Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:611  Guilds:3,078
Members:1,591,614  Online:0
Guests:0  Posts:4,844,496
Recent forum postsRSS
Active threads
Cloud view
List all forums
General Forums
Developers Corner General Discussion
Popular Game Forums
Click a status to find game forum
Game Forums
Click a letter to find game forum
D-F
D&D Online DC Universe DOTA DOTA 2 DUST 514 Dance Groove Online Dark Age of Camelot Dark Ages Dark Legends Dark Orbit Dark Solstice Dark and Light DarkEden Online DarkSpace Darkblood Online Darkfall Darkwind: War on Wheels Dawn of Fantasy Dawntide Dead Earth Dead Frontier Deco Online Defiance Deicide Online Dekaron Desert Operations Diablo 3 Diamonin Digimon Battle Dino Storm Disciple Divergence Divina Divine Souls Dofus Dominus Online Dragon Ball Online Dragon Born Online Dragon Crusade Dragon Empires Dragon Eternity Dragon Nest Dragon Oath Dragon Raja Dragon's Call Dragon's Prophet DragonSky DragonSoul Dragona Dragonica Dream of Mirror Online Dreamland Online Dreamlords: The Reawakening Drift City Duels Dungeon Blitz Dungeon Fighter Online Dungeon Overlord Dungeon Party Dungeon Runners Dynastica Dynasty Warriors Online EIN (Epicus Incognitus) EVE Online Earth Eternal Earth and Beyond Earthrise Eden Eternal Einherjar - The Viking's Blood Elf Online Embers of Caerus Emil Chronicle Online Empire & State Empire Craft EmpireQuest Empires of Galldon End of Nations Endless Ages Endless Online Entropia Universe EpicDuel Erebus: Travia Reborn Eredan Eternal Blade Eternal Lands Ether Fields Ether Saga Online Eudemons Online EuroGangster EverQuest Online Adventures Evernight Everquest Everquest II Evony Exarch Exorace Face of Mankind Fairyland Online Fall of Rome Fallen Earth Fallen Sword Fallout Online Family Guy Online Fantage Fantasy Earth Zero Fantasy Realm Online Fantasy Tales Online Fantasy Worlds: Rhynn Faunasphere Faxion Online Ferentus Ferion Fiesta Online Final Fantasy XI Final Fantasy XIV Firefall Fists of Fu Florensia Flyff Football Manager Live Football Superstars Force of Arms Forsaken World Freaky Creatures Free Realms Freesky Online Freeworld Fung Wan Online Furcadia Fury Fusion Fall
G-L
GalaXseeds Galactic Command Online Game of Thrones Gate To Heavens Gates of Andaron Gatheryn Gekkeiju Online Ghost Online Ghost Recon Online Gladiatus Glitch Global Agenda Global Soccer GoGoRacer Goal Line Blitz Gods and Heroes GodsWar Online Golemizer Golf Star GoonZu Online Graal Kingdoms Grand Chase Europe Grand Fantasia Grepolis Grimlands Guild Wars Guild Wars 2 Guild Wars Factions Guild Wars Nightfall Habbo Hotel Haven & Hearth Hedone Helbreath Hellgate Hellgate: London Hello Kitty Online Hero 108: Online Hero Online Hero's Journey HeroSmash Heroes in the Sky Heroes of Bestia Heroes of Gaia Heroes of Might and Magic Online Heroes of Thessalonica Heroes of Three Kingdoms Holic Online Hostile Space Huxley Illutia Illyriad Immortals USA Imperator Imperian Infinity Infinity Iris Online Irth Worlds Island Forge Islands of War Istaria: Chronicles of the Gifted Jade Dynasty Jagged Alliance Online Juggernaut Jumpgate Jumpgate Evolution KAL Online Kakele Online Kaos War Karos Online Kicks Online King of Kings 3 Kingdom Heroes Kingdom of Drakkar Kingory Kitsu Saga Kiwarriors Knight Online Knights of Dream City Kothuria Kung Foo! Kunlun Online L.A.W. LEGO Universe La Tale Land of Chaos Online Lands of Hope: Phoenix Edition LastChaos League of Legends - Clash of Fates Legend of Golden Plume Legend of Katha Legend of Mir 3 Legendary Champions Light of Nova Lime Odyssey Line of Defense Lineage Lineage Eternal: Twilight Resistance Lineage II Linkrealms Loong Online Lord of the Rings Online Lords Online Lost Saga Lucent Heart Lunia Lusternia: Age of Ascension Luvinia Online
T-Z
TERA TS Online Tabula Rasa Tactica Online Tales Runner Tales of Fantasy Tales of Pirates Tales of Pirates II Talisman Online Tamer Saga Tank Ace Tantra Online Tatsumaki: Land at War Terra Militaris Terra World Thang Online The 4th Coming The Agency The Chronicle The Chronicles of Spellborn The Elder Scrolls Online The Legend of Ares The Matrix Online The Missing Ink The Mummy Online The Myth of Soma The Pride of Taern The Realm Online The Repopulation The Secret World The Sims Online The Strategems There Thrones of Chaos Tibia Tibia Micro Edition Toontown Online Top Speed Torchlight Transformers Universe Traveller AR Travia Online Travian Trials of Ascension Tribal Hero Tribal Wars Tribes Universe Trickster Online Troy Online True Fantasy Live Online Turf Battles Twelve Sky Twelve Sky 2 Twilight War U.B. Funkeys UFO Online Ultima Online Ultima X: Odyssey Ultimate Soccer Boss Uncharted Waters Online Undercover 2: Merc Wars Underlight Unification Wars Universe Online Valkyrie Sky Vanguard: Saga of Heroes Vanquish Space Vector City Racers Vendetta Online Victory - Age of Racing Vindictus Virtonomics Vis Gladius Visions of Zosimos Voyage Century W.E.L.L. Online WAR (Warhammer Online) WYD Global Wakfu War Rock War of 2012 War of Angels War of Legends War of Thrones War of the Immortals WarFlow Waren Story Wargame1942 Warhammer 40K: Dark Millennium Online Warhammer Online: Wrath of Heroes Warrior Epic WebLords Wild West Online WildStar WindSlayer 2 Wish Wizard 101 Wizards and Champions Wonder King Wonderland Online World Golf Tour World War II Online World of Battles World of Darkness World of Heroes World of Kung Fu World of Pirates World of Tanks World of Warcraft World of Warcraft: Mists of Pandaria World of the Living Dead WorldAlpha Wurm Online Xiah Xsyon YS Online ZU Online Zentia Zero Online Zero Online: The Andromeda Crisis Zodiac Online eRepublik

MMORPG.com Discussion Forums

Developers Corner

Developers Corner 

MMORPG Game Concepts  » The 3rd Gen MMORPG and what mistakes should be removed.

2 Pages 1 2 » Search
22 posts found
  Isane

Apprentice Member

Joined: 5/24/06
Posts: 2546

"Some do , Some don''t , Others just cry"

Jean Sali

 
6/12/07 6:21:47 PM#1

I am looking for people who know a little more than myself to discuss several points below:-

Are communities now redundant with the introduction of Guilds ?

Are communities now redundant due to the scale and number of players within MMORPG Instances Servers ?

Have features been introduced to MMORPG's for the masses that inhibit 3rd Generation MMORPG's ever developing to the next level?

My current view is that certain features add no real value to the gaming experience:-

  • Large scale auction houses
  • Cash Economies instead of Item based economies.
  • Over elaborate Graphics add nothing to real gameplay
  • Raid and End Game /(Lazy development rather than design a decent progression system)

But maybe I'm wrong but from what I am seeing none of the new crop of games add anything exciting...

 

 

 

________________________________________________________
SWTOR and COS games that could deliver !!

  zollen

Novice Member

Joined: 3/10/04
Posts: 353

6/12/07 9:29:45 PM#2
Don't think of MMORPGs as innovative entertainments for players. Just think of MMORPGs as Yesterday concepts for game companies to prolong players subscriptions. Then you probably will feel better.

  Plasuma!!!

Novice Member

Joined: 9/19/05
Posts: 1874

There's a formula for everything, even famous quotes.

6/12/07 9:31:32 PM#3

You're almost exactly quoting what World of Warcraft is.

Redundant communities? They don't exist in good games. If you make the content dynamic enough and offer people more freedom in playing the game they want, then you make the community more diverse.

A combat-centric game with only a few ways of customizing the already too few ways of differentiating people (classes) will give you only a few different types of people, making the world (no matter how gigantic it is) feel very small.

More expansive and diverse games, such as EVE, Ryzom, and SWG (before it went awry) have more diverse communities as a result... although the communities are quite small.

You're right, though. Since Blizzard's bomb was such a big hit (it brought all the starcraft and warcraft players into MMORPGs), this next generation may be saturated in its wake of stench. ... Either that or deeply inspire some much needed innovation, which I somehow doubt from big name companies such as SOE, EA, THQ, and Atari (yes, I do bash the company I work for, and I enjoy it).

Now for the nitty-gritty: Instances: They're not bad and they're not what causes problems with communities. It's how they're used that makes them harmful. I can see large dungeons and battle fields being separated from the masses as a necessity, but if they're the only thing you can do in the end, then the community will suffer.

Guilds: These are like social groups; what better way to get to know lots of people and hang out with them? The problem? They become elitist and concentrate entirely on the end-game content. In WoW, there is no point in recruiting people except to have more players ready for the big 40-man raid of dungeon #22B (who cares what it is? you only hope that some good loot drops and the leader doesn't give it to someone else). The purpose of a guild is to bring people together to share common interests, which is utterly perverted by that atrocity of software of Wars and Crafts. Other games have solved this problem by giving an incentive to invite people into the guild: minor taxes on all members for accumulating a large guild bank, upgrades that benefit everyone in the guild that require a certain amount of members, etc. Just perks for bringing people aboard to be friends.

Graphics: Well, WoW actually got away with literally 'smoke n mirrors'. They used low-poly models, med-res textures, no normal / parallax / shadow / or relief mapping, low specular, and no bloom with minimal Direct 3D lighting... a guy with a 5-year-old laptop can play it. Obviously graphics are just gravy.

End game is what kills the big game of the market. Surprisingly, every other game has better end-game content than the Blizzkid, yet they all fail miserably at delivering in the general content up to the point, which 'WoWz' delivers. What people want is instant gratification, and that is what Warcraft offers; but like playing snakes and ladders, it's never truly fulfilling and it leaves much to be desired when you reach the top.

So, yes, there are plenty of things that should be rooted out from game plans, yet the big-shot guys and those with diluted minds will never deliver the games people truly desire (Throne of Chaos, anyone?) until someone who has their head straight does first.

(Now the cheesy part): Will YOU be that someone? o_O

  SWGforreva

Apprentice Member

Joined: 8/17/06
Posts: 201

6/12/07 9:33:48 PM#4
I'm hoping AoC will change some of your listed issues
  Isane

Apprentice Member

Joined: 5/24/06
Posts: 2546

"Some do , Some don''t , Others just cry"

Jean Sali

 
6/13/07 4:51:18 PM#5
Originally posted by Plasuma!!!

You're almost exactly quoting what World of Warcraft is.

Redundant communities? They don't exist in good games. If you make the content dynamic enough and offer people more freedom in playing the game they want, then you make the community more diverse.

A combat-centric game with only a few ways of customizing the already too few ways of differentiating people (classes) will give you only a few different types of people, making the world (no matter how gigantic it is) feel very small.

More expansive and diverse games, such as EVE, Ryzom, and SWG (before it went awry) have more diverse communities as a result... although the communities are quite small.

You're right, though. Since Blizzard's bomb was such a big hit (it brought all the starcraft and warcraft players into MMORPGs), this next generation may be saturated in its wake of stench. ... Either that or deeply inspire some much needed innovation, which I somehow doubt from big name companies such as SOE, EA, THQ, and Atari (yes, I do bash the company I work for, and I enjoy it).

Now for the nitty-gritty: Instances: They're not bad and they're not what causes problems with communities. It's how they're used that makes them harmful. I can see large dungeons and battle fields being separated from the masses as a necessity, but if they're the only thing you can do in the end, then the community will suffer.

Guilds: These are like social groups; what better way to get to know lots of people and hang out with them? The problem? They become elitist and concentrate entirely on the end-game content. In WoW, there is no point in recruiting people except to have more players ready for the big 40-man raid of dungeon #22B (who cares what it is? you only hope that some good loot drops and the leader doesn't give it to someone else). The purpose of a guild is to bring people together to share common interests, which is utterly perverted by that atrocity of software of Wars and Crafts. Other games have solved this problem by giving an incentive to invite people into the guild: minor taxes on all members for accumulating a large guild bank, upgrades that benefit everyone in the guild that require a certain amount of members, etc. Just perks for bringing people aboard to be friends.

Graphics: Well, WoW actually got away with literally 'smoke n mirrors'. They used low-poly models, med-res textures, no normal / parallax / shadow / or relief mapping, low specular, and no bloom with minimal Direct 3D lighting... a guy with a 5-year-old laptop can play it. Obviously graphics are just gravy.

End game is what kills the big game of the market. Surprisingly, every other game has better end-game content than the Blizzkid, yet they all fail miserably at delivering in the general content up to the point, which 'WoWz' delivers. What people want is instant gratification, and that is what Warcraft offers; but like playing snakes and ladders, it's never truly fulfilling and it leaves much to be desired when you reach the top.

So, yes, there are plenty of things that should be rooted out from game plans, yet the big-shot guys and those with diluted minds will never deliver the games people truly desire (Throne of Chaos, anyone?) until someone who has their head straight does first.

(Now the cheesy part): Will YOU be that someone? o_O


________________________________________________________
SWTOR and COS games that could deliver !!

  chryses

Advanced Member

Joined: 5/29/07
Posts: 1197

6/13/07 4:53:35 PM#6

 

I like this post as it address's a lot of issues in games today.  I leave a game far before I have explored it due to the community dissolving around me.  So why does the community dissapear?

My thoughts:

* Lack of events that require large parts of the community to come together

* Games with not enough zones to mingle in

* No loyalty to one side or another.

Games are most successful when players feel part of a larger group or race.  Too many games unintentionally promote power leveling thus bringing an end to the game for the players who max out. 

Guilds are a good idea but what I have found as a solo player is that if you want to group its hard to find people who are not tied up with their own guilds etc.  Some games like the older Jumpgate had a good system where there would be a universal announcement of a gate being taken over by a mothership NPC.  I was lucky enough to fly there and be part of a mass fleet killing a mother NPC for the good of all. That was special and something I have not come across again.

Some ideas to draw the larger community together.

* Games within games. Have card games, dice games in taverns or similar.  So players can drop in for a game against strangers. Give a break from combat / crafting and another way to make money.

* NPC raids on large towns, market. Wherever. As long as it requires a large community to defend or fight it off.  A warhorn could sound all hell breaks loose.  Imagine an NPC faction raiding your races town and players / friendly NPC's fighting side by side.  All levels can get involved.

* Tournaments. 1 on 1 and team combat. However you can only use the equipment and weapons the organizers supply.  So its a real slug fest. Crowds can come and watch etc. 

* Special skills you can only administer in person.  Neocrom would have a market square and an implanter could make a good trade by plug-in chips into people's heads.  In fantasy what happened to identify items skill?  Could have identify skill, repair skill, magic buff for items that last 24 hrs whatever.  Have a market square where you could rent out a stall and players have to use your special skill. 

Remove the power leveling frenzy and bring in events / actions that require a larger player base to get involved. That way even if I was an lvl 50 knight and had capped. I would be inclined to play on if I felt I could stand in the fray of a raid and help those less powerful.  Also some wackier ideas could be to have NPC auctions.  They show a special item and a ticker goes down from 1 minute. You can bid as much as you want until timer runs out.  However item has a minimum price to avoid cheating.   These can be held around the world and announced in advance and real time.  I would love to see 10-100 players in an auction all bidding madly. 

Basically developers need to work on community events and less on grind options. 

 

 

 

 

 

  nebulez

Novice Member

Joined: 8/14/05
Posts: 34

6/13/07 5:03:41 PM#7

Only one thing to say to the last post...

 

AMEN

  raitzu

Novice Member

Joined: 6/29/06
Posts: 83

6/13/07 5:36:55 PM#8
Originally posted by chryses

 

I like this post as it address's a lot of issues in games today.  I leave a game far before I have explored it due to the community dissolving around me.  So why does the community dissapear?

My thoughts:

* Lack of events that require large parts of the community to come together

* Games with not enough zones to mingle in

* No loyalty to one side or another.

Games are most successful when players feel part of a larger group or race.  Too many games unintentionally promote power leveling thus bringing an end to the game for the players who max out. 

Guilds are a good idea but what I have found as a solo player is that if you want to group its hard to find people who are not tied up with their own guilds etc.  Some games like the older Jumpgate had a good system where there would be a universal announcement of a gate being taken over by a mothership NPC.  I was lucky enough to fly there and be part of a mass fleet killing a mother NPC for the good of all. That was special and something I have not come across again.

Some ideas to draw the larger community together.

* Games within games. Have card games, dice games in taverns or similar.  So players can drop in for a game against strangers. Give a break from combat / crafting and another way to make money.

* NPC raids on large towns, market. Wherever. As long as it requires a large community to defend or fight it off.  A warhorn could sound all hell breaks loose.  Imagine an NPC faction raiding your races town and players / friendly NPC's fighting side by side.  All levels can get involved.

* Tournaments. 1 on 1 and team combat. However you can only use the equipment and weapons the organizers supply.  So its a real slug fest. Crowds can come and watch etc. 

* Special skills you can only administer in person.  Neocrom would have a market square and an implanter could make a good trade by plug-in chips into people's heads.  In fantasy what happened to identify items skill?  Could have identify skill, repair skill, magic buff for items that last 24 hrs whatever.  Have a market square where you could rent out a stall and players have to use your special skill. 

Remove the power leveling frenzy and bring in events / actions that require a larger player base to get involved. That way even if I was an lvl 50 knight and had capped. I would be inclined to play on if I felt I could stand in the fray of a raid and help those less powerful.  Also some wackier ideas could be to have NPC auctions.  They show a special item and a ticker goes down from 1 minute. You can bid as much as you want until timer runs out.  However item has a minimum price to avoid cheating.   These can be held around the world and announced in advance and real time.  I would love to see 10-100 players in an auction all bidding madly. 

Basically developers need to work on community events and less on grind options. 



Nice post; I have always thought that games need to make dynamic (read World Changing) quests... turn forests into tundras, swamps into deserts, change the whole world when a cataclysmic event happens.

Communities will develop and work towards a general goal if you let them. If the King is a tyrant and demands a large tax on goods, you should be able to band together and overthrow him and his army. If that happens, the kingdom seperates into a fractured society which spawns a deep evil creature that terrorizes the land... until he is slain and the slayer gets to be king and reunite the society. Something simple like that, or more complex like; A large group of adventurers band together to kill the dragon, but the dragon was holding the dark sorceress captive, and now that the dragon is slain, a mightier enemy is unleashed on the world... and so forth, levels should scale with the game like: To kill the dragon you need 40+ level 50 people; when the dragon is dead, new dungeons open up... lower level content turns into higher level content and the new sorceress would take 40+ level 70 people to kill. (Just random examples)
  Forcan

Apprentice Member

Joined: 1/08/07
Posts: 702

Nov. 15th 2005
my heart died a little...
Long Live SWG(PreCU)

6/13/07 5:53:26 PM#9
The issue of community is that so far no game has a system that helps it grow.  Almost all of the game are about the "me" in gamers.  (i.e. with the loot item-dependent system you get the people that always want the best for themselves first, since it's what the game are designed as... )

The developers need to make a game with system that doesn't glorify self, but help to strength the community (such as what others have mentioned:  community defend against NPC raid, a way to interact without the combat and crafting part of the game, etc...)

Yes, the players' own character development is important, but the character's development should be linked to the community.



AS for these:
  • Large scale auction houses - This is bad for crafters since it replace the reason for people to search for crafters and their shops.  I think it should be that auction houses should be local to the city, and that there is a need to search for crafters and their shops.  This way the crafters won't feel that they are the minority in the whole community.  Auction houses benefit the combat players, not crafter players.
  • Cash Economies instead of Item based economies. - When you say cash economies instead of item based economies, you mean that everything is pay by money instead of trading items?  This isn't that much a big deal if the idea is that you get resources, not special items when killing mobs.  Then you can trade resources for the stuff you need from crafters.
  • Over elaborate Graphics add nothing to real gameplay - It does help for immersion in the game though.  But it shouldn't be what the developers are focusing on.  Game play should be the major design, not graphic.
  • Raid and End Game /(Lazy development rather than design a decent progression system) - Raid and "endgame" isn't bad, as long as it doesn't force the players to participate in order to compete with others.  Why compete when you don't like certain style of gameplay?  If the raid is design around the community, and that it gives more meaning to raid instead of raiding and hope for a loot that you'll be competing for with your raid group.

Current MMO: Eden Eternal, Divina (TW Ver.), World of Tanks.

Past MMO: Way too many (P2P and F2P)

  Cr1ms

Novice Member

Joined: 6/09/07
Posts: 12

6/13/07 9:27:28 PM#10
Originally posted by Isane

I am looking for people who know a little more than myself to discuss several points below:-

Are communities now redundant with the introduction of Guilds ?

Are communities now redundant due to the scale and number of players within MMORPG Instances Servers ?

Have features been introduced to MMORPG's for the masses that inhibit 3rd Generation MMORPG's ever developing to the next level?

My current view is that certain features add no real value to the gaming experience:-

  • Large scale auction houses
  • Cash Economies instead of Item based economies.
  • Over elaborate Graphics add nothing to real gameplay
  • Raid and End Game /(Lazy development rather than design a decent progression system)

But maybe I'm wrong but from what I am seeing none of the new crop of games add anything exciting...


Large scale auction houses:

    IMO this is pretty much required, as a fundamental driving force for player driven economies, and I definitely don't feel that it takes away from the gaming experience.  Personally, I hate being without an auction house, being forced to resort to a horribly impractical trade chat, or scouring through little shops to see what's available.  If you've ever played maple story, you know some of the negatives that arise without an auction house.  People spam chat, taking up as much room as they can to make their advertisement as noticeable as possible while covering up everyone else's, resulting in a cluttered mess that really gets people nowhere, along with dozens of shops too look through, which is really a waste of time compared to the concept of the auction house.  I don't really see how an auction house is detrimental to people that craft when it just provides for an easier way for them to list their products.  The way the auction house was implemented in FFXI was actually a benefit to crafters because if you wanted to have someone craft a product, you could get on the auction house and look at recent sellers to see who was available.  However, I'm not saying that the auction house is all there should be to player driven economies, and if someone finds a better way to facilitate such a feature, I'd be happy.  I also don't think that an auction house should be the only means of advertising a product; I like the idea of also having shops.  FFXI, again, is a good example of this.


Cash Economies instead of Item based economies:

   
I guess you mean a bartering system?  I'll take my gold over an soj based system any day, I'm glad MMOs didn't follow the footsteps of DIablo 2 in this regard.

Over elaborate Graphics add nothing to real gameplay:

   
Yep, I agree that the focus should not be on graphics.  I'd say graphics are actually my lowest priority when choosing a game to play.  Perhaps when developers focus on innovations in graphics they actually take away from the gameplay, but who knows.  Either way, it definitely doesn't add to it, besides perhaps the immersion factor.

Raid and End Game /(Lazy development rather than design a decent progression system):

   
I think that a game should have an enjoyable, addictive primary form of progression, and the player is awarded with an even more enjoyable end game (the bulk of the game) when they finish this progression.  This end game should facilitate an alternate form of progression that accomplishes the same goal as leveling in order to keep people playing even after they've seen all of the content that end game has to offer and any dynamic content starts to get boring (which is inevitable).  The release of new content and addition of more dynamic content would repeat this cycle.  Most MMOs already work like this, but with poor execution and a lack of enough dynamic gameplay, or too much delay between the release of content, etc.
  chryses

Advanced Member

Joined: 5/29/07
Posts: 1197

6/14/07 12:52:10 PM#11

So we all agree that a world needs to be developed so that actions by real players have an effect on how it evolves.  I can see a lot of people saying that by doing this the time + money to make a game should go into the graphics first to draw in the big crowds.  Hey I love eye candy and even I fall into its evil grasp now and then only to find out I have lost 3 months in a fluffy world full of pastel colours with no game content.   I believe that you can have a dynamic world with good graphics and get it out early. 


E.g. have a storyline of a devastated world that needs to be rebuilt.  Players come into the game knowing there will not be flowing banners from castle walls with large inns dotted around the landscape. Just barren land that contains the minimum requirements..(Craft stations, outposts etc) for players to build the world themselves.  Of course they really don’t! But have progress bars for several areas in the world such as blacksmith, bank, armourer, market etc.  Where a ruined city lies players can craft, hunt for skins, kill raiders, deliver supplies etc.  For every supply, skin and other items delivered the progress bar goes up .01 or something.  Once this is at 100% the building is constructed but can say "completion pending". So developers can have 1-3+ months to gradually build the world as players complete the projects.  Of course there are 2-3 factions that are all trying to build their cities quicker to get access to better shops, halls, armourer etc.  Even have a plaque on each building showing the top 10 names who contributed the most.  I can imagine players working hard to finish a town then hordes moving on to the next big development plus some staying back to guard it.  This will deliver a huge level of satisfaction and grinding can have a meaning.  I would go out and kill 100 deer if I knew it would help the leatherworker shop get built.   Developers can also improve the scenery around the city as it builds up.... just thinking about this makes me drool! BTW fighters would of course go and raid the other faction to halt their build and guard their own as well.


I think for a community event the best idea I have is to announce a raid on gold selling spammers.  We the community can hunt these low lifes down, gather them all in the village square and stone them to an inch of their little rodent lives.  Then tie bags of gold around their legs and see how well they swim!  We could buy the gold off them for the event just to add a little bit of morbid irony.  Now I am really drooling.  Wouldn't you just love to say this to them just before you push them off the bridge.

"Sorry to disturb, but this gold I bought off you just now is going to drown your sorry arse, this will enable us to enjoy the game more, thank you for taking time to read, have fun!" 

 

  Meltdown

Hard Core Member

Joined: 8/09/03
Posts: 1094

6/14/07 1:13:08 PM#12
Are communities now redundant with the introduction of Guilds ?

Not positive how this would produce redundant communities. But any time humans interactions are taking place (such as a Guild community) there is little to no redundancy.

Are communities now redundant due to the scale and number of players within MMORPG Instances Servers ?

From what I have seen there has never been such a thing as "too many players" except when the servers start getting bogged down. The more players the more you meet and the more you remember. That's my experience.

Have features been introduced to MMORPG's for the masses that inhibit 3rd Generation MMORPG's ever developing to the next level?

This is an amazing question, and something I wish more developers would ask. I definately feel that instancing an un-changing dungeon is totally against the evolution of MMORPGs. I have my beefs with instancing on its own, but just having a static instance is just painful. CoH provided people with changing instances keeping things interesting and I think that was the right direction.

My current view is that certain features add no real value to the gaming experience:-

  • Large scale auction houses
    • This is a convenience, I have seen pretty much the complete evolution of this idea from EQ's complete neglect for a system, to its "revolutionary" bazaar which then got upgraded to WoW's auction house idea. Also there was UO's idea of vendor sale (which a lot of asian games take advantage of). It's a lose/lose situation really, either you lose out on the community building aspects of a free unguided economy (original EQ or UO), but also make trading a severe thorn in people's sides. Or you take the auction house/cosigner approach which does nothing to build community, but makes it easier on the players. The evolution of MMORPG's needs a third system which allows for both positives to be present. Some progress has been made with the auction house systems allowing you to see who bought your goods, or to search by player name.
  • Cash Economies instead of Item based economies.
    • History has taught us that money is the ultimate median for the trade of goods, and as it's not going anywhere in the real world I also don't see it changing that much in the online world.
  • Over elaborate Graphics add nothing to real gameplay
    • I hope this is something that is addressed soon. I am sick and tired of seeing a magnificent waterfall, that is blocked by an imaginary wall and completely useless. I think the next generation of games will be much more interactive with their environments.
  • Raid and End Game /(Lazy development rather than design a decent progression system)
    • Raiding is almost a necessary evil. You either grind out 100 levels to find nothing amazing at the end, or you grind out 70 levels and find some different things to do in large groups.  Actually I disagree with your assumption that raid content is a lazy approach to a progression system. Granted the scale of the raids could be much better than they currently are. To say that it is lazy to include end-game content instead of just tacking on 30 more levels in an expansion and making the leveling curve steeper is lazy... I don't know how raids would be the lazier approach.


  Isane

Apprentice Member

Joined: 5/24/06
Posts: 2546

"Some do , Some don''t , Others just cry"

Jean Sali

 
6/15/07 1:27:15 PM#13

Well I am Glad I started this thread and soem nice replies now I think I'll reply to my question the features below

My current view is that certain features add no real value to the gaming experience:-

  • Large scale auction houses

These really do not add any value other than pander to the "Greed Merchants", I would love the Player vendors to come back. This pormotes a little more than hack and slash but works against the types who just want hack n slash rinse and repeat. No game in selling items browsing the shops well that can be no fun.

I remember the fun I had in this scenario and it doesnt exist anymore

Capping of all item values, where those are sold within any auction or offline environment.

  • Cash Economies instead of Item based economies.

Added complexity nobody wan't this anymore , I just want to see item tradeoffs to limit movement of piles of ready cash. must be a way to do this. Maybe player based economies have to be put on hold i just don't know

  • Over elaborate Graphics add nothing to real gameplay

No Brainer ...

  • Raid and End Game /(Lazy development rather than design a decent progression system)

UHm I disagree with a lot of these responses on this one , game design should not be beatable so endgame should not be required. I hope some up and coming games address this.

________________________________________________________
SWTOR and COS games that could deliver !!

  Teala

Spotlight Poster

Joined: 6/16/04
Posts: 6823

"Really officer, they're herbs."

6/15/07 1:38:14 PM#14

I think the EQ design should be put to pasture - forever.   Plus I'm tired of high fantasy really.   I like it, don't get me wrong, but we need some serious sci-fi based MMORPG's to come along that are similar to SWG -not just ships like EVE either(those get old too).   A sci-fi game based on Firefly, Space: Above and Beyond, Robotech(yes I know all about this anime - my brothers watched it religiously).  Anything other than elves, orcs and undead!

Oh yea...what mistakes should be removed in general.  Hmmm...pure classes.  Give us classes, but give us the ability to multi-class, something similar to SWG's old style of character development or maybe AC's open ended character development.

Remove player controlled economies.   Script into the game AI markets that determine the price of items and goods based on supply and demand.

Remove player ran cities.   Let players utilize exisiting cities that are built into the game.   This way the games cities seem more alive when players actually become a part of those cities.  This does many things.  Removes the burden of programming such things into a game and utilizes existing in game resources cutting back on production times and creates less bugs to squash.

Remove grinding.   Yep....no more levels.   Please.   Just allow us to train up into new equipment, better equipment, new skills.   What does this do?  It eliminates the need to have to grind and grind for hours to get past killing rats.   Level based games are so yesterday.    I could explain in depth how to do this, but I just don't have the time...maybe in another thread.   Eliminating levels also means easier to script game play - that is still challenging, and with one great advantage - anyone can play with anyone and not feel left out due to level differences!   Sorta like Planetside.   A BR6 can play right beside a BR25 and neither is effected by the others level.   Both can compete in the game at the same level - one just has access to better gear, equipment, and skill sets.

Remove player crafted items and script NPC's that can tweak or modify existing items.  Long explaination and not enough time.

Remove stagnate MOB's.   They stand there and just do nothing or pace back and forth.   Give them some AI and personality!   If a creature is scared of its own shadow - then script it to be jumpy and take of running under the right circumstances.   If it is a stealthy hunter...make it roam and act stealthy...don't just slap it down on a terrain and have it stand there like a statue.    Again...I can go into great detail here as well and just don't have the time.

Just a few things.

 

  Truthseeker

Novice Member

Joined: 9/30/06
Posts: 369

All that begins must ends, but the end of one thing is the start of another...

6/18/07 5:26:11 AM#15
My feeling on this topic is that a lot of you are making a mess of games' features without keeping them in their context and explain what is bad and why. Honestly I don't think there is so much mistakes in the 3rd Gen games, everyone plays the game the way they want and enjoy. This doesn't mean that I like these games because like anything I got bored, but I may come back, who knows ? I'd rather say that there are things to improve, but mistakes to remove... depends on the experience you want to offer as a designer. Evaluate the pros and cons, if you have enough money and time to do it, technical constraints, etc... It isn't as simple as it seems at first, people always see the bad side of things although there are good things about instancing, cooldowns, respawning mobs, etc... nothing is black or white.

  Liliane

Novice Member

Joined: 9/22/06
Posts: 580

6/19/07 6:06:33 AM#16
Mistages?

I think only mistage what MMORPG developer community does at the moment is that they are stuck to making same kind of games to same customer types. All todays MMORPG seem to be be same leveling for grid games. There is notting wrong to have these games, but what about the other kind of games for different kind of customers.

Many possiblities in games have they good and bad points. Example guilds, they are for group of friends, but same time this group separate them self for others. Level based content seperate players from different level players. Are these mistages? No and Yes. It's about who's the target of these games as customers, we don't have all same needs from games. Seperation is good for solo players, because that is what they want.

Also many of the service what are done for help players could have done inside the game as part of playing. I use example as ingame mail system. Most the games build in it to be part of UI and service to players. Hardly none has put it to be part of game it self. Like where player characters actually drops they mail to inside game post offices. Where players them self would carry the post from place to place. This means that the game play it self is part of the service what players get.

Community is important part of MMORPG's for players than like to be part of communities, many time even sayed by players that they friends and the community is the reason why they play these games. Community gets weaker by player character separation and lack of community goals / events. More the game is like virtual world, better change there is to have community. I use Horizons as example as community goals.

Horizons has player towns. What means You have to run in player town and buy ready marked land area from that town. After buying it, You own it. Now You have to design what You build it, it's like designing where to put house, three, walls, garden and so on.. This is just design, now You have to gather materials to build it and make them to construction parts. These materials and construction parts are so complext to make, that normally one player just can't make them all, so they are trade between other players. Like You build this for me and I build that for You.  This makes community and friends. Also some constuction are ownded by the town it self as public stuctures. Building them the hole town will benefit from it. Also in Horizons there was events where players free hole new game play by doing so hard task togather than it required a lot of work. Example freeing new character race to play for players, by building huge tunnel to the land where the character race lived. As having accest to it.

What I'm trying to say that some people like to play simple linear grid games, like we have now, but also many of us would like to have more complex virtual simulation of world. It means no stuff what seperates new players from veteran player, but we could all be part of the community from start. No need to do 150 level first for some end game. Try to keep the service inside the game, not some UI action what player anonymously solo and controll.

Also solo content is nice for players, but if You don't need other people, You don't create good communities. I don't mean don't allow people to solo, but more like it's a lot more benefit not to solo. Solo is last resort after You can't find to people to play with. So it's important to make it as easyest as possibilities to people to find other players to play with.
 
Just because something is what players want, doens't mean it should be done. Every action has consequences. This means that every time You allow player to do something or add something in the game, think what are the postive and negative consequences. Sometimes the negative consequence can complicate some other function in the game so that it's not worth of adding the game.

Example if You add solo content so that there is no reason to be with other players. It means that community will break down because lack of player contacts. Soloing doesn't support communities, it support players induvidual enjoyment in the game. So every aspect of the game and every possibilities have both negative and positive effects to something. So be smart and think before doing something, design it a long before doing it.

If You allow one character learn all crafting by them self, then the charcaters become self sufficient, what maybe fun for players, but same times it does broke the need of others. You don't need others to do something for You if You can do it by You self.

It's very easy to do mistages, but what's the mistage and what's not. It's all about what You want from the game. If You value good communities, then You need to design hole game so that it does support interaction and communication between players.

MMORPG.COM has worst forum editor ever exists

  Anofalye

Apprentice Member

Joined: 11/19/03
Posts: 7423

The enemy is so dumb! They believe that WE are the enemy! - A famous orc commander.

6/23/07 1:15:27 AM#17

Players should not be linked to a specific server.

 

Instead, once you select your character, you select any server (with the same rules) that you want to join and go play.

 

Instancing are a blessing.  Each server is an instanced of a world.  Limiting the players to 1/20 of the player base is not a good move.  Players would naturally tend to stick to the same server(s).  But, they can move freely that way...no need for server consolidation or opening a new server with the problematics it arise.  Players would just spread for less lag or more players based on their gut feeling.

 

Benefits:

- Communities can merged and split as they wish.

- No server population control, no need to merge servers and run such database.

- Donkeys players can restart anew on another server and become less of a donkey.

- You can always play with your RL friends.

- Server maintenance will go unoticed by players 95% of the time, as you adjust a few at a time, they would just pick another server (maybe the same name, maybe a different name).

- It would be easier to assess the game progression for the devs.

- Likemind players can find each other...

- "If I understand you well, you are telling me until next time. " - René Levesque about the denial NO on the poll to his dream, project and goal. (Free translation)

  ArcheusCross

Apprentice Member

Joined: 1/31/07
Posts: 782

6/23/07 11:49:36 PM#18
Originally posted by Isane

I am looking for people who know a little more than myself to discuss several points below:-

Are communities now redundant with the introduction of Guilds ? Well kinda. But i really dont think it hurts too much. I'll have to think on this one a bit and get back to you.

Are communities now redundant due to the scale and number of players within MMORPG Instances Servers ?

Well just my personal opinion on instances, zones, or "chunks". They should be eliminated. Seamless worlds where people could explore is what everyone is looking for now. Instances hurt the community by limiting player interaction.

Have features been introduced to MMORPG's for the masses that inhibit 3rd Generation MMORPG's ever developing to the next level?

No they aren't. In fact they keep rehashing the same basic gameplay (aka everything is based around leveling) and put a new flavor on it. Its time for them to go over that and embrace true immersive gameplay with skill based. So no, they haven't.

My current view is that certain features add no real value to the gaming experience:-

  • Large scale auction houses I agree, in fact this makes it easier for gold farmers to ruin your game. AND it eliminates player interaction. In SWG (used to be anyway) most everything was made by a crafter. Therefor there were a lot of shops that had differing prices etc. This made it a bit harder for currency sellers to thrive.
  • Cash Economies instead of Item based economies.  I agree and this actually links up with the above point. Player made economies are great.
  • Over elaborate Graphics add nothing to real gameplay Well if its done too much that your lagging all over the place then yes it does but i believe with a little innovative thinking you can make a little look like a lot. However I believe that graphics will soon need to be more realistic as the above changes take place. For more immersive worlds. OH! and not to mention interactive stuff. Sick of seeing trees I go right through or cant shop down, etc.
  • Raid and End Game /(Lazy development rather than design a decent progression system) I totally agree. This aspect of past games really needs to be laid to rest. Well.... at least the mass production of them aka WoW. I believe scripted events is the next big logical step to gaming. In which, a group of players kill or trespass in a certian NPC clans area way to many times, they get mad, and through scripting, attack the nearest player city. In addition to that they may attack NPC traders going from player town to player town, scripting a quest of some sorts. This and real warfare between players and thier made nations will be a great means to content. Nuff said on this for now. ;)

But maybe I'm wrong but from what I am seeing none of the new crop of games add anything exciting...

No, in fact let me welcome you to the group in this section of the forums. We are the ones that see games for what they are currently going through. You are correct in your observation. :) Now we just need to get the attention of intelligent devs that care. :)


 

 

 


I hope the above in red helps out a little :D

"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria

"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci

  ArcheusCross

Apprentice Member

Joined: 1/31/07
Posts: 782

6/24/07 12:29:42 AM#19
Originally posted by Cr1ms

Large scale auction houses:

    IMO this is pretty much required, as a fundamental driving force for player driven economies, and I definitely don't feel that it takes away from the gaming experience.  Personally, I hate being without an auction house, being forced to resort to a horribly impractical trade chat, or scouring through little shops to see what's available. Nonsense :) if you have ever experienced SWG (back in the day of pre-cu) you would know this isnt true. In fact that system helped crafters alot by making prices differ, making them actually get a name (expecially if they went above and beyond and MADE themselfs become the best of the best. It also increased player interactivity. Some of the people that harvested resources became suppliers, creating an interdependent economy.    I don't really see how an auction house is detrimental to people that craft when it just provides for an easier way for them to list their products. In certian games like WoW crafters really don't mean crap anyway due to most of their wares are null due to raid stuff. Not to mention on the auction house everything is the same and the prices are usually the same. Furthermore, it makes it alot easier for currency farmers to gain a hold on the MMORPG that is being talked about. The way the auction house was implemented in FFXI was actually a benefit to crafters because if you wanted to have someone craft a product, you could get on the auction house and look at recent sellers to see who was available. Actually firstly, ffxi's crafting was horrible, nothing degraded therefore it was inevitable that prices drop on some objects and the market be flooded, new players or not. As for their AH it helped the gil farmers due to making it easier to sell. They farm something, and sell it for all to see. Easy gil. Nuff said on this. Just my opinion and experience.



Opinion in red. The rest not listed I agree with.

"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria

"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci

  ArcheusCross

Apprentice Member

Joined: 1/31/07
Posts: 782

6/24/07 12:44:57 AM#20
Originally posted by chryses

So we all agree that a world needs to be developed so that actions by real players have an effect on how it evolves.  I can see a lot of people saying that by doing this the time + money to make a game should go into the graphics first to draw in the big crowds.  Hey I love eye candy and even I fall into its evil grasp now and then only to find out I have lost 3 months in a fluffy world full of pastel colours with no game content.   I believe that you can have a dynamic world with good graphics and get it out early.

Here is where I respectfully disagree, i think gameplay design should be placed well in front of the graphics. The reason is simple: You can have all the graphics in the world, but if your game is just another clone of a previous game (aka wow or eq) or even a crappy game, then people will spot that after a short time and move on to something that has new experiences to offer. IT is just a hard cold fact. But I agree in the context that graphics would help a lot in ADDITION to that for complete immersion.


E.g. have a storyline of a devastated world that needs to be rebuilt.  Players come into the game knowing there will not be flowing banners from castle walls with large inns dotted around the landscape. Just barren land that contains the minimum requirements..(Craft stations, outposts etc) for players to build the world themselves. Well I agree with this up to a point. I think main (but small) cites should be there for strictly background story support, immersion, and to help players get started. Other than that. Go out and knock yourselves out players! Of course they really don’t! But have progress bars for several areas in the world such as blacksmith, bank, armourer, market etc.  Where a ruined city lies players can craft, hunt for skins, kill raiders, deliver supplies etc.  For every supply, skin and other items delivered the progress bar goes up .01 or something.  Once this is at 100% the building is constructed but can say "completion pending". So developers can have 1-3+ months to gradually build the world as players complete the projects. A very interesting idea. :)


I think for a community event the best idea I have is to announce a raid on gold selling spammers. LOL


"Do not fret! Your captain is about to enter Valhalla!" - General Beatrix of Alexandria

"The acquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." - Leo da Vinci

2 Pages 1 2 » Search