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7/03/12 10:45:29 AM#41
Originally posted by nariusseldon Permanence need not be interpreted as forever, just a good MMORPG maybe ought to have a steady, profitable 6 to 8 year run. The length of time makes players' investments into their characters worthwhile. Perhaps this is how MMORPG's are so different than single player or coop games. I wonder, maybe, if MMORPG's are not for the game-hopping folks. Maybe single player or coop is more down their alley. |
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7/03/12 11:01:23 AM#42
Originally posted by ReallyNow10 6-8 years? Nah. A few months is a LONG time in gaming. I won't even play WOW for 8 years. And why make the distinction between MMORPG & co-op RPG? If the game is fun, i don't see a reason why i should not play it for a while. Secondly, the play style of MANY MMORPGs are exactly the same as a co-op action RPG like Diablo 3. You wait in a city (lobby) for your dungeon/raid to pop. And what is worthwhile is for each individual player to decide. Who says i need years to feel leveling to be worthwhile? I see no fundamental reason why a player should not play and enjoy a MMO for a few months, or even a few weeks. In fact, I have been doing that. |
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7/03/12 11:11:07 AM#43
If it requires a AAA Sandbox game to prove that a AAA Sandbox game is viable, and there is currently no financial reason for any developer to create a AAA Sandbox game, then...there is no 'then'. It just stops right there. It doesn't matter if a AAA Sandbox game would prove something because it'll never happen without that initial something to say it can be done. It applies to permanence as well. If there is no financial incentive to create a game with more permanence, then it won't happen. It doesn't matter if creating a game with more permanence would prove that it's a good idea, there has to be some reason to think that's true before it happens. Something that's quantifiable to investors and developers. We know what the incentive is for players to have permanence in games, but what's the qualitative and quantitative incentive for developers? Moving beyond that, I don't know that older games had permanence so much as they had little competition and a lot of repetition. People didn't jump games because there were no games to jump to, and there weren't a bunch of games imminent. Now, shortly after a game releases, there's another game available, and if there's not, there's always news of a game that's going to be available soon. This is a new environment for MMORPG. When SWToR released, TSW was in the pipeline. TSW has released and GW2 is in the pipeline. This doesn't even take into consideration all the single player and multiplayer coop games. So it would be better to make games with a quality of permanence, it just may not be as viable now as it used to be. Join the League For Gamers. |
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Originally posted by nariusseldon I would point out that major league baseball has been offering the same game for over a century. |
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7/03/12 11:39:01 AM#45
Originally posted by maplestone You don't see me playing major league baseball. Do you watch only your fav movie forever? |
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
7/03/12 11:40:37 AM#46
Originally posted by maplestone Yes and people have been playing MMO's for years as well. UO, EQ for sure but WoW, EQ2, CoH, Eve, VG... many many games, both old and new people have been playing for years. However like baseball very very few people play them every day for hours upon hours for years upon years. Most people play 1-2 days a week for a season, then again the next season... IMO I honestly do not think most people every played MMO's for years and years, even old games, it was always only a small percentage. Millions of people tried EQ, but it capped out at 450k at it's peak, therefore we can state that most people did not like it/or prefered not to play it for years. Same with WoW, probably 100 million have played it, and it capped at 12 milllion with only 30% going past level 10, therefore once again either most didn't like it, or prefered not to play it for years. IMO nothing has changed that way, most simply did not play for years, only a very few did. I do not think most people every got to end game in EQ and I don't think most people have ever gotten to end game in WoW. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
Originally posted by nariusseldon I'm not telling you what to play. |
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7/03/12 11:49:00 AM#48
Originally posted by nariusseldon It ain't the same. Now, if short term casual gaming is your thing, fine. No one is keeping you from that, and in fact most games cater to players like yourself. But, for folks who want a deeper, more immersive experience, with longer term social bonding, the MMORPG as a world setting is the way to go. This sort of game is needed... again.
(Analogy) In a town full of burger joints, what's wrong with adding in a fine dining restaurant? Folks who want a quick burger can still hit a burger joint; no one is forcing them to the table at the fine dining restaurant. |
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7/03/12 11:56:01 AM#49
I'll never understand how gamers can stick with a single title, non-stop, for years. A scoop of chocolate is always better than a scoop of vanilla, but if all I've had for months and months is chocolate, I'd kill for some vanilla. If you don't, you must have burned out your taste buds and don't even realize it. I'm guessing many longtime WoW players (as an example of a game with "permanence") can't even tell they're eating ice cream anymore. They just keep shoveling cold goop into their mouths by reflex. |
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7/03/12 12:24:50 PM#50
Restaurants, even fine dining establishments suffer from the some of the same issues that video games do. First of all, there has to be interest for a particular type of restaurant in a particular area in order to get funding for the restaurant. The current nonexistence of something doesn't establish anything about that something except that it doesn't exist. If there is no fine dining establishment, it doesn't mean there's a market for it, and it doesn't mean that it wouldn't be successful in that market. It just means it's not currently there. We're back to quantifying the need for such a place first. "It doesn't currently exist" doesn't do it. Join the League For Gamers. |
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7/03/12 12:28:41 PM#51
Originally posted by spikers14
This has to be the best way I've seen it put. Community is everything - and that is not to say you have to be someone active on forums or chat, but it's what the player base as a whole feels, reacts and behaves. Personally, I am one of those old dusty crones still playing EverQuest 1. Sure I wander away for months at a time to play other MMOs but I keep going back to EQ. Why? Nostalgia I think. A great base game. But mostly chasing down the memories of what made me fall in love with MMO's. EQ wasn't my first, but it will always be my favorite. That said, I also recognize I am chasing down a memory of the past. Communities have changed over the years. In the 'old' days of MMO's there were only a handful of games to play, and the communities were darn near religious about guarding their game vs another. I remember when WOW emerged, guildies were almost considered traitors for jumping ship. Guilds were families, and servers were extended families. Most games have such a high turn over now, as another poster in this thread said - a lot of people are considered veterans after paying their first sub fee. I think what I miss is that longevity. Knowing who the server leaders were - knowing who the guilds to aspire towards were, who to run and hide from, who were the trolls and who were the gold farmers. Now, it's just a bunch of random names you see for a few days and then become new names. So yes, I do miss the 'permanence' of it all. I wish I could find that golden era again, but I know it will never happen. |
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7/03/12 12:41:14 PM#52
Originally posted by GTwander When you can play 5-10 hours per week it makes sense. MMOs are extremely time consuming even games which are supposed to be casual are super time consuming compared to other games. While I was playing MMOs, I used to play more hours per week (way more- probably 15-20 hours a week) and I didn't play other games. Ever since I stopped playing MMOs I have played tons of games and I am actually having a lot more fun. MMOs can never provide me with the content that buying new games can. Worst thing is that MMOs are not so much fun as they are addictive. |
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7/03/12 12:48:08 PM#53
Originally posted by ReallyNow10 Longer != deeper Longer != more immersive. SKYRIM is pretty immersive .. no one is going to play it for years. In fact, i would play MANY MMOs on the market today. However, none of which i will play for more than a few month (may be at most a year), except WOW. WOW is phenomenal holding my attention for more a few years. I don't expect to play it much more though. |
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7/03/12 12:49:32 PM#54
Originally posted by Medsi Community is not a reason (for me) to hold onto a boring game. Plus, community is not game dependent. Most of my WOW friends are playing Diablo 3 now. No one says you can't play with the same people in more than 1 game. |
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7/03/12 12:53:48 PM#55
I never said community was an end all be all. What I was stating is what a community is NOW compared to 10 years ago are two very different things. For me, Community is important. I play MMOs for the social interaction. If I wanted an amazing submersive game play - I'll go play a single player game - they are designed precisely to make you the main focus. MMOs are about interaction with others within a game. Sadly, more and more it's become a game of soloers who can chat, trade and auction to one another - and not much more.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
7/03/12 12:55:52 PM#56
Originally posted by maplestone Now that's a crazy conclusion to derive from my statement, which was nothing more than pointing out it was stated as fact ( "There definitely is a demographic for this." ) and not saying he was wrong or that it shouldn't be suggested. I'm all for permanence in an MMO. I'm all for players making their marks. I'm all for designing an MMo with the intent of being around... say... 10, 20 or even 30 years later. Why? Because an MMO can be a virtual community, and virtual communities are where most of the current generation and - for the sake of keeping in touch with them - their parents are living right now. People often know more about the others in their virtual community than they do about the people that live on their own block. If an MMO sets out to be a virtual community, the devs, whether they realize it or not, are setting out to build something to last decades. Ten years from now I can easily see internet communities being a crazy crossbreed of UO, EQ2 and Facebook. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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7/03/12 1:15:14 PM#57
Originally posted by nariusseldon Did you ever play early Everquest? There was a first person view, which after awhile was like seeing through your own eyes (more immersive, even though I prefer 3rd person now so I can see the bling on my character). The sting of dying made traveling through dangerous zones sort of a rush. Again, very immersive. And the time building your character and playing long-term, this drew you in as well, especially the in-game friends and allies. I think, just like with the AOL chatrooms of old, playing a MMORPG long-term makes you log in, not just to complete a quest, but to see what's new going on and what everyone is up to. ("GM event going on in RO, you say? Let's get everyone and head over there.") |
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7/03/12 1:25:09 PM#58
Originally posted by nariusseldon
Which is a good example of the changes in community type. Community isn't just who you know, its who you don't know. For those who remember say...Vanilla WoW, the difference is night and day. When WoW was new, the same people were around. You knew who the top guilds were, top raid leaders, other players you could either mentor or protege. You heard of people by word of mouth, not from reading leaders boards or forum posts. Its not so different from living in the real world, if, for example, you lived in the same community for many years. You end up knowing something about the guy at the end of the street, or maybe even meeting and becoming friends. I'm not suggesting anybody play a game that is boring, far from it. I'm merely suggesting that moving on from game to game does not foster online communities, unless we consider (as you have mentioned) services that pull communites together in different ways, ala facebook, battlenet, steam, etc. Maybe that is the future of online games: whatever developer can successfully foster a community around a variety of games, creating a higher form of permanence than mere "tracks in the sand" within a virtual world? |
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Originally posted by Loktofeit Fair enough. I had let myself overlook the hyperbole. |
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7/03/12 7:04:45 PM#60
Originally posted by Paradigm68 Ok, so EQ and UO have communities. What about DAOC? City of Heroes? LOTRO? DDO? Champions Online? GW1? All of those games have people who still love them and play them. With the possible exception of DDO, all of them have significant long-term, end-game play. I've heard of people who spend 9000 hours in GW1, that is clearly a long-term commitment. Let's look at the recent and upcoming crop of MMOs, the ones supposedly designed with the casual player in mind. Rift - arguably more raid-centric than EQ. TERA - a political structure that lets players actually compete to see who runs the world. GW2 - designed from the ground up to make content viable, challenging and replayable from low-level to cap. These aren't throwaway games any more than the elder crop is. No one can seriously believe the creators of these games expect people to play for 4 months and bail. I see much lamenting over the transitory nature of MMO games, but I'm hard-pressed to find any games that actually are transitory. |
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