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The Pub at MMORPG.COM  » MMO features, who did it first?

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222 posts found
  thecipher

Novice Member

Joined: 9/27/09
Posts: 147

2/04/11 10:16:58 PM#101

After thinking about it a bit, you might want to split the "Player generated quests/content" into two parts, as I think there's a need for it:

 

UGC Tools (User Generated Content)

- First Seen: Ryzom

- Seen in: Ryzom, CoX, STO, SWG (the storyteller tools)

 

Player Generated Quests (Bounties, etc.)

- First Seen: UO (?)

- Seen in: UO, SWG

 

The main difference between these two is that the games with UGC tools basically lets players create instances for each other, where they're in control of the environments, individual quest updates, AI behavior, mob appearance and frequency etc., while the latter category, which technically counts as "player generated content" is more a matter of placing a bounty on a particular mob and such.

http://machineborn.guildportal.com - Now recruiting players!


  GrayGhost79

Novice Member

Joined: 8/30/08
Posts: 4888

2/04/11 11:24:39 PM#102
Originally posted by MMO.Maverick

I was curious, so I thought I make a thread about it: all the different eyecatching features that are around in the current MMORPG's and that we give credit to one MMORPG, while it was maybe around a whole lot earlier in maybe a relatively unknown MMORPG.

 

Now, some I know or guess, and of others I hope that you people can help:

 

Dynamic events: as in quests or events that can change based upon collective player actions

 

Actually UO had these first. Event Moderators and GM's ran many different live events usually every weekend companies are now trying to automate what UO did live lol. 

first:  Everquest, in the Scars of Velious expansion where players helped determine which faction (dwarves or giants) had the upper hand in a region.

seen in: GW2, and to a lesser degree Rift

 

Public quests: as in quests that aren't bound to 1 player or group but which are just happening and in which players that are around can participate

UO again, everything from the library, Zoo and of course the live events. The live events were better anyways. The town criers would announce Lord British wished to see us or that something was going on, we gather at the castle and Lord British came out and addressed everyone and told us what was going on all in character. It was fun. 

first: FFXI (4th expansion)

seen in: FFXI, WAR, CO, GW2, Rift

 

Phasing: as in environment can be (visually) different from player to player depending upon at what quest stage a player is

first: LotrO

done best: WoW

seen in: LotrO (very minimal use), WoW

 

Non-tabbed, FPS like combat: as it says, no tabbing to select a target but you have to aim just like in shooters

first: AC (? if AC doesn't have it, then Endless Ages was first I think)

done best: Planetside

seen in: AC, Planetside, Endless Ages, Neocron, Fallen Earth (sort of), Tabula Rasa (sort of), Darkfall, TERA, DCUO

 

Arena PvP: where a group of players fights against other groups in a closed off area with objectives

first: GW

seen in: GW, WoW, AoC, CO, etc

 

RvR/large scale faction warfare

first: UO with faction warfare, DAoC with RvR (and 3 sided warfare)

done best: DAoC

seen in: UO, DAoC, Planetside, WoW, WAR, Aion, GW2, TSW

 

Player generated quests/content: quests created by players for other players to do

Actually again this was done in UO. Developers have worked hard trying to automate what players in UO were doing long ago. A simple example is the gauntlet. There was an abandoned dungeon we had in UO. We would tame dragons and other nasty beasties and let them lose in the dungeon at various sections and there was a naked race (No armor no weapons) the person to reach the end alive first won a prize. Sometimes it was an artifact, sometimes it was a check for 100k-1mil depending on the difficulty. Not only that but guilds like Elf held festivals for the shard where they put together shows, mini games where people could win prizes, etc. 

Heck I built "The Gauntlet" it was a 4 floor custom made house. Bottom floor was full of dragons and Ogre lords, second floor had teleport pads and a very narrow winding path. One pad took you to the 3rd floor, the other took you back down to the 1st floor with all the mobs. 3rd floor had carpets hiding holes that dropped you down to either the first floor or second floor. Top floor had 3 chests, one had deadly poison, one had a high end explosive trap, and one had 1mil check inside. 

 

We regular held tournaments in the arena's player and dev made as well. 

first: Ryzom

seen in: STO, Ryzom, CoX

 

multi-branching quests: quests that don't have only 1 outcome and where you can make just 1 choice, but where you can make several choices and each choice has a different outcome or impact, even beyond that single quest

first: SWTOR and GW2 (can't recall this from other MMO's)

seen in: SWTOR and GW2

 

Trinity based group combat: the well known 'tank & spank' formula, tank-healer-dps

first: EQ

seen in: as good as all MMORPG's, practically an MMO standard although a number of upcoming MMO's seem to deviate from it

 

 

added to the list:

Dying clothes

first: UO

seen in: UO, AC, DAoC, LotrO, GW, Rift, etc

 

Appearance tabs:  your avatar looks in clothes can be different from the gear you're actually using

UO again, not only were there armor slots but there were social clothing slots that could go over your armor. So not quite the same but it's what led to the appearance tabs we have now. 

first: EQ2

seen in: EQ2, Lotro, SWG

 

Achievements

first: Planetside

seen in:  Planetside, SWG, LotrO, WAR, WoW (I think it was implemented in WoW because WAR had it, for it was right after)

 

Flying mounts

first: AO

seen in: Wow, AO, EQ2


Player Housing

first: UO

seen in: UO, SWG, AO, EQ2 etc

 

Auction House

first: FFXI

seen in: FFXI, SWG, EQ2, WoW and as good as every MMO post-2005

 

dedicated PvP/PvE servers

first: EQ

seen in: almost all MMORPG's with a few exceptions

 

Player owned mounts: player owned stuff to ride on

first: Ultima Online

seen in: almost everything else since then

 

ships, sailing and sea combat: player-controlled sailing and combat, PvP/PvE at sea

first: Ultima Online

seen in: UO, Arche Age?

 

Multiclass: the ability for a player avatar to have several classes they can pick from and use simultaneously

first: FFXI

seen in: FFXI, GW, Rift,

 

Do you have other eyecatching MMO features that are missing here or any corrections or additions to the list above, post it here.

Just some minor corrections oO...... 

  Garvon3

Novice Member

Joined: 3/17/10
Posts: 2943

2/04/11 11:31:25 PM#103

Crafting - First seen in Ultima Online and Dark Age of Camelot

For player housing add Dark Age of Camelot

 

also, Auction House I believe was in DAoC before FF.

 

And ship combat, add Darkfall and Dark Age of Camelot.

 

Note how WoW is missing most features, never created a feature, and never did a feature "best"?

  romanator0

Novice Member

Joined: 12/02/10
Posts: 2425

2/05/11 1:25:06 AM#104

I think you should add gw2 to the dye section if you haven't already.

http://www.arena.net/blog/live-and-let-dye-kristen-perry-on-the-gw2-dye-system

gw2 should also be put in the player housing section.

http://massively.joystiq.com/photos/pax-2010-guild-wars-2-photos#/26

  MMO.Maverick

Inquisitor

Joined: 3/05/10
Posts: 7792

The middle road is the place to be!

 
OP  2/05/11 1:52:42 AM#105
Originally posted by GrayGhost79
Originally posted by MMO.Maverick

 Dynamic events: as in quests or events that can change based upon collective player actions

 

Actually UO had these first. Event Moderators and GM's ran many different live events usually every weekend companies are now trying to automate what UO did live lol. 

 

Public quests: as in quests that aren't bound to 1 player or group but which are just happening and in which players that are around can participate

UO again, everything from the library, Zoo and of course the live events. The live events were better anyways. The town criers would announce Lord British wished to see us or that something was going on, we gather at the castle and Lord British came out and addressed everyone and told us what was going on all in character. It was fun. 

 

Player generated quests/content: quests created by players for other players to do

Actually again this was done in UO. Developers have worked hard trying to automate what players in UO were doing long ago. A simple example is the gauntlet. There was an abandoned dungeon we had in UO. We would tame dragons and other nasty beasties and let them lose in the dungeon at various sections and there was a naked race (No armor no weapons) the person to reach the end alive first won a prize. Sometimes it was an artifact, sometimes it was a check for 100k-1mil depending on the difficulty. Not only that but guilds like Elf held festivals for the shard where they put together shows, mini games where people could win prizes, etc. 

Heck I built "The Gauntlet" it was a 4 floor custom made house. Bottom floor was full of dragons and Ogre lords, second floor had teleport pads and a very narrow winding path. One pad took you to the 3rd floor, the other took you back down to the 1st floor with all the mobs. 3rd floor had carpets hiding holes that dropped you down to either the first floor or second floor. Top floor had 3 chests, one had deadly poison, one had a high end explosive trap, and one had 1mil check inside. 

 

We regular held tournaments in the arena's player and dev made as well. 

Just some minor corrections oO...... 

Hey, thanks for the input :)

 

I didn't mean the (one-time) live events or RP events held by players, those are separate categories: I was referring to where dynamic events and public quests or player generated quests were all fully automated, not needing any player or dev intervention to set up for them to run.

That house though sounds like player created dungeon. Was it in UO right from the start, or was this possible only in a later expansion? If it was later, do you know what year it was introduced?

 

Originally posted by romanator0

I think you should add gw2 to the dye section if you haven't already.

http://www.arena.net/blog/live-and-let-dye-kristen-perry-on-the-gw2-dye-system

Yep, will do that. And I read the article, looks a great system.

The ACTUAL size of MMORPG worlds: a comparison list between MMO's

The ease with which predictions are made on these forums:
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  VengeSunsoar

Hard Core Member

Joined: 3/10/04
Posts: 4775

Be Brief, Be Bright... Be Gone.

2/05/11 3:14:11 AM#106

Everquest let you dye your gear as well.  So does Istaria.

Oh and Istaria has multi-classing too.

Venge

Quit worrying about other players in a game and just play.

  merv808

Apprentice Member

Joined: 9/30/06
Posts: 485

baseball doesn't have it right. A man with 4 balls CANNOT walk.

2/05/11 3:37:32 AM#107

not sure what came first but player achievements were present in CoH as well. They were called badges.

 

 

Great thread btw!

<a href="http://raptr.com/LegendaryTitan?src=em_all"><img alt="Raptr Gamercard" src="http://raptr.com/badge/LegendaryTitan/fs_overall.png" style="border: none;"></a>

  GrayGhost79

Novice Member

Joined: 8/30/08
Posts: 4888

2/05/11 7:00:46 AM#108
Originally posted by MMO.Maverick
Originally posted by GrayGhost79
Originally posted by MMO.Maverick

 Dynamic events: as in quests or events that can change based upon collective player actions

 

Actually UO had these first. Event Moderators and GM's ran many different live events usually every weekend companies are now trying to automate what UO did live lol. 

 

Public quests: as in quests that aren't bound to 1 player or group but which are just happening and in which players that are around can participate

UO again, everything from the library, Zoo and of course the live events. The live events were better anyways. The town criers would announce Lord British wished to see us or that something was going on, we gather at the castle and Lord British came out and addressed everyone and told us what was going on all in character. It was fun. 

 

Player generated quests/content: quests created by players for other players to do

Actually again this was done in UO. Developers have worked hard trying to automate what players in UO were doing long ago. A simple example is the gauntlet. There was an abandoned dungeon we had in UO. We would tame dragons and other nasty beasties and let them lose in the dungeon at various sections and there was a naked race (No armor no weapons) the person to reach the end alive first won a prize. Sometimes it was an artifact, sometimes it was a check for 100k-1mil depending on the difficulty. Not only that but guilds like Elf held festivals for the shard where they put together shows, mini games where people could win prizes, etc. 

Heck I built "The Gauntlet" it was a 4 floor custom made house. Bottom floor was full of dragons and Ogre lords, second floor had teleport pads and a very narrow winding path. One pad took you to the 3rd floor, the other took you back down to the 1st floor with all the mobs. 3rd floor had carpets hiding holes that dropped you down to either the first floor or second floor. Top floor had 3 chests, one had deadly poison, one had a high end explosive trap, and one had 1mil check inside. 

 

We regular held tournaments in the arena's player and dev made as well. 

Just some minor corrections oO...... 

Hey, thanks for the input :)

 

I didn't mean the (one-time) live events or RP events held by players, those are separate categories: I was referring to where dynamic events and public quests or player generated quests were all fully automated, not needing any player or dev intervention to set up for them to run.

That house though sounds like player created dungeon. Was it in UO right from the start, or was this possible only in a later expansion? If it was later, do you know what year it was introduced?

 

Originally posted by romanator0

I think you should add gw2 to the dye section if you haven't already.

http://www.arena.net/blog/live-and-let-dye-kristen-perry-on-the-gw2-dye-system

Yep, will do that. And I read the article, looks a great system.

Yeah the customizable housing was in 2003. It came with the Age of Shadows expantion and we ran with it. There were everything from things like my gauntlet to massive rune libraries to haunted houses. 

 

And it's at least note worthy that the automated systems began as live events done by players and devs :P other devs are trying to recapture that with automated systems.  

UO still does the live events and even introduced the Stygian Abyss expantion with one. 

My Favorite was the Moonglow (or was it magiciana invasion), if players succeeded in saving the town the town wasn't destroyed on their shard (server), if they failed it was destroyed on their shard (server) and populated with reaper like creatures and spirits. 

  thecipher

Novice Member

Joined: 9/27/09
Posts: 147

2/05/11 7:16:39 AM#109
Originally posted by GrayGhost79
Originally posted by MMO.Maverick
Originally posted by GrayGhost79
Originally posted by MMO.Maverick

 --snip

 

Player generated quests/content: quests created by players for other players to do

Actually again this was done in UO. Developers have worked hard trying to automate what players in UO were doing long ago. A simple example is the gauntlet. There was an abandoned dungeon we had in UO. We would tame dragons and other nasty beasties and let them lose in the dungeon at various sections and there was a naked race (No armor no weapons) the person to reach the end alive first won a prize. Sometimes it was an artifact, sometimes it was a check for 100k-1mil depending on the difficulty. Not only that but guilds like Elf held festivals for the shard where they put together shows, mini games where people could win prizes, etc. 

Heck I built "The Gauntlet" it was a 4 floor custom made house. Bottom floor was full of dragons and Ogre lords, second floor had teleport pads and a very narrow winding path. One pad took you to the 3rd floor, the other took you back down to the 1st floor with all the mobs. 3rd floor had carpets hiding holes that dropped you down to either the first floor or second floor. Top floor had 3 chests, one had deadly poison, one had a high end explosive trap, and one had 1mil check inside. 

 

We regular held tournaments in the arena's player and dev made as well. 

Just some minor corrections oO...... 

--snip

Yeah the customizable housing was in 2003. It came with the Age of Shadows expantion and we ran with it. There were everything from things like my gauntlet to massive rune libraries to haunted houses. 

 

And it's at least note worthy that the automated systems began as live events done by players and devs :P other devs are trying to recapture that with automated systems.  

UO still does the live events and even introduced the Stygian Abyss expantion with one. 

My Favorite was the Moonglow (or was it magiciana invasion), if players succeeded in saving the town the town wasn't destroyed on their shard (server), if they failed it was destroyed on their shard (server) and populated with reaper like creatures and spirits. 

I'm totally not trying to rain on your parade here - what UO did, and what you did with UO sounds very cool, and like something that would have been fun to have been a part of (sadly, I never played the game). However:

The player generated content that you're describing is more akin to emergent gameplay, rather than true player-generated content, in the style intended by the OP. You were given tools that were intended for one thing (customizable housing), and used it for something different (creating "dungeons" basically). While it's very cool that you could do that, the housing tools (as I understand it) were not meant for that originally.

Ryzom Ring (from Ryzom), Architect Missions (from CoX), The Foundry (from STO) and the Storyteller tools (from SWG) were all created with the express purpose of letting players design their own game content - quests, dungeons etc. and falls under the term user generated content.

So I think what is needed is a tightening of definition of what exactly is meant in the OP, or an additional category that allows for what you guys did in UO as a seperate entry.

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  Fogerty

Novice Member

Joined: 12/27/10
Posts: 21

2/05/11 9:19:19 AM#110

First somersault:

EQ dwarfs?

Tyrust - EQ
Proximo - EQII
Proximo - Warhammer Online
Fogerty - Vanguard

  wallet113

Novice Member

Joined: 2/15/09
Posts: 235

"There is no such thing as innocence, only degrees of guilt."

2/05/11 9:28:10 AM#111

Veteran Rewards - Ultima Online : Unique Items given to players who played for a long time.

  Daredent

Novice Member

Joined: 12/30/09
Posts: 12

2/05/11 11:58:57 AM#112

This is a lie.   This is all a giant bull*** thread!    WOW did it all first!  They all copied off WOW!

 

 

ROFLMAO ... sorry I had too.

 

  BuzWeaver

Novice Member

Joined: 1/27/07
Posts: 968

2/05/11 2:06:58 PM#113

Dying armor wasn't in the category, it was EQ's version of dying clothing.


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  BuzWeaver

Novice Member

Joined: 1/27/07
Posts: 968

2/05/11 2:08:22 PM#114


Originally posted by Fogerty
First somersault:
EQ dwarfs?

Very neat effect indeed.


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  User Deleted
2/05/11 2:47:26 PM#115

Housing, build ships and sail them huge large clan battles all in darkfall.

AC2 dye clothes also.

  MMO.Maverick

Inquisitor

Joined: 3/05/10
Posts: 7792

The middle road is the place to be!

 
OP  2/07/11 6:25:30 AM#116
Originally posted by thecipher
Originally posted by GrayGhost79
Yeah the customizable housing was in 2003. It came with the Age of Shadows expantion and we ran with it. There were everything from things like my gauntlet to massive rune libraries to haunted houses. 

I'm totally not trying to rain on your parade here - what UO did, and what you did with UO sounds very cool, and like something that would have been fun to have been a part of (sadly, I never played the game). However:

The player generated content that you're describing is more akin to emergent gameplay, rather than true player-generated content, in the style intended by the OP. You were given tools that were intended for one thing (customizable housing), and used it for something different (creating "dungeons" basically). While it's very cool that you could do that, the housing tools (as I understand it) were not meant for that originally.

Ryzom Ring (from Ryzom), Architect Missions (from CoX), The Foundry (from STO) and the Storyteller tools (from SWG) were all created with the express purpose of letting players design their own game content - quests, dungeons etc. and falls under the term user generated content.

So I think what is needed is a tightening of definition of what exactly is meant in the OP, or an additional category that allows for what you guys did in UO as a seperate entry.

Maybe it is more of a split between player generated quests and player generated content in general, it sounds like the housing tool was far, far more than just a house you could build like in other MMORPG's, instead you could build whole dungeons a la Dungeon Keeper apparently and other type of buildings of various flexible functionality.

 

Originally posted by Evasia

Housing, build ships and sail them huge large clan battles all in darkfall.

AC2 dye clothes also.

Thanks, I'll add them.

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  Garvon3

Novice Member

Joined: 3/17/10
Posts: 2943

2/07/11 1:54:02 PM#117
Originally posted by Garvon3

Crafting - First seen in Ultima Online and Dark Age of Camelot

For player housing add Dark Age of Camelot

 

also, Auction House I believe was in DAoC before FF.

 

And ship combat, add Darkfall and Dark Age of Camelot.

 

Note how WoW is missing most features, never created a feature, and never did a feature "best"?

Bumping!

  jinxter

Novice Member

Joined: 1/15/11
Posts: 8

2/07/11 2:00:33 PM#118

Already mentioned

  cheyane

Hard Core Member

Joined: 7/17/09
Posts: 2357

2/07/11 2:08:46 PM#119

FFXI was introduced in Japan in May 2002 PS 2 and November for the PC of the same year. DAoC patch notes for the player market system  http://support.darkageofcamelot.com/kb/article.php?id=540   august 2003  therefore FFXI is the one who craeted Auction Houses.

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  Garvon3

Novice Member

Joined: 3/17/10
Posts: 2943

2/07/11 2:12:28 PM#120
Originally posted by cheyane

FFXI was introduced in Japan in May 2002 PS 2 and November for the PC of the same year. DAoC patch notes for the player market system  http://support.darkageofcamelot.com/kb/article.php?id=540   august 2003  therefore FFXI is the one who craeted Auction Houses.

Good catch!

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