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11/20/12 1:27:53 PM#21
Originally posted by nariusseldon 1. As Nariuss said. 2. You can have sellable monster only loot and crafted stuff right alongside each other for sale on the market tab. 3. Will lead to a lot of players not getting into the game/leaving, making it a niche game. 4. No one wants to spend hours/day/weeks on building something just so some asshole with an army can destroy it overnight. 5. meh 6. as Nariuss said. |
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11/20/12 1:30:03 PM#22
Originally posted by Edeus My game would be more of a world sim. Many, many people are not really into world sims, and would rather play in a themepark style game. No biggie. Personally I'm sick of themeparks. nethervoid - Est. '97 |
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11/20/12 1:39:06 PM#23
There is no ultimate MMO. What we need is more variety. Different games for different types of players. In general, you have two mandates that all developers should adhear to: 1. Don't fix something that isn't broken - improve it. 2. Find new solutions to old problems - not new dressings. Which may sound contradictory, but they really are not. If something works, use it - but try and do it better than the other guys. Faster sleeker sexier bigger etc. etc. If it doesn't work, do something better - which means finding a new solution NOT just re-dressing the same old song and dance. We're all tired of the same lame stuff wrapped in a new package - we see throught that. People like something to be familiar and expected, yet suprise them with how much better and more interesting it is than their old thing. If you're going to do something completely different, you better have a good reason, it better be good, and we better have not ever seen it before. This is what has made Apple incredibly successful and profitable. They didn't fix stuff that wasn't broken, they improved it. They also found new solutions to old problems - instead of just redressing something old. Now, however, they are stuck - nothing they are doing now is new, it's just re-dressed and re-sized, and they are trying to fix thigns that aren't broken - and they are suffering for it. MMO genre is in the same place. Everything is a rehash of something else, people are trying to fix things that aren't broken and making them worse, and no one is giving us new solutions to old problems.
MMO History: |
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11/20/12 7:07:46 PM#24
ultimate mmorpg = lawnmower man, dot hack, sword art online (minus the dying). WTB some next gen VR. Experience is the best teacher.. if you can afford the tuition. |
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11/20/12 7:20:27 PM#25
Originally posted by nethervoid 1. Eve Online 2. Eve Online, with the exception of the basic blueprint originals and skillbooks 3. Eve Online 4. Eve Online 5. That is a bit more unique, haven't seen it done well in an MMO. If you can hire human players to do that (a-la-Eve Online), do you really need NPCs though? 6. Eve Online Noticing a trend? :). But Eve has only 400k subs, which is small compared to the mainstream themeparks, so it shows that this kind of gameplay is rather niche. |
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11/20/12 7:26:56 PM#26
Originally posted by CreepProphet Might be a bit of a repeat to my last post, but still want to show: 1) Eve Online. Not necessarily by doing the action again and again, but you directly choose what you train over time so it amounts to the same thing. 2) Eve Online 3) Eve Online 4) Eve Online 5) Eve Online 6) Eve Online I'm not even trying to make this seem like a "Go Eve!!" rant. It's simple raw fact: Eve Online has these aspects, and it's one of the only MMOs that does. I think one reason why game developers haven't created more games like Eve is because they're taken aback by the "meager" sub levels of Eve compared to games like WoW. They aren't willing to take the risk to develop something so completely outside of what they know and believe to work. It's a pity, really. |
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11/21/12 10:17:05 AM#27
I recently wrote an article about pretty much this... well.. about what has happened to games, or me... cause it could very well be me getting older, that is the real issue at hand. But mmorpgs in general just gets worse and worse imo... :( http://www.townportal.dk/what-happened-to-games-what-happened-to-me/ It is pretty long, so i will only list a few of my thoughts here:
A few things i think should be “undone“…
I miss playing a good mmorpg... :( |
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Caliburn101
Elite Member
Joined: 3/30/11
"Imagination is more important than knowledge." Albert Einstein |
Originally posted by Icewhite The issue I believe is one of scope. Worlds are too small and the cut and paste design elements too overused and over-specialised. The limitations game designers, limited budgets and infra-paradigm thinking have brought to the 'grand MMO experiment' to date have meant that precisely what you describe has and does continue to happen.... Company after company do same thing over and over expecting different results - having been raised on 'it's done this way' even the most forward looking of them can only take baby steps from what does work to what might, and they can't of course throw away the stuff that really does work.... but the problem is.... .... you can't fly to the Moon in a plane no matter HOW good the design.... .... you need to invent the rocket! MMO's both good, bad, and indifferent have been around for long enough that for anyone taking an intelligent and hollistic approach to their design to put in all the elements which we know currently work in catering for this crowd or that. Do that, and then add enough original material to tie it all together into a synergistic whole and the sum will be greater than the sum of the parts. I am a natural cynic - and so always appreciate your take on things Ice, but.... ....sorry - gotta reject your well reasoned argument with the one thing which could work - a game with a wider scop; a vision beyond the box all current MMOs are crammed into and a company with balls enough to do it. |
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Caliburn101
Elite Member
Joined: 3/30/11
"Imagination is more important than knowledge." Albert Einstein |
Originally posted by BadSpock I disagree with your first point Spock old chap - I firmly beleive you can take everything which works in themepark and sandbox and put them in the same game. It hasn't been seriously tried yet - ironic as that is. It has been mishandled and mis-sold. It has been badly designed and implemented. All this is true. BUT - none of that means it is right to conclude that the best elements of both game 'styles' are mutually exclusive. That confuses the limitations of designers to date with the limitations of the definitions of each playstyle. NOT the same thing I assure you. |
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11/21/12 2:47:37 PM#30
I''ve got some stuff that needs doing soon, so I'll just respond to the title: "Ultimate MMO doesn't exist, too many different expectations of the same thing, different MMO space to deal with compared to the first generation, Companies should stop trying to cover massive groups of people straight from the beginning, Companies should focus on one relatively decent sized group and let people come to them, etc, etc. |
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Helleri
Hard Core Member
Joined: 5/26/08
“If I had asked people what they wanted, they would have said faster horses.” |
11/21/12 2:49:04 PM#31
Originally posted by Lobotomist Late response to this sorry...
I don't think the industry has a good idea. Because, big surprises like that. Where in an MMO company is whole heartedly confident something will go one way for them and it ends up going the complete opposite direction or in some way they had not even anticipated...well, this keeps happening. I have seen that it is only in the last year or two that developers have given up trying to predict how players will react to new things. And have instead (to greater success, I think) began to direct and guide their opinions on the matter. |
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11/21/12 3:01:00 PM#32
Enter a whole new realm of challenge and adventure. |
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Jenovieve
Novice Member
Joined: 5/03/08
"Why does it take a minute to say hello but forever to say goodbye?" |
11/21/12 9:53:24 PM#33
I was actually thinking about this a lot today. I have been looking for the perfect mmo for years. Well, not in every sense of the word but pretty close. I feel the companies that make mmos have not really been paying attention (or are but do not care) to what most people want in an mmo. I know of several features in one game that would be very efficient in drawing in more players, but then there are several more feaatures not in the first game but in another. The second game's features are efficient as well, but I have always wondered why the features in both were not put together in one mmo. What I am basically getting at is that companies need to create a game with a lot of what the usual mmo gamer, or even just gamer, would love to have in one game. I am aware the risk is high, like the OP was saying. Both finantially and sucessfully risky. There is also the possibility that maybe one of the features may not be good for the average game, whether the gamers want it or not. It just may not work out. I have a few suggestions on what could be included in such a game but I am aware that it is possible that they can be hurtful to the game as well. There are many sides to all of these features. 1. Open World - It is usually a good call but you may have people that prefer dungeon-based games. 2. Good Graphics - People with good computers thrive but others wont see a difference since it's on low settings. It is possible that it changes regardless though. (3-D is covered here as well) 3. Dungeon Finder - Many people say it takes away from the community feel of games with this feature since you are not actively going out and recruiting people. It can make things easier for people though. (Raids can be added as well) 4. Auction House - A good feature, there is probably some points that can refrute this but I don't have the brainpower right now to think of them. I'll leave that to someone else. :P 5. PvP-Based Features (Battlegrounds, Arenas, World PvP, etc..) - So battlegrounds and arenas, two of the ones listed, can be good for a game with servers primarily for PvE players so there is a way to...work out the frustration of not having any way to PvP (this is for people who like PvP but hate World PvP). World PvP is something else. It is probably best to have a seperate server for this type of feature, which a lot of games already have. It's worth mentioning though. 6. Choice of Controls - Some people like controls like WoW, some like it like Vindictus/C9. If you are able to choose between the two then more power to you and quite possibly your rate of success in that mmo. It all depends on your preference. Most people coming from console games may appreciate the latter way of controls. Not saying everyone will though. tl;dr - Just read the bolded print. kthx |
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11/22/12 5:22:22 AM#34
Originally posted by Lobotomist Damn you Lobo.. did you hack into my computer and steal my game ideas? Ha Ha Ha.. We both share the same ideas and desires.. I want a living breathing world where I and others can have an effect on the simulated world we live on.. To the point that no 2 servers are the same.. I want a game that promotes community organization and social interaction, then these single player premade storyline games.. Imagine a game where you go on vacation and come back a week later only to find out the world changed while you were gone.. Such as: You go to a nearby village and discover that you are KOS to the NPC, instead of being friendly.. You ask the zone what happen, and in response you find out a guild tried to raid a regional location and failed.. Because of that the raid faction took over the local village to make an example.. So now, people need to find a way to get that village back to being friendly again.. No guarantees tho that the NPC you were dealing with in the village will still be there.. Stuff happens!!.. lol Anyways.. I imagine a game that is more a spider web of options, then a linear themepark.. |
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11/22/12 5:28:12 AM#35
Originally posted by Lobotomist wakfu is pretty much a player driven world. u make eerything from money to the mobs you fight, and have a government system. its turn based so its not for everyone. and very polished anime. |
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11/22/12 5:29:22 AM#36
Originally posted by Torgrim Very true, and sadly I don't see that being feasible at this time.. Instead I would be happy to see more of the orginal EQ1.. Over a dozen unique classes that have a variety of skills.. I would love to see more hybrids in gaming.. In my dream game I can see atleast 18+ different classes to play.. Time to get rid of the holy trinity as we come to know it.. IMO |
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11/22/12 6:46:07 AM#37
Originally posted by Icewhite I agree. No one is a fan of compromise. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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11/22/12 6:55:10 AM#38
Originally posted by Caliburn101 I'm sorry, but you are wrong. There are too many design decision which are in direct conflict with each other and cannot be included in the same game. Say you can feed and care for your mount in a tamagochi style - make it a minigame. Now if the minigame is not the main point of the game, that minigame can be an inconvenience to people who would like to use a mount but not take care of it. This is also why more features does not make the game necessarily better. Some players want everything simulated just because it would make it "more realistic" or "more alive", when others would be comfortable with a high level abstraction and concessions from realism to usability i.e. that same mount does not require feeding, sleep and could be summoned on demand. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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11/22/12 12:05:37 PM#39
Originally posted by nethervoid No disagreement here. I am not into world sims. In fact, i find people weird to sacrifice so much gameplay just to have a world. Oh, if you are sick of themeparks, try straight online ARPGs, MOBA, MMOFPS ...themepark MMORPGs are not the only sub-MMO genre out there. If you want a world sim, however, you are out of luck. |
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11/22/12 12:07:21 PM#40
Originally posted by Quirhid Or you will be wasting resource building stuff few players use. Let's take LFD on WOW as an example. It let you by-pass the world and do dungeons. But you still have the CHOICE to walk 20 min going to a dungeon. If 99% of the players choose to use LFD and by-pass the world, is there a reason for the world to exist?
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