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Role Playing (Games)

Rethinking the MMOG 163

Gamasutra is running a piece right now called Rethinking the MMO. Game designer Neil Sorens takes issue with some of the consistent blights on the traditional Massive gaming experience, like the phenomenon of the 'ordinary' hero, and the extremely large time investment required to 'get anywhere'. Though he doesn't offer a lot in the way of concrete solutions to these issues, his appraisal of the genre is sure to spark a few conversations: "As long as developers and publishers do nothing but copy what is successful, they--and gamers--will continue to miss out on these games' staggeringly awesome potential. And as long as [MMOGs] are designed by and for stat geeks (whom I know and love and sometimes am) with little regard for traditional game design fundamentals, they will continue to waste that potential."
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Rethinking the MMOG

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  • It certainly brings up some interesting points. MMORPGs are a pretty young genre, if you go by just the number of titles. But even WoW pretty much just refines the same old design. I certainly feel some of its tenets could use rethinking. But perhaps some things, like the endless grind, are part of the business model.
    • by ProppaT ( 557551 ) on Monday March 26, 2007 @02:59PM (#18491255) Homepage
      The interesting thing about WoW is that it didn't refine it more than it dumbed it down. Everyone else was fighting to make their game more challenging, more epic in scale, and more intense graphics. Blizzard in turn made their game easier to access, smaller in scale and easier to travel due to easy transportation, and less intense graphics.

      In turn they opened the door to the average Joe who always secretly though D&D and online gaming might be fun if it wasn't for the "nerds" and the amount of time it would take out of their life. They also set the system specs low enough to where anyone with a somewhat modern computer could play it. However, through this "dumbing down" (which I'm not using as a derogatory statement, I'll be the first to say that a lot of MMO's are unnecessarily difficult in a lot of respects) they alienated a lot of the original core audience of MMORPG's. For every WoW player (well, maybe not every seeing that there's so many of them) that makes an joke about EverQuest players, you can be assured that there's an EQ player that's making a crack about WoW "carebear" players.

      The core problem is that you'll always have 3 core audiences: Casual players, power levelers/stat whores, and RPGers who are all looking for distinctly different gaming experiences and because of this there's never going to be the typical progression path for the genre. I think because of this, articles that talk about "rethinking the genre" have it all wrong. How do you rethink a genre that everyone wants to jump into, yet appeals (in different ways) to such a diverse audience? Do we rethink the genre or do we finally give up on trying to appeal to everybody and focus on certain core audiences? I think that's the one thing that Blizzard did get right on WoW...they went out of their way to appeal to the casual gamer. Until someone designs a game grand enough in scale to encompass a caste system to divide and account for different play styles or creates a game with seperate servers that drastically alter the game play for each type of player, I think we're better off picking a target audience and sticking with it.
      • by bugnuts ( 94678 ) on Monday March 26, 2007 @03:31PM (#18491661) Journal

        The interesting thing about WoW is that it didn't refine it more than it dumbed it down.

        Blizzard in turn made their game easier to access, smaller in scale and easier to travel due to easy transportation, and less intense graphics.
        Making it accessible and dumbing it down are completely different things. An intuitive GUI is far more complex than one that is "dumbed down". I do realize you're not using that as derogatory, but it's difficult to separate the two. It's really quite complex the way they handled it. In addition, they made the interface nearly completely programmable, which allows gamers to truly geek-out and enhance their own experience.

        Blizzard graphics in WoW are actually quite intense. They have their own style and incredibly complex textures. They use fewer polygons in some areas, but are not blocky because they avoid the blockiness by reducing the number of 90-degree angles. (Thus, things don't look blocky to the eye -- cf: City of Heroes.) Many small items or sections use lots of polygons to give it a "full" and complex feel even when surrounding things are relatively low poly counts.

        The main gameplay thing that wow mostly eliminated was camping global spawns. If getting rid of what most people consider an utterly stupid concept is "dumbing it down" then I want to play that dumb game. Some people actually enjoyed that aspect of competition in EQ -- but most people who have outgrown pimples eschew such games. Blizzard took most of the best parts of many games, and did it right, making a fun game and hoped people would play it instead of implementing cheesy tricks to keep people playing longer. They also know their audience isn't the hardcore kid with nothing better to do than call his 20 friends when a spawn happened. It's now the somewhat richer adult, often with a wife and kids, who has a few hours here and there to play, and most importantly is willing to pony up $15/month to have fun during that time.

        They also have some of the "hardcore" kind of things that others have grown to recognize, and love/hate it. I'm talking 40-man raids (recently changed to 25-man), which are difficult.

        The only thing that's actually dumbed down is pvp. And even that could be changed, if they wanted, without affecting other worlds. There are actually only 2 groups of people - casuals and powergamers, and people fall between those two. PvPers are often a subset of powergamers, and RPers may be anything.

        Of the three groups people you discuss, no matter what game, the casuals will always bitch about the powergamers who will always bitch about the RPers, who will always bitch (in ye olde english) about everyone who doesn't RP. But WoW actually caters to the three groups much better than other games, and I'd even say succeeds quite well. You can accomplish something as a casual, and you can accomplish something as a powergamer. And there's a little corner for thee, Master RPer. Goeth now and stand there and leaveth the rest alone :-)
        • They also have some of the "hardcore" kind of things that others have grown to recognize, and love/hate it. I'm talking 40-man raids (recently changed to 25-man), which are difficult.

          You completely neglect the fact that the entire endgame is based around these 25-man raids and once you get to the maximum level, there is nothing left to do other than PvP - and even then those players that do 25-man raids have better gear/stats than those that don't.

          I'll admit though, the burning crusade PvP awards are nice

          • Can I have your farm then? Top PvP rewards are very competitive with tier 5 raiding gear.
          • The game simply lasts too long. It's open ended, but that just means that it asymptotically approaches maximum boredom.

            One way to combat this (and a way which I don't think would work for WoW the way it currently is) would be to run the game for different lengths of time. say.. 3 months or so, depending on how much content there is, and then switch things around a little at each reset so it's a new world every time. If player-houses are allowed, maybe some kind of token could carried through to the "new
          • by bugnuts ( 94678 )

            You completely neglect the fact that the entire endgame is based around these 25-man raids and once you get to the maximum level, there is nothing left to do other than PvP - and even then those players that do 25-man raids have better gear/stats than those that don't.

            You can actually see the stats of most raid gear by going to the euro wow site [wow-europe.com] and poking around.

            I do not deny that the end-game consists of harder and harder raids. 10-man karazhan can be pugged, but it'll be a while before pugs can beat it. But most people can get 9 others together with a common goal. If you haven't met 9 others on the way to 70 that would want you in the group, you're doing something wrong.

            For the casual player, 5-man instances are the end-game. And then 5-man heroics, and there are

        • No, what is 'dumbed down' about WoW is the lack of any true skill system, to where the only way to advance in the game is to get better gear. The talent system is far to limited for the statwhore in me, I much prefer to be able to superspecialize in one specific aspect of my character if I so choose. I hate arbitrary limitations that say 'you can't get that skill without this skill'. I know I know, its for balancing reasons, I just think MMO devs need to come up with better ways to balance while allowing mo
      • I've lost count of the amount of people who I've run into in WoW who left Everquest because EQ was becoming way to intense. Things like mob camping really don't happen in WoW for example - where I've heard EQ players will sleep in shifts to be the next to down some epic creature who drops something really cool.

        Not that WoW is perfect either - they encourage the whole time sink concept. Good example of this is Cenarion Expedition reputation - you'd have to run Steamvaults something like 50+ times (each run t
        • You don't need exalted for anything. All the 'required' stuff (keys, etc) are had at revered, which is quite easy to get. If you REALLY want that epic they sell, then you need exalted.
      • by dc29A ( 636871 )
        The interesting thing about WoW is that it didn't refine it more than it dumbed it down.

        I guess you didn't play any other MMOs then :). Blizzard didn't dumb down WoW at all, in fact it's much more complex than other games. Having played many other MMOs, scripted encounters in WoW are probably the most complex ones. It is light years ahead of Everquest I, II and Vanguard (the other similar titles).

        In most other games, beating a "Boss" mob is simply having a tank getting beaten on by boss while your other pla
      • With the number of subs that WoW is running, I don't think they alienated anyone but the most hardcore MMO players. Even though this group is vocal, it is far from the 'core' subscriber base.

        Regarding other parts of your comment, I feel that 'dumbed-down' is bad terminology to use. Making the game less tedious isn't a nerf, it's smart design. Difficulty shouldn't be measured in man-hours. An excellent example of a difficult but accessible zone is Blackwing Lair. You literally walk in the door to your
    • by Jamu ( 852752 )
      The points would be interesting if I didn't already play Guild Wars. When I read the article I mostly get a pleasant feeling of smugness.
  • by antifoidulus ( 807088 ) on Monday March 26, 2007 @02:22PM (#18490785) Homepage Journal
    'ordinary' hero, and the extremely large time investment required to 'get anywhere'.

    If you had an extraordinary hero who could do everything right off the bat, what would make him/her extraordinary then?
    • Maybe that's what makes him extraordinary?
    • by dAzED1 ( 33635 )
      a small world, that doesn't have 100,000 people per server instance? If there were only 500 or so, 100 at any given time, then everyone becomes extraordinary.

      Not that I'd want such a thing myself, but I stopped playing MMORPGS years ago.
  • Ok. Lets rethink the MMORPG...

    1. Level grinding sucks. We had to do it in Final Fantasy 1,2,3 and most of 4. Same with Dragon Warrior/Quest series. It sucks.

    2. How do you deal with rapidly differing levels of experience? Many places have higher level only places and those aren't fun as they're only high levelers.

    3. How do you manage quests for multiple people? This requires real DM's to do, and not set script spawn monsters.

    4. Perhaps we ought to integrate a real-time element rather than "hit, hit, hit, chu
    • by Animats ( 122034 ) on Monday March 26, 2007 @02:41PM (#18491017) Homepage

      5. What about griefing? There's always idiots that do that. How do we deal with them?

      America's Army has the best solution to that - the in-game Army Disciplinary Barracks at Fort Leavenworth.. [filefront.com] "If a player violates enough ROE he is transported to a virtual jail cell at Fort Leavenworth with nothing to do but clink against the bars, pondering his sins. As if to create remorse, one can view the tip of a sunset from the lone, high window the cell but only if one is standing on the toilet."

    • 1. Level grinding sucks. We had to do it in Final Fantasy 1,2,3 and most of 4. Same with Dragon Warrior/Quest series. It sucks.

      2. How do you deal with rapidly differing levels of experience? Many places have higher level only places and those aren't fun as they're only high levelers.


      I would agree. I haven't played Ultima Online for about 7 years now (god has it been that long) but I really enjoyed playing it at the time due to the fact character advancement was based on skills and not levels.

      Again, Ultima O
      • by Greyfox ( 87712 )
        Yuh huh and grinding 0-100 in any given level was equally as painful and boring. Also back in the day having a multi-gm character actually meant something. My first mage took months of effort to GM magery and inscription. A few years later when I tried it again it took a couple of days to do both. And any concept of balanced play went out the window with their introduction of artifacts and skill scrolls to go past 100 in a given skill. They also lobotomized the NPCs -- they used to respond to various things
        • It'd also be nice if someone could do a decent NPC AI. A relatively simple chatbot whereby a townsperson could answer questions about his area of expertise would be a step in the right direction.
          You mean like in Animal Crossing series? To get a villager's mind on an item, send her a letter naming the item. Then there's a chance that she might talk about the item next time you meet her.
    • Re: (Score:2, Interesting)

      by subanark ( 937286 )
      1. Yea, it sucks. MMORPGs are designed to be the only game you will play for months. A typical RPG game has about 20-30 hours of gameplay, and took about a year to make. Try to scale that to people who play 20-30 hours per week and keep them occupied for several months, without grinding and you will find you will never complete the game.

      2. High level areas are fun for the first few times you do it. They are designed as a real challange. But once you figured out the challange, yes they can get boringin when
    • by misleb ( 129952 )

      5. What about griefing? There's always idiots that do that. How do we deal with them?

      I liked how EVE Online dealt with griefers... put bounties on their heads. Sure, the bounties become a trophy for the griefers, but so what? At least people can profit from pk'ing the griefers. And in a way it works into the theme of the game. I mean, what is a space game without space pirates? It is especially interesting when you get certain griefers with a reputation. And people talk about them. It really adds to the d

      • From what I undersatnd, (gold) miners are a nuisance in WoW. In EVE, mining is just another role. People building ships NEED people to mine ore.

        Gold farmers have to do with gold currency, not gold mining. In WoW, mining is just another profession, although certain elements (Silver, Gold, True Silver, etc...) are rarer than others (Copper, Tin, Iron, Mithril, etc...).

        Gold farmers (AKA Real Money Traders (RMT)) are people who try to earn a lot of in-game money, usually by auctioning items for more than they

  • Missing Something? (Score:3, Informative)

    by twistedsymphony ( 956982 ) on Monday March 26, 2007 @02:22PM (#18490793) Homepage
    Apparently he's never played Test Drive Unlimited [wikipedia.org] (an MMO Racer), Chromehounds [wikipedia.org] (an MMO Mech game)... or read any previews for the upcoming Huxley [wikipedia.org] (an MMO FPS).
    • Or Myst Online [mystonline.com].
    • by Stormie ( 708 )
      Indeed. The problem is not that MMORPGs are badly done, the problem is that MMORPGs are the overwhelming majority of the MMO field. Character advancement has always been a key facet of CRPGs, and often extreme levels of character advancement. Imagine flinging your freshly generated Baldur's Gate character against Sarevok. And that's a game with one of the smaller gaps between initial and endgame power. It's not uncommon for endgame characters in CRPGs to be hundredfold or even a thousandfold more powerful
  • And as long as [MMOGs] are designed by and for stat geeks (whom I know and love and sometimes am) with little regard for traditional game design fundamentals, they will continue to waste that potential.

    At this point the vast majority of MMOGs are RPGs. From where I sit it seems that all RPGs have always been about being a stats geek. I'm wondering what fundamentals he thinks are being overlooked.

    Would they improve with a better story line instead of hack and slash? Potentially but you don't really see a
    • by RingDev ( 879105 ) on Monday March 26, 2007 @03:43PM (#18491789) Homepage Journal
      Would they improve with a better story line instead of hack and slash? Potentially but you don't really see a lot of this in the pen and paper version of RPGing either. Sure, the GM can entertain and let the group run about with little crazy side adventures but in the end it always comes down to the same question: How much XP to the next level?

      I think this varies a lot from DM to DM and system to system. White Wolf in particular has a system that really doesn't push for stating. In fact, the thing that made each of the White Wolf (VTM and WW) campaigns I've played in so much fun WAS the story. I'm a geek, through and through, I have geek friends. I used to go to hang out at a local Perkins and recap the game, in story format, to some of my geeky (but not geeky enough to dice) friends. Heck, you kick back in the smoking section and tell a chapter of an epic story and people get interested. I had one guy ask me if I was talking about a movie script. The retelling of those stories was often as much fun as playing them the first time too.

      In a MMO video game, I don't think it would have much of an impact though. For two reasons:
      1) The games are stat dependent. It doesn't matter how well you know the Barron, his aura is going to smack you and you need the gear (stats) to survive it.
      2) As soon as anything is done once, instructions are posted on the web. It doesn't matter if you spend 4 days in the libraries learning all you can about the boss, when it comes down to it, someone can just look up the encounter on thottbot or wowhead and know it all.

      Think about it, if you're telling a story from a pen and paper game to another gamer, it's new and different. If you're telling a story about how you took out a boss in WoW to another WoW player, they're going to respond with "Oh yeah, my guild took him out last week."

      -Rick
      • I certainly do agree that it has something to do with the system but I also found that it had a lot to do with the players too. I GM'd Call of Cthulhu about a dozen times for some of my old school D&D friends and these people just obsessed over their stats. I can understand some curiosity in how some of the numbers play out being new to a game system. I felt that the stats whoring took a bit from the game and they ultimately wanted CoC to be another D&D with a different world dynamic.

        Some seemed to
        • by RingDev ( 879105 )
          I looked into CoC long long ago, back in the high school days. Stats were all I knew back then (coming from D&D, Cadillacs and Dinosaurs, and Shadow Run) and CoC didn't really appeal to me for its story content. Something about winding up insane kinda put a damper on the stating up ;)

          But a few good story tellers (and DMs) who really took the focus off of leveling and put it into the story really changed my approach to gaming.

          Damn you, now I'm starting to get an urge to fire up a WW or VTM campaign again
          • Something about winding up insane kinda put a damper on the stating up ;)

            Hey, fella, don't knock it until you've tried it (going insane, that is). Heh.

            Damn you, now I'm starting to get an urge to fire up a WW or VTM campaign again.

            As I've gotten older the thrill in playing has more to do with playing with old friends. If it weren't for people who I have a real history with I don't know if I'd even be playing any RPGs anymore.
            • by RingDev ( 879105 )
              Unfortunately, many of my good playing friends are scattered about the world. I have a few local friends I might try to recruit, and a few new friends (people I've met through WoW oddly enough) that I think might make some decent players.

              -Rick
    • RPG's don't have to be about level grinding have a looksee at http://www.mystonline.com/ [mystonline.com] theres a MMOG thats cares as I understand it works well on MAC and a few people have used cedeger to get it working on Linux. Very different from your normal MMOG's
    • Not everyone does. I typically just don't give shit. XP is something that just happens to increase, and at points you go "ding" and you get some new option that might change the way you play your character a little. Big difference at least in MMORPG land between a healer who can just heal and a healer who get his rez spell. "Oops, sorry buddy, didn't notice your meter there, *cough*, can I try my new rez spell on you btw?"

      I have done a lot of MMORPG's as well as the western CRPG's and the Pen & Paper s

  • Like he really just wants a single player RPG.
    • Re:Sounds to me... (Score:5, Insightful)

      by Rei ( 128717 ) on Monday March 26, 2007 @03:03PM (#18491307) Homepage
      He also doesn't seem to realize that a single player RPG is very different from a MMORPG. For example:

      Trust your ability to balance things later. That?s the easy part.

      No. It most definitely is not. Example: I'm a relatively new member of the dev team at Eternal Lands [eternal-lands.com], an open source, free (as in beer) MMORPG. Early on, the dev team had added in a sword worth an utter fortune to an NPC. It could be crafted, but took an obscenely high level to craft. Eventually (after some similar problems on a smaller scale), the devs came to the realization that once people reached that level, the market would be flooded: people would make those swords in bulk, sell them to the NPC, and completely destroy the game's economy. Fixing it got on their TODO list, but wasn't a top priority item. There was so much else to develop, and hey, nobody was near that manufacturing level yet. A minor oversight, though: you can get blessings from your god (including the manufacturing God) to temporarily up your levels -- all for just a 50 gold fee. The high level manufacturers started making and selling the swords in bulk and threw the economy out of whack.

      Now it's out of whack. How do you fix it? Not only do the manufacturers now have obscene amounts of money, but through their purchases, they've messed up the amount of money that others have. Do you just roll back the entire game to a few months prior? Good way to lose almost your entire player base. It took a long time for them to rebalance the game, and they lost a number of players in the process.

      In short: NEVER trust your ability to rebalance things later. That's the HARD part. Plan everything to death before you hook it in.
      • by mmalove ( 919245 )
        There's got to be a balance. If you plan everything to death, you'll never execute on anything, and end up where Sigil did with Vanguard, or worse. Money/time is a finite thing in the creation of any project - spend it all planning and you'll have none left to write the code, test it, work out the bugs, etc. The issue you described with the sword - do you really think you would have found that without live players testing the system, prodding it for holes? Maybe, but who knows how much planning would ha
  • While TFA is about MMOGs, the bulk are MMORPGs so this is potentially valid.

    Single player games play to the ego. YOU are given a quest of great importance. Only YOU could defeat the really f'ing strong bad guy. No one but YOU can organize a rag-tag bunch of badasses to smash evil and bring blah blah blah to the blah blah blah.

    How many single player games are there that represent you amongst a whole group of potential heroes? If you decide to slack off and not do what you're supposed to, does someone else st
  • one thing I agree with in the article is that in the type of game under discussion a player's actions don't effect the world in a significant way, eg. killing a political leader results in a change in the game's direction. I understand the difficulty in implementing such a scenario, but it would certainly make the game feel more organic.
    • by Rei ( 128717 )
      I've pushed for this sort of thing in Eternal Lands, but I've yet to see any moves in that direction. A good example: invasions. What if the invasion monsters *succeed*? I'd say that, while when you clear out all invasion monsters, the invasion ends, the reverse should be true: if the invasion monsters kill all players on the map, the map should belong to the monsters. Now those invasion monsters should *spawn* on the map, making it unsafe. Only by defeating all of those monsters on the map at the same t
  • by MobyDisk ( 75490 ) on Monday March 26, 2007 @02:49PM (#18491113) Homepage
    I signed-up for a 14-day trial of Eve Online [eve-online.com]. As a fan of Descent [wikipedia.org], Wing Commander [wikipedia.org], and Trade Wars [wikipedia.org] I thought I would love this game. After a few days I realized the game was awesome, vast, huge, addictive, and... boring. I think the problem with Eve is that it is _too_ real. I wasn't playing the game - it was playing me. To make progress, I had to spend 15-minute blocks of time watching my ship fly from point A to point B. Or watching a meter count down telling me my character completed some task like building something. *yawn*

    I keep hearing that classic linear offline games are boring and limiting and going away. But that's like saying that a book is too limiting because it only has one possible outcome. With a video game or a book, I want to be the hero, I want to see the journey. I don't want to be thrown into a world where my only goal is to make money or get bigger. What fun is that? I can do that in real life.
    • Re: (Score:3, Interesting)

      by geniusj ( 140174 )
      I agree with you completely, and perhaps that's why Guild Wars has been the only MMO-like game that I've played regularly. It has its issues too, mainly surrounding its social aspects, but its chapters feel more like a single player RPG than anything, plus there's no monthly fee. There's no telling if you'd like it or not, but your problems with Eve are the same ones I have, so it might be worth a shot.
    • Re: (Score:3, Interesting)

      by cowscows ( 103644 )
      I think that you need to take a slightly different approach to MMOG's. To me, more than anything, they're social games. EvE is just a big universe full of spaceships and such that serve as ways of getting people to interact. The generally slow pace of the game (with the occasional flash of hectic mayhem) gives groups of people a lot of time to organize or work on strategy or just socialize. There are people who sort of do their own thing all by themselves, and if they're having a good time then that's great
    • Re: (Score:2, Informative)

      by fitten ( 521191 )
      You haven't played in a while then as there have been changes to address travel time. Before the changes, there were work-arounds, though. If you sit at your keyboard and don't use autopilot, you can use WTZ (warp-to-zero) and it makes traveling very fast.... you can cover vast distances in 15 minutes (several systems a minute in anything but a capital ship). Before WTZ was put into the game, people had bookmarks that did the same thing.

      If you were sitting around watching timers, you weren't playing the
  • by Shihar ( 153932 ) on Monday March 26, 2007 @02:59PM (#18491257)
    When I used to play chess against someone who knows what they are doing, I tended to get my ass handed to me. I didn't play chess all that often, so this should not come as a surprise. For one summer, I played chess a lot. I actually got pretty decent at the game and could hold my own against most people instead of the usual ass kicking I came to expect. Even today (now out of practice) I can put up a decent fight. The same goes for FPS, even ones I have never played. Why is it that I can pick up either of these games after having not played for a while and if not dominate, at least hold my own?

    The answer is simple. These are games of skill. If I decided to play chess or Counter Strike against someone who had been playing it for 2 years straight, they might kick my ass, but not because they have a super Queen that can teleport across the game board while I only have pawns, nor because everyone else starts out with shoot-through-walls rail guns while I start with a knife.

    Playing most MMORPGs is like playing chess against someone with a teleporting queen while you get three pawns, or playing Counter strike where you start with a knife and everyone else gets instant kill rapid fire laser guns. MMORPGs stack the game against you twice. First, people who play more will be more skilled at playing (make sense, eh?). Second though, the game also rewards them a thousand times over for playing a lot. So, not only do you play with people who are more experienced, but have the MMORPG equivalent of teleporting Queens against your two pawns.

    Start a n00b off in Counter Strike or Chess, and the n00b at least has the possibility of winning. Take the most skilled WoW player in existence, give him a level 1 character, and make him fight a level 60 no matter what happens, the level 60 will always win.

    This is the reason why a lot of people loath MMORPGs. I love the idea of a massive online world with other players to interact with, quest with, and fight with (or against). What I hate is that MMORPGs unlike most other multiplayer games, is that MMORPGs DEMAND that you spend thousands of hours of your life in them before you are even given something that kinda-sorta resembles and even footing with the top players.

    Why can't we have an MMORPG where the older and more experience are not given the double bonus of l33t stats and equipment in addition to superior skill at playing that they should have developed?

    Hell, I'll answer the question. The reason why MMORPGs used this worthless system is because they have simple and basic gameplay. If in an MMORPG your stats/numbers/equipment didn't constantly slide upwards, people would simply quit the game. The game play is so dull that MMORPGs need to rely on addiction to seeing stats go up to keep people in these games. Take out of the 'achievement' aspect that comes with killing 10,000 kobolds and people would not suffer the horrible and repetitive gamplay of an MMORPG. The gameplay of MMORPGs does not stand on its own for very long. Hence, we have piles of MMORPGs with atrocious game play that retain players by keeping them addicted to the 'achievement' aspect of their repetitive gameplay.

    When you see an MMORPG that can stand on the merits of its actual game play and not rely on hopeless addiction to watching stats slowly tick up, you will be seeing the first TRUE second generation MMORPG... not the copy cat Everquest crap that is spaming the market right now.
    • Re: (Score:3, Insightful)

      by geniusj ( 140174 )
      Another thing that Guild Wars attempted to tackle with its PvP. It did well in that PvP is definitely player skill based, but there's a steep learning curve if you want to try and understand the entire metagame as it exists now. A new player trying PvP in Guild Wars will pretty much always lose to an experienced player, but that has more to do with player experience than anything else. Of course, the same is true with Counter Strike :-)
    • by dave562 ( 969951 )
      I've been playing online FPS games since Quake and from what I've seen, "skill" usually comes down to who has the faster computer and lowest latency connection to the server. Once you've mastered the basics of circle strafing and have a command of the level to the point where you know all of the hiding places and spawn points, there really isn't much more to learn.
      • That may be true for deathmatch and 1v1 oriented type games. Hell, even CS pub servers you can get away with the knowledge you mentioned. I would love to see you get a group of 5 people (with only the skills you mentioned) with sub 20 pings beat a CAL-invite CS team with 56k modems. With the lag, you might be able to get a few rounds off them, but you would still get destroyed. What seperates CS from other FPS games is the teamwork and communication required. On top of that to be thinking about strate
        • by dave562 ( 969951 )
          You're talking about apples and oranges. 1v1 play style differs from team oriented play styles. Give me 5 people who have played FPS games before, 2 days to get on the same page with TeamSpeak, and of course the sub-20 pings will beat the vaunted CAL-invite team on 56k modems. You can have all the uber strat in the world, but if your hardware sucks, you're getting 250+ms of latency to the server and chugging along at 15fps, you're done.
    • I agree with this observation. Its one of the things that annoys the hell out of me when its inserted in otherwise cool FPS like Enemy Territory with its XP system. Or even counterstrike with its money system. There's a huge skill disparity between the masters and the noobs in FPS games anyway, and its already an exercise in frustration for poor players. But then these games double punish new players, in Wolfenstein: ET players that play a lot not only have the practice and skill advantage, but they also ha
      • You are rewarded with more power, but you're never really an unstoppable force


        Your link to unstopable force [thottbot.com] didn't work.
      • by Endo13 ( 1000782 )
        Darkfall is the game that's going to be exactly what we're looking for... IF it ever gets released. So far it's been 6+ years in development, and there's yet to be a beta.

        www.darkfallonline.com for more info

    • by Yuan-Lung ( 582630 ) on Monday March 26, 2007 @03:55PM (#18491993)
      Playing most MMORPGs is like playing chess against someone with a teleporting queen while you get three pawns


      Maybe the problem is poeple playing MMO are focusing way too much on kicking each other's asses in PvP rather than the coopertive playing that was originally intended?

      I run a medium sized guild, or Linkshell, as it's called in the game, that has players of various levels, skills, and dedication. We do events where we work togather for a certain goal, and everyone, no matter how much levels or skills they may have, they uaully find some way to contribute. It doesn't really matter if the guy next to your pawn has a teleporting queen if you are working togather on the same team. I donno about what the majority of the players thesedays want, but I do know that it's more fun for me to play with people who aim to help out each other and work togather, rather than waiting for any chance to frag my buttock whenever my back is turned.

      I mean, yeah, there are MMOs where PvP was the whole selling point, but I am not even gonna touch those. IMHO, if you just want to show off your skills, kick people's asses while yelling something obscene, wihout putting many hours to level up your character, maybe a session based game where you get an even battlefield each time, like first person shooters, is a better choice?

      • by DerWulf ( 782458 )
        Let me start of by saying that I love WoW but I've come to realize that the game is not a lot more than 7th grade algebra, especially when playing against NPCs. Is it nice to partake in an epic questline and to defeat nameless horrors together with your friends? Yes it certainly is! But everyone can do it. You can not honestly derive a permanent sense of achievement out of PVE in WoW when sooner or later every boss will be farmed over and over and over again. It would be like taking pride in your "ability"
    • I see your point, but online games which are based on skill rather than experience/play-based rewards have their disadvantages too.

      I use to play Puzzle Pirates [wikipedia.org] for quite awhile. I spent several months grinding(pillaging) and saving to buy all the stuff I could want. However, Puzzle Pirates really has two tiers of items, things that are really expensive, and things that are only attainable by winning contests of skill against other players. That second category was something I was never able to win, not

    • Oh yeah counterstrike is a great example of a skilled game. What with all its spray and pray weapons, infinite headshots and three or four choke points per map. I love counterstrike, but name me one regular or casual player that doesnt think hes the best counterstrike player of all time. That game is more luck than skill.

      I would like mmogames to be more skill based, but I just can't picture it. Subspace/continium is as close as I can see to what you are looking for and that game gets boring after a few hou
    • by fotbr ( 855184 )
      This is why I don't play PvP, I play PvE, and avoid PvP most of the time.

      Treat a MMORPG as an RPG, not a FPS.
    • "Take out of the 'achievement' aspect that comes with killing 10,000 kobolds and people would not suffer the horrible and repetitive gamplay of an MMORPG. The gameplay of MMORPGs does not stand on its own for very long. Hence, we have piles of MMORPGs with atrocious game play that retain players by keeping them addicted to the 'achievement' aspect of their repetitive gameplay." The solution to this, of course, is the most difficult of all. The solution is to replace the artificial level and stat gains with
    • "Why can't we have an MMORPG where the older and more experience are not given the double bonus of l33t stats and equipment in addition to superior skill at playing that they should have developed?"

      WW2OL.
      Everyone gets basically the same equipment. Yes, longtime players have the capability of getting slightly better equipment (like an Fw190 instead of Me109e4), but then only in very limited quantities (ie they are competing against each other for the limited resource, and thus trying to kill each other once
    • I can't believe that not one person who has replied has said this yet:

      Try playing an MMO that isn't an MMORPG. Not surprisingly, MMORPGs have RPG elements, such as leveling and stats. That's why they're called MMORPGs.
      • by Shihar ( 153932 )
        At the risk of repeating myself, since when did "Role Playing" come to mean "leveling and stats". Do yourself a favor and play a REAL Role Playing game without levels. RPG only came to mean "level and stats" because making a real RPG is hard and it is a hell of a lot easier to copy a D&D combat and advancement system almost verbatim then develop a RPG.

        http://www.armageddon.org/ [armageddon.org]
        • At the risk of repeating myself, since when did "Role Playing" come to mean "leveling and stats". Do yourself a favor and play a REAL Role Playing game without levels. RPG only came to mean "level and stats" because making a real RPG is hard and it is a hell of a lot easier to copy a D&D combat and advancement system almost verbatim then develop a RPG.

          It came to mean that when the GM became a computer.
  • by TriezGamer ( 861238 ) on Monday March 26, 2007 @03:12PM (#18491443)
    A repost of a comment I made on a previous topic, but still relevant here

    Perhaps a majority of the problem is the ridiculously unrealistic gap between an experienced warrior and one with relatively less experience.

    I think the entire problem would resolve itself if the difference between a level 1 character's fighting ability and a level 90 character's fighting ability was significantly less.

    In an MMORPG environment, if 3 level 1 characters could gang up and take down someone who has reached the highest point you can reach, then I think the entire concept of the grind would take a back seat to interesting gameplay.

    PlanetSide is an MMOFPS that takes this concept and deals with it quite well. You can spend your points each level to gain the ability to use new weapons or vehicles, with some abilities having pre-requisite abilities. If you want, you can trade the abilities back for the points you used to earn them, but you can only 'sell' one ability every 6 hours. Once you're level 8 or so, you have access to pretty much everything the game has to offer, and further levels only serve to expand the number of things you can do at once -- essentially expanding your flexibility. But by no means is a level 20 character STRONGER than a level 8 character, they simply have more venues of attack.

    Original Comment: http://games.slashdot.org/comments.pl?sid=222646&c id=18031488 [slashdot.org]
    • by aafiske ( 243836 )
      See eve-online. A small pack of week-old newbs in frigates that cost about 250k each can take down a 3 year old player in a battleship costing 250m. Now, hopefully after 3 years the older player would know to avoid wolfpacks, but that's the thing. It's about your knowledge, not the invincibility you get from having played longer. People who buy accounts are generally very obvious: they get ganked in expensive ships in situations they should've known to avoid, often by people in ridiculously cheap setups.
    • by Jamu ( 852752 )
      It's a common misconception but PlanetSide is not a MMOFPS. It's a MMOS (Massively Multiplayer Online Shooter). Especially when you consider that a principle tactic involves using the Third Person view to position a virtual camera, and to get a good view of someone with no way of being seen yourself. Not exactly what you'd expect from anything claiming to be an FPS.
  • I can't RTFA right now because I'm at work and they block "Gaming" sites at our proxy, but based on what I've read from everyone else's comments it sounds like they're looking at the wrong problems. There are certain things that players have always griped about, and I should know, I've been a player in a lot of MMOs, including the pre-cursor to modern MMOs MUDs. The problem is, what players gripe about, and what is really wrong with current MMOs are two very different things. Players don't really mind the l
  • by danaris ( 525051 ) <danaris@NosPaM.mac.com> on Monday March 26, 2007 @03:17PM (#18491505) Homepage

    The best massively multiplayer online game I've seen or heard of, bar none, is Tom Vogt's BattleMaster [battlemaster.org]. (Said Tom [slashdot.org] is actually a Slashdot regular, too, and with a 3-digit UID ;-) ) While it is not perfect (as what can be?) and is more or less in a state of perpetual beta (which I find a great deal of fun, but others wouldn't), it does a great job, in general, of dealing with the powergamers who want to turn the whole thing into a numbers game, and does its best to give even casual gamers the chance to participate meaningfully (ie, invest ~15 mins/day, and keep up pretty well with those who invest 15 mins/hour).

    BattleMaster is a roleplaying strategy game, where the player has a small family of nobles who can command troops in any of several different classes. The real key here is that in BattleMaster, there is precious little centrally-provided content: the interaction between the players is, essentially, the whole game. Which isn't to say that it's pure, text-based roleplaying (though the game is entirely text-based, aside from the maps); it has a relatively comprehensive system that helps to model a medieval European setting, complete with diplomacy, battles, wars, etc. But all the story is created by the players.

    It's a heck of a lot of fun, and I've been playing it for the past 3 years and more. I don't explain it too well, so take a look at the site, linked both above and in my sig.

    If someone were to take the concept and make a commercial MMORPG out of it, I dare say they could do pretty darn well--at least, once they had enough players signed up to populate a large area. The fun is directly proportional to the complexity of the system, which grows out of the number of people playing...

    Dan Aris

  • If you're really interested in ideas about reinventing the genre, look to the inventors themselves: read the mud-dev archives [boingboing.net], a now-defunct mailing list populated by the likes of Raph Koster and developers behind DAoC and shadowbane, as well as a few who've been in the online virtual worlds game since the days of 300 baud modems.

    There may be archives of the handful of conferences they held as well, which were filled with a bunch of great talks and new ideas.
  • by The-Bus ( 138060 ) on Monday March 26, 2007 @03:29PM (#18491635)
    My experience with MMOs is pretty limited: I played some UO during the launch, played YoHoHo! Puzzle Pirates for a few months, and tried Second Life once. My understanding is that, for the most part (and particularly WoW) they're about dungeon-leveling. Kill monsters, level up, kill bigger monsters, continue. There's not much variety in what you can do. The Ultima series (and to some extent Bethesda's Elder Scrolls) gave you some variety: you can spend hours, if not days, not killing monsters and still enjoy it. As the article mentions, there's other MMOs: puzzle ones, racing ones, sports ones, FPSs ones.

    Well... what if all those were one and the same? More on that in a second. A quick look at MMOG Chart [mmogchart.com] reveals the market to be, at most, about 15 million players. Considering the increasing popularity of the genre, increasing access to broadband worldwide, and economic conditions worldwide, the market will be increasing. Maybe some day there will be 30 million or 50 million MMO players.

    What this means is that there's room for other types of games (I can see a Cabela's Big Game Hunt MMO as being appealing). If Ultima Online can survive a decade on 100,000 subscribers, we could see an explosion of focused , low-population MMOs if the overall market keeps increasing. It would just be a continuation of what we see today.

    But back to my earlier question? Why do these all need to be separate games? Why can't they all be in one?

    What if there was a game that combined all of these elements and let players decide what they wanted to do? I'll put my example in "real-world" terms but this would obviously be modified to sci-fi or fantasy terms as needed. Let's say you've got a dog breeder that wants to breed his prize dogs with a specific type of wild dog (this player largely plays a Nintendogs-type of sub-game). This wild dog is only found in a very dangerous nature reserve (dungeon) controlled by an enemy territory. He'd have to hire mercenaries to infiltrate and capture this animal (traditional combat MMO players). The enemy territory also has players protecting their resources.

    Let's say something needs to be transported. Ordinarily, you might be able to use in-game methods (CPU controlled) but you may need to hire a smuggler to take it (combat driving game). The goal of this, the end result is to have a lot of different sub-communities while on the larger scale, you've got a lot of players you're interacting with.

    I think that's the "next level" in MMOs and it would solve a lot of the problems with current ones (albeit introducing new ones).

  • PlanetSide's numerous other gameplay problems notwithstanding, PS had a great leveling system.

    It worked like this: you earned battleranks (BRs) for capturing bases and killing enemy soldiers and vehicles. The BR cap was set at 20 last time I played.

    BRs allow you to purchase various equipment and vehicle certifications.

    The only thing a higher level gives you is more versatility. A battlerank 20's chaingun is not more powerful than a battlerank 6's. In fact the only difference (on paper) between a level 1 and
    • by Jamu ( 852752 )
      BR is a good idea but unfortunately in practice the certifications aren't balanced so almost everyone has the same ones. Versatility isn't much good if it just means putting yourself at a bad disadvantage. Contrast BR with CR though which is the anti-thesis of BR. CR does give you a godly - light shoots down from the sky and kills everyone in a certain area - weapon that's impossible to beat. And because so many players now have high-levels in CR the long reload time doesn't do much to curb the imbalance of
  • One of the points the author makes that I agree with is that most of these games have too many damn rules outside the "physics" of the gameworld. Too many rules mean you really can't have the emergent behavior that is really the potential of these simulations that involve thousands of people. The way you get thousands to interact is to well...interact. The fact that there's someone on the other side of the person I'm chatting with, be it monster, salesman, king, leader, etc. makes it that much better. A
  • Overall, I thought the article was rather well written. There were certainly parts of it that I disagreed with, but as someone who has played MMORPGs for years (including currently WoW), I can see a lot of the points he makes.

    One idea that popped up while reading this, was varying quests by level in an MMORPG (addressing points #1 and #2 of the article, namely boring gameplay and grinding). Anyone who has played WoW knows that most of the quests boil down to the following archetypes:

    1) Fetch X number of Y o
  • they--and gamers--will continue to miss out on these games' staggeringly awesome potential.

    He is talking about the most successful new genre of games, isn't he?

  • One of the big issues is instances. Instances make developers lazy. They dont' have to develop that huge of content because they can just make stuff spawn over and over and reload content so everyone gets a "fair" shot.

    Worlds need to be persistent. This is huge and will revolutionize things. Yeah..it means you have to make a huge world to support a lot of players. Guess what? That will make it awesome. The greatest MMORPG that will come along will be one that will have a land area that is equivalent to a la
    • by edremy ( 36408 )
      And unless it has 6 billion players, it's going to seem empty. Critical mass is crucial- there simply have to be enough people around to feel like you're not playing alone, and to help out when you need it.

      The WoW server I play on has 11k accounts on it. I can spend hours wandering around some places and *never see anyone*. With the exception of a few specific places I won't pass anyone flying around, I'll never hear a comment other than an occasional person selling something. Calls to help perform

      • by crossmr ( 957846 )
        A portion. Not the entire planet. And even with 6 billion people there are parts of this world that will seem empty. Much like the real world, people will congregate in cities, and the further you get away from the city/main roads, the more empty its going to be. However the difference with this kind of setup will be that it will be entirely possible to solo most of the areas. Why? Because unless you're trying to assault a stronghold/town/lair, most enemies will be traveling alone/small groups unless they'
        • by crossmr ( 957846 )
          dammit..forgot to change the type, formatting is fried...

    • To a certain extent, you just described Star Wars Galaxies.

      Which isn't really doing that hot at the moment.
  • I played WoW a lot. 14 characters over level 60, 2 at 70. I've been all through MC/BWL/Naxx and later most of Kara in TBC. I just recently quit because I had the epiphany that it was all exactly the same. WoW was my first MMO and from what I've gathered most others follow a lot of the same development ideas and the ones that vary from it were plagued with a multitude of other issues.

    I liked playing the game but as you can see from my number of high level characters and my experiences in game, it was really
  • I don't play MMOGs mainly because early game play sucks, and to have any fun one must progress to a certain level. My suggestion is to compartmentalize the game play, so that as players progress, they don't see those either far ahead, or far behind their current status. This way, they only deal with people near their own time / skill investment.

    That way, newbies can play against and with newbies, and not get shafted by playing people who've been playing the game since dinosaurs roamed the planet. And more i
  • OK, the way I read this article, the author wants an MMORPG (Pages 2-4 focus exclusively on MMORPG elements) without the MMO (Page 4, Solution 3 shows this the most) or RPG (Pages 2-5 compare the RPG elements mentioned above primarily with single/limited-player FPS games).

    I have a tip for the author: If you don't like that kind of game, don't play them. No, I'm serious. Go play Counterstrike Source, Gears of War, or Diablo 2. You can even play Counterstrike Source or Diablo 2 online with a limited numbe

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