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News Discussion  » General: No RPG in my MMORPG

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251 posts found
  Ozmodan

Advanced Member

Joined: 2/27/07
Posts: 5056

9/02/11 5:51:42 AM#121

Coyote, you nailed it.  No one wants to risk being different.

  TiiKii

Novice Member

Joined: 2/14/04
Posts: 153

Famous Last Words: "Trust ME!!"

9/02/11 5:58:17 AM#122

OMG! This brought back so many memories.. I loved this! Wonderful read!!


"Huntress"

  Serelisk

Hard Core Member

Joined: 8/02/11
Posts: 605

9/02/11 6:10:02 AM#123
Originally posted by fischsemmel

Soooo...when the subject said "No RPG in my MMORPG," what the author actually meant for it to say was "QQ EQ > WoW," right?

Pretty much. Too bad EQ was before my time, huh?

 

  djvapid

Novice Member

Joined: 7/05/11
Posts: 82

9/02/11 6:24:18 AM#124

Those of us who played hardcore games like EQ back before it was dumbed down have since grown up and have careers and families.  We can't play an MMO the same way we used to (8+ hours at a time) but we are still a legitimate (and dominating) base of players/customers of online gaming.


 


If this isn't true for you, then you either have a seriously dysfunctional family of your own, you're a kid, or you still live with your parents.


  User Deleted
9/02/11 7:00:19 AM#125
Originally posted by JPTX

It's called mass market appeal.  If all MMORPG's went back to the prescription you've written above, the player numbers would also most likely go back to what they were back then... i.e. the "most succesful" MMORPG would have a few hundred thousand players tops. 

  So what?

Exactly... So what?

Well, if we want awesome MMORPG's with great graphics, and story, and beautiful animations, and (insert your favorite feature here), that costs money.  Lots of money.  And you only make lots of money if you have lots of players.

And with 100s of thousands of players, those MMOs made their developers a lot of money over time. FFXI has been a cash cow for SE for years now, for example. They need enough people playing for long enough to make back what they spent. They certainly wouldn't have decided to develop another one (and have announced work on yet another one somewhat recently) if their first effort didn't do well for them.

Same with SOE. They made EQ1. Then they made EQ2. Now they're making EQ Next.

Having 300- 400- or 500k players is not "crappy". That's a very healthy population - depending of course on how much the developers spent, how much their overhead is and how quickly they intend/need to make it back... but that has more to do with the developer than it does the game.

WoW's success has really skewed a lot of people's expectations of what a MMO "needs" to be successful. You don't need millions of players. You don't even need "a million" players. There are MMOs out there right now with a few hundred thousand players, doing just fine.


Don't get me wrong.  I also liked the hard core nature of EQ.  When I was in my 20's.  Now that I'm in my 30's am married, have kids, and have shit to do, I simply don't have the time to spend endlessly grinding for XP, gear, CR's, etc. 

Ah yes... the classic, "me-first" argument of  "I used to have time, so it was fine. I don't have time anymore, so it isn't" argument. I love this one. I'd be a rich man if I got a nickel every time I've seen it used.

First of all, *you* may not have the free time you once had... However, there are clearly others who do still have the time and/or would still enjoy that kind of experience in a newer MMO. A number of them have spoken up about it right in this thread. Do you acknowledge them as players too? Or do you feel the entire genre revolves around you, and what you have time for?

Second, having a lot of responsibility, family, etc doesn't preclude you from playing and enjoying a MMO that you really enjoy. It simply requires you to adjust your expectations to what your time availability is and how much  you can play in a given sitting. I have a full-time job and plenty of responsibilities. I don't have nearly the time I used to have anymore. I still play and enjoy MMOs as much as ever, and I still prefer the more "old-school" style over the newer "more casual" ones. I simply have adjusted my expectations to fit my schedule.

A friend of mine is married with a child, a dog, a full time job and plenty of responsibilities outside of work. He managed to get through all of Chains of Promathia, unarguably the toughest expansion ever released for FFXI, and did it before SE toned it down. There are people with tons of time to play that couldn't achieve that. He did this despite not having a lot of time by using his time wisely and making sure he had everything organized in-game to make it happen.

The examples go on and on. Suffice to say, having limited time does not prevent you from playing a game that requires more time to acheive certain goals. There are plenty of people I've known and known of who have proven this over and over again.

Bottom Line: The idea that a more old-school, older-paced MMO can't be enjoyed unless you have tons of free time is a fallacy. It all comes back to the individual, their time and their expectations and their flexibility. Personal accountability.


And what makes you think that MMORPG's are supposed to be hard core?  Just because the first ones were?  Yeah, and we see how long they lasted... sure EQ is still around, but only because a core set of diehards who have already invested months of their lives don't want to walk away from that investment. 

So you set up a question, and then immediately try to spin one of the obvious responses. That seems rather disingenuous to me.

How about Eve Online? How about FFXI? How about Ultima Online? How about DAoC? How about Lineage 2? How about Anarchy Online? Asheron's Call? If you do a little bit of research, you'll find the list goes on, really.

You can try and dismiss those MMOs having long-time players "because people don't want to give up the months and years they've put into the game", however, that's a gross over-generalization and, really, a non-argument. There are people playing WoW who will flat out tell you they stick with the game for the same reasons, but that they stopped really enjoying it a long time ago.

Ask around and you'll find there are plenty of people who are still playing those games because they genuinely still enjoy them and find they provide an experience they can't find anywhere else... especially not in newer MMOs.


People will play what they like... they vote with their subscriptions... so compare the subscriber numbers for EQ, DarkFall, (and insert whatever other hard core MMORPG you want here) vs. the numbers for WoW, and every "WoW clone"... guess which one people really want?

That's a complete non-sequitur.

Because there are more people who want 'A', does not mean there can't be options for people who want 'B'. It's not about an absolute "either all games are made for A, or they're all made for B" type of situation...which is about the only scenario in which your last statement there would make any sense.

I'm not against games like WoW existing. I don't like the direction its success has wound up taking the genre in... but that has more to do with publishers playing "me too!" trying to get in on the $$$ Blizz was getting.

I also believe there should be newer games for those who prefer the more old-school style games. Of course, I don't think such a game is going to come in the form of a AAA title, because all those folks, apparently, are only concerned with trying to ride WoW's coat-tails. Some are putting a different twist on it, or wrapping it up in a different experience, but they're ultimately on the so-called "modern" and "casual friendly" band-wagon.

The people who enjoy the casual friendly MMOs have plenty to choose from these days. That demographic is well represented. I don't think anyone could genuinely argue that the casual friendly market is at all ignored or neglected. If anything, it's becoming over-saturated in my opinion.

Not sure what some of those people have against those of us who prefer something a bit more "old-school" having a few newer, more up-to-date options as well.... Seems a bit selfish to me.

  Scrogdog

Novice Member

Joined: 8/05/03
Posts: 381

9/02/11 7:23:12 AM#126
I’d like to address this “market share” issue.
 
Kind of interesting, actually, as this describes the EXACT problem even though this was likely not the poster’s intent.
 
Market share.  That’s what it is about.  NOT good games.
 
Sometimes I wonder if these folks believe that every writer should attempt to write the next Harry Potter rather than crafting their own imaginative story.  Certainly such an effort would have quite the potential to reach an already existing market.
 
Then the writer could analyze and copy the style and plot elements, switch a few things around, and then make a great profit off the mindless masses.
 
Soon, every book, every movie, every work of "art", would be simply attempts to follow the mold.  No creativity, no imagination whatsoever.  Cardboard cutout books and movies!
 
Can you imagine the market share!!
 
But wait, you say, the people would never accept the same regurgitated trash over and over again.  You’re nuts Scrog!!!
 
Oh, we wouldn’t?  *cough*
 
Game devs who are in it for “market share” are akin to Picasso being in it for the money.

And you see the result.

Once devs want to make great games again, let me know.  Until then, we get "the mold" and money grubbing sellout devs driving the bus.

But wait Scrog you heartless bastid, what about them trying to make a living?

Oh, cry me a river.  Do you think that people stop writing songs or playing an instrument and plying thier craft any way that they can EVEN THOUGH THEY MAY HAVE TO WORK A REGULAR JOB TO EAT?

People who have passion for thier craft find a way.  Simple as that.

I think it's pretty obvious where dev passions lie.  Greenbacks.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 4153

9/02/11 7:37:07 AM#127


Originally posted by Scrogdog

I’d like to address this “market share” issue.

Kind of interesting, actually, as this describes the EXACT problem even though this was likely not the poster’s intent.

Market share.  That’s what it is about.  NOT good games.

Sometimes I wonder if these folks believe that every writer should attempt to write the next Harry Potter rather than crafting their own imaginative story.  Certainly such an effort would have quite the potential to reach an already existing market.

Then the writer could analyze and copy the style and plot elements, switch a few things around, and then make a great profit off the mindless masses.

Soon, every book, every movie, every work of "art", would be simply attempts to follow the mold.  No creativity, no imagination whatsoever.  Cardboard cutout books and movies!

Can you imagine the market share!!

But wait, you say, the people would never accept the same regurgitated trash over and over again.  You’re nuts Scrog!!!

Oh, we wouldn’t?  *cough*

Game devs who are in it for “market share” are akin to Picasso being in it for the money.
And you see the result.
Once devs want to make great games again, let me know.  Until then, we get "the mold" and money grubbing sellout devs driving the bus.
But wait Scrog you heartless bastid, what about them trying to make a living?
Oh, cry me a river.  Do you think that people stop writing songs or playing an instrument and plying thier craft any way that they can EVEN THOUGH THEY MAY HAVE TO WORK A REGULAR JOB TO EAT?
People who have passion for thier craft find a way.  Simple as that.
I think it's pretty obvious where dev passions lie.  Greenbacks.




Most books and movies do retell the same basic stories over and over again. It's the presentation that changes. That's one of the reasons Harry Potter was so popular, it used some existing mythology (find the Holy Grail, defeat Mordred, the boy king, stop the invading army, etc.), but it was set in a new setting with characters that many people could relate to.

A lot of our entertainment works this way. Thousands of years ago, cultures that had no contact with each other told a lot of the same stories. It's not really all that surprising that our games would continue this trend.

Join the League For Gamers.

  Scrogdog

Novice Member

Joined: 8/05/03
Posts: 381

9/02/11 7:50:07 AM#128
Originally posted by lizardbones

 


Originally posted by Scrogdog

I’d like to address this “market share” issue.

 

Kind of interesting, actually, as this describes the EXACT problem even though this was likely not the poster’s intent.

Market share.  That’s what it is about.  NOT good games.

Sometimes I wonder if these folks believe that every writer should attempt to write the next Harry Potter rather than crafting their own imaginative story.  Certainly such an effort would have quite the potential to reach an already existing market.

Then the writer could analyze and copy the style and plot elements, switch a few things around, and then make a great profit off the mindless masses.

Soon, every book, every movie, every work of "art", would be simply attempts to follow the mold.  No creativity, no imagination whatsoever.  Cardboard cutout books and movies!

Can you imagine the market share!!

But wait, you say, the people would never accept the same regurgitated trash over and over again.  You’re nuts Scrog!!!

Oh, we wouldn’t?  *cough*

Game devs who are in it for “market share” are akin to Picasso being in it for the money.
And you see the result.
Once devs want to make great games again, let me know.  Until then, we get "the mold" and money grubbing sellout devs driving the bus.
But wait Scrog you heartless bastid, what about them trying to make a living?
Oh, cry me a river.  Do you think that people stop writing songs or playing an instrument and plying thier craft any way that they can EVEN THOUGH THEY MAY HAVE TO WORK A REGULAR JOB TO EAT?
People who have passion for thier craft find a way.  Simple as that.
I think it's pretty obvious where dev passions lie.  Greenbacks.




Most books and movies do retell the same basic stories over and over again. It's the presentation that changes. That's one of the reasons Harry Potter was so popular, it used some existing mythology (find the Holy Grail, defeat Mordred, the boy king, stop the invading army, etc.), but it was set in a new setting with characters that many people could relate to.

A lot of our entertainment works this way. Thousands of years ago, cultures that had no contact with each other told a lot of the same stories. It's not really all that surprising that our games would continue this trend.

 

Somewhat a myth as the concept is WAY overstated.

I play guitar and try to write songs.

Your comment would be akin to saying "why bother, all of the good ones have already been written".

Sure, songs can contain the same elements such as hooks and so forth, but that doesn't mean that they are anything at all alike.

For example, let's take a famous book (or trilogy).  The Lord of the Rings.

Sure, it has a bad guy, an item, a journey, just like many other books.

Would you say then, the Dragonlance is a copy?  Not even close.

Tolkien is WAY to verbose for my taste.  I don't need to read a two-page description of a meadow.  Get on with it man!!!

On the other hand, I consider the character development in Dragonlance to be unparalled.

Those last two things that I mention have NOTHING to do with common plot elements.

There have been many failed attempts to use this same mold as well.  Just as we see in the world of games, sure, you can use a basic template, BUT if that's ALL that your game or book is, you will FAIL.

  XAPGames

Elite Member

Joined: 3/30/10
Posts: 2340

Don't expect great artwork from a coder. It just doesn't happen.

9/02/11 7:52:58 AM#129
Originally posted by Scrogdog
I’d like to address this “market share” issue.
 
Kind of interesting, actually, as this describes the EXACT problem even though this was likely not the poster’s intent.
 
Market share.  That’s what it is about.  NOT good games.

 

And why market share?  The bottom line is corporate profits.

 

Stockholders own the company.

They are represented by the board of directors

The actual operations is headed by the CEO, hired by the board.

CEO says "we want the market share (corporate profits) and that becomes the focus of the development.

Everyone else down the line is a peon.

Artists, creative writers, programmers, network administrators... even the managers that oversee them.  Peons.

 

Yes maybe some shops strive for excellence and won't cave in.  But that only happens a few times until they get the reputation as being "uncooperative" and then they can't get work.

 

Some will argue that games have always been about money.  I beg to differ.  One of the reasons we used to have GOOD games is that small publishers took pride in their reputation with gamers.  But no longer, there are very few small publishers left.

 

The problem today, and especially on something as large and complex as an MMORPG, is that it takes HUGE bags of money to fund a project to release.  That means Mister CEO calls all the shots.

 

Maybe there have been a few examples where this didn't happen (GuildWars' ArenaNet cooperative agreement with NCSoft perhaps) but on a big budget MMO, the bottom line is return on investment (your market share) and nothing else matters.  Make it as commercially viable as possible, and ship it.

 

Sad huh?  BTW: OP and Scrogg, great posts!

Currently in development Wizards and Champions (formerly ActionMMORPG)

  Scrogdog

Novice Member

Joined: 8/05/03
Posts: 381

9/02/11 8:00:35 AM#130

Correct, Action. We must now consider the fact that we are more or less trapped in some sort of harmonic feedback design cycle.  It may not be possible to extricate ourselves at this point.

It is because of the idea that expensive means good.  You must be kidding.

Another thing I do is to play board wargames.  I just found this place where you can actually download wargames for a couple of bucks, print them out on a few sheets of paper and play.

Surely, historical wargames (sorry, this ain't call of duty folks) are a niche market in itself, but again, what matters is a GOOD game!  Not even necessarily quality components!  I mean, I've played a great game that cost $4, and nine sheets of paper and a bit of printer ink.

It could also have been released with a nice mounted and laminated board and counters! Full color rule book!  And if you act now, a GI Joe figurine ready to be painted!

Of course, the game now costs $25.  How much was gameplay affected?

Zero.

Glitz and glamour do not make a game good.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 4153

9/02/11 8:26:15 AM#131


Originally posted by Scrogdog


Originally posted by lizardbones
 



Originally posted by Scrogdog

I’d like to address this “market share” issue.
 
Kind of interesting, actually, as this describes the EXACT problem even though this was likely not the poster’s intent.
Market share.  That’s what it is about.  NOT good games.
Sometimes I wonder if these folks believe that every writer should attempt to write the next Harry Potter rather than crafting their own imaginative story.  Certainly such an effort would have quite the potential to reach an already existing market.
Then the writer could analyze and copy the style and plot elements, switch a few things around, and then make a great profit off the mindless masses.
Soon, every book, every movie, every work of "art", would be simply attempts to follow the mold.  No creativity, no imagination whatsoever.  Cardboard cutout books and movies!
Can you imagine the market share!!
But wait, you say, the people would never accept the same regurgitated trash over and over again.  You’re nuts Scrog!!!
Oh, we wouldn’t?  *cough*
Game devs who are in it for “market share” are akin to Picasso being in it for the money.
And you see the result.
Once devs want to make great games again, let me know.  Until then, we get "the mold" and money grubbing sellout devs driving the bus.
But wait Scrog you heartless bastid, what about them trying to make a living?
Oh, cry me a river.  Do you think that people stop writing songs or playing an instrument and plying thier craft any way that they can EVEN THOUGH THEY MAY HAVE TO WORK A REGULAR JOB TO EAT?
People who have passion for thier craft find a way.  Simple as that.
I think it's pretty obvious where dev passions lie.  Greenbacks.





Most books and movies do retell the same basic stories over and over again. It's the presentation that changes. That's one of the reasons Harry Potter was so popular, it used some existing mythology (find the Holy Grail, defeat Mordred, the boy king, stop the invading army, etc.), but it was set in a new setting with characters that many people could relate to.

A lot of our entertainment works this way. Thousands of years ago, cultures that had no contact with each other told a lot of the same stories. It's not really all that surprising that our games would continue this trend.

 


Somewhat a myth as the concept is WAY overstated.
I play guitar and try to write songs.
Your comment would be akin to saying "why bother, all of the good ones have already been written".
Sure, songs can contain the same elements such as hooks and so forth, but that doesn't mean that they are anything at all alike.
For example, let's take a famous book (or trilogy).  The Lord of the Rings.
Sure, it has a bad guy, an item, a journey, just like many other books.
Would you say then, the Dragonlance is a copy?  Not even close.
Tolkien is WAY to verbose for my taste.  I don't need to read a two-page description of a meadow.  Get on with it man!!!
On the other hand, I consider the character development in Dragonlance to be unparalled.
Those last two things that I mention have NOTHING to do with common plot elements.
There have been many failed attempts to use this same mold as well.  Just as we see in the world of games, sure, you can use a basic template, BUT if that's ALL that your game or book is, you will FAIL.



Recurring themes isn't the same thing as copying. Most stories are a recombination of elements that people have already seen. That doesn't mean something new can't be made, just that something totally new and never seen before is pretty rare. You're more likely to have a recombination of existing ideas in a new way than a totally new thing.

Even with music, whatever you're creating is based off of everything you've heard before...it all mixes together in your brain and you're going to recombine it into something new. It will still be music, it will still have a certain beats per minute (even if the beats per minute changes throughout the song) and you'll still use musical notes and certain chains of musical notes to get a certain effect that you want. The song will be new and never heard before, but the elements of the song have been used before by somebody else.

Games work the same way. Most elements of video games have been used before. Video games have only been around since the 70's, so there are probably new elements that can be created that we've never seen before, but for the most part, a game may be new, but the elements that make up the game have been used before.

** edit **
I think ActionMMORPG hit on something with mmorpg. They are expensive to produce. We've all seen what happens when a small studio tries to do an mmorpg. Mostly they're pretty cr@ppy. That doesn't mean a big studio will automatically make a good game either, but it just takes a lot of resources to make an mmorpg compared to a good FPS or single player RPG game. The more resources it takes, the more likely your end result is going to shoot for mass market appeal.

Join the League For Gamers.

  Scrogdog

Novice Member

Joined: 8/05/03
Posts: 381

9/02/11 8:38:17 AM#132

Well, we're just going to have to agree to disagree on this point, Lizard.

Tony Iommi INVENTED heavy metal (in my opinion).  People who innovate do just that.  Sure, you could say that he used a D sus 7 chord just like a lot of others, but really, that observation is irrelevent.

I could point to a million games that innovate and have never seen before systems.

I saw a review on youtube recently for a game called Coral Sea (carrier battles - WWII - pacific theatre).  Check this out; you don't even know who will play first or IF you will even get to take actions at all when planning your turn!  Each player has a counter.  On one side there is a picture of cards, on another a picture of a map.  Both players choose a side secretly and then simultaneously reveal them. If both players play the card side, then both players play cards (to refit and buy new units and such).  If one plays cards and another map, then one player plays cards and one takes actions on the map.  If both play the map side, however, a die is rolled and potentially the person who does not have the initiative can do nothing in thier turn!

That's innovation, my friend.  Sure, one could say "does it use cards?  Does it use counters?  Are there supply rules?".  Of course, but what point are you trying to make with that observation?

*shrug*

I'm definitely buying Coral Sea. :)

  Suilebhain

Spotlight Poster

Joined: 6/08/07
Posts: 24

9/02/11 8:39:18 AM#133

I agree with Coyote on every point but one - the corpse run. My experience with the corpse run is that i die over and over just trying to retrieve my stuff, usually losing most of it in the process and setting my development back to a point where I feel like I am eating my own puke to survive.


 


Other than that, spot on. MMORPG est mortis. Long live the MMOG! Bleh.


  lizardbones

Elite Member

Joined: 6/11/08
Posts: 4153

9/02/11 8:57:01 AM#134


Originally posted by Scrogdog
Well, we're just going to have to agree to disagree on this point, Lizard.
Tony Iommi INVENTED heavy metal (in my opinion).  People who innovate do just that.  Sure, you could say that he used a D sus 7 chord just like a lot of others, but really, that observation is irrelevent.
I could point to a million games that innovate and have never seen before systems.
I saw a review on youtube recently for a game called Coral Sea (carrier battles - WWII - pacific theatre).  Check this out; you don't even know who will play first or IF you will even get to take actions at all when planning your turn!  Each player has a counter.  On one side there is a picture of cards, on another a picture of a map.  Both players choose a side secretly and then simultaneously reveal them. If both players play the card side, then both players play cards (to refit and buy new units and such).  If one plays cards and another map, then one player plays cards and one takes actions on the map.  If both play the map side, however, a die is rolled and potentially the person who does not have the initiative can do nothing in thier turn!
That's innovation, my friend.  Sure, one could say "does it use cards?  Does it use counters?  Are there supply rules?".  Of course, but what point are you trying to make with that observation?
*shrug*
I'm definitely buying Coral Sea. :)



Agreeing to disagree is a time honored tradition.

Your description of the game sounds to me like the game is new, even if it is composed of familiar elements. That's the real challenge though. You have all these things that people know about and you have to create something new out of them.

You can still make a new component (like adding an element of random chance at the start of your turn), but most of what you work with is going to be familiar components.

I would go so far as to say that creating something totally new and never seen before would be bad when you're trying to sell a game. Something can be so new that people can't even see it, much less know if they want to buy it. Especially when it's something as expensive as an mmorpg.

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  Scrogdog

Novice Member

Joined: 8/05/03
Posts: 381

9/02/11 9:04:13 AM#135

Yes Lizard, I know what you are saying.

Like when a scientist says "I stand on the shoulders of giants".

Building upon previous work, and using that work as a template are two totally different things.  In fact, continuing along the same path as the previous person may be exactly the wrong thing to do.

It is precisely BECAUSE a given scientist might "break the mold" that he or she is considered great.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 4153

9/02/11 9:59:20 AM#136


Originally posted by Scrogdog
Yes Lizard, I know what you are saying.
Like when a scientist says "I stand on the shoulers of giants".
Building upon previous work, and using that work as a template are two totally different things.  In fact, continuing along the same path as the previous person may be exactly the wrong thing to do.
It is precisely BECAUSE a given scientist might "break the mold" that he or she is considered great.



Stop being so reasonable. It is very hard to have a volatile discussion with a reasonable person. :-)

Actually, I agree. You look at around at everything that's come before, and decide to do something new. I think scientists get a little bit of a pass though, since they can come up with something totally new that nobody has never, ever heard of, things so incomprehensible that people just don't understand it, and it's OK. They're supposed to do that.

Oops. I sat here for like a half hour discussing the impossibility of faster than light travel with a coworker and did not post this message.

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  RajCaj

Hard Core Member

Joined: 3/11/08
Posts: 543

9/02/11 10:09:58 AM#137

Props to the OP...I've been trying to articulate this for a while now.  Very well put.

I don't think anyone would disagree with the point that modern MMORPGs have become more focused on the actual action based game play than it has been about the evironment & community in a virtual world.

 

The point where I see people have it mixed up is that they think the MMORPG players today are the same as the MMORPG players of old.  And that the MMORPG audience has spoken with their dollars and said that "theme park" styled MMORPGs are the model of choice.

 

I disagree.

 

I contend that the current MMORPG playerbase has been co-opted by former casual gamers that previously prefered short cycled casual game experiences like RPGs, FPS, Social Media Games, and other console games.

Where these players would have quit EQ or UO and gone back to playing Madden 98'.....they now continue to play MMOs because the developers have removed all those barriers to entry.  They have lowered the learning curve to the point where a competent 5 year old can effectively play World of Warcraft (thats no exageration).

Why you ask?

Look at the pricing structure of MMORPGs & look at the pricing structure of single player RPGs & FPS games.  You can't justify charging a gamer playing Dragon Age a monthly fee.  BUT you can charge them monthly if they are playing a MMO.  not only do you get the Box Sale (as you would for any other casual game), you also get to charge a followup $15 a month for setting up a "persistant" world for them to chat with their buddies in.

So now you have a situation where WOW holds around 60% of the MMORPG marketshare....of which the majority are probably hack n' slash fans, and have little interest in woodworking, cartogrophy, or player housing.

In the not so much words of Ronald Regan......I didn't leave traditional MMORPG gaming, traditional MMORPG gaming left me.

  Kendakon

Novice Member

Joined: 1/14/04
Posts: 8

9/02/11 10:17:19 AM#138

2 things

1) Market forces will drive the design. Game companies are just that... companies. They will create whatever makes them more profit. It's the curse/blessing of capatilism. Innovation is driven by the all-mighty dollar. Unfortunately the 'masses' seem to be brainless, selfish twits and thus if you aren't a brainless, selfish twit then you are a niche market. We all know how much funding niche markets are likely to bring in....

 

2) MMORPGs are what they are. If you don't like any of the new ones (read... MMOs since WoW), then quit paying for them. As long as they are still making a buck they will produce the same crap.

 

Personally, I quit paying for these games a long while ago. And until someone strives to bring most of what you talked about back into a game i won't be giving any of them my money. What I'd REALLY like to see is an updated version of UO (before EA got their stinking hands on it)

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 4153

9/02/11 10:26:41 AM#139


Originally posted by RajCaj
Props to the OP...I've been trying to articulate this for a while now.  Very well put.
I don't think anyone would disagree with the point that modern MMORPGs have become more focused on the actual action based game play than it has been about the evironment & community in a virtual world.
 
The point where I see people have it mixed up is that they think the MMORPG players today are the same as the MMORPG players of old.  And that the MMORPG audience has spoken with their dollars and said that "theme park" styled MMORPGs are the model of choice.
 
I disagree.
 
I contend that the current MMORPG playerbase has been co-opted by former casual gamers that previously prefered short cycled casual game experiences like RPGs, FPS, Social Media Games, and other console games.
Where these players would have quit EQ or UO and gone back to playing Madden 98'.....they now continue to play MMOs because the developers have removed all those barriers to entry.  They have lowered the learning curve to the point where a competent 5 year old can effectively play World of Warcraft (thats no exageration).
Why you ask?
Look at the pricing structure of MMORPGs & look at the pricing structure of single player RPGs & FPS games.  You can't justify charging a gamer playing Dragon Age a monthly fee.  BUT you can charge them monthly if they are playing a MMO.  not only do you get the Box Sale (as you would for any other casual game), you also get to charge a followup $15 a month for setting up a "persistant" world for them to chat with their buddies in.
So now you have a situation where WOW holds around 60% of the MMORPG marketshare....of which the majority are probably hack n' slash fans, and have little interest in woodworking, cartogrophy, or player housing.
In the not so much words of Ronald Regan......I didn't leave traditional MMORPG gaming, traditional MMORPG gaming left me.



I don't think anyone would argue that MMORPG have become more approachable, but they haven't gotten any easier. They haven't gotten any harder either. They've never been that hard. There are stories of 4 and 5 year old Everquest 1 players. Ditto for Ultima Online. The game mechanics for most MMORPG are not really all that difficult to grasp and not all that hard to execute. The difference would be the patience required to play (imo).

Everything else is pretty much true. The games are more approachable and players that would not have played UO or EQ in the past are now playing MMORPG and driving the market. It's not just the games themselves that are more approachable, it's the image of the games as well. They appear more mainstream and socially 'OK'.

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  Vahrane

Novice Member

Joined: 9/03/08
Posts: 291

9/02/11 10:32:03 AM#140
Lizardbones

I don't think anyone would argue that MMORPG have become more approachable, but they haven't gotten any easier. They haven't gotten any harder either. They've never been that hard. There are stories of 4 and 5 year old Everquest 1 players. Ditto for Ultima Online. The game mechanics for most MMORPG are not really all that difficult to grasp and not all that hard to execute. The difference would be the patience required to play (imo).

Everything else is pretty much true. The games are more approachable and players that would not have played UO or EQ in the past are now playing MMORPG and driving the market. It's not just the games themselves that are more approachable, it's the image of the games as well. They appear more mainstream and socially 'OK'.

 

         I'd be really curious to see a 4 - 5 year old play original EQ without outside influence and see how far they get compared to WoW or some other newer game. In fact, take the same child and have him play different games and maybe we might get a clearer picture. With any game you can sit a kid in your lap and guide them through the mouse clicks and paths that need to be taken for success. Likewise any child could simply be given the controls and set free to wander aimlessly through virtual space. Can they really play the game and grasp some of the more difficult concepts without over bearing hand holding though?

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