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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 |
1/27/13 8:40:35 PM#21
Originally posted by darkhalf357x More and more I'm starting to agree with this thought, MMORPG's are following more of the model of the single player title, including their revenue generation model. It seems that they can make money even without a large, long term sub base, so sub retention really isn't an expectation by the Devs anymore.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |
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1/27/13 8:44:57 PM#22
Originally posted by Kyleran Very possible but companies need to be wary that if they continue to produce MMOs as one shots, they will lose player loyalty and their next game may not be as appealing. Look at how far Bioware has dropped. And lots of folks are wary of Cryptic. Right now players still consider MMOs to be long lasting games that evolve and grow so I still think devs need to develop games that is designed to retain players, otherwise their next game will pose more challenges to be successful. |
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1/27/13 8:49:02 PM#23
Originally posted by XAPGames People want to feel as if they are progressing so all you're really doing is advocating hiding the overt progression number of, say, player level in trade for progressing in other ways. |
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1/27/13 8:54:35 PM#24
Originally posted by aesperus Hey aesperus, what makes your fun better than someone elses, hmm? Maybe you should apply that entry-level psychology on yourself too. Skinner box is maybe the crudest way to describe motivation in a game. Or anything really. 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 8:55:31 PM#25
Originally posted by maccarthur2004 Realistically the only way to do it is to either: 1) Make it a world, rather than gear treadmill, so that the gear treadmill is just one part of the world. Crafting, housing etc to do while waiting for new content. 2) Do what SoE do with EQ2 and make broken content in the raid / zone progression so that people have to wait until its fixed (strangely whenever new content is nearly ready to be released) to continue with progression. |
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1/27/13 9:01:00 PM#26
Originally posted by tixylix which one, except TOR ? played some non linear theme parks too Secrets of Dragon´s Spine Trailer.. ! :D Best MMOs ever played: Ultima, EvE, SW Galaxies, Age of Conan, The Secret World |
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1/27/13 9:08:32 PM#27
Originally posted by Quirhid That is the problem with the skinner box, it replaces fun with conditioned response. I did battle with ignorance today, and ignorance won. To exercise power costs effort and demands courage. That is why so many fail to assert rights to which they are perfectly entitled - because a right is a kind of power but they are too lazy or too cowardly to exercise it. The virtues which cloak these faults are called patience and forbearance. |
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1/27/13 9:18:33 PM#28
I'd really think we should just drop the term themepark MMO, especially nearly every next gen triple AAA MMO (except maybe TESO oddly enough) could probably be labeled a sandbox or hybrid of the two. That said a short answer to your question would be to have procedurally generated content; however making procedurally generated content as interesting as scripted/developer created content is what's setting developers back from achieving this currently.
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Originally posted by Quirhid In the last 10 years, none AAA sandbox mmo have been done, since the big budget projects went all to wow-clones*. The first AAA sandboxes are coming in 2013 and beyond. *That failed the expectatives in the majority.
"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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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
1/28/13 12:13:51 AM#30
Originally posted by nariusseldon Thanks, didnt mean to infer literal infringement, for lack of a better word... but more did you believe that the "new" model of MMOs was creating the same experience as a console game. I've played console games since 1978. Back in the beginning games were hard and there was a challenge. You had 8 levels and 1 life to do it all in. It was fun (to me). Over time this challenge has been lost, but mostly in the RPG field. They went from games that told a half-way decent story with complex mechanics (think dragon quest/etrian oddyssey/dark spire) to more action oriented with light RPG mechanics. A perfect example is Skyrim. Action oriented combat in a sandbox like RPG world. While that was a great / quality game it lacks the depth and options of Morrowind. The games started to get easier. Then they started going over the top. Then they started repeating the same old tropes. Nothing on consoles actually interest me anymore, especially in terms of RPGs. Even my favorite IP such as Final Fantasy and Dragon Quest are losing their edge in my book. Never truly pushing the IP or the genre into more complex, mature content. Save Final Fantasy, but even FF XIV ARR is going down the quest-path 'easy' route (but will hold final judgement until I play it). Its when I realized that consoles would never deliver the type of experience I'm looking for. Enter the PC. For me, it delivers a plethora of options for RPG goodness. An essential never ending RPG experience that I can play with others? MMORPGs were right up my alley. Now what I notice (similiar to your view) is that MMORPGs are starting to follow the console model (i.e. - easy gameplay, watered down challenge, get in/get out type gameplay) as opposed to (what Im looking for) more depth, complexity, and longevity. Definitely a matter of taste/opinion and in mine, I've lost interest in today's console AAA titles. Where back in the 80s and 90s I had to have every console game that was published (or close to it). Im older, more mature and have family life now so I guess my time limitations force me to search for quality more attuned to what I like to play. I do see some niche games coming out, most popular to me is ArcheAge which finally tries to merge the sandpark concept. Cant wait to try it. But there are others like Black Desert, and Wild Star. I like the quest-hub model as it allows to tell a story, I just dont want it so limited. Give me random quests (I have to find) and while Im looking for them give me a TON of other things to do in the world. I dont have to save the universe every time I log in. Sometimes I want to do simple things like decorate my house with trophies of my kills/achievements or fish or craft something complex. But I seem to be the minority. |
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1/28/13 12:15:33 AM#31
Originally posted by Quirhid Those games all did more than they should have by trying to introduce a bunch of gimmicks and making things more complicated than what they needed to be, some were also not very well made to start with. What we need is a cautious sandbox. One that uses mechanics we know work, taken directly from other games, but with an open world design with out a themepark endgame. Apparently AA is supposed to be like this, so maybe thats good news, ive not looked too deeply in to it because im tired of allowing myself to become excited.
As far as the OP question. Simple, make it take a lot of time and effort to even hit endgame, thats why EQ worked. |
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1/28/13 12:52:44 AM#32
Skill Point System - example: play Mabinogi and find out.
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
1/28/13 12:58:55 AM#33
The only thing I'd like to see is a more robust character progression system that concentrated on leveling over the course of months instead of weeks. I don't pretend to speak to anyone else but I loved how Asheron's Call allowed me to progress my character on an almost hourly basis but it took me years to reach level cap. Thats what I'd like to see but I have a feeling most gamers do not want to be stuck leveling forever.
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1/28/13 1:35:32 AM#34
Originally posted by azzamasin The people we would be better off without. Most people who have actually played games with infinite progression think its a reasonably good system, at least better than the standard endgame we get in current games. Unfortunately the majority of the mmo community never even played back when such games were in their heyday, and are so brainwashed with the 'grinding = bad' mentality (even though gear grinding IS grinding anyway) that MMO companies push to try and attract attention when they explain theres 'no grinding' in their game, that they will never allow the genre to heal itself. |
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1/28/13 4:17:25 AM#35
Originally posted by darkhalf357x No I wouldn't think that the ever increasing move to make themepark mmos more like single player games will infringe upon console games really. Unless the hardware starts to change and we see a blurring of the actual technology as well as the games themselves.
Consoles are just more accessible for more people (as a game portal) and they allow you to get shiny things as presents as and when the next new thing comes out. Simply having more single player style games on the PC platform us unlikely to really compete with that.
Especially when you consider the fact that as they make themepark mmos more and more like single player games, then they are going to be more and more suited to the console market space.It will be interesting to see if we start seeing a migration across to other platforms as the "massively" aspect decreases along with the increase in instant action go go go content and the games become more appealing to the average console player.
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1/28/13 1:06:01 PM#36
Originally posted by jimdandy26 The two are not mutually exclusive. |
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1/28/13 1:10:06 PM#37
Originally posted by Kyleran It is not surprising for the devs to search for models that work. With increasingly competition, it is unrealistic to expect MMO retention will be high ... the prudent thing is the plan for the opposite. Business-wise, many MMOs are probably treated as SP games with a MP component, and refreshing content (like expansions). The only difference is probably that a MMO will have more expansions than a SP game. |
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azzamasin
Hard Core Member
Joined: 6/06/12
We live in a fantasy world, a world of illusion. The great task in life is to find reality. |
1/28/13 1:13:27 PM#38
Well first off I don't consider a themepark to be a trap as I enjoy a themepark game way more then a sandbox, as long as it contains non linear elements.
With that being said I believe the best way to keep from stagnating endgame of Themeparks is through UGC or User-Generated-Content. Which is why I am most interested in Neverwinter Online and the Foundry UGC. |
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1/28/13 1:16:12 PM#39
Reliably banal topic.
-Nearly every single bad trend in MMO development was started by the developers.--Wordiz |
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Originally posted by azzamasin The trap is to the developers, not the players. There is absolutely no harm to a player if him consumes all the AI content in little time and goes back to WoW or any single player game.
User generated content is a sandbox thing. So, your solution to avoid the themepark trap is the mmo ceasing to be themepark?
"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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