
The Secret Life Of MMOG Characters 131
An article at Gamasutra pines for MMOG characters to have their own lives. Specifically, the author wishes that over a very long period of time xp would accrue for parked characters. From the article: "Here's what I'd like to see: instead of Vanille Ice and all the millions of unused characters sitting on their collective tookuses, why not imagine that each day they venture forth and do some low-level crime fighting (orc slaying, etc.) just to, you know, 'stay in shape'. Now this workout wouldn't actually happen in any way visible to players logged on, but these characters would earn nominal amounts of experience each day. And in three months time, presto, a new level."
... nor not working out? (Score:5, Funny)
Re:... nor not working out? (Score:2)
And on a completely unrelated note; anybody else feel like Slashcode is reading your mind? The anti-script code of the reply page often says something related to what I'm typing, and the quote at the bottom of the page often offers the most insightful comment to whatever story I happen to be reading. Coincidence? - At which point must one stop blaming coincidence? -
OT: Slashquotes (Score:1)
I must be missing something -- I'm looking at the reply page right now, and I'm not seeing any sort of anti-script code. Do you post a lot with out signing on or something?
But I agree with you about the quotes on the bottom of the page. I never used to pay much attention to them, but lately there have been a few that were either eerily related to the subject I was writing about, or such gigantic non sequiturs that they made me laugh.
Does anybody know where they're being pu
Re:... nor not working out? (Score:1)
Not Working Out (Score:3, Insightful)
It'd be funnier if they *didn't* work out, and grew a bit broader around the midsection as a result.
What's sad is the ammount of players who would frantically try to keep their character in shape, while completely ignoring their real body!
Re:Not Working Out (Score:2)
I can just see the gamers dying from exhaustion trying to powerlevel their ExerFighter...
Re:... nor not working out? (Score:2)
Re:... nor not working out? (Score:2)
And yes, if he doesn't like that type of gameplay, then MMO's are probably not for him.
Re:... nor not working out? (Score:2)
There's nothing about the MMO format that requires grinding. Old MUDs had three basic flavors - grinding, quest/puzzle, and player-made. The grinding and player-made styles have made their way into the world of graphical MUDs, but quest/puzzle style MUDs simply havent broken out yet. And that's no surprise - they're harder to make, as you have to deliver tons of content. The industry is still at such an early stage that
ATITD does this (Score:5, Informative)
Re:ATITD does this (Score:2, Funny)
Re:ATITD does this (Score:3, Funny)
Progress Quest did this first (Score:5, Informative)
For those who haven't tried it; IMHO it's the first MMORPG that provides all the best excitement of everquest without any of the tedium.
Re:Progress Quest did this first (Score:2, Funny)
Re:Progress Quest did this first (Score:1)
Um, don't they have this already? (Score:5, Informative)
(for those who don't play WoW, leave your char logged off for a few weeks and when you come back you get double experience up until your next level or so)
And besides, the power levelers [worldofwarcraft.com] are going to run circles around "casual" players any day of the week.
(Guess who just got -1 redundant! Oooh! Oooh! I know! I know!)
Re:Um, don't they have this already? (Score:5, Funny)
Blasphemy! What respectable WoW citizen would do such a thing?
Re:Um, don't they have this already? (Score:4, Funny)
The ones who cycle thier different characters so they're never playing a character who isn't rested.
*looks innocently around*
Whoever that kind of person may be.
WoW "caps" rested bonuses though (Score:3, Informative)
WoW however also enjoys the fact that hitting level 60 isn't that hard at all so some friends of mine who play it say its not really worth it since people generally fall into two catagories. A) they play so infrequently or in short periods of time that the xp boost eventually just caps out and is 'wasted' or B) they play 'hardcore' enough that rested bonus just isn't worth th
Re:Um, don't they have this already? (Score:3, Informative)
It's actually just 10 days to hit your rest cap of 1.5 levels; each 8 hours yields 5% of a level of rested XP.
Re:Um, don't they have this already? (Score:2)
Wow. Because I was afraid I wasn't going to have anything to do this weekend.
The sad part is that there are people out there who are going to watch that thing, in its entirety, with rapt attention throughout.
Re:Um, don't they have this already? (Score:2)
There's already a "rested bonus" in WoW (Score:2, Interesting)
That's how it's going to work in Vendetta Online (Score:3, Interesting)
Re:That's how it's going to work in Vendetta Onlin (Score:2)
Eve Online (Score:5, Informative)
There are other games that develop these ideas as well, but I don't think it's a serious article. Any article that mentions Progress Quest obviously thinks of MMO's very highly. heh
EVE-Online..yes it does this too (Score:4, Informative)
It really makes for great gameplay because no matter how much someone grinds the game, they won't train any faster than me (unless they can get some uber implants which assist slightly in the speed at which you can train skills). But basically in EVE I can start a new character and within about 2 months or so compete and kill players that have been playing for 3 years because you can specialize - take many things to level 4 in a specific subset of skills (there are 5 levels to every skill) intead of that last "level 5" that takes eons to train (like over 23 days for some skills).
Re:EVE-Online..yes it does this too (Score:1)
My account is currently waiting for the banks to get their acts together. Will I have Eidetic Memory 5 (what I was training for when it was suspended) when I get back? I was suspended on Monday.
Re:EVE-Online..yes it does this too (Score:2)
Re:EVE-Online..yes it does this too (Score:1)
Another Q. how about agent research missions?
Re:EVE-Online..yes it does this too (Score:2)
Re:EVE-Online..yes it does this too (Score:1)
NOT.
The guy who plays 16 hours a day in EVE will school your ass, because he's got the money to buy the equipment, and in EVE, equipment is damn near -everything-. He with the biggest, most expensive gun wins, pretty much hands down. The game is in my opinion horribly, horribly biased in this respect. It is, at its heart, an intergalactic capitalism simulator. Probably banned in China it's so capitalistic.
Then
Re:EVE-Online..yes it does this too (Score:1)
Equipment in Eve only really matters one on one, but if you're badly outnumbered, that little bit of improvement from the overpriced equipment isn't going to mean squat.
Re:EVE-Online..yes it does this too (Score:1)
Ha.
Re:EVE-Online..yes it does this too (Score:1)
Re:EVE-Online..yes it does this too (Score:2)
Re:EVE-Online..yes it does this too (Score:2)
EVE's system (and the one proposed in the article) are great for the casual gamer, but crap for new players to any game. It means they'll never catch up no matte
Long term, eh? (Score:1)
Fantastic! (Score:4, Funny)
What WoW did was ok, this goes a little too far (Score:4, Insightful)
But you still had to do stuff to gain that experience, and quest rewards weren't doubled. Only actual mob experience doubled. You had to work for it. It was just easier to get somewhere on that less used toon.
But just gain experience while off-line? What's the point in rewarding people for doing nothing? Next you are going to ask that you be given a stipend for not playing that character? The character should get free currency because they weren't played?
No offense, but you play MMOs to accomplish something. I don't want to accomplish something by NOT playing.
Or, as Herm Edwards, former coach of the NY Jets put it, "You PLAY to WIN the GAME".
Re:What WoW did was ok, this goes a little too far (Score:1)
That almost made me think of something. Hmm... life priorities... videogames... damn, lost it. Oh well, off to raid BWL!
Re: Difficulty vs. Duration (Score:2)
This is not just about secondary characters, but about casual players.
Many MMORPGs struggle with accommodating both casual players and power gamers.
Re: Difficulty vs. Duration (Score:2)
From lvl 10 through lvl 50, we were almost always in XP bonus. We weren't power gamers. We took our time, and we had fun with it. And due to that bonus we w
Re:What WoW did was ok, this goes a little too far (Score:1)
As a Pats fan I will miss the Herm's Jets vs. Belachick's Pats epic battles from the past few years.
Re:What WoW did was ok, this goes a little too far (Score:2)
Re:What WoW did was ok, this goes a little too far (Score:1)
w00t! That means I've already won almost every MMOG, just by not playing!
How about, you know, shortening the grind? (Score:3, Insightful)
Combat always seems to be too straightforward. I've been playing world of warcraft dwdfor about 80 hours, and so far I've found one enemy that I couldn't kill with a default strategy. Sure, towards the endgame I could group up and do interesting things, but for now it is a grindfest. At least they don't make you sit down for a half hour like Everquest did: 60 seconds or so of wasted time is enough in WoW.
If your game can be easily scripted, you haven't made an interesting enough game. Every single MMPORPG out there suffers from this.
Free leveling would be a great way of drawing people back in to play if they haven't been on in a while, but it doesn't solve the fundamental problem that what you're asking the player to do should be fun.
Re:How about, you know, shortening the grind? (Score:2)
Or challenging. Eve Online looks like it has a decent challenge level, the rest of them look to be gerbel wheels for humans.
Maybe it's just me, but the whole magic/fantasy thing seems to be approaching the "too worn to wear" point. Maybe the game makers could mix it up a bit and do a "Glory Road" type of game where the players are from the present but find themselves in different times and places and have to figure out how to survive and prosper. "Dr Who"
Re:How about, you know, shortening the grind? (Score:2)
In WoW (and AC / AO / etc) you can kill wimpy strawlings far, far below your level for 100 XP, or you can pick on a giant demon of instadeath and after a long and epic fight walk away with 150. You can lure enemies out once at a time the easy way for 100 XP each, or you can take them on the manly way two at a time for... 100 XP each. It seems like MMPORPG's are the perfect place to reward players for trying insane things and surviving, but the winning strategy is the riskless plod.
Re:How about, you know, shortening the grind? (Score:2)
That's the exact reason I've never played WoW, and won't play any future MMO where the end-game content is either large raids or PvP. I've been there and done that, led 60-man raids and the occasinal 200-man raid in both PvE and PvP. Big battels are great fun for a few minutes, but never worth the hours of organization, yelling at
Secret life of mmog characters revealed. (Score:1, Funny)
Re:Secret life of mmog characters revealed. (Score:2)
Done already (Score:2)
Wrong way around (Score:2, Interesting)
What I always thought would be a better idea is to have characters get tired the longer they grind. The first two hours of "work" each day you get 100% XP. After that it's a linear roll off until at 8 hours, you cease to make any XP gains by grinding (still get XP from questing).
Then people would have a dis-incentive for "power levelling" and just go out and enjoy the world and, you kn
Re:Wrong way around (Score:1)
Besides, to tell you the truth, it kinda creeps me out a little. I mean, who wouldn't be creeped out by a Dwarven warrior saying "It'll put some hair on yer chest?" Or some Pally walking up and saying "How art there fair lad?" when I'm a Night/Dark Elf.... *shutters*
Re:Wrong way around (Score:2)
100% constitution (strength, to hit etc) and (some, maybe atan()?) roll. Your character gets tired and doing stuff gets increasingly difficult. You still do a wonder of slaying the dragon, no matter if you do it fresh and refreshed or after a week without sleep. So you go slaying fresh and rested because it's easier that way.
As for accumulating XP while offline doing "daily job", nope. Your character has some daily job that keeps it from starving, from LOSING their XP (forg
Re:Wrong way around (Score:1)
Unsurprisingly, the 'hardcore' people (which was the majority, as this was back in the US beta IIRC) tore Blizzard a new one on the forums. Blizzard then redid it as the nice, simple, two-tier system we have today. Most of the truly hardcore aren't going to be 'encouraged' to explore the world, they want to do it on
Re:Wrong way around (Score:2)
So instead of giving players a bonus for being rested, you'd rather give a penalty for not being rested?
Sure, there's no real difference, it's just spin, but you're advocating a negative spin.
IMO, positive spin is better.
-- Should you believe authority without question?
Day job? (Score:5, Interesting)
Re:Day job? (Score:1)
Well, I would be if the damn banks would hurry up and pass my payment on.
Re:Day job? (Score:2)
Re:Day job? (Score:2)
"Hmm.. six level 10 orc fighters versus my lvl 8 fighter and these four lvl 5 mages i hired out... I'll just have them stand in a line and run the hell away!"
Every time you log in your charecter would be dead or would have accumulated every injury that the coders could concieve of... maybe a few they didn't.
Re:Day job? (Score:2)
Re:Day job? (Score:2)
I suppose it would also be pretty easy for you to set blocks of time aside for when your char can go questing on his or her own. Like, say, when you're at work, or sleep
Re:Day job? (Score:2)
I'd probably make sure there were some limitations both for and against the player. The AI is going to be reasonably stupid, so I'd probably discount any kind of permanent death or major loss of items, etc. Of course, the NPC could die, it just wouldn
Re:Day job? (Score:2)
You couldn't actually open your own shop and get business, so you were restricted to being paid by the item by your boss (or trading partner) NPCs but it was still a great touch of immersion. But what else could
Jekyll / Hyde: The MMO (Score:5, Interesting)
"Psycho": The MMO (Score:2)
Every time you log on, you get dropped into a character that somebody else has just logged out of. Feel like doing something anti-social? Violent? Cannibalistic? Go for it! And the best part -- once you've gotten the character in jail / being chased by hundreds of angry players, log out and let somebody else take over. It'll be HI-larious.
After all, you can only program a script to be
Re:Jekyll / Hyde: The MMO (Score:2)
Re:Jekyll / Hyde: The MMO (Score:2)
Some Ideas (Score:4, Interesting)
However, these don't, I think, adequately balance the playing-field; in WoW even with the rested bonus countermeasure, those that grind constantly still have a significant edge in arms and armor, and it is this issue that must be addressed. Perhaps, as 'Time Goes By,' you could tell your character to pursue various tasks; somewhat like the training option in sports simulations that allows your character to focus on a single aspect of the game (shooting, tackling, tactics, etc) or in Homeworld Cataclysm in which the Beast mothership can focus on one aspect of her being to accelerate it (building, researching, firing, defending). Similarly, one could instruct your character towards a course of action on log-out, dependent on your locale and skills.
For example, Yassi the Night Elf hunter could be instructed, upon log-out, to hunt low-level wild beasts, with her skinning skill and also make bags with the leather recieved, so that when I log back onto Yassi, she'd have made a lot of bags, and improved her skinning and leatherworking skills in the process. Or, if Yassi was miles from home in the Barrens, she could be instructed to make her way back to Darnassus; when I log back on, she's got less silver (for hippogryph fare) but she's back in Darnassus. Or she could even grind against low-level monsters and merely collect their drops. In this way, one could automate some of the more mundane parts of the game, and allow greater freedom for offline characters.
Of course, it would be mightily important to ensure that only one character per account could use this ability (otherwise each player would just create tons of mules to harvest stuff) and that the benefits recieved would be much lower than the benefits of doing it one's self; I'd say between ten and twenty percent.
Any thoughts?
Re:Some Ideas (Score:1)
i guarantee you that any game in which a casual player can do as well as a hardcore grinder would be out of business faster than you can spit:
1- all the hardcore players get pissed off when they realize their uncle Ed has the same set of armor that they do, and quit for a Real Game.
2- the semi-hardcore players are now the closest thing there is to hardcore, and they have the same realiz
Re:Some Ideas (Score:2)
I mean, I'm exactly in the demographic you talk about - I'm a casual, 5-10-hour-per-week player. I have lots of guildmates that I started with, that hit 60 (in WoW) months before I did, they all have full sets of Tier 1/2 epic gear, while I'm still strugging to get my first few Tier 1 pieces. When I started MC, they had just about moved it to 'farm' status. Now that I'm ready to farm MC and hit ZG, they are almost ready to break into AQ.
Re:Some Ideas (Score:2)
Benefit, Bonus and Booty - What about Value? (Score:2, Interesting)
Sure, getting XP modifiers and offline cash and breast plate, etc. -while- absent is fine.. but why should you? What incentive does the ever-giving, limitless-supply, disneyworld factory conveyor belt of the MMORPG world have to fork out this stuff? Tax those that wish to -take advantage- of these systems..
This is just an example of -one- application. The variables, adjustments and angles are limitless. You could SkillShop (TM)(R)(C)(patent pe
Won't 'fix' anything (Score:5, Interesting)
Right, sure. Lets take the MMO out of the MMORPG for a moment. Would you think say a game like Baldur's Gate was as much fun if you first had to grind you way to level 20 before getting on with the game proper? No.
In single player land we want the game to be fun regardless what our level. Levelling up is just a way to give you a few new toys to play with. Just because the level 18 spells are really neat doesn't mean it is excusible that the level 1-17 spells suck donkey balls.
In short I think MMORPG's should be fun to play regardless your level. Removing levels completly is not going to be acceptable but I think they should be far less important. If the casual player who after a year is still a low level can have as much fun as the power grinder (or perhaps even MORE fun) then you got a game that people will not cancel because they find themselves all alone unable to find a party. Current games suffer to much from the fact that a new player is in a world with everyone else at high level being bored.
But frankly I think it is impossible to achieve this. The only way I can think of doing it is to make combat far far more complex. Stop it with the simple D&D crap and get some real strategy and tactics in there. Perhaps where the difference between a low level and a high level isn't just special moves but plain experience. Then adding difficulty would be easy. Just increase the number of attackers. With real AI and real combat you could then easily have mixed level groups. Imagine this scenario. High level fighter keeps the center position, a low level fighter stand by his side attacking only one enemy being protected from being overrun by the high level who can fend off multiple attackers.
Current combat ALWAYS runs like this. EVERYONE attack the biggest threat and then work their way through the mob. This is not 'real'. In real live the heavy would take on the heavy and the low levels would take on lower level enemies. One on One. Just imagine how different fights would look. Rather then a dozen models all meshed together they would be spread out more. Rather like a big fight in the movies.
Yeah yeah, I am rambling. I just think that a game that I am expected to play for years should be more challenging then a single player game I finish in a week. For me the problem with all the MMO's I have played is that I grow fed up with the combat wich is boring and repetetive. Change this. Make it so a cellar filled with rats is fun. Scale the dungeon for total group level. So 1 level 1 player gets 1 rat. 2 level 2 players get 2 rats. But a 2 level 1 and a level 10 get 12 rats. Now they have to work as a team, perhaps with the level 10 just concentrating on keeping the enemies at bay and the low levels picking them off one by one.
Tada! Fun for everyone. Sadly it ain't going to happen, the current move is to arcade like combat with it becoming more about twitchy turning games then cool strategy and hot tactics. MMO the world of lag and everyone is going for combat that requires instant reaction.
DDO is particulary bad, you got to block manually. Oh sure, that is fun. For the first day. But after you played a year and blocked a million times it might get a bit repetitive.
Sadly I am in a minority, I actually prefer it if my avatar is not under direct control but rather takes instructions and carries them out.
Re:Won't 'fix' anything (Score:2)
Actually that's what's right about most fantasy-esque MMO's. Almost every RPG imaginable has some sort of leveling system. Without levels, or "goals" if you like, gaining skills and whatnot starts to lose its value. That and developers need a way from everyone speeding through their content in a month while keeping the game interesting, if you can finish the entire game in a month you don't hav
Gee, I thought story was the goal in RPG. (Score:2)
Re:Won't 'fix' anything (Score:2)
Re:Won't 'fix' anything (Score:2)
I didn't mean to say story isn't important but I'm talking about a game in terms of replayability, i.e. it remains fun long after you've finished t
Re:Won't 'fix' anything (Score:2)
yeah but I didn't just mean levels, I meant interactivity, fun, adding levels adds goals as well. I used to play BBS text games so I know that other games can be fun, but don't take my comments too far out of their context.
Re:Won't 'fix' anything (Score:2)
If a single lvl 1 rat is a challenge to a lvl 1 toon, why do you believe that 12 lvl 1 rats would be a challenge to a lvl 10 toon? There is nothing that says the mobs will scale like that. In fact, I haven't played a game where that would hold true.
Those lvl 1 rats are designed to be challenging to a lvl 1 player. They are made to have a reasonable chance to hit that lvl 1 player through the toon's expected armor/skill level. A lvl 10 charact
Re:Won't 'fix' anything (Score:2)
Re:Won't 'fix' anything (Score:1)
GENIUS! The is the only way you can get a good roleplaying game is cutting the number of people down to something manageable. That and removing anonymity would be awesome as well.
But you knew that... you are preaching to the preacher.
"Real Fights" ? ? ? (Score:2, Insightful)
What real fights do you watch, where people end up slugging it out one on one? Beatdowns in the street are usually gang vs solo. Police and other people trained to fight wait until they have overwhelming numbers
The reverse would be better (Score:2, Interesting)
So, the reverse would be better, or in my mind at least more interesting. A system where experience steadily decreases while you are away, at
Re:The reverse would be better (Score:1)
Additionally think of the hardcore gamer coming back from holliday or after the exams, the harder it is to come back the more likely this gamer will try some other game and because the games favorise that much deep commitment, that also mean that player is lost.
But I aggree that its overly difficult
Re:The reverse would be better (Score:2)
Level caps (Score:1)
i'd also add that eve is different in that its skills your learning and not XP gaining and as some skills can take months to level up, it doesnt make frequent players feel less valued.
I tend to agree somewhat... (Score:2, Interesting)
How would monetary/fiscal policy work? (Score:2)
E.g., when you complete a quest or kill a monster in most games, you get some money. (Don't ask me why that boar I just killed had 15 Copper on him, I don't want to know.) It's being created all the time, if there wasn't some way to take it out of the economy (objects getting destroyed, "bound
Re:How would monetary/fiscal policy work? (Score:1)
staying in shape (Score:2)
Re:staying in shape (Score:1)
Re:staying in shape (Score:2)
I think that one reason for WoW success (Score:2)
Why would you [punish the casual player like that? or punish players who like to try lots of different stuff?
Motivation and Content? (Score:2, Insightful)
Re:Something for nothing (Score:4, Insightful)
If the MMOG Companies can figure out how to make it attractive enough for players to maintain their monthly subscriptions even if said players don't have time to log in every week or even every month to play, they've hit a potential goldmine of long-term subscriptions.
For instance, I played Asheron's Call for nearly 6 years. I was part of a good monarchy, had characters in various states of advancement and even had in-game goals I was actively working towards. I started playing before I got married, and even after I got married, I simply got my wife hooked on the game and we played together. So why did I cancel? Well, one-month old newborn twins will severely negatively impact both your wallet and your spare time. AC fell far enough down the priority list that I could not justify paying the subscriptions on the three accounts we own when we didn't have time and energy to log in for more than 5 minutes in a given month. Paying $40/month to Turbine for essentially nothing wasn't a worthwhile proposition.
But if Turbine had set it up so that some sort of advancement was happening on my character even if I didn't log in for 6 months straight but merely kept my subscription active, well, I might still have one or more active accounts.
In the end, it's not about Lamers wanting something for nothing. It's about Game companies maximizing their revenue streams (Duh). If allowing some sort of limited, offline advancement for players who merely maintain an active subscription keeps players like me who would otherwise cancel their subscriptions for lack of time and desire to play then the Game companies have found, in essence, a source of free money.
Re:Something for nothing (Score:2)
Re:Something for nothing (Score:2)