| 839 posts found | |
|---|---|
|
8/04/12 12:29:27 PM#461
Curiously I just went to The Bartle Test and it shows 8 of the last 10 are "Explorers". I'd admit that that doesn't mean a whole lot, but I do think there are many gamers who do indeed want interesting game worlds and travel. Disclaimer: my use of the term "travel" does not mean many minutes of nothing else, just empty movement. I only make this disclaimer because SOME posters here like to tell everyone else what I mean by the words I choose, causing many of threads to be derailed. Once upon a time.... |
|
|
8/04/12 12:35:48 PM#462
Originally posted by Axehilt We're talking about interaction with the game world. Once upon a time.... |
|
|
8/04/12 12:45:06 PM#463
Hate to say it but the ppls have a point. No one even wanted to admit swtor would go F2P in less than a year, seem to be all the same ppl saying that the genre isn't dead.
I'm pretty sure, while Bioware made have made an RPG, they forgot the MMO, and other games forget the RPG and only have half an MMO. This is just in general, there are some games around that are gems. Do not forget though, there is a real possibility that asain interests will dominiate, if they don't already, the multiplayer market space and leave us with nothin but korean grindfest MU online level 1-465 kill kill kills.
There are a lot of issues with MMORPG's, some that cannot be fixed through design. Players these days have less time to spend gaming. People in general gave less time to spend on anything other than work. Forcing game makers to consider the more accessible gaming route.
I don't think the genre is dead, maybe dying, and maybe it can make a comback but I don't know if the direction it's going is leading to the light or to the void. |
|
|
8/04/12 12:52:36 PM#464
Originally posted by bunnyhopper If your suggestion involves gameplay on its own, without the outside world encounters, then it is a minigame. Whether or not it involves a hotbar is irrelevant, if it involves depth and mastery it's a minigame. It's still not clear whether that actually was your suggestion, because you diluted it with the idea that dynamic world encounters would also help things -- and they'll help, but the gameplay of traveling itself is what the focus of the discussion is on because that's the giant hole in gameplay. In fact the hotbar was never critical to what I'm suggesting, only that AFK traveling is solved, one way or another. If travel becomes optional (fast travel) that's one solution. If travel becomes deep, interesting gameplay, that's the other solution. But allowing it to be this dead space of non-gameplay doesn't appeal to players because it forces them to deal with an uninteresting system at length (bad game design.) So yeah...if you're fixated on my calling it a "minigame" or having a hotbar, you're arguing irrelevant points. All that matters is the game doesnt' force significant periods of non-gameplay on players. What matters is either limiting shallow gameplay (fast travel), or making gameplay deeper (deep travel.) Anything else is an argument for shallow gameplay. The only way I'm speaking for all players is by making the assumption that they're playing an interactive form of entertainment because they want interaction. Not only a safe assumption, but an obvious conclusion. |
|
|
8/04/12 12:58:09 PM#465
Originally posted by bunnyhopper
I think this situation can also be greatly enhanced by the design of the MOBs, game world, and player capabilities. It would get too involved to try to spell it out, but basically I think evade maneuvers against faster MOBs while being chased could add a lot to game play and excitement. Also tactical choices like paralizing spells or special attacks or poisons, things that give a player a little bit of time to make some distance. In this sense, I've always felt that "Escape Tactics" in all forms and circumstances should be given much more game play than simply Hit Button = Kill = Loot = Guaranteed Win. I also am a strong proponent of randon encounters and wondering MOBs. There's a lot of leeway here, depending on the rest of the game and financing and all that. Once upon a time.... |
|
|
8/04/12 1:00:56 PM#466
Originally posted by Amaranthar Don't see how the type of interaction matters. Players could've chosen non-interactive entertainment, but didn't. They want interaction. Travel gameplay can involve any sort of interaction. Interaction with the world (rough terrain slowing movement), interaction with the game (a hotbar to maximize speed), or interaction with other players (roads/rough terrain can be setup by other players.) |
|
|
8/04/12 1:12:36 PM#467
The concept of MMO's feeling like a world is dying for sure.
|
|
|
8/04/12 1:14:55 PM#468
Originally posted by Axehilt
Once upon a time.... |
|
|
8/04/12 1:18:29 PM#469
Originally posted by Axehilt The interaction comes via engagement with the gaming world. Whether that is purely down to the player engaging with the game space, or via the player engaging with dynamic encounters and other players (or using the terrain to avoid said encounters). A good virtual world interlinks the two, makes the player think about and interact with the game world. That is not a "minigame", nor does it require extraneous movement abilities or hotbar skills. You can AFK travel if you like, but you will more then likely end up dead, either via falling foul of the game world (dropping off a cliff, slipping off an icy slope or drowning etc). Or by falling foul of dynamic npcs or players. "Deeper travel" is best generated by engaging the player with the game world and the agents within it. Not by adding what will essentially be superfluous extra movement skills, or by skipping sections of the game world. That is what I have been repeatedly positing after orignally pointing out what a game world and travel through it can offer. |
|
|
Foomerang
Hard Core Member
Joined: 11/10/05
A man convinced against his will is of the same opinion still |
Its about looking at what mmos were trying to be ten years ago and looking at what they are trying to be now. Themepark is not a sub genre, its an excuse. |
|
Dominisi
Age of Conan Correspondent
Joined: 6/12/06
True freedom only exists in abstract thinking. |
8/04/12 2:39:18 PM#471
I agree with the OP. Developers have basically turned single player games into multiplayer games and are the ones driving all of the content held within. 8-10 years ago when the community was much better than it is today content was made by the players (See sandbox MMOs) with minor content being put in by developers, this was the golden age of the concept. Bring in the society of instant gratification and you have people who instead of being social require LFG/LFD tools so they don't have to talk to anybody, they can just press a button and go. The problem is this is a society problem with entitlements etc and nobody wants to use their imagination or do any work themsleves. Its pathetic.
|
|
Foomerang
Hard Core Member
Joined: 11/10/05
A man convinced against his will is of the same opinion still |
Its a double standard that exists not just in mmorpgs, but in social interaction in general these days. Themepark is not a sub genre, its an excuse. |
|
8/04/12 3:05:24 PM#473
Originally posted by Axehilt Traveling IS game play. To forsake it because some find it boring or tediaus is rediculous. Insta porting to places are killing these game worlds by taking people out of it plain and simple. If you cant spare 5 - 10 mins of travle time to get to a location then MMOs arent what you should be playing.
Dont care if you like what i have to say or not. Getting tired of these "give you everything now now now" MMOs. These games have be come nothing but pieces of shit lobby based co - op single player games. There not MMOs anymore. There not even RPGs anymore. If iv pissed you off oh well. |
|
|
8/04/12 3:20:09 PM#474
Travelling is gameplay and I enjoy it because it allows me to absorb myself in a game. Other don't like it, that's fine. Trying to tell someone that the thing they enjoy is impossible is just ignorance , stupidity, lack of social awareness and simply flawed.
rpg/mmorg history: Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (9500 hrs on main mage)> oblivion > LOTR (480 Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(350 elementalist) Now playing GW2/Diablo 3/Rift Waiting Archeage. |
|
|
8/04/12 3:47:42 PM#475
Originally posted by Amaranthar Sure but even if travel is only deep in one of those ways it's not like the game isn't going to be deep in the other ways. Travel's not the only game feature, it's just the shallowest one most in need of help. |
|
|
8/04/12 4:04:52 PM#476
Originally posted by bunnyhopper Ironically it's not a step in the right direction to point out that travel isn't actually AFKable. It's psuedo-AFKable. And that makes things worse. Because you can't simply step away from the game and do something else. No, you don't have that player freedom. You're instead forced to sit there making virtually no interesting decisions. It's even worse than if the activity was actually AFKable. As long as the "engagement via the gaming world" you're talking about solves that psuedo-AFK situation, then that's a real solution. Otherwise we end up with an EVE, DF, etc game where sure 1% of the time something dynamic happens, but the overwhelming majority of your travel time is utterly shallow non-gameplay. So the engagement via the gaming world would need to be consistently deep/engaging system to actually address the problem.
|
|
|
8/04/12 4:10:02 PM#477
Originally posted by kantseeme Gameplay is interesting decisions. Watching your character's run animation while steering around mobs is only interesting to very new gamers, and quickly becomes old. Because it's a very shallow game mechanic. It's the Tic Tac Toe of MMORPGs. You can pretend MMOs aren't what I should be playing, but the desires of players to engage in gameplay and not have their time thrown away by game developers are overwhelmingly changing how these games work to the way I prefer. So you of all people should be in favor of the gameplay-in-travel idea I'm suggesting here -- because the inevitable alternative is instant travel everwhere! Games which completely waste players' time with non-gameplay simply don't fly, and they'll always lose out in the end to games which are dense experiences involving deep, interesting decisions. You'll still need optional downtime or "zen" activities, but none of those should be required activities unless you're building something super casual like FarmVille where the only point is to be a relaxation activity. |
|
|
8/04/12 4:18:59 PM#478
If people say they enjoy travelling then they enjoy it, you are being rude and ignorant and arrogant saying otherwise. I hate pvp arena but I'm self aware enough to know it is because it is because it does not suit my desires. Travel is fun for som, it's also a tiny part of any game. Stop trying to dictate to others what they should enjoy.
rpg/mmorg history: Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW (9500 hrs on main mage)> oblivion > LOTR (480 Hunter) > Rift (230 hours mage) > Guild Wars (1900hrs elementalist) Vanguard. > GW2(350 elementalist) Now playing GW2/Diablo 3/Rift Waiting Archeage. |
|
|
8/04/12 4:22:02 PM#479
Hip hop is dead.. Classic action movies are dead.. Sidescrolling beat em ups are dead.. Michael Jackson, the king of pop, is dead.. MMORPG's, however, are not dead.. They have simply evolved.. Just like everything else in life that follows evolution cycles, you either adapt or perish.. |
|
|
8/04/12 4:23:49 PM#480
The sad part is not that the original post is correct. The sad part is that companies tried to make MMOs like this from 2000-2004 and they all failed, taking most of the actually good game concepts and licenses with them. (Motor City Online, Auto Assault.) |
|