| 78 posts found | |
|---|---|
|
8/16/09 12:39:27 PM#61
Originally posted by Gyrus
No. An MMO is NOT just a single player RPG with an online aspect. That is what MMOs are becoming because of recent design trends - but that is not what they 'are' or what they should be. Is there any other way it could feel? Yes. Like a community - from start to finish. Aside from the initial 'training' an MMO player should feel the "MM" part and feel like a part of that. They should feel that they are a part of something, that they need other people and that other people need them. It doesn't have to be in a big way - maybe just that they are part of a production chain or that they are a border guard watching a pass or... anything. But just feeling that they have to "kill 5 more wolves to reach level X" is not the experience we should be striving for. There are no new ideas just because you are online? That's a sad comment. Game Designers (in fact all Designers) usually love a new medium. One of the first things they do is look at the possibilities of it and what makes it unique that they can use. Computers are good at processing and storing data... lots of data. And every year the technology advances alowing computers to do more and more data processing quicker and quicker. They are now also getting better at displaying that data (graphics). New technologies also mean they are better at exchanging data.
You are completely ignoring the fact that RPGs are a genre of game that existed LONG before the Internet was born. As a genre it has certain aspects. Questing for example, gaining levels. You can't just ignore that aspect or it simply isn't an RPG.
Just because it has gone online doesn't change the genre and doesn't give designers some magical ability to redefine the genre.
|
|
|
8/16/09 12:41:22 PM#62
You have your objective... hit cap, pvp, raid, get gear, etc.,.. The software companies have their objectives... sell copies, keep sub numbers up and growing, keep players sub'd to their game month after month, sell expansions, MAKE MONEY! If you were get 'end game' right off the bat with games... you'd quit within a few months. You'd get bored quickly. Look at all of the game hopping with games as they currently are. Going from 0-cap level in no time flat would result in catastrophe for gaming companies and the overall landscape of MMO's (bad for players, too).
|
|
|
8/16/09 12:44:19 PM#63
Originally posted by Gyrus I did a little research. Not only are people interested... turns out it's the WoW killer.
It really is. Which is why I think they have such potential, once they expand past their infancy. Zynga has 80 million active users across their games. It's friggin' ridiculous :P |
|
|
8/16/09 12:54:19 PM#64
Can we just get rid of the notion that new players being as viable as veterans is the way to go. By creating a system where this works you make stats useless and by removing stats completely you remove the progression of the game. The problem isn't that the end game is better (for most games at least). The problem is that this new generation of gamers are focused on being the best and will never be satisfied with the journey. They just want to hit max level and gloat. It doesn't matter how much content you add to the game, people will grind past it. If you actually take the time to get into the lore, talk to NPCs, read quest dialogue you would notice that most games have a decent story to follow but we get so focused on clicking next and clearing out our quest log we miss all of it. I think adding full voice acting to all NPCs will allow for a lot of players to get more into the game. You'll still have players skipping this but it would help. I think another problem is that with all these quick ways to travel, game worlds have become smaller and smaller. It used to be about adventure and discovering things on your own. Now it's about finding the most efficient way to level and skipping over unnecessary content. We have reduced MMOs to a mathamtical equation. That's why everyone uses those mods to maxmize exp per hour and dps. This is not the developers fault, this is our fault for getting so caught up in the numbers game that we forgotten why we started playing MMOs in the first place. and of course everyone has a different reason, but I believe you will find a lot more enjoyment in the games you play if you take a look at what draws you to the genre. An example of this is if you enjoy a large open world to explore at your own pace, then stop using guides and quick transports and discover things for yourself.
|
|
|
8/16/09 12:58:18 PM#65
Originally posted by Netzoko Actually alot of people in level based games enjoy leveling alts. So to them that beginner and middle content is worth something. Actually it's worth more since both raiding, instance pvping and rep grinds are sucky to them so they just level every toon to max or twink for fun.
PLaying: EvE, Ryzom Waiting For: Earthrise, Perpetuum |
|
|
8/16/09 1:04:20 PM#66
Originally posted by Dafong
I tried playing Real Life but the graphics sucked, the community was annoying too. |
|
|
8/16/09 1:29:05 PM#67
Originally posted by Gyrus
Full name Tigole Bitties, switch the first letters around. I remember him, and I remember LoS, I remember Irontail and his lessons on Plane of Mischief, I remember when I first got bound to the PoM. Doesn't change anything. EQ did not create the community, the players created the community.
Whether you call it XP or you call it something else, the premise is the same. The initial point was that gameplay within an RPG shouldn't be like a single player game....I pointed out that its an RPG and whether you like it or not, it is an established Genre, that was around LONG before the internet was and that if game makers want to stay within the genre of RPG, then they will have to stick to certain conventions, and when you stick to those conventions it will feel like a single player game with an aspect of co-operation. To now talk about XP or kill numbers for mobs is in my opinion utterly irrelevent to the original premise. |
|
|
Wizardry
Hard Core Member
Joined: 8/27/04
Remove quests,bosses and trigger them back in is called Dynamic events now?lol..i think not. |
8/16/09 1:38:38 PM#68
I am sorry th OP does not get it,originally i thought the post was about the OP"getting it" and wonders why others don't. I am not of that same group you say ONLY enjoy end game,i do not even care about PVP period.I try to enjoy games i play from the first minute i enter the game.Some i know take a small bit getting used ot,but if it offers something i give it a chance. To myself the end game is what matters the LEAST,that is usually the point of the game that 90% of your previous spells and abilities have become useless,obsolete,now you are stuck with that same group of hotbar icons for the rest of your time in the game.What i do is reroll a new class,try to enjoy the game from a different perspective,if it's not fun enough to do that again,then i will quit playing,i have ZERO interest in end game drama. http://www.youtube.com/user/Napolianboo#p/u/15/rCYLLQCNc1w |
|
8/17/09 4:18:23 PM#69
Originally posted by Wizardry
While I generally agree with your perspective, I would consider you to be in the minority.
As you can see, for me it's not so much about endgame content as I'm not a raider or a hardcore number cruncher. These days, I just want to log in, socialize, and have fun, and if I have to be the max level in order to get the most out of that then that's what I will want to do. |
|
|
8/18/09 5:14:41 PM#70
Originally posted by Netzoko Typically, I'll play a game all the way through, attending to all the various aspects therein. Even though I posted here, don't think I actually want to have a conversation with you. |
|
|
8/19/09 10:30:24 PM#71
Originally posted by metalhead980 Actually alot of people in level based games enjoy leveling alts. So to them that beginner and middle content is worth something. Actually it's worth more since both raiding, instance pvping and rep grinds are sucky to them so they just level every toon to max or twink for fun.
/me |
|
|
8/19/09 10:40:35 PM#72
Originally posted by SuperXero89
While I generally agree with your perspective, I would consider you to be in the minority.
As you can see, for me it's not so much about endgame content as I'm not a raider or a hardcore number cruncher. These days, I just want to log in, socialize, and have fun, and if I have to be the max level in order to get the most out of that then that's what I will want to do.
Actually, we are not in the minority. Even in WoW, less than 20% of the player base participates in raiding content and it's about the same or a bit higher for PvP. Hardcores, powergamers and PvPers are all niche in today's market. Even back in the days of EQ, hardcores and powergamers didn't dominate the market like they thought. EQ garnered more than 2 million subscribers over a several year period, yet they never retained more than 450,000 at it's peak of popularity. SOE was so desperate to capture that crowd, they created a much more casual EQ2 in the hopes of bagging those 1.5 million casually oriented players. |
|
|
8/20/09 2:13:21 AM#73
The key here is that more games should find ways to encourage high level players, especially those not interested in raiding, to adventure and socialize with lower level players. The game I am most familiar with, Everquest 2, does this in two ways - mentoring and the achievement experience system. I think mentoring should be an option in a lot of games, but it is still fairly rare. Basically it lets higher level characters reduce their level to that of a lower level character - keeping all of their abilities and hotbars the same but just scaling their effects down to the lower level. So if you want to explore a dungeon but there aren't many characters at your level, max level players can join and just mentor down so everyone can enjoy it - this system works very well if you have higher level friends as the OP mentioned. Why would max level players want to do this? The second point. Achievement experience is a key part of EQ2 - basically it is similar to the talent points in WoW, but instead of just getting them automatically as you level, you have to accumulate experience on a separate bar to get the points. You get achievement experience (commonly referred to as AA) by doing quests, exploring new areas, killing named mobs, collecting sets of items scattered around the world, etc. This system means that higher level players are usually looking for more AA, and mentoring down to lower level players is a perfect way to get it - to explore old dungeons they passed over, do quests they missed, etc. Also, of course, games should make the "middle part" as interesting as possible. If people feel like the game is work, or if they just have to do a bunch of repetitive quests, they won't have fun, which is the point after all. Good quest design, fun areas to explore, and solo or group options should all be part of the mix. |
|
|
8/20/09 2:43:56 AM#74
Originally posted by Peregrine2
Wouldn't a high level player be able to stomp through lowbie content and kinda have a boring time of it? Or are there upper level restrictions and mentoring is basically like Exemplar in COX? Sounds like a good system either way. Although my experience as an EQ2 newb about a year ago was not much better than it was at release. The world just didn't hit it off for me, for some reason. |
|
|
stayontarget
Guide
Joined: 10/04/08
Girlfriends come and go but Epic battles are Soulbound |
8/20/09 2:52:05 AM#75
It's all about the road you travel with friends, and the road should start again at end game. Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries... |
|
8/20/09 2:52:12 AM#76
Originally posted by Axehilt A mentored player is definitely very strong, but that's not really a bad thing - I'd say most of the time it lets you hack through the old stuff before you get bored. Having a high level tank destroy low level content is also a sight to behold, and helps everyone get AA quicker. There is a potential for powerlevelling, but the experience gain normally is very quick. Part of the mentoring system is that the character that mentors down gets only 50% of the normal xp, but gets bonus AA, so it all works out. |
|
|
8/20/09 11:37:07 AM#77
Leveling makes you want to play. End game keeps you p(l)aying. Big difference. |
|
|
8/20/09 11:53:59 AM#78
Originally posted by Netzoko
The "end game" in climbing Mt. Everest is to stand on the summit, and gaze around from the highest point on the planet. But people that climb Everest don't want to take a helicopter ride to the summit. The "end game" is only enjoyable, if you do the middle part to get there. Then you can say, I climbed Everest. Nobody cares if you say, I took a Helicopter ride to the top of Everest. Same with end game RvR, or Raiding, etc. It's fun, because of the journey to get there
|
|