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8/20/12 9:32:40 AM#141
I think you got a point but the core cause of bad game design is that most people are very bad at putting two and two together. In a MMO, every design choice affects everything else. And things that sound great during the design phase are just not fun to play. Game designers don't play their own games. Or rather, they do not PAY to play their own games outside business hours. The average real gamer has a day job and has to pay to play the game in the few spare hours between work and sleep. These gamers are not in the mood for design that seemed a good idea, they want good ideas. Take the sprint example. How many games can you recall that had speed buffs interrupted by battle and requiring manual re-activation? And now the games that "fixed" this by enabling auto-sprint as it turned out that pressing the sprint button after every fight is just not as much fun as the designers thought. You would think designers would realize this and launch a new game with auto-sprint. But no. It is not because designers are complete and utter morons who refuse to learn from other games. They really do believe their "features" enrich the game. And there your escalation of commitment comes into play. The designers had these ideas and they defended them and surrendering them for the sake of the players... that is hard. Another example is money sinks, game designers are convinced MMO's need them. So you had your vehicles degrade in SWG and massive long lasting debuffs in Lotro requiring bought potions. All to get in game currency out of the game to avoid the market exploding. Neither worked. SWG repair was so botchy that people like me just made a ton of cheap throw away vehicles and used those instead. Cheaper and more reliable. In Lotro most just sell the few potions they find because using them is near useless except for a raid bosses as the very second you remove a debuff, you get another one. There are in the real world two kinds of designers. Artists and industrial designers. The first group are the ones currently making games and they are not very good at it. Especially MMO's. Industrial designers care less about looks or esthetics and care about usability. Simple things like when you poor tea from a kettle, that steam doesn't go over your hand and burn you. You might take that for granted but someone had to think of preventing it and then engineer the product to perform correctly. Many a MMO feature sounds pretty neat, but is horribly broken and ends up hurting the game. Take TSW. Build any deck you want. It works to a degree, even if your deck is less optimized. You can always group up. And then the game forces you to go through hard solo content which makes it blood clear that not all deck choices are equal. The problem is that TSW is not a stealth game or a good fight (FPS) game. It is a decent MMO but someone thought that sneak missions were nice and so you run at top speed within meters of oblivious guards. PROBABLY the designer that came up with it imagined a very pretty picture and then it got build and it kinda wasn't. But he was comitted. SWTOR failed because the designers thought voice would save everything and it turned out it was just window dressing. It is sad that a lower budget game like TSW can do far far better story telling. But why did SWTOR story telling fail? Could it be the light/dark absolutes and the getting approval of companions most of whom don't suit my playstyle? Three choices: 1. Player can choose story line 2. Players only get rewarded for pure light or pure dark. Grey does not give any boosts. 3. Companions are forced on the player who can't be turned to the light/dark and so you either get constant negative points or base you story line choices on what gives the most companion points. The funny thing, Bioware DIDN'T use to force companions on you that went against your allignment. In Baldurs Gate you get to choose two bad NPC's or two good ones. But since Kotor, you practically are forced to take complete and utter assholes with you. Assholes you can't just tell to shut the fuck and deal with you being good. Early one, you could sway them a bit but in SWTOR even that was gone. Someone thought this combo was a good idea. It wasn't. But changing it... impossible. Same with the absolutly insane crafting. In theory the game would like you to change companions depending on your needs. But the only way to craft is to send them away for up to 3 hours. So how can I switch companions? And what you can craft with success is based on fixed stats of your companions almost forcing all of class X to be a Y crafter. Someone thought that was a good idea. They were wrong. But your right, once people are comitted, it is hard to take a step back and look at what all your choices mean when you put it together. SWTOR wasn't a bad MMO, it was just fucking boring, bland looking and anti-social. The devs believed the fanboys on the forum that all their ideas were pure gold and the more they believed, the more they were comitted. |
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8/20/12 9:45:42 AM#142
Great post this was spot on and the beta testers tried to tell them but as is the case with a lot of professional game developers they believed they could not possibly have made a mistake and the testers must all be high school drop outs living in their parents basements well all I can say is if you need the phone number for the unemployment office I can look it up and post it for you
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8/20/12 10:38:37 AM#143
Originally posted by sfc1971 I'm curious as to how that is not a bad MMO. You want to throw away your money developing something stupid, go ahead. |
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8/20/12 10:41:54 AM#144
Originally posted by ignore_me
I take it that you've never played EVE online? |
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8/20/12 11:18:19 AM#145
Originally posted by Crazy_Stick ok that's kind of hard to argue against :) You want to throw away your money developing something stupid, go ahead. |
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8/21/12 1:37:48 PM#146
Your wrong I went to the FATMAN but once they merged the Servers I went back to my main server and transfered all my toons there to the P5 server. I think many people did what I did that is why the FATMAN server has declined because people went back to thier 1st server. Ajax |
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8/21/12 1:40:15 PM#147
Well done, OP. Now publish a book for game devs on how to avoid EoC and integrate those measures into strategic processes. Send me 5% of what you make :D
Noone isn't a word; It's "no one". On a side note, you can guess where the word "none" came from. |
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8/22/12 3:51:38 AM#148
Originally posted by ignore_me Well, there has been far worse, games that didn't run at ALL (not just badly, just pain didn't work at all) on ATI hardware. Launches that went so bad people couldn't play for days. Games so lacking in content it didn't even survive the first month (Final Fantasy). Compared to the worsed, SWTOR isn't that bad. It was just soulless. Turns out I am much willing to forgive crippling bugs then blandness. to me bad means doesn't work. SWTOR worked, it just was no fun. But yeah, that is bad too. |
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8/22/12 5:27:27 AM#149
Where are the other parts?
You only talk and give credit to voice overs as a feature, no word about anything else. You even admit it yourself:
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8/22/12 7:30:07 AM#150
Originally posted by sfc1971 Bit harsh on "other games" but what struck me though is that as an mmo the launch was OK; I expected better tbh but it was OK. If SWTOR had been a single player game however the number of bugs would have been considered "typical of EA" - not very good in other words. |
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8/22/12 7:36:09 AM#151
I thought the game play was exactly like the videos I saw. Most of the videos cut out the VO content to eliminate spoilers so what was left was the game play and it looked exactly like what I got. Join the League For Gamers. |
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8/22/12 12:38:15 PM#152
Originally posted by lizardbones I guess you were more diligent then most people who bought the game having only seen the CGI trailers. To be fair all companies do this, to a certain extent, but SWTOR was the first company who's marketing campaign I saw in mainstream media for a new game launch. I dont recall seeing actual game play for more then a few quick seconds sliced into promo developer interviews. That's of course just my personal experience. |
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Originally posted by Gdemami LOL I'm really not going to bother anymore. Almost every single person in this thread disagrees with you, that should tell you something. Either we are all morons, or maybe you are wrong. Are you team Azeroth, team Tyria, or team Jacob? |
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8/24/12 3:00:36 PM#154
Originally posted by Creslin321 Problem gets really exacerbated when your dealing with executive management, especialy at public companies. Those folks are put in the positions they are because they are supposed to know how to lead the companies to success. The dirty truth is most of them are actualy pretty clueless about many of the things which are central to what the company does. They are often even pretty clueless basic leadership skills. They may have some expertiese in a specific area like finance, marketing or sales.... but thier primary skills tend to be self-promotion.... i.e. selling thier own self image to others like stockholders, investors and board members. In terms of design, most of them wouldn't know a quality design from a piss poor one if it dropped on thier head.....even if the company only makes one product. That would be ok in itself...the person at the executive level doesn't really need to know the details of designing something. For the ones who have REAL leadership skills, they can easly work around that. They know thier limitations, they put together a team of people who they trust and trust each other and they delegate to decision making to people who have the experiese to make it. They get the team working together toward a common goal. That's real leadership. The problem is that real leadership is actualy pretty rare at the executive level. The ones who have it, are definately worth alot. What's far more common at the executive level...again especialy at public companies...is expertiese at SELF-PROMOTION. Contrary to the leader...the self-promotion expert CAN'T acknowledge thier own limitations. It runs CONTRARY to thier nature.... contrary to how they got in the postion in the first place. By nature, they are adverse to ackowledging areas of deficiency in thier own knowldge, lapses of judgement or mistakes. This extends also to not allowing thier TEAMS to back-track, admit mistakes or rethink direction.... because they believe that reflects poorly on THEM as leaders, as they were the ones who picked and managed the team afterall. This can lead to a pretty fatal situation....as such executives often try to intefere in much lower level decisions (micro-manage) which they aren't equiped to make.... because they need to try to establish the PERCEPTION that they are experts in all areas of the organizations functions.....and when things do start to go wrong, they are unwilling to admit it...even internaly among thier own TEAMS.....and especialy they are unwilling to allow anything that might foster the PUBLIC perception that the TEAM is back-tracking on a decision or changing course because there is something wrong. That often leads to just the situation that Creslin described..... throwing more and more resources at something which clearly isn't working well in the hopes that brute force and expenditure of resources will get it to work, rather then admit the problem. Of course, that only reinforces the motivation to avoid acknowledging the problem or changing course...because now there is even more invested in the existing course. I honestly think ALOT of failed projects/designs/products can be attributed to that factor. |
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9/05/12 11:50:36 AM#155
What Bioware is doing now shows the inherent contradiction in SWTOR. So much focus is put on the class storyline but most of the game is grinding the same quests alt after alt (because why wouldn't you play out all 8 storylines?), ridiculous PvP areas, solitary space missions and flashpoints. So is it a storyline based MMO or a glorified solofest? If it is about storylines, then why not have race-based quests too? Have your Twi'lek discover the truth about the forced migration. Have your purebred Sith get involved with throwing off their human oppressors. Instead, BW is about adding more of what we don't want in the game. |
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