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News & Features Discussion  » [Editorial] General: The Nesting Impulse: Why Do We Need Housing in MMOs?

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73 posts found
  Alders

Elite Member

Joined: 1/28/10
Posts: 1704

I cannot fiddle but I can make a great state of a small city.

3/10/14 12:12:41 AM#61

I remember when your house was your bank/storage!

I'm not sure where this change began by eliminating housing in favor of a silly NPC that holds all my stuff, but it needs to go back the other way.

  Carl132p

Apprentice Member

Joined: 5/12/06
Posts: 558

3/10/14 6:41:02 AM#62
These games are supposed to be worlds, that's why we need houses. 
  MumboJumbo

Elite Member

Joined: 7/18/10
Posts: 3177

Veni, Vidi, Converti

3/10/14 7:56:41 AM#63

This is a good topic for discussion.  It'll be interesting to see what peeps create with voxels in EQL - probably part of it is being able to create stuff.

  BMBender

Advanced Member

Joined: 9/14/07
Posts: 557

3/10/14 8:27:46 AM#64

For me it's always been something that I could take or leave. It's a nice feature in a game you already enjoy, but for me it won't keep me around in a game I dislike. On the same note a game I enjoy the game play of I'll stick around regardless of housing options or lack thereof.

Iv'e always considered it a "fluff" feature, not a must have. It won't save a game with bad game play and usually isn't required for success across most demographics. Just another potential diversion of resources that may, or may not improve anything.

  jusomdude

Spotlight Poster

Joined: 11/21/06
Posts: 2360

3/10/14 8:33:12 AM#65

I don't really like typical housing where it's like just stuffing things in there and there's nothing to do but sit there and look at the stuff, or just have a random place to chat with someone.

I think the WoW type housing where they give you things to do with your house, and upgrade, and actually provide some in game benefit could be interesting though.

  the.face

Apprentice Member

Joined: 12/05/12
Posts: 10

3/10/14 9:55:13 AM#66

Star Citizen, while not really an mmorpg, is on track to do this better than anyone.  You will not only have a hanger that people can visit and you can customize, you can also get them into your ship.  The capitol ships will have to have quite a few people to even run properly, so these will be ideal social and co-operative environments to game from.  SC may not allow for as much customizing the interiors as other "housing", but the weathering system will probably see some interiors and exteriors ooking pretty shabby.  Some will want the battle damaged look, others will want a pristine machine to fly.

The major difference is that the ship is part of the adventure, not a relief.  Wildstar, I admit, is doing this well, but it is still not part of the adventure.  If I am damaged and an Idris is the only friendly in the system I can land and get some repairs done.  Maybe even manning a turret or something in the interim while the ship repairs.  This is how developers should look at doing housing.  I think guild keeps that have pve and pvp focus would be great.  Castles not houses, and only guilds can afford them.

  jbombard

Advanced Member

Joined: 11/06/08
Posts: 466

3/10/14 10:38:10 AM#67

You don't really need 5 main dungeons or 25 man raids either.  They are just features that have become commonplace.  Just like every other feature on the box, it is something to engage the player, and some people will be interested in it while others won't, and most people will dabble.

 

Why do I like housing?  It is a way of expressing myself.  Building something semi permanent.  In most MMORPGs these days nothing your character does really has a lasting impact on the world.  Housing is something you do that stays in the world, or at least in most cases your instanced corner of the world.

 

I thought LotRO housing was pretty decent, my biggest problem with it was upkeep was hard to keep up unless you play constantly and that really just sucked the fun out of their housing for me.  Rift does a great job with the building, but interactivity is low and there are no real reasons to go to your dimension except to look around, or to go some place safe while you take a pee.  Wildstar looks like it will nail interactivity and with providing reasons to actually go to your house, but it falls short when it comes to the beauty of what you can do with Rift dimensions.  Still Wildstar really looks like it will be the game to beat for  housing nuts.   Rift will probably stay king for building beautiful environments and showing them off to be ranked.

 

 

  Hariken

Hard Core Member

Joined: 7/15/13
Posts: 511

3/10/14 10:43:08 AM#68
I never understood this in mmo's. Yes i've had houses in games but i never really found them useful. Even when i  got housing drops from mobs. I would put them in my house but it was mostly to clear inventory space. Those were really the onlt times i would go to a house.
  Kevyne-Shandris

Apprentice Member

Joined: 3/10/08
Posts: 1980

You can't † BURY † ¤¤ Holy Paladins ¤¤ As we will always __.- ASCEND -.__

3/10/14 10:50:26 AM#69
Originally posted by jusomdude

I don't really like typical housing where it's like just stuffing things in there and there's nothing to do but sit there and look at the stuff, or just have a random place to chat with someone.

I think the WoW type housing where they give you things to do with your house, and upgrade, and actually provide some in game benefit could be interesting though.

EQ2 has the best use for housing by linking it with the broker (AH), which allowed people -- if they visited players homes -- to not pay taxes on what they bought (lazy buying cost a player a 20% tax). It's a perfect solution to many of the problems with housing, as it gave a purpose to also decorate your home for visitors (not just yourself), and a whole cottage industry evolved to just supply/furnish/decorate players homes. The salesman and specialty crates for storing goods also is terrific, because unlike other games, it was set and forget (non of the pesky micromanagement that EvE and WoW selling has). 6 crates x 66 slots each (also allowed stacking of 200 bulk items per stack)...oh, BLISS!

 

EQ2 wins hands down with their housing, as it became a culture in itself and showed MMOland how it could be more than a fancy trophy hall.

  Po_gg

Elite Member

Joined: 5/12/10
Posts: 2035

3/10/14 10:58:12 AM#70
Originally posted by jbombard

I thought LotRO housing was pretty decent, my biggest problem with it was upkeep was hard to keep up unless you play constantly and that really just sucked the fun out of their housing for me.  Rift does a great job with the building, but interactivity is low and there are no real reasons to go to your dimension except to look around, or to go some place safe while you take a pee.  Wildstar looks like it will nail interactivity and with providing reasons to actually go to your house, but it falls short when it comes to the beauty of what you can do with Rift dimensions.  Still Wildstar really looks like it will be the game to beat for  housing nuts.   Rift will probably stay king for building beautiful environments and showing them off to be ranked.

Agree on all 3.

I wrote earlier that I like LotRO's neighborhoods, my problem is more like the limited building / hooks. Can't wait the revamp on that :)  (btw, give it an another try, money is so plentyful nowadays, that upkeep costs won't be a problem even with a very casual playstyle - but of course if you have multiple houses, those still can drain your wallet dry...)

 

Rift's Dimensions is a great system for the building part, but yep, pretty much that's it. I'm still going back occasionally, and this dream weaving sounds cool.

 

Wildstar... the very first video of it was the Protostar advert, to go and build your home on Nexus... I'm hooked from that moment. I don't like wow so I didn't even care about the rest (ex-wow dudes, raids, faction pvp, all those crap). Barely know about the classes, I saw the combat has telegraphs maybe, but honestly, who cares? :) Housing, settler and explorer paths, witty humour, decently written story and characters, that's more than enough for me.

  FinalFikus

Hard Core Member

Joined: 3/01/13
Posts: 910

"We're up all night to get lucky"

3/10/14 12:58:39 PM#71
Originally posted by Hariken
I never understood this in mmo's. Yes i've had houses in games but i never really found them useful. Even when i  got housing drops from mobs. I would put them in my house but it was mostly to clear inventory space. Those were really the onlt times i would go to a house.

You should talk to jedi from swg.

If I saw a guy named Kottonmouth. my house was salvation.

The stories we tell always have some ones house playing some part. UO was the same in the stories department. Stuff you will never forget. That's what gaming is about. That's why no one talks about housing in any other game except for  a news release or in response.

For customers in general UO and SWG housing will offer the best experience. You have to make yourself believe otherwise.

"If the Damned gave you a roadmap, then you'd know just where to go"

  Jaedor

Elite Member

Joined: 8/17/09
Posts: 916

3/10/14 1:34:53 PM#72

Hard to believe you missed a mention of Rift's Dimensions, which sets a new and very high standard for sandbox-style housing in an mmo.

 

To respond to the title question of why housing in an mmo? Because we get invested in our stuff when we have a place to call home. Pretty simple.

  Alec_Storm

Advanced Member

Joined: 1/12/04
Posts: 15

3/10/14 8:18:43 PM#73

I don't see it as a useless addition to a game, I can see it's appeal for RPers or people that just enjoy flexing their creative muscles and designing incredible looking homes.

 

As for me, I prefer to keep my MMORPGs heroic and my interior decorating skills in The Sims, but I do admit I've wondered through player cities in SWG,  UO, and others and saw some incredible things done with the tools they had to work with.  

 

Shout out to the long sunset The Sims Online, the only MMO that player housing was the core of the game rather then an addition.

 

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