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MMORPG conventions that need to banished!

Posted by Torak Tuesday September 2 2008 at 1:52AM
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Ok, so there is a lot going on in the MMO industry these days, it seems that devs are finally starting to realize that the current line of MMO design thought isn't working.

If I was a dev (and I'm not and far to old and indebt with too many kids to be switching careers) here are some of the things I would look at changing.

Classes

Classes are one of those things that devs are sticking to like like super glue. I ask myself "why is that?" The only real reason I can see is because they are "easy" and the community is more then willing to except them. But what "classes" really do? Well they are basically are restricted skill set. They make it easier for a dev to balance against other classes. By confining a person to a specific role, it makes it easier to design. The MORE restrcted the role, the easier to make. I think we see this idea in just about every MMO.

So what is the alternitive you ask? Obviously a skill based system. Using an optional "profession" so that you get an idea for the opporating framework is fine but after the initial creation the player should be able to pick and chose HOW THEY WANT TO DEVELOPE THEIR CHARACTER THEMSELVES. The only MMO's I have seen that successful do this are Asherons Call, EVE and pre-NGE SWG. All very successful games in their day with EVE still going strong.

Levels

Whats the first thing players want to do when they see levels? Get past them. Finish them. Get to the cap. For some reason CRPG players seem to think that there is some sort of reward for finishing levels in record time. MMO devs have accomidated this thinking with easier and baser point grinds. If the object of the levels in the players mind is to finish them and get them out of the way, why have them? Several companies have even indirectly acknoledged this with the idea of "free levels" namely Mythic and DAoC and now WoW with its refer a friend program. Whats the message? "We know leveling is dull so we will reward you with the ability to skip it". Hows that for a kick in the eye?

Levels are the root of all evil in MMO IMHO. Everything from pointless level & faction grinds, power leveling, botting and farming. ALL of it is driven by levels. In fact at this point, I cynically doubt you could take them out as the MMO community would collapse into arachy and chaos without them.

Raids

Now the idea of the Raid was started by SOE in EQ. The most despised MMO maker in the genre and yet the player community has latched onto this convention like a drowning man does to a life preserver. Devs have followed suit. Now I have no idea how many people in MMO's actually participate and better yet, how many actually enjoy "raiding" but I do know that it does not get a whole lot of love in public.

Even the simplier games like WoW have come to realize the flaws of this system reducing both the amount of people required and the time commitments.

Whos brainchild was it to make these things for 40 people anyway? What sort of arbatary off the cuff number is that? Why is it so restricted and more importantly why is the concept of good content reserved for the upper tier "levels" anyway?

And probably the most obvious reasoning why its a bad idea...because its an SOE concept. Come on people, why would anyone stick with an SOE idea?

MMO's should have fun, meaningful and challenging content throughout the entire game.

But again, why do that when you only need to worry about the last "level"?  Makes it easier for the devs. Add in a single raid dungeon and "oh look, we have challenging endgame".

ENDGAME

A curse on the dev who came up with that! In the beginning MMO's were virtual worlds that players had the freedom to play and do what they wanted at anypoint (mechanics allowing them to become better / more proficient over time) Non-linear gameplay was what MMO's were all about vs the linear gameplay of most other games. Now however MMOs have turned on a dime and in some cases are MORE linear then even console games.

Again IMHO this is just done for ease of design nothing more. Why bother with deverse gameplay when you can ramrod a player into a class with a linear level progression path and the illusion of the "most fun and reward" at the end?

Summing it up...

The core issues with MMOs as I see it is devs taking the easy route of design and the players totally buying into their laziness and allowing to continue.

The next time you see a game releasing look for these things and ask yourself...self, do I really want to do this again????

 

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