's but to be "Reborn" into another family. New players, or players who died would be "born into" a family of high level characters.
Please sir, might I have MORE? (Score:2)
You want new spleen? Cheap prices! We're IGE, quickly destroying everything good about MMORPGS.
Player-Built Dungeons (Score:2)
I think they're looking at the problem from the wrong direction. It's not, "What if players made dungeons like those that the game-makers made,"
Re:Player-Built Dungeons (Score:2)
Smedley (Score:4, Insightful)
Look at the big-name MMOs for the past 5 years or so: EverQuest, Dark Age of Camelot, Anarchy Online, Lineage, Lineage 2, Final Fantasy Online... every single one of them is, fundamentally, the same game. Sure, the Asian-market games tend to have a sadistic streak, but beyond that, they're all about grouping up, camping, pharming, looting, wash, rinse, repeat.
Their combat systems are downright shallow. Their characters are less characters and more like animated spreadsheets. They're about spending hundreds or thousands of hours killing progressively larger bats, rats, and snakes to attain the privelage to spend more time killing even larger bats, rats, and snakes.
There's no thought. Combat and gameplay is so mind-numbingly formulaic that there's nothing to get the adrenaline going, and there certainly isn't enough happening to engage the mind.
Why can't we have a MMO with a combat system like Jedi Academy? Why, when mecha fans are some of the most hardcore gamers on the planet, has there not been a mech sim MMO?
Like I said, I have high hopes for D&D Online, but I don't foresee MMOs radically changing any time soon. It's just going to be EverQuest: Again: And Again: And Yet Again.
Re:Smedley (Score:2)
The first was hosted by Genie (a sort of ISP from before the net was big) hosted Battletech Online (I was big into that as a kid til I 'accidently' got an $80 monthly bill from them...
FASA had a company working on a sequal in the late 90's to Battletech Online... I don't think they ever finished though...
& MS just released Mechassault 2 with a MMO component
Re:Smedley (Score:2)
For an example, see SWG's original Jedi concept, where the process was designed to be incredibly difficult so that few would actually achieve it (i.e., zero reward, so zero reward-effort ratio). Even still, players were so intent upon opening their Jedi slots that they would grind professions they didn't
My 2 cents on MMORPGs (Score:4, Insightful)
A merchant class in a game world should have very little to do with combat. He should be able to hire people to defend him. Moreover, his ability should be gained by knowing people(like a game with a sort of built in social networking mechainic) and things.
A dancer/entertain class should play like rhythm games such as DDR.
I could go on but you see my point...A world that has 80% of it's population wandering the lands killing various creatures is pretty boring if you ask me.
Yes it would be very complex to create a game that played very different based on all different classes. Yes it would be hard to set a complete game world with all these classes interacting with one another. But for the $10-15/Month people pay for MMORPGs I don't think that's too much ask. Especially when someone can pay a flat $30-50 for a copy of Diablo II and get a similar experience on BattleNet. Then again, I don't have much first hand experience about MMORPGs. I just know what I see...
Re:My 2 cents on MMORPGs (Score:2)
Of course this means that games should be more sophisticated in terms of their interfaces and controls, in order to allow handling of objects in a proper
dynasties and karma? (Score:2)
One possible approach to use here is the idea of dynasty. Namely, that all the characters of a player are somehow in the same family or perhaps interpreted as having some common guardian or godling (the player in question). Here I'm thinking of crude internal viewpoint rational for why the player plays several characters and has any interest at all i
Already done (Score:3, Informative)
Blockland (Score:2)
The only description resembling a webpage that I've seen is on the Something Awful forums, but that site requires a subscription account. If you can access the thread publicly then I think it has a downlo
More epic stuff and more emotes! (Score:2)
But I wish there were even more creative (and epic) quests in the game. I want to be on some quest where I HAVE TO go to some holy fire pit or something, in just 1 place in the game world, in order to forge some insane weapon (with ingredients procured with difficulty already), I have to fight some big mothers on the
Re:More epic stuff and more emotes! (Score:2)
Looking forward to more interesting times in the game in a month or two, then =)
(incidentally, I never thought I'd be willing to pay a subscription fee for a game... I stand corrected)
Doesnt grab me (Score:2, Interesting)
I also don't like the idea of paying a subscription for my games. I want to buy the entire thing and have it right there in my hands. It's very unlikely that youll be able to play a MMOG in 25 years
GUI's for MUDS (Score:3, Insightful)
That's all most of the MMO's out there really are.
I tried the SWG:JTL demo , and found the space combat rather fun, but didn't like the ground stuff at all. It would have been much better if the ground combat againts the mobs worked more like an FPS (ala Planetside).
The real killer for a lot of MMO's , at least as far as I'm concerned, is the turn based combat.
Re:different genre for MMOGs? (Score:2)
Re:different genre for MMOGs? (Score:2)
I feel guilty plugging away in this thread but your answer really does lie in my sig.
World War II Online (Score:2)
Where they fall down has