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Originally posted by CyberWiz Ah, yes, Ryzom might fit the bill. I ought to drop by that game again one of these days. --- |
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I wouldnt go this far as to say "I am leaving till a VW comes out" but I do agree with some of the posters thoughts.. I have recently returned to an older MMO "Istaria: tales of the gifted" it is a different experience for sure.. takes patience crafting is still involved but as for the way this game is set up you only really need maybe one character as you can train in anything you wish and learn like close to 20 diff professions.. I say be WARNED if you chk this out because Vista is only on the Blight server (test server) it will go live here soon i think.. hoping anyway. cant lvl in a day in this game or even a month.. The secret world looks interesting.. I am hoping that game developes well... mortal online as well looks appealing... for now though I am really enjoying an older feeling of play in Istaria (used to be Horizons) take care gamers hope you find what you are all looking for Kwosh |
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Originally posted by LynxJSA
It's actually expected and normal. The original MMOs were played by PnP gamers, MUDders, old school CRPGers (Ultima, Infocom games, Sierra games, etc). Their focus was mostly the interaction and the story. The purpose of playing was to solve the puzzles, avoid the traps and get to the gold/maiden/dragon/villain at the end. Leveling was a nice perk that happened along the way but was not the reason for playing. As MMOs because more popular, they attracted the new gamers - a crowd that finds a game like Wizardry 8 to be 'flawed' because it doesn't tell you were to go but will cite Final Fantasy as an example of an 'epic' RPG. The original crowd was a minority to begin with and the new crowd is HUGE. This huge crowd defines RPG by the advancement and the leveling... the acquisition of top gear and the capping of stats/skills. So that puts two forces at work: 1) the larger and newer crowd plays for advancement, not story or interaction 2) the best way to widen the audience is to lower the barrier to entry The DikuMUD formula is the perfect fit for that, and the past decade has been spent refining it, making it more user friendly and making it as appealing to as many people as possible. And then here's the next fun tidbit: Everyone who wants an 'immersive game world' has a completely differnt idea of what that should be, so it's an audience that you almost cannot cater to even if you tried. The OP is a classic example. He wants a 'decent' virtual world, but - it cannot be totally open in design like Second Life - it cannot be space themed - it must be 3D graphics - it must have combat Each person pining for a 'decent' virtual world has their own set of conditionals that are deal-breakers for them - it's a very small crowd that is extremely difficult to cater to.
I'd disagree somewhat with this statement. I believe it's more of the "major houses" making MMOs all focus on the EQ/WoW way of doing it because those games happen to be successful. There just weren't any major companies who have the intestinal fortitude to take games (and their systems) like we saw in Ultima Online, Asheron's Call and even SWG(Pre-NGE) and expand upon, further refine. No, they know that the vast majority that came with the influx of MMO players that is WoW aren't going to leave WoW. They also know that that those who do most likely aren't going to stay with their game long either. So why put all the effort into making worlds of the UO/AC calibre if people aren't going to stick around long. Heck, AoC and WAR are proving/have proven this. Both reputable IPs and both were games that focused little on the semantic "world" and more on "game". Booming populations at launch but once people saw that there wasn't much there, they left. Sure, many played through the "content" that was there, but that didn't last very long. That extra content found in non-combat systems such as UO, AC and SWG(pre-NGE) is what keeps folks playing. Heck, if the NGE had never come I'd still be in SWG. No, speaking of the major companies, they know what they are doing. They are in the business of making money first, detailed quality games second (if that). They know they will make their money from box sales/digital donwloads, not long term player retention. That's why they only bother with the "pew-pew" content, and only really focus on that to give maybe around 1000 hours of "content". Then they'll try to sell you another "1000" hours in an expansion (again with the box sales). There are few, if any, mid level to major companies out there looking to make "worlds" anymore like what was done in the "first generation" MMOs. CCP/White Wolf is about the only one I can think of, and that is contingent on how they present World of Darkness Online. I pray they stick to their forumla and not change to the mainstream like Turbine did going from AC to D&D/LOTRO. Asheron's Call. The one open world, classless progression, live team content oriented game that ALL game sites and developers show little respect for as a template to pattern future MMOs after.
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What is it people are actually looking for in a game?? flashy graphics? more quests? bigger worlds?? what? I see this posters thoughts but what hes asking for I doubt will totally be brought in.. older MMO's have sooo much to offer and why arnt many more playing them??? its not for lack of content.. everyone wants fast food and no one wants to wait for that excellent marinara suace to take along time to cook.. the want ragoo and they want it now or even a drive thru content... i said this before but older MMO's of 10 years ago had sooo much more to offer be it EQ, UO, AO, AC Horizons (Istaria) I see people drooling and falling of their computer chairs waiting for these great MMO's to come out only to throw the game discs in the waste basket... heck Im one a them I tried AoC (pos) IMO I am back to older MMO's and takin my time exploring and lvling and crafting in MY time not some molded go here manufaturered game my adventure finally started again once i went back to an older game.... try it people most of them have trials again and sorry if i forgot SWG for that game is hard to roll of the tongue as it was my VERY fav game till NGE anyway heres to gaming however you all want it play what you want its out there find it again.... Kwosh |
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Originally posted by admriker4 And we need to know this why? |
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I don't think it's so much a lack of intenstinal fortitude as it is a financial responsibility to the investors. I mean, answer this honestly: You have 2 million that you want to invest in a project. There's one plan that has a reasonable track record of a solid return on the investment. There's a second plan that will offer the world a unique product but there is a very small target audience (thus low return on investment) and a high risk factor to it. If I was an investor, I know what I'd go with. :) I'd love to be in a position to fund the second plan, and if I was independently wealthy i would do it in a heartbeat. However, investing is for the sake of generating a reasonable return on the money, so I would definitely go with the first plan. Wouldn't you? That aside, I think we are both at the same conclusion: it's the indie developers that are going to make the change. By 'indie', I'm not talking about some dude with an MMO creation kit and no training in game design or programming. It's companies like Turbine, Flying Labs, eGenesis, Three Rings and the rest that have shown a solid team of dedicated people can make something truly amazing.
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I'm suprised people mention EVE as a game that the OP and those similar may like. Wurm online is the obvious choice. Its completely a sandbox game, the crafting is important and almost completely non-reliant on combat (unless you are crafting leather goods and the likes were you need to kill an aminal for the raw material). All items and buildings are craftable etc. I don't want to talk to much about all wurm has going for it which people are asking for but it really is a much better choice to recommend to the OP and likes than EVE. |
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try some MUDs =) |
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Originally posted by LynxJSA
No, absolutely not. Look how many mainstream games are failing to get the "solid returns" they thought they'd get. The thing you fail to realize/mention is that the competetion for the big budget "low risk" games is huge and even companies with good reputations investing millions into these projects are falling short on the type of "solid returns" they expected to get. Times change and so does the demand. The "very small target audience" as you put it, know what they want and there are very few games that would compete with new game targeting them and its not like they are such a small market that it couldn't be done. |
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Originally posted by ozmono
There's a few misconceptions there. The first is that you feel that since the mainstream games aren't a zero risk investment, a high risk indie game would be any less risky. There is no data to date to support that. Your 'fail to realize' sentence was just a rewording of the first. Your second is the ambiguous 'times change and so does the demand' statement which seems to indicate, without any supporting evidence, that there is a current shift in demand away from the popular Diku design on MMOs. With EQ2 and LOTRO doing well and WOW's numbers rising as large indicators, it's hard to find data supporting this shift you seem to be alluding to. Your third was the false assumption that there is some single defintiion for the 'very small target audience' which is indicated by your statement that they know what they want. A cursory review of the posts on these very forums show that other than pie-in-the-sky wishlists, there is no single feature list that seem to be overwhelmingly accepted by any group of any significant size. Do you have any data to support the specific feature list and the market size you are referring to? You had stated as fact that they know what they want and that a new game offering it would cater to them, so I am curious what that is based on.
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Originally posted by LynxJSA
There's a few misconceptions there. The first is that you feel that since the mainstream games aren't a zero risk investment, a high risk indie game would be any less risky. There is no data to date to support that. Your 'fail to realize' sentence was just a rewording of the first. Your second is the ambiguous 'times change and so does the demand' statement which seems to indicate, without any supporting evidence, that there is a current shift in demand away from the popular Diku design on MMOs. With EQ2 and LOTRO doing well and WOW's numbers rising as large indicators, it's hard to find data supporting this shift you seem to be alluding to. Your third was the false assumption that there is some single defintiion for the 'very small target audience' which is indicated by your statement that they know what they want. A cursory review of the posts on these very forums show that other than pie-in-the-sky wishlists, there is no single feature list that seem to be overwhelmingly accepted by any group of any significant size. Do you have any data to support the specific feature list and the market size you are referring to? You had stated as fact that they know what they want and that a new game offering it would cater to them, so I am curious what that is based on.
Firstly, please don't tell me what I feel. I don't " feel that since the mainstream games aren't a zero risk investment, a high risk indie game would be any less risky. " I do however feel that because indy games don't have the competition that mainstream games have the cost of creation is much lower therefore your 2 million dollars is going to get you a bigger % of profits that may or may not result in a larger overall dividend. Secondly my second sentence isn't a rewording the first, for the most part its expanding on it and giving reason (the reason being far bigger competition). As for the shift, you assume I'm talking about a shift that has already happened when infact I'm not. What I am saying is that the same old thing isn't going to be a good investment for ever and I say that in the context of the mainstream having lots of competition. No I have no data for a specific feature list, I didn't even mention one common feature so I don't need any data in that regard. We are talking about a hypothetical "small target market" and by definition they have similiarities and we aren't talking about demographics we are just talking about opposing the normal feature list. Okay now that is clear it should also be said identifing what 10 thousand people want and how to go about it is much easier than 10 million people. Its not really a case of them "knowing what they want " and I should've chosen my words more carefully. Infairness your post was a well thought out arguement and mine wasn't. However due to the lack of information and thought I put into my post and the seriousness in which you responded to it you've ended up assuming alot of things that I was not saying. Finally as for supporting evidence, I think I've explained myself in a way which I don't need any. However my second sentence still does, I'm refering to AoC and WAR and such falling short of what they thought/said they expected to acheive. I said this because I wanted it to be clear that I would rather be a larger investor in a niche game than a smaller investor in a huge mainstream game because they aren't as "low risk" as people would make you believe. Now I really couldn't be bothered getting the sources of the information on WAR, AoC and the likes of which where they said they'd expected much higher numbers than they'd got but I will if you feel its inaccurate. |
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Originally posted by LynxJSA
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This is part of a design document as well as personal observations over the last nine years of gaming. I know some of you could care less but we are in a period of MMOG development that needs adjustments to mainstream design to hold casual players interests in gaming least they flock away to other means of entertainment. I am writing this out so maybe others can relate to why the desire to have a virtual world without a DnD design and continuous killing be the driving force in a game. I do believe there should be a player versus player in a game but the player versus player game needs to have rules to enforce fair gaming and there needs to be a reason behind the warfare. Some may disagree on this but rich story line in PvP would really add immersion value to the game play. Many games seem to fail to deliver this IMHO. I played DAoC on Coop server after 2 years of Lanclot. I was tired of the same old same old in the frontiers and wanted to enjoy a bit of adventuring and questing. I had grown tired of the player versus player aspect. After reaching a level of 50 on Coop I found that all everyone else did was raid keeps or raid the dragons or Sidi. I personally love adventuring and doing story lines weather I am in a group or solo did not really matter. However finding the people that have the same liking seems a daunting task. Even guilded I played alone most of the time because I was out in territory that was rather remote. I for one wanted a little more than just go to raid on Saturday and Sunday nights in DAoC . I really did like to adventure into SI and ToA areas but then some dipshit designer decided that only groups of players in raid force should be successful exploring the territory. Ya know what I mean? I had to spend hours trying to talk others into adventuring to explore the beautiful landscape and see the creatures instead of running their bots in keep raids to farm out seals. I moved to EQ and then EQ2 at release too BTW and had 2 subs going. I was also writing a novel and trying to make a game that cratered to my liking with a story that was believable and had immersion. I split my time between my game design and the two games but again some dipshit designer made much of EQ and EQ2 a group centric game and again grouping was the driving force to adventuring. I took on WoW for a couple months but hated the cartoonish design. At least I could adventure somewhat. I really don't see much adventuring being done in any game today because the game is designed to do one thing and that is Level. DnD Online was fun for awhile but there were times I had to sit and wait an hour to group to get a story finished and I was rushed through the story so fast I missed most of the dialog. I really screwed me on the overall meaning but at lest I finished it. AC2 was actually fun up to around level 50 but again lack of other players and much of the game designed around grouping, kind of forced me unsub it. At this point I decided to shit can my novel because I was on the same old level as all the other designers of gaming and what I wrote was a copy of the now WoW clone so deleted it and after 6 years of the DaoC I just could not stand playing anymore and I missed my house most after leaving the game. I took a couple months break then started working on Whren again. The next 3 years I split my time playing games online and offline (Oblivion was fun) and writing, programming and designing. I started playing Linage 2 for awhile then AO. I went back to EQ2 for awhile and then DAoC again for a month. When AoC came out I played it for a couple months. What I found in every game is the monsters or opposition lined up along a path and you fight your way toward the end of that path. The DnD design is there in every game to fight to the treasure, maiden or some such ending. You have to go the route of this design weather solo or grouped. There is not a multi-outcome here as it is set in hard code to do exactly what the developer wanted. I wanted to be able to log in and take a new unexplored route to some remote place just to do it and not have to use the DnD design to get there. I don't mind taking on a few encounters along the way mind you but the primary focus of almost every game is to kill something or die trying. No game I see made allows a person to resolve things and change the world around them to allow a peaceful solution. Suppose I had to travel this route but in order to travel the route I had to obtain a faction by doing something so the encounter was peaceful. I mean I could be mister e-peen with whack a mole mentality and just over power them or if I decided to join them because I felt their efforts were my beliefs and I betray my own faction to do that too. I could lay out my own house or city here and become their protector against others that tried to harm them (meaningful PvP). You see where I am going here? I wanted to be able to make changes to the world around me and the changes mattered. I think others want that but there is no real virtual world design anywhere that can do this as of now. DaoC came close with PvE factions this but the separation of realms and not being able to cross over or betray or work on a treaty so to speak between the realms left it still missing that immersion value. DaoC did give meaning to PvP and that was the design though and it came closest to being what I liked but it still was missing the immersion I wanted. January this year I decided to scrap the project because it is very complex and beyond an indie developer. Some of the responses I got were to continue so I picked it up again. However I do have doubt that a piece of epic work like this would ever reach mainstream so don't hold your breath but don't just wave it off either.
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talismen351
Hard Core Member
Joined: 11/01/07
"Easy" only equals "better" for crack addicts and MMORPG developers. |
Originally posted by declaredemer
Exactly what I think too, declaredemer. There just is nothing of that sort comming out in the MMO world. The motto for MMO companies these days is "Build em fast, build em cheap, and copy WoW." WoW has been such a huge sucess that every company seems to think, if they copy as many WoW aspects as they can, they too can have a blockbuster hit. But who is gonna leave one game for another, that is almost the exact same thing? Why leave friends/guild/characters n all that you enjoy, just to start over in the same game but different name? People who love WoW, aren't going to leave it for a clone. People who kinda like WoW but want something new...aren't going to leave WoW for a clone. And people who don't care for WoW aren't going to go rushing off to play a WoW clone. I feel UO-pre AoS and SWG pre NGE had it right. Crafting that mattered, skills, housing, good PvE and PvP. But seems no companies wanna touch that type of gameplay these days. After all, these games weren't as successful as WoW. I am going on a few months now without a sub. I will admit to playing some 'free servers' of some games. But I wait for a game that has it all. I find more of what I enjoy in single player games such as Oblivion and in the future 'Dragon age". For over ten years now I have hardly looked at single player games. Now I look forward to them comming out...cause I don't expect much from the current crop of MMOs. Vanguard came pretty close to what I enjoy...but the lack of population was the killer for me. |
Originally posted by LynxJSA
Well, as a new investor at this specific time, no, I wouldn't. I see the arguement for those investors shortly after WoW's successful climb started, sure. Maybe even for 3 years (up to 2007) after WoW's launch. Starting in 2008, however, my view on the "WoW method to MMO creation) as a potential investor would have leveled and most likely started declining. Recently, after the launches of AoC and WAR and looking at how they aren't even approaching the 1 million subscriber mark, much less 12, well, I'd be assured it isn't the way to go. I would, however, have the observation that noone has tried to further develop UO/AC formulas and, reading the pulse of the MMO community as being stale on these WoW Generation MMOs (as in, they try them out, realize it's wholely similiar to WoW, but WoW does it better and they already have an existing time investment in WoW, so they go back to WoW), I'd make the call that if I was going to continue to invest in MMO companies at all, it would be in one with a goal to not mimic WoW. It would certainly be in a company that subscribes to the belief in grabbing subscribers for years, and developing aspects of the game to facilitate that. And yes, if I were lucky enough to win a lottery of about $100 million+ I'd fund a project trying to capture the spirit of AC1. I honestly believe it's going to take a single wealthy person that played UO and AC from their launches to make a serious effort down those paths of those kinds of MMO. Unless that happens, were stuck with the "Disposable MMO". Asheron's Call. The one open world, classless progression, live team content oriented game that ALL game sites and developers show little respect for as a template to pattern future MMOs after.
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Originally posted by Khalathwyr
I'm with you on that. I think that devs who have tried to recapture UO have focused too much on the combat aspect and not so much the community/interaction tools. There was an article I had read recently (but can't remember where) that pointed out how a lot of MMOs go for the big number up front rather than start with a small core and build up the playerbase from there. I think that will factor into the success of any future MMO that deviates from the fantasy diku design that dominates the market now. |
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Originally posted by LynxJSA
Exactly this. He turns up his nose at Fallen Earth and Earthrise as well because "omg i think they will be FPS!" Rest assure he will turn up his nose at Mortal online as well Next, he will surely turn up his nose at Wurm online and linkrealms "omg the graphics are not up to par!" We are already a small crowd. People like they the OP are no help. just leave the site already no need for a huge will and testament |
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Originally posted by admriker4
I dont think you will bother but try Well Online its right along what you are asking for. Next time before posting yet another Will & Testment people feel free to ask your fellow sandboxers for suggestions. |
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As was stated already, Ultima Online really is that game you have been searching for, lol. Pre-T2A atleast. I still enjoy logging on from time to time to redesign a castle here and there, or attempt to catch comeone in Felucia to get a quick PK on. And I do so love not having to see LVL 80 or whatever, the Skill system just seems so much more natural. Are you a LVL 10 at driving or do you feel bout 25% of your potential? - Case: Thermaltake Kandalf Black Chassis "I like wow, I like aion and I like AoC all for different reasons.....the later cause i get to see boobs, but still its a reason!!" - Sawlstone |
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Classic EQ was a virtual world.
I gave up waiting for one, I'm playing WOW and screw the rest. At least WOW is good at being a Theme Park.
Future looks a bit better with Mortal Online, if they can pull that game. |
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Well, what OP wants is not going to happen. People want games, not another life. |
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Originally posted by nariusseldon
Incorrect. Some people want games. Some people want detailed worlds that take in the many facets of sentient existence, not just combat. Not going to argue which side has "more" as, just as it's true in all aspects of real life, more people prefer the easy, less resistant route to gratification. That said, there is a healthy number of people who enjoy investing large amounts of time in gaming and have the time on hand to do so. And they prefer MMO worlds where content/game systems are in place that meaningfully make use of a user that has plenty of time to play. If fine if you don't have the time to do so, but don't generalize it to seem as if there aren't plenty of MMO gamers out there who do. Enough to provide a long term (not the 6 months and I'm out mentality of the majority of players) loyal subscription base if only a mid to high "caste" game company would make one. Field of Dreams had it right. "If you build it, they will come". And to clarify, I'm speaking of games like UO and AC in specific and not about any other game. Asheron's Call. The one open world, classless progression, live team content oriented game that ALL game sites and developers show little respect for as a template to pattern future MMOs after.
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Originally posted by altairzq
Ha ha ha ha ha ... EQ is a huge grind-fest & campfest ... 100x worse than WOW. I played EQ since its beta for a few yrs. There is really very little "world" aspect to it. |
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Originally posted by Khalathwyr
Incorrect. Some people want games. Some people want detailed worlds that take in the many facets of sentient existence, not just combat. Not going to argue which side has "more" as, just as it's true in all aspects of real life, more people prefer the easy, less resistant route to gratification. That said, there is a healthy number of people who enjoy investing large amounts of time in gaming and have the time on hand to do so. And they prefer MMO worlds where content/game systems are in place that meaningfully make use of a user that has plenty of time to play. If fine if you don't have the time to do so, but don't generalize it to seem as if there aren't plenty of MMO gamers out there who do. Enough to provide a long term (not the 6 months and I'm out mentality of the majority of players) loyal subscription base if only a mid to high "caste" game company would make one. Field of Dreams had it right. "If you build it, they will come". And to clarify, I'm speaking of games like UO and AC in specific and not about any other game.
Sure. There is always the niche market but mainstream production is trending towards where most of the audience is. MMOs are VERY EXPENSIVE endeavors and I don't see developers gimping themselves by confining to a niche. Sure, there will be some attempt like DF but for most major production, casual is the way to go (just look at how JGE is heading).
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May I suggest Two Worlds. It's cheap to get now, and online play is free. I've been playing that online for a few days, and most of the gamers there were willing to party it up, and high levels give you free stuff if you announce your a noob. Maybe that could tide you over till you find what you're really looking for. |
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