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10/02/12 1:27:14 PM#201
Originally posted by SnarlingWolf Smart phone gaming taps a different market. Do yourself a favor and don't try to tie those two together.[mod edit] The market I am talking about is the so called "casual gamers" - and no, it is not the same "casuals" MMORPG.com forum dwellers talk about - they are the sort who do not play games as a serious hobby but to pass time. For example, my mom and dad are casual gamers. Their gaming is restricted to Solitaire, Angry birds and Farmville. They probably don't even know what an MMORPG is. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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10/02/12 1:29:17 PM#202
Originally posted by Quirhid You arguing this is the most foolish thing in the entire thread.
You honestly think that the people out there who approach all games casually are a wholly seperate group from playing iPhone games? How can a personly possibly be that dense in life? Yes report this post for being true.
Anyone who thinks markets are that segregated have NO IDEA how the markets work. |
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10/02/12 1:35:43 PM#203
Originally posted by Tjed
Agreed. If I was in charge of a company with a "current themepark" game in mid development I would seriously consider a change in design. Not to say we will suddenly see more "open" games but this last year alone has shown, at least to me, that fully scripted content is not enough for new games. The cost of development vs. player consumption is insane.
Does this mean we'll suddenly see sandbox type games coming out? Games that are more open and allow you to feel like part of the world? I think at first we'll see parts here and there as the development cycles bring us new titles. Hopefully some development teams, aside from known games, have seen this comin and have already been at work. Dear developers, In my humble and inexperienced opinion if I can get through all the content you spent the last 5+ years working on within 6 months you have not done your work justice. Please give me, and everyone else, some tools to create our own content from what you have made so I can stay in your world and appreciate it longer than three weeks before I say "meh". It's a shame and I'd rather not do that to something you put so much of yourself in to. |
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10/02/12 1:39:25 PM#204
Originally posted by VengeSunsoar I tend to agree, I think it is wrong to blame feature for game that fail to provide anything for players to do. Take SWTOR, I doubt anyone who has played it would play its faulure on group finders or instances, the game was sold on the premise of an epic story, but depending on how many classes you're willing to play you only get about a months worth of content out of the game at best. |
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10/02/12 1:51:41 PM#205
Originally posted by lunarwitch00 It isn't about easy or hard. The "addiction" or desire to keep playing comes from the proper rate of reward. The hope or anticipation of reward must be maintained. This is what really matters. The "magnitude", number, and method of rewards are determined by the "difficulty" of the game. Forever looking for employment. Life is rather dull without it. |
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10/02/12 1:54:14 PM#206
Originally posted by Leoghan They also destroy the world the developers built to begin with.
Dungeon finders, Instances, "Cross Realming", all destroys the social aspect as well as the whole point of having a "world" to explore.
The problem are that the super casuals looking @ the product as only a couple months worth of entertainment & treating them like single-player games.
I'm glad most developers are starting to shun these practices in favor of open-world gameplay :). |
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10/02/12 1:59:46 PM#207
Originally posted by SneakyRussian This is the same arguement as guns are to blame for gun violence. These arguments are specious and overly simplistic. The reality is that these things are tools, if they are used in such away that destroys community that is part of the design and not the tool itself. Instances can be a brilliant idea for example. It is the perfect way to provide things like story or player generated content (something that can be a huge social boost), but how one implements an instance, how often they are used, where they are placed, how low or high instance population is set to are all factors that determine if instancing fractures a world or enhances it. |
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10/02/12 2:02:14 PM#208
Originally posted by delete5230 Okay you're talking about MMO and not MMORPG so Halo with a lot more players will fit into that or a racing game with a lot of players. Just a game without role playing or maybe you do mean MMORPG, im not sure. What do you mean by old school mmo? Ultima Online? What do you mean by hard? Asian MMOs consider harder to be more grinding. Or do you mean more dying? Isn't that like saying, 'I want a game! The best game!'
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10/02/12 2:11:20 PM#209
Originally posted by SnarlingWolf Are you suggesting the customer segment which enjoys iPhone games is the same which rarely plays MMORPGs past their first 3 months? Seriously? Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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10/02/12 2:27:37 PM#210
The ideal game to come out would have a HUGE world to explore as well as good reason to do so. Crafting can be the only thing you do in the game if you'd like. Character skill progression would be very involved and difficult. Im thinking something similar to Anarchy Online. Was the best character skill/stat system ever. PVP would exhist on all servers and (like Origins is planning) if you join a nation, you'd instantly be flagged for pvp. If you do not join one, you will not be flagged. The world would allow the player to dictate its goings on and atmosphere through building (crafting), nation wars, conquering and building. Repopulation has a great idea with the quest system as well so that it's not linear and driven to drive you to the end. Random quest generator....or whatever they call it....same thing. To give those that are on the fence between Thempark and sandbox, give them gear that can only be equipped if according to stats....much like AO. have open dungeons and raids as well as instanced dungeons and raids (if possible....probably would take too much manpower) Make it ooze sandbox and sprinkle it with a touch of themepark and you've got a great idea. Hopefully the Repop feels like this... Playing DF for now and it satisfies my cravings enough. |
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10/02/12 2:31:15 PM#211
Originally posted by Quirhid Are you seriously suggesting that those who play MMOs don't play any phone/tablet games and vice/versa. Wake up. |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
10/02/12 2:41:21 PM#212
Originally posted by SnarlingWolf Lately I'm starting to think the number of us who want a long term experience could be counted on 2 hands with a couple of fingers left over.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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10/02/12 2:46:26 PM#213
Originally posted by Leoghan In a real MMORPG players create his own stories in a seamless world with unlimited potential, unlike instances, that limit and pigeonhole ur experience. the instanced player generate are nothing but a excuse of lazy devs and armchairs man to dumb down the game and please the lowest denominator. |
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10/02/12 3:05:26 PM#214
Originally posted by Kyleran Yeh. I would much rather play a game for a little while, then move on. And may be come back to visit later. With today's technology, you can play with the SAME group of friends (i.e. community) over multiple games. There is no need to confine oneself to ONE game.
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10/02/12 3:07:09 PM#215
Originally posted by TsaboHavoc This would suggest then that there is only one way to create an MMORPG, the problem with that mentality is that then games like WoW win as the one way because they've been most successful. Rather than thumping doctrine like a religious zealot, why don't we broaden the parameters. In fact the original NWN had one of the most dedicated communities and was built on user generated content, but hey clearly I must be a moron because I don't follow a doctrine that condems everything new. |
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10/02/12 3:08:18 PM#216
Originally posted by SneakyRussian And 1) social aspect is not why i play games. 2) cross realming actually HELP .. so i am not confine to the server when i play with others. That makes my social group BIGGER, not smaller. 3) Same for real id friend list. In fact, the best is to have cross GAME community like battle.net id. I can call up my friend even if i am in WOW, and he is playing SC2. Technologies help not to limit your community to a single game, not to mention a single server. It is a good thing. |
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10/02/12 3:12:51 PM#217
Originally posted by Leoghan
Your confusing the original NWN with the Bioware remake. The original NWN was a pay per hour (then later less) MMORPG that ran from 1991 to 1997 on AOL. Considered by many to be the first graphical MMORPG (considering it was just sprite graphics though) |
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10/02/12 3:18:37 PM#218
Originally posted by OberanMiM You are correct I did confuse the two, or rather forgot about the AOL one. Biowares version depending on the on players to create the world in there persistant worlds. |
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10/02/12 3:18:44 PM#219
I will love the shit out of the first AAA sandbox MMO to get PvP and PvE right. So far, I haven't seen a single sandbox do either of them right. Which is fine, haven't seen a themepark come close either. MMO History: |
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10/02/12 3:43:46 PM#220
Originally posted by nariusseldon It has nothing to do with the people, it has to do with the game and the world within. Certain games occasionally nail it and you just want to be a part of that game for a long long time. Unfortunately, not many MMOs nail it.
If you do look at something like XFire, you tend to see that certain games, many of which are years and years old, are continually in the top group despite how many new games are constantly released. A new game will spike up on the list and then vanish off down into the bottom of the charts a month later but those certain games will keep on going.
Those are games that from a gamer standpoint are made right. From a business standpoint they aren't necessarily made right because outside of something like WoW, they can't keep profitting off ot it for all that time. Usually it is stand alone games where they got $50 up front and the player just got 5-10 years of enjoyment out of it. That is why certain companies learned to keep releasing a new version of their franchise over and over, like Halo and CoD, to try and keep profitting off those people who enjoy the title so much. Steam is another source but the problem there is you have to play Valve games on steam and don't have to play many of the others there so the chart is very skewed in favor of Valve, however you'll still often see quality older games beat out lots of newer ones.
XFire: 1: LoL - 2009 2. CoD 4 - 2007 3. WoW - 2004 4. CoD 2 - 2005 5. GW2 - 2012 6. Borderlands 2 - 2012 7. Diablo 3 - 2012 8. BF 3 - 2012 9. WoT - 2010 10. Minecraft - depends on how you look at it because it was release in alpha mode allowing people to play so 2009/2010 ish 11. GTA: San Andreas - 2005 12. Dota 2 - 2012 13. Fifa 3 - 2012 14. CoD MW3 - 2011 15. SC2 - 2010 16. SW: tOR - 2012 17. MoH-AA - 2002 18. Aion - 2009 19. TF2 - 2007 20. CS:Go - 2012
So in the top 20 games on XFire, the oldest is from 2002. Only 8 are from this year and this year is almost over.
Give me a game I feel like playing for 5 to 8 years because it is so good anyday over one I'm bored of in a week. I like to get value for my money.
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