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The Pub at MMORPG.COM  » Can an MMO have too much content?

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53 posts found
  krevra

Apprentice Member

Joined: 1/13/13
Posts: 19

1/14/13 10:55:02 AM#41
The question was simply can a game have too much content, nowhere did it say at the expense of quality. Your overthinking the question. If it is the case that its at expense of quality the question needs to be better structured.
  Mardukk

Spotlight Poster

Joined: 2/05/11
Posts: 1384

1/14/13 11:01:14 AM#42
No.  Completionist types may feel overwhelmed, but most others will be perfectly happy picking their own path.  One of the main reasons I find leveling in EQ1 fun is that there are so many leveling paths with some much different loot available.  I get tired in one zone I go level in countless other zones of that level range.
  mmoguy43

Spotlight Poster

Joined: 3/31/09
Posts: 2300

1/14/13 11:17:17 AM#43
Originally posted by dumbo11

An MMO has a population.

An MMO has a social component.

If your content causes the population to spread out such that the social component fails... then you have too much content.

Similarly, if your content requires grouping, then a similar situation can develop.

 

So, yes, depending on the design, you can have too much content.

This is altering the subject just like including the quality of content. Content that has no social component will fail to make for a social game. The size of it does not matter.

Similarly? You think grouping content causes the social component to fail? That doesn't make sense.

Let's build the ultimate MMO 1 feature at a time
http://www.mmorpg.com/discussion2.cfm/thread/398555/page/1

  dumbo11

Novice Member

Joined: 2/03/05
Posts: 131

1/14/13 11:41:22 AM#44
Originally posted by mmoguy43

This is altering the subject just like including the quality of content. Content that has no social component will fail to make for a social game. The size of it does not matter.

Similarly? You think grouping content causes the social component to fail? That doesn't make sense.

Imagine you have 1000 players.

You make 10 zones of content, and each zone (on average) has 100 people.

You make 100 zones of content, and each zone (on average) has 10 people.

For a new player, general chat on the first MMO will be lively, and likely dead on the second - depending on level size they may not see any players at all...

If players do not meet, they do not form relationships, and a definite MMO 'hook' is lost.

It's an extremely serious problem, SWTOR suffered from the same problem (but a different cause) and was crippled by it.

---

My comment regarding grouping is similar.

If you need 10 people to form a group, and you have 1000 players and 100 zones, then a large number of zones would be incapable of forming groups.  That would hurt your game.

 

Few MMOs suffer from 'too much content', but it is certainly possible to have too much content.

  mmoguy43

Spotlight Poster

Joined: 3/31/09
Posts: 2300

1/14/13 12:23:16 PM#45
Originally posted by dumbo11
Originally posted by mmoguy43

This is altering the subject just like including the quality of content. Content that has no social component will fail to make for a social game. The size of it does not matter.

Similarly? You think grouping content causes the social component to fail? That doesn't make sense.

Imagine you have 1000 players.

You make 10 zones of content, and each zone (on average) has 100 people.

You make 100 zones of content, and each zone (on average) has 10 people.

For a new player, general chat on the first MMO will be lively, and likely dead on the second - depending on level size they may not see any players at all...

If players do not meet, they do not form relationships, and a definite MMO 'hook' is lost.

It's an extremely serious problem, SWTOR suffered from the same problem (but a different cause) and was crippled by it.

---

My comment regarding grouping is similar.

If you need 10 people to form a group, and you have 1000 players and 100 zones, then a large number of zones would be incapable of forming groups.  That would hurt your game.

 

Few MMOs suffer from 'too much content', but it is certainly possible to have too much content.

That is assuming much and is limited to a certain setup. And we aren't talking about content anymore(zones =/= content). It is now about the game's space being too large or disconnected from the rest. The game space per player of EVE is spread even more thin than SWTOR and yet it is a more sociable environment. So because of the "due to design" addition of "can there be too much content?" variable is unreliable it can't be used.

Also, I don't share your opinion that more people bumping into one another more frequently will equal a social experience. It is about what can happen in that interaction.

Let's build the ultimate MMO 1 feature at a time
http://www.mmorpg.com/discussion2.cfm/thread/398555/page/1

  Lovely_Laly

Novice Member

Joined: 11/02/10
Posts: 736

game is also real

1/14/13 1:20:17 PM#46

never had this problem, if are a lot to do, I just take my time.
more like if game has poor content, I'm getting bored from repetitive stuff & leave.

try before buy, even if it's a game to avoid bad surprises.
Worst surprises for me: Aion, GW2

  MMOGamer71

Advanced Member

Joined: 11/12/07
Posts: 1516

1/14/13 1:24:57 PM#47
Originally posted by Quirhid
Yes. When the quality suffers.

I'll add when the content is "thrown in" for the sake of a developer saying "we have this feature".

  Quirhid

Advanced Member

Joined: 1/28/05
Posts: 5505

Correcting wrongs on the Internet...

1/14/13 3:22:15 PM#48
Originally posted by mmoguy43
 

That is assuming much and is limited to a certain setup. And we aren't talking about content anymore(zones =/= content). It is now about the game's space being too large or disconnected from the rest. The game space per player of EVE is spread even more thin than SWTOR and yet it is a more sociable environment. So because of the "due to design" addition of "can there be too much content?" variable is unreliable it can't be used.

Also, I don't share your opinion that more people bumping into one another more frequently will equal a social experience. It is about what can happen in that interaction.

Eve has very little content. It just copies everything over and over and over... You wouldn't accept that in a "terrestrial MMORPG".

I skate to where the puck is going to be, not where it has been -Wayne Gretzky

  mmoguy43

Spotlight Poster

Joined: 3/31/09
Posts: 2300

1/14/13 4:27:54 PM#49
Sure I would. The content in MMORPGs is already mostly copied anyway. Same creatures/humaniods but different names and skin. Same mission objectives but different item or location. If I could trade a lot of the same type of missions for less but with more gameplay systems, I would.

Let's build the ultimate MMO 1 feature at a time
http://www.mmorpg.com/discussion2.cfm/thread/398555/page/1

  daltanious

Elite Member

Joined: 4/19/08
Posts: 1742

1/15/13 1:12:15 AM#50
Originally posted by Quirhid
Yes. When the quality suffers.

In this case even deficit of quests is too much. :-)

 

Otherwise ... enver ever. Only thing I hate is being forced to move to next area with half quests still unfinished. Like in Wow since I guess Cata. Best solution so far I see in GW2 where level of player adapts to that of area. Incredible solution which makes all quests fun and still need work instead of one shot kills as in other games.

  g4m3sh4rk

Novice Member

Joined: 1/14/13
Posts: 40

Get some!

1/15/13 4:04:45 AM#51
Honestly, there can never be too much conent as long as it is delivered clearly. The biggest issue would come from not fully divulging all the proper information which makes the content confusing. Tooltips, tutorials, introduction of content through lore and questing. All great methods for delivering understandable content. Also, the more content you have the better you can cater to the masses. 
  Stimos8

Advanced Member

Joined: 8/14/09
Posts: 166

1/15/13 4:15:53 AM#52

No,

But it depends on the content - what the player prefers. For example i am not a big fan of reaching max level in like 2 weeks, i like it to take a week or so of solid playing at max, and then for there to be a gear grind. So if a game has as much endgame content, raids, pvp, proffessions etc... as possible then i am happy. Vice versa if someone likes leveling they might want months of leveling content. However where content may be an issue is balancing, for example if you have 50 classes, yeah the variety would be awesome, but there is pretty much no given way of balancing that many abilities (unique mainly). So it honestly depends on two things, 1. What content the player prefers and 2. The content being as balanced as possible. But generally more content means more to do so in simpler terms, more content is better then less.

  Dantae87

Novice Member

Joined: 12/11/12
Posts: 172

1/15/13 4:19:54 AM#53

YES GOD YES! 1000x YES!

WoW is a prime example....all the old content that was once godly legendary items are now utter crap...old raids that once took HRS, DAYz to finish can no be finished within 1hr with 1 or 2 players!

 

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