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How can a new themepark mmo avoid the players rushing through your developer's provided AI content in a very little time and, when reaching the "endgame" and there is nothing else to do, they going back to WoW? One alternative that i tought would be make the ultimate goals (itens, gear, etc) be artificialy very hard and toilsome to get, but i think that wouldn't work since the players still have WoW as a better alternative and are used to easy earnings.
"What we are aiming in ArcheAge is to let the players feel the true fun of MMORPG by forming a community like real life by interacting with other players, whether it be conflict or cooperation." (Jake Song) |
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1/27/13 3:54:51 PM#2
Are you serious? Tell me you're not serious!
Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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Originally posted by Quirhid http://www.mmorpg.com/discussion2.cfm/thread/373227/page/1 "What we are aiming in ArcheAge is to let the players feel the true fun of MMORPG by forming a community like real life by interacting with other players, whether it be conflict or cooperation." (Jake Song) |
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1/27/13 5:50:26 PM#4
Make it so that you don't progress faster or further at high levels than at low levels. The reason players rush to the endgame so fast is that games constantly bash them over the head with "you're a failure because you're leveling too slowly" if they don't. Games that push players to skip most of the content have nothing to blame but themselves if players do, indeed, skip most of the content.
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1/27/13 5:56:37 PM#5
If a game is fun then it'll have players - whether it's an FPS, RTS, TBS, or MMO.
My Projects: Pith Framework (0.5), CactusGUI (0.3) | Planning: Ant Battles |
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1/27/13 5:58:28 PM#6
Originally posted by maccarthur2004 Why avoid it? Just play your business around the fact that players are going to rush through content. Hooked them on lower intensity progression till the next expansion.
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1/27/13 6:01:40 PM#7
Originally posted by nariusseldon Easier said than done. Most themepark MMOs seem to have a retention problem. |
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1/27/13 6:06:51 PM#8
Eliminate level progression entirely.
Instant level-cap characters directly into endgame with gear progression via PVE and PVP.
The only way to avoid a game becoming top-heavy is to design the game to be top-heavy from the start.
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1/27/13 6:08:45 PM#9
Every game have a retention problem. You act like all those sandbox games dont' have retention problem. I think you just need to make a better game than the rest of your competitor. Which is easier said than done. |
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1/27/13 6:10:43 PM#10
Originally posted by SpectralHunter That is the point. Don't see it as a problem. Just accept a short duration of play from players, and plan accordingly. |
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1/27/13 6:13:27 PM#11
Originally posted by laokoko Agreed. Even as I typed my reply I thought the same thing. But I do think sandboxes have more potential to encourage loyalty to the game. I think players become more attached to their characters in sandboxes and as a result have a harder time moving on. |
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
1/27/13 6:19:14 PM#12
Originally posted by maccarthur2004 Thats easy. You implement systems that give players side content to get lost in. Look at Skyrim. It has a quest line (very short) and the rest of the game is fleshed out in (really good) side quests. Understanding thats a console mechanic, for an MMO allow players to have housing. To me this plants the user in the virtual world. Its persistent. Next allow them to hunt, fish, craft, build - like flying machines and boats. Next you dont add (linear) quests but what I would consider 'adventure' quests. Have me go out in the world and locate/hunt something for an achievement/reward/loot/etc. They can small mundane things or all the way up to raid-level like encounters. The key is the player determines when and how they run it. Who says you cant explore a cave and find a raid monster in there? Yeah, so what you get killed. But now you have discovered something new to conquer and must convince others to go with you to take him down. I'm just talking thoughts right now but you get the idea. |
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1/27/13 6:20:32 PM#13
the solution is probably to mix a sandbox and a theampark game. Give players a theampark to play but have sandbox activities at all levels for them to get side tracked in. No dev will ever be able to keep up with players ability to consume content but most theampark players don't want a sandbox only game ( and vice versa ) A mix of both that you could do both in would seem to give the best of both worlds. The problem of course would be doing it right. If the theampark is just tacked on or the sandbox is just wow style crafting ( I.E usless ) then they just have another halfassed game. |
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1/27/13 6:28:19 PM#14
Originally posted by maccarthur2004 -_- That whole thing was a joke. Take the only, the only succesful surviving sandbox MMO and establish a trend from that? Really? I mean, If I pick Darkfall, Xsyon, Mortal Online, Fallen Earth and a few others to just establish a trend there along the lines of "sandboxes jsut don't work" and then show the "ideal themepark", say WoW as contrast, would you be happy with that? Would it make you think "gee, sandboxes sure suck" unless you were already leaning towards that direction? A joke. You can't be serious. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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1/27/13 6:40:27 PM#15
Do themepark mmos need retention?If they can generate profits over a limited shelf life and then roll out the next product, then surely that is what they should do.
Personally I see themeparks becoming more like the single player games in terms of equity generation, short life span with sequels and add on packs.
Instant action, quality, polish and churn. Retention is the remit of a "world/sandbox" game, why should themepark games worry about it? |
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1/27/13 6:54:46 PM#16
I have nothing against themepark games, it's their world design that sucks because it is linear.
If you mixed the content up throughout the world instead of having a linear path through it then they would be fine. Sadly right now they're all so top heavy and the world is dead... |
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
1/27/13 8:00:34 PM#17
Originally posted by bunnyhopper Interesting suggestion. Do you see this infringing on console games? btw, I left consoles to play MMOs because I got bored... and agree with your point that MMOs are becoming like single player games. |
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1/27/13 8:07:58 PM#18
Originally posted by darkhalf357x "Infringing"? There is no "copyright" here. And not just conosle games. iOS games. PC single player games .. all have little retention issues. And why do you think MMOs are better than console games? It is just a matter of taste. There are plenty of good console games like Dishonor that probably are more fun (at least to me) than most MMOs.
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1/27/13 8:28:53 PM#19
Originally posted by maccarthur2004 The answer is to not create games using a skinner-box model. The sad truth, is that most gamers are so used to skinner-box models, that they refuse to accept anything else as fun anymore. Any game with clear, progression-based content, is going to get devoured at increasingly efficient rates. Furthermore, thanks to the internet, the number of people who can go through content at these lightning fast speeds goes up with each game. |
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1/27/13 8:32:22 PM#20
Originally posted by aesperus Why is it "sad" if that is what is fun to them? We are talking about entertainment here. So the whole industry is showing that a skinner box is fun ... great ... it is what works. And why look at devouring content as a problem? Someone is enjoying your content, and you are making money from it .... a win-win. |
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