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Isane
Apprentice Member
Joined: 5/24/06
"Some do , Some don''t , Others just cry" Jean Sali |
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:-
But maybe I'm wrong but from what I am seeing none of the new crop of games add anything exciting...
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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.
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Plasuma!!!
Novice Member
Joined: 9/19/05
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 |
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6/12/07 9:33:48 PM#4
I'm hoping AoC will change some of your listed issues
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Isane
Apprentice Member
Joined: 5/24/06
"Some do , Some don''t , Others just cry" Jean Sali |
Originally posted by Plasuma!!! ________________________________________________________ |
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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.
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6/13/07 5:03:41 PM#7
Only one thing to say to the last post...
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6/13/07 5:36:55 PM#8
Originally posted by chryses 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) |
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Forcan
Apprentice Member
Joined: 1/08/07
Nov. 15th 2005 |
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:
Current MMO: Eden Eternal, Divina (TW Ver.), World of Tanks. Past MMO: Way too many (P2P and F2P) |
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6/13/07 9:27:28 PM#10
Originally posted by Isane 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. |
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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.
"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!" |
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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:-
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Isane
Apprentice Member
Joined: 5/24/06
"Some do , Some don''t , Others just cry" Jean Sali |
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:-
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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. Just a few things.
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Truthseeker
Novice Member
Joined: 9/30/06
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.
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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 |
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Anofalye
Apprentice Member
Joined: 11/19/03
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) |
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6/23/07 11:49:36 PM#18
Originally posted by Isane 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 |
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6/24/07 12:29:42 AM#19
Originally posted by Cr1ms 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 |
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6/24/07 12:44:57 AM#20
Originally posted by chryses "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 |
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