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Heerobya's Random Thoughts

My random thoughts about MMORPGs. A bit of critique, suggestion, debate, and insanity. Enjoy.

Author: heerobya

The State of the MMORPG Part 4: The "Next" Generation

Posted by heerobya Monday August 27 2007 at 3:59PM
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So we've come this far! Thanks for reading and I appreciate the comments on the previous posts! When I saw my blog on one of the tops spots of the "popular" blog list I was surprised to say the least!
 
One again let me state that the following (and previous entries) are not meant to be factual but instead the perspective and opinion of a long time MMO player. I can't comment on games like EQ2 or AC because I never played them more then a free trial or demo.
 
The next generation of the MMORPG: what is it? Is it here? Is it coming? MMO gamers have been asking these questions and more for some time now. With the release of the latest round of consoles, the PC gaming market tends to follow the buzz about the new consoles and declare their upcoming releases a "next generation title for the PC!" or something to that effect. But what defines a generation in the world of MMORPGs? For any game genre?
 
From my perspective it's all about choice. The first generation of MMOs was Ultima Online and Everquest mainly. The games (for the most part) were open worlds, a "sandbox" of game play as we here at MMORPG.com like to say. Players were given little (if any) direction, but instead a hole world to explore and shape as they saw fit.
 
The second generation of MMOs was the generation of quests. We went from open and non-linear to highly directed, linear progressions. Here we see games like World of Warcraft, Everquest 2, and Lord of the Rings Online. You may be asking, what about popular games like Star Wars Galaxies and Final Fantasy XI etc. I consider those more generation 1.5 then anything else, as they tried to bridge the gap between the niche markets that MMOs were to the mainstream titles as they are now. Hence why I listed SWG and FFXI, because of their highly known and loved IP's they had the best chance of bridging the gap between the MMO gamer and the non-MMO gamer.
 
These second generation games gave players bountiful options of things to do, hand crafted, scripting experiences to show you. Rather then finding the fun as we did in the first generation, we were led to it and it was handed to us on a silver platter. And as I said before, it spoiled us rotten.
 
So what's next? What is the third age of the MMORPG? Vanguard was probably the closest thing to it, and may have been the first G3 (generation three) MMO if it wasn't for the terribly buggy and broken product they released. I say Vanguard was close because it was promised to be a clever mix of open ended free-style game play and developer crafted, linear progression. It's really too bad it failed so horrible. Hopefully they can pick up the pieces and at least offer a nice G2.5 experience.
 
I think that is where the MMO is heading, in a sense back to its roots but with all the lessons of the second generation taken into account.
 
I consider games like Warhammer and Age of Conan to be G2.5, as they may be really great games; neither is doing anything really knew and spectacular. Both offer improvements on the questing/grinding game of the current G2 titles, but offer more open world game play with massive PVP, city building, and world-altering content like the G1 and G1.5 games had. However I don't think they are doing enough to push the boundary that would place them comfortably into the next generation.
 
So what do I see as the real "next generation?"
 
I want to see a return of the truly epic PVP we saw as far back as Ultima Online. Were players could chose to become evil, wanted men not bound to any rule of law, however they faced much peril. The UO factions system was still one of the best PVP systems to date, as multiple factions fought a never ending war for total domination and control of the map. Now, I think instanced PVP with even sides is fun and important, but not as the basis for a successful PVP game. That is one of my concerns with WAR is that it focuses too heavily on instanced scenarios and not enough on the open world combat. I'll play FPS games like COD4 and Halo3 for that.  I think AoC is going the right direction with their Siege PVP, especially the hiring of players as mercs, but time will only tell if they can pull it off right.
 
I think games need to take the "story driven quest" system to the next level and create truly epic storylines and character involvement like we see in single player RPG's. Let players have quests and adventures that actually matter, even if it's all instanced and plays out like a single player RPG but where you can invite a few friends along. I don't think quests and missions following the all too familiar kill x and collect y formula count as "story driven quest content" by any means.
 
I want to see the return to truly open and free PVE game play as well. Let players create cities and run their own trade routes. Let them explore and actually conquer and control new areas. Have the NPCs and MOBs behave and fight like the enemy 'faction' of the game, fully capable of defending their areas from player attack, as well as launching attacks on player cities and other locales they control. No more random mobs walking around in the woods on set patterns, just waiting to die as I like to say. Give bears caves to live in and Bandits camps to call home. Let them attack caravans and traders, let them capture forts and settlements. Let the enemy 'faction' raid towns and lay siege to keeps. Make the players work together to fight back the invading hordes.
 
So there is my list, the short (ish) version. Lots of dynamic, open PVP with real control/loss mechanics, and 100% separate from PVE play (like Trammel/Felucca split in UO). Have truly epic and involved storyline involving the player in a character-driven experience similar to a popular offline RPG experiences. You can even have world changing events by breaking the game into chapters like Guild Wars did. Open PVE game play allowing players to choose their role in any ever changing world filled with danger and opportunity. Give them the power to create and destroy, to conquer or be conquered by the A.I. not grind factions and memorize scripted fight sequences.
 

For part 5, I'll probably go into much greater detail about my ideal MMO and why I think the technology and gamer attitudes will be ready in the future to make it a resounding success. Or maybe I'll talk about coffee… and penguins.

thepatriot writes:

An interesting perspective but one missing information.  I know the author states this opinion comes from his viewpoint of the industry, but the problem is the author has missed out on half the mmo market due to games he hasn't played.  It makes it difficult to accept his opinions on the industry as a whole when he is not knowledgable on the industry as a whole and his apparent lack of knowledge of the current crop of games in development.

Mon Aug 27 2007 4:19PM
heerobya writes:

how so? i've only invested in one MMO at a time, and the three "main" ones i spent the most time playing were UO, SWG, and WoW. As for the games in development, I've tracked every detail about AoC and WAR, I've played TR, and I only really consider those three because the rest are far more "niche" games.

Still, I've gathered enough information from various websites and forums as well as tried playing just about every single MMO out there.

I know I am no expert, but you mock my assertations without giving credible arguement.

Mon Aug 27 2007 4:24PM
weg886 writes:

No game will keep me interested if they dont have thousands of skills and only a few point to put in them.

And a objective !!!!!

I think where you put your skills is more  important then your lvl.

That is called using your head to make the best warrior ,   not the lvl .

You can have a lvl 300 but if you dont know what your doing then that lvl 30  that knows what to do will kick the crap out of you.

 

That is the way a game should be made.

Mon Aug 27 2007 5:38PM
GoldFishJoe writes:

Horizons. - This was to be the "next generation mmo" you described. Unfortunately it was rushed to release, and failed as miserably if not worse, then Vanguard. Players created  towns, players had to work together to open new lands, "The Blight" which would attack every now and then, needing repulsed. Classes that you had to explore the world to find the trainers for before you (barring spoiler sites) knew  they  even existed. Not to mention you could be a freakin dragon...

 

While I won't hold it against you that you have mainly only played 3 of the well known mmo's, I do believe that there are a few others that have touched on many of the things you desire. However, there has yet to be one that has brought them all together.

I loved the openness of UO, I loved the "contested" raid content available in EQ, I loved the PVP warfare of DAoC. Events in AC. IP of LoTR, SWG, and WoW. I loved the concept of Shadowbane, with siege warfare upon your "player built" towns.

Crafting I would take parts of a few. I loved that GM crafted armor in UO was pretty much the best you could get, creating a demand for crafted goods. I enjoyed the player town crafting in Horizons. You purchase your plot, from there you could either get the materials yourself(buy them) or you could pay through an interface,which then other players could come deliver the required good, and see you house/town/buildings slowly get build over time. I also enjoyed the crafting in SWG & EQ2. Take a mix of all those crafting methods and wrap them all together, and I'd be hooked.

Questing/Ease of gameplay I enjoyed in WoW. For most of the time leveling you would be hard pressed to not have 15+ quests waiting to be completed as you leveled up. Ease of gameplay. While I'm not sure I like the waterdown feel of some of the classes, I do have to admit that I could pick up any class and have a good feel for it soon after starting. "Most" did not radically change as you "grew up". There wasn't the Oh, I thought I was gonna be able to do this, or why did I get this and haven't ever used it again?

I could continue to go on, but honestly, I orginally just stopped by to mention Horizons. =) and have been reminiscing ever since.

For that, I say thank you.

As long as the MMO I play, can leave a good lasting memory of the things I was able to do, and the people I was able to share them with, Then it has done it's job of satisfying me. Which is what playing games is all about.

Mon Aug 27 2007 11:45PM
BoredDan writes:

I like your views on where the MMO has to go for the next generation, but I just want to say that what really would be great is better combat systems. I find the best combat is when it's more then just a select opponent and select move, but smething more Hack and Slash. I think we need more dynamic combat systems, more action in the fighting, something that draws you in like an FPS would. Where you're never stationary, where your moves affect the other player more then doing damage. I know there's games like this but there isn't many and I think MMO's need to move in that direction.

As well I think the next generation should be more about skill then lvl. Don't get me wrong, acheivmant and advancement is on of the corner stones of a good MMORPG, but I think that systems need to be designed in a way where good players clearly stand out and a good player can take on a fairly better character and be even. Design a system where Using your character correctly is more powerful then having a stronger character.

Tue Aug 28 2007 12:15AM
heerobya writes:

just wait till I describe my ideal MMO. I've put a lot of thought into the combat system, as well as the character advancement system (levels and skills) and I think some of you will really like it...

Then I just need a hot developer to read it and offer me a job :)

haha a guy can dream can't he?

Tue Aug 28 2007 9:37AM
Vessol writes:

Darkfall, 'nuff said.

Sat Sep 08 2007 3:39AM

MMORPG.com writes:
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