| 162 posts found | |
|---|---|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
7/28/12 12:56:41 AM#61
Originally posted by Garvon3
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. |
|
7/28/12 1:04:46 AM#62
Originally posted by nariusseldon Im not following your train of thought. How is fun king? Please explain. Id love to hear you elaborate. How can immersion detract from the fun if you are immersed? Is a book so good that it is not fun to read? Seriously?
|
|
|
7/28/12 1:34:31 AM#63
Originally posted by fenistil Nice list. The only one I think can be salvaged is #6. Localized auction houses work very nicely (think Eve). One more thing I'd like to add is the damn global banking system. The logistics of moving can add a lot to a game. "How should I know if it works? That's what beta testers are for. I only coded it." |
|
|
7/28/12 1:44:57 AM#64
Originally posted by Theocritus The problem is that they overuse them. Cutscenes are not really a problem in Guildwars but are really annoying in TOR. The perfect number of cutscenes a player in a MMO see during the time she plays a single character is 5-20, and that is totally, not each day. Cutscenes is a powerful tool that can set the mode if you use them sparsly. If overused they are just something annoying. |
|
|
7/28/12 1:52:32 AM#65
Originally posted by mmoguy43 let's see here. 1: no exploration is a big bad one for me. 2: competative or "tagging" mobs for xp or loot. 3: artificial experience inflation, normal white mob trash with resistances (other then obvious ones like elementals being immune to their elemental type), dailies for reputation basically anything to artificially slow the leveling or progression down. 4: enormous fees for anything to change a character, like transfers (does it really cost $25 to have bob take the usb drive downstairs three stories and plug it into the other server?) character name changes, race changes, cosmetic changes. 5: single player-esque dialogs between npcs and the player (does it really take ten minutes to explain why you want me to kill ten womprats? and how many questions do i REALLY need to answer about it before i actually DO the quest?) 6: no rubber band keeping mobs from chasing you across the entire planet before they finally kill you with torches and pitchforks. (i get enough torches and pitchforks in RL thanks)
|
|
|
7/28/12 2:03:50 AM#66
Originally posted by Loktofeit There you go. |
|
|
7/28/12 2:06:10 AM#67
Originally posted by azmundai The problem is that they're branding them as MMOs, which they aren't. And they aren't making much money. And they're only making games for ONE segment of a massive user base. |
|
|
7/28/12 2:07:50 AM#68
Originally posted by Quirhid Who said anything about a high budget game? Just make sure that your core game is solid and build it all the time. Don't spend millions on CGI trailers, full voice acting, scripted cinematics... make a damn game. Mythic made Dark Age of Camelot with 30 devs and about a million dollars, and it is STILL better than most MMOs out there today. |
|
|
7/28/12 2:08:53 AM#69
Originally posted by Garvon3 Just bumping this because the thread got hijacked almost right away. |
|
|
7/28/12 2:59:52 AM#70
1. Load screens between zones. (A major criticism of SWTOR, for example) 2. Teleporting around everywhere rather than travelling through the world. (Like in WoW when going to a dungeon) 3. NPCs spewing their generic quest monologues at me. (One thing SWTOR fixed - after being able to have interactive dialogues with NPCs it's hard to take lifeless signpost NPCs with monologue texts seriously. Having all the players in a group participating in the same dialogue was a stroke of genius.) 4. Non-interactive quest cutscenes (A big flaw in GW2 story quests. Dialogues are really annoying when you can't even influence them. Not much DIALOGUE about it, guys.) 5. Instancing of world zones. (Making them not-world zones. Major criticism of Age of Conan, for example) 6. End-game content exclusively designed to remove players from the actual world and put them into instances. (Don't get me wrong - some instancing is OK. Just don't have everything worthwhile doing at end-game being couped up in instances) 7. Cross-server PvP and PvE. (Can perhaps be acceptable in off-periods if not overused. How about forming relations on your own server rather than with random unknowns on other servers you don't give an F about?) 8. Lifeless worlds where monsters stand still like statues, waiting for you to come kill them (SWTOR). They should at least pretend to go about their business. And there should be ambient wildlife moving about (critters like the rabbits and deer in WoW). - vigilo confido - |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
7/28/12 3:03:27 AM#71
Originally posted by Garvon3
Less types of MMOs since WOW? We have PBBGs, MOBAs, MMOFPS, MMORTS and several other categories spread over hundreds of MMOs. Less subscribers than pre-WOW MMOs is a pointless distinction to make, as only a tiny percentage of MMOs even charge a subscription. Yes, Garvon, you're right... transportation in NYC is dead, proven clearly by there being far less horse-drawn carriages in Manhattan than there were in the 1800s.
There is absolutely nothing to support your contention that the majority who were playing MMOs prior to WOW are unsatisfied and not currently enjoying a modern MMO. I'll stop there, as your assertions get wilder as the post goes on. Do you really not see that almost every single conclusion you have drawn, and stand vehemently behind as truth, is based entirely on assumptions - most of which are completely false or, at best, simply baseless?
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. |
|
7/28/12 3:12:38 AM#72
Originally posted by Loktofeit But that's because they all suck and nobody plays them for more than a couple of months, they aren't worth a subscription, unlike older MMOs who where able to hold more than 200k players for a year. See UO, EQ, DAoC & AC, all of them more successful than cheap wow clones like AoC, WAR & SWTOR (actually, they wheren't cheap at all) those games banked on hype and payed reviews for the majority of its profits,box sales, once people actuallly played them, everyone left. It's either F2P where any turd gets players, or a quick 6 month death when the lastest big thing loses 90% of it's playerbase.
If anything, the death of the P2P model proves how bad the genre is ATM, MMOs lost depth to warrant a subscription, they became like single player rpgs, but with less quality and more quantity. 2 month fillers.
MMOs now are poor man's RPG for the people who can't afford 60$ for 20 hours of content.
|
|
|
7/28/12 4:06:32 AM#73
Most of the specific issues can be summed up in more general terms: Design which makes you not need to travel. Design which speeds up levelling. Design which reduces your ability to explore. Design which hinders you ability to meet players again. Design which sidelines grouping. Design which sidelines crafting. Design which cuts out roleplaying tools. Design which makes you pay to win. Design which makes MMO’s too easy.
Design which puts graphics before gameplay and gameplay before the multiplayer experience. |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
7/28/12 5:07:02 AM#74
Originally posted by Whyhate Although I disagree with much of your analysis of why subscriptions have gone by the wayside, I do find the above an interesting analysis. Although I would change "can't afford' to 'cannot or will not pay' 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. |
|
7/28/12 5:39:00 AM#75
Originally posted by Scot You don't really care about MMOs, you just don't like some features or ways of doing things. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
|
|
7/28/12 6:00:58 AM#76
Originally posted by Garvon3 Mythic was a one-hit-wonder like many others (and many still are). If I remember correctly, Quake 3 was made with 24 people and Guild Wars 1 started out with three guys coding in one's kitchen. Your subjective view matters little when almost every AAA MMO today regularly overshadows any successess DAoC may or may not have had. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
|
|
7/28/12 6:17:43 AM#77
Originally posted by fenistil I do not personally mind cutscenes, but I agree that they should not be as prominent in MMOs. I think they are fine in an area which is a safe haven, like a city. However, voice over content can be done to a great effect without the use of cutscenes, some games do this very well. Some major events could also be shown as a cutscenes, but those cutscenes must serve a purpose. The basic task givers also do not need to give a lenghty explonations in cutscenes on why the 10 rats need to be killed but the conversation could be just a very simple voice-over with an item given that explains the task in more detail. More epic missions and quests could have more meat in them. I can live without cutscenes, but voice overs are a must these days. It is a poor quality game, if the conversations between NPCs and PCs are not voiced. Random NPC chatter also adds immersion to the world. However, not every quest giver has to be an NPC. AO used a good mission terminal system 10 years ago, which works fine with the text only interface. Important NPCs should also have distinct voices and personality and could have initial cutscene, when you first meet them, but could only feature as a voice over later on. Like in books, it is important that a player is able to appreciate these important NPCs that they come accross to create a better feeling for the game world.
"The person who experiences greatness must have a feeling for the myth he is in." |
|
|
7/28/12 7:33:33 AM#78
Current "MMOs" have little in common with traditional MMORPGs but the first 3 letters. I call them MOAGs, for multiplayer online action (or arcade) games. Personally, I don't like them and don't play them, but I'm aware that it's a very popular genre and far more popular than MMORPGs are or have been. As such, there are MOAG and MMORPG features and it's clear that the majority of customers prefers the MOAG features. I maintain this List of Sandbox MMORPGs. Please post or send PM for corrections and suggestions. |
|
|
7/28/12 9:06:51 AM#79
Originally posted by Garvon3
There's two sources of immersion here.
You know, I find it strange. Some players are like me and look at these MMORPGs as the whole, with the masses as part of their world. Others look at these games from strictly their own personal vantage point and completely ignore the experience of the masses they are "in this world" with. It would be like going to a real life theme park, and seeing hundreds of other people entering the gates, but once you enter all those other people are simply...gone. It's great for you, there are no lines at the rides, everything is catered to you. Some people would no doubt find great joy in this, while others would be troubled by the fact that all those other people are missing. Of course, these are just computer games. It's a lot easier to miss that point about all the other players "not being there". And it's fine for a Single Player Game. But for an MMORPG, it just doesn't make sense. Once upon a time.... |
|
|
7/28/12 9:50:11 AM#80
Originally posted by Larsa The problem with older games and the newer ones as well is the progression of nonsense, while natural timesinks (world gameplay) was removed to help streamline the progression of nonsense. Questing was added to mask it. And rewards were given out to motivate. Now the entire game is progressing a bunch of nonsense. Of coarse more people want action games, they assume less progressing of nonsense. the prooblem is they leave the world off still, and add repetition on top of faster progression. Action game in a virtual World, or action + immersion = new audience. Progression is in the world or to enhance immersion only. Or in other words, human nature design + virtual world gameplay = everyone else. Instead we get action + progression+ repetition = usual crowd. (vacationing WOW players) An insane addiction to progression of nonsense at the cost of everything else including fun and immersion will surely backfire. Repetition only makes time invested crowd happy for a minute if action combat is used instead. People will remember why they play games. Even COD fanboys are remembering. That's my opinion for the next five minutes anyway. Im no expert though. If I was i would be saying cross platform is the future. I hope they got a game idea to go along with it. They have to right? |
|