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The Pub at MMORPG.COM  » What would you want from new mmos that you're not getting?

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  uquipu

Spotlight Poster

Joined: 11/14/09
Posts: 1538

6/03/10 6:11:08 AM#21


Originally posted by GTwander


Originally posted by Amathe
The idea is, if a game development company were reading this thread for ideas on something totally new, or at least something that needs total improvement, what advice would you give them?


I know some people will disagree, but immersion starts with mundanity.
When you run out of content - what is there? You can trick players into doing that same thing over and over again, til you can drop more of it in, or you can set a basis of 'maintenance-type- gameplay that will keep players hooked and too invested to leave. Case in point; housing. Some people don't get it, but until you seen a game where literally *everything* you get in game can be stashed in plain sight, you will not know the ramifications of it. It hooks people, and makes them too afraid to walk after personal investment. It's mundanity at it's best.
Hell, I was even one of the guys that said the old SWG class setup was the best yet because it let you explore classes based on lifestyles in the universe long before you were really shoved into a single combat/social role. It was good for RPers, and it was good for dudes like me that are so into the setting that they would eat it with gravy. LotRO lets you grow pipeweed and people ate it up long before it actually *did* anything. Above all, it's the little things that count, and I think that environments with more interactivity would go a long way too. I respect runescape for this, because you can click on anything and get a response. It makes a full world feel fuller to be able to click a weather-rooster and make it spin, or a grate on the ground to script some glowing eyes. I personally love how things are active in the sky and ground in games like SWG and AO, it gets noticed and appreciated every time I see a driod scoot along the ground or a swarm of bugs fly off as I get close.
Also that you don't need huge text/VO dialog when an environment cann say a thousand words with props and texture swatches. Your told briefly to check out a house, upon entering you would find enough visual clues to figure out what to do, and where to go (bloodstains, toppled over knick-knacks). Even the history of an area doesn't need to be drawn on and is sometimes best left up to the imagination of the player. Like an inconspicous battlefield with no explaination, you might ponder it a bit longer if you didn't know it was a skirmish between the dwarves of ghu'thaak and elves of dir'bldroor. See how stupid that sounds? Best left to interpretation.


.
I think few care about housing or displaying items. You are in a minority.
.
Star Wars Galaxies was losing 10,000 subs a month.
.
Where were those people going?
.
WoW.
.
What do I want in a game?
.
Fun.
.
How do you make a game fun? I don't know.
.
How do they make a good book? How do they make a good movie?
.
If you could figure those out, you'd be rich.

Well shave my back and call me an elf! -- Oghren

  dzikun

Apprentice Member

Joined: 10/15/08
Posts: 152

6/03/10 6:18:27 AM#22
Originally posted by VirusDancer

The number of these threads over the years points to two common "truths" about the MMORPG world - we do not know what we want and developers do not listen.  We end up with a bunch of "ideas" which some like and some hate, so they do not appear and the developers go with the old standards while regurgitating the same old same old at us that we complain about but continue to play.

Some of us want endurance, fatigue, and more reality.  Some complain that they do not want that.  Some want more to do and some complain that is just fluff that distracts them from the endgame.  We go around and around, but inevitably - the developers go with what they know.

So the "first truth" is a lie.  We know what we want.  There are just so many of us and we do not want the same things.  There are more people that want the garbage that some of us complain about rather than the garbage we want that they complain about.

You can look at almost any thread on here and find people disagreeing on every little point about whether something is good or bad.

PvP.  Good and bad.  Housing.  Good and bad.  Instancing.  Good and bad.  Etc.  Good and bad.

Face it, developers and game companies are in it for the money - whether it is for profit or for the money to keep things going, it comes down to that lowest common denominator.  They often have to sell out on their dreams to make a fragment of the dream come true.  It is kind of like politics, full of compromise.

That being said, sure, why not...here it goes again:

More realistic.  Encumbrance, fatigue, crippling wounds, weather, environment, and all the rest.  If player A is a scrawny mage type, they should not be lugging around the same amount of loot as player B who is all brawn and no brains.  Even so, player B should not be able to swing their hefty two-handed axe around for several hours without wheezing a bit regardless of their conditioning.  If it is hot, it should affect the characters.  If it is cold, it should affect the characters.  Player C wearing that shiny chainmail bikini is going to shiver while trying to fight up on top of Mount OMFGCold.  Blood loss from wounds, blows to the head, and all the rest will affect how a character performs.  Granted, these characters are heroes and will be capable of far more than your average keyboard jockey...but c'mon, just because we might have the endurance to sit at our keyboards for six hours does not mean our avatars have the endurance to keep fighting hard with no downtime for all that time.

Heck, I might as well stop there - because people will complain this will create too much downtime and make it take too long to level.

Course, I would say that is because most games do not really offer the content that MMORPGs should have.  Not everything need be about endless pew pew.  With actual crafting, a genuine player economy, non-combat quests, and the plethora of things that one could be doing to advance their characters in a non-linear fashion...

But still, this would not cater to the ADHD twitch crowd.  It would kill them if I were to suggest realistic travel times, eh?

Because that would be part of it.  Taking into account current travel speeds in most games, you have to figure that most game worlds are probably smaller than a decent sized shopping mall.

I would like a game with the "starting" areas where you have the grand NPC cities, etc.  Yet these would be spread out across vast areas.  Might they have faster modes of transfer between them?  Perhaps, depending on what the current political climate is - for a hefty cost - not that often - etc.  Then again, I would prefer the idea of following a caravan that takes days to get to the next city - perhaps stopping off at various NPC/PC villages between.  Yes, the vast majority of cities, towns, etc. would be player owned and operated.  They would not be permanent, mind you.  They would be subject to attacks from other players and even NPCs.  Cities would rank up, having better guards, etc, being able to deal with increased threats.  Guilds could form alliances, nations, nation alliances, etc.

What is that?  Sounds like FFA PvP?  People hate that.  Nah, not going to happen.

I guess I really should stop there, eh?

For most of us, it would probably be easier to pick features from various games we have played that we liked, we think would be great if changed, or we hated and never want to see again.

Even here, most people will just laugh and say we need to adapt.  Since most of the features folks will point out will be from defunct games or dying games.  The thing here is, the game did not die because of those features we liked - there were usually other problems.  So give it a thought, eh?

In the end though, it is pretty obvious that the money is coming from the twitchy console kiddies as they come of age with disposable income... take a look at Champions Online.  I mean, if anybody was the least bit familiar with the Hero System, Champions, etc... and then look at the finished game - WTF?  How?  People have talked about all the various IPs they would like to see as a MMORPG, but face it - stop it, cause you know some company will just ruin it.

Most folks probably just need to stick to PnP, possibly get on Vent or the like, find some online dice roller app everybody can see, and call it quits...

...cause the games are only going to get worse for those of us that want more, while for those happy with meaningless grind - well, the games will hold their attention for a few months as they bounce between subs.

Could not have said it better... The only thing we can count on is indie developers... And one can see how good they are at their jobs... MO is a perfect example.

I've been uplinked and downloaded, I've been inputted and outsourced. I know the upside of downsizing, I know the downside of upgrading.

I'm a high-tech low-life. A cutting-edge, state-of-the-art, bi-coastal multi-tasker, and I can give you a gigabyte in a nanosecond.

I'm new-wave, but I'm old-school; and my inner child is outward-bound.

I'm a hot-wired, heat-seeking, warm-hearted cool customer; voice-activated and bio-degradable.

RIP George Carlin.

  nyxium

Apprentice Member

Joined: 3/15/09
Posts: 1199

Tumbling down the rabbit hole?

6/03/10 6:18:45 AM#23

 If it doesn't have guild or player housing, I'm not getting it

I'm sure Blizz will get over it and survive Cata's launch.

  AIMonster

Apprentice Member

Joined: 12/31/08
Posts: 2016

6/03/10 6:18:58 AM#24

I do like the direction some of the new MMOs are heading in terms of putting in unique combat systems and dynamic content.  There are a few things I would love to see them pick up also:

1.  More grouping content, just don't throw it all in the end game.  Grouping should be more rewarding than soloing at all points in the game.  Grouping should also be easy to do, I don't care if a LFG tool is needed to accomplish this - I'd rather be able to log on and get a group immediately then having to sit around spamming a zone or actively looking for players.

2.  More unique classes.  I'm sick of having choices between the standard priest, warrior, mage, rogue/assassin.  Give us classes with a more unique playstyle than these generic archetypes.  EDIT:  Another good (probably better) option is to go with a skill based system with limitations (so everyone doesn't just make tank mages), but then you'd have to make every single skill worth picking up so the player can make unique classes from these skills.

3.  Don't instance so much.  It's getting ridiculous - everything is instanced.  What ever happened to making huge open ended worlds that required me to go explore and discover things?  Now everything is basically a straight line through pointing me to this and that spot.  Instancing is fine for the occassional dungeon crawl or epic scripted raid encounter, but it's used way too excessively.  A big part of RPGs are the world and freedom.

4.  Pick up the good features of MMOs that appeal to just about everyone.  I can't believe an "appearance" tab which let's you keep old armor displayed if you like the looks of it hasn't been picked up in many other MMOs after EQ2 (and F2P games before it) did.  This isn't exactly a feature people are going to oppose.  That's just one example, there are hundreds.

5.  I understand sex sells... but does every single piece of armor have to somehow magically shrink and lose half of it's parts everytime a female character wears it?  Can I tweak the breast size to be something a bit smaller than double Ds?  I want to feel like I'm playing a MMO not a cheesy porno.

6.  Add community features outside of the game.  I don't mind paying a little extra for them (keyword "little" a dollar a month is good).  It's nice having a feature for smaller guild where you can create websites, a way to communicate with people in game when you can't log in for whatever reason (work, not installed on a particular computer, etc).  EQ2 has a nice feature where you can communicate with guildmates logged onto the game while you aren't.  All MMOs should promote these community features that exist outside the game itself.

7.  Get rid of item malls in sub based games.  You can have one or the other.  Even if they don't contribute to gameplay.  I know Blizzard managed to milk some of their customers into paying for their new item mall items, but most of the other companies that tried this (Cryptic, Sony) had negative reactions directed at them.  I'm sure enough of those were in the form of new or old customers not willing to play their games anymore.

Raptr link because it's the cool new trend:

  Daywolf

Apprentice Member

Joined: 11/09/06
Posts: 754

Woof!

6/03/10 6:25:18 AM#25
Originally posted by uquipu

 


Where were those people going?
.
WoW.
.

EVE

 

Nothing to do about housing :/

M59, UO, EQ1, WWIIOL, PS, EnB, SL, SWG. MoM, EQ2, AO, SB, CoH, LOTRO, WoW, DDO+ f2p's, Demo’s & indie alpha's.

  User Deleted
6/03/10 7:25:20 AM#26
Originally posted by Amathe

This is not directed to old mmos, current ones or even ones we know are coming. The idea is, if a game development company were reading this thread for ideas on something totally new, or at least something that needs total improvement, what advice would you give them?

 

I will chip in my own idea (not to say no one ever thought of it but me lol). But try to make the thread about your own wishes and not the merits of mine. *wink*

 

Personally, I would like my avatar to seem less like a clothes rack and feel more "alive." He or she should sustain wounds, be subject to illness, grow older over time, perhaps need a shave or a haircut, and so on. Items should have weight, as they used to, and weight should have an effect. The more activity I engage in, the stronger I should become, not simply as a +10 stat bonus from an item.  Armor should look more weather beaten over time and with use. My character may sustain a permanent scar that has a story behind it.

 

I'm not wedded to one particular mechanic. But the overall effect I am looking for is an avatar that feels like a living person who needs care and benefits from it (or who suffers from neglect).

 

Anyway that's mine. What is yours?

 A fun unique combat system. Lots of directional attacks, parrying and blocking. Throw in some martial arts and wrestling. I like your idea too.

  arieste

Hard Core Member

Joined: 10/11/04
Posts: 3308

6/03/10 7:39:44 AM#27

Immersion.  World interactivity.  Overall design based around creating an MMO, not a single-player game with multiplayer options - this means dynamic and player-created content and ever-changing world.  (And I don't mean the "solo" vs "group" thing, i mean a story that's designed to have a thousand heroes, not one hero - a story where EVERYONE helps save the world, not each person on their own).  

I'd love to see an episode-based MMO where the world you log into play today, is completely different from the world that someone logs into play 2 months from now.  A game built this would also be able to take focus of grinding / level-cap based gameplay if done right.

(Simple example:  in the first episode you're defending a (massive) city from a siege by orcs.  there are quests and storylines based on this.  the episode lasts two months, after two months, there is a major event, the city is destroyed and then episode two, you're either living under the city as "the resistance" or are out in the woods -rebuilding.  any new people that join the game, join one of these places.  the content that existed in episode 1 is gone forever.  what matters is what you do NOW.

"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

- Raph Koster

Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2
Currently Playing: EQ2, Firefall

  User Deleted
6/03/10 7:52:56 AM#28
Originally posted by uquipu


.
I think few care about housing or displaying items. You are in a minority.
You have no supporting evidence of this, much less its cause:effect.
.
Star Wars Galaxies was losing 10,000 subs a month.
When? Careful again of cause:effect for 'why'?
.
Where were those people going?
.
WoW.
~> You don't know this. In fact, no one has a flipping clue. Consumers' specific migrations cannot be tracked.
.
What do I want in a game?
.
Fun.
Sure, but this is a strawman. How does this relate to the rest of your post? Irrelivence.
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How do you make a game fun? I don't know.
.
How do they make a good book? How do they make a good movie?
.
If you could figure those out, you'd be rich.
Another strawman.

Your posts of late have been severely lacking in logical backing. Either that, or I've just happened to start noticing.

  Cephus404

Elite Member

Joined: 2/27/08
Posts: 3680

6/03/10 9:59:21 AM#29
Originally posted by VirusDancer

It has nothing to do with thinking one is elite or the like.  Carebears are carebears, they cry, they whine, they want everything to be easy mode, they want everything handed to them, etc.  They want all the reward for no risk.  It goes beyond the simple to PvP or not to PvP - the term applies so well to so many.

Sounds a lot like the so-called "hardcores" around here who spend all their time crying and whining that games don't cater to them, that nothing is good enough and everyone but them should stop playing.  Both sides have serious entitlement issues.

Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None

  User Deleted
6/03/10 10:16:21 AM#30

Well, it'd sure be nice if my MMO could get me a new beer everytime I finish one.

But seriously..

I'd like to see some mix between sandbox and themepark.  I like persistant changable worlds (permanant change), player driven economies, ffa pvp (even full loot, so long as there is a good enough consequence system to prevent it turning into a world of gank).

At the same time, some instanced theme park style dungeons/events/PQ type things would be cool too.  Sometimes I just wanna login and do some quick stuff to kill time and don't want to necessarilly get into the 2nd job feel that some sandboxes can get to.

I think I'm pretty much done with games that involve 'levels', unfortunately I'll most likely have to deal with them indefinitely until another system proves better to the masses..

I'm also done with classes.  Just give me a ton of skills to choose from and mix and match as I please.

3rd person view only.. If I have to aim, crosshairs in 3rd person are perfectly acceptable.  1st person view is for FPS.

Genre.. doesn't matter, as long as the graphics and feel of the world are consistent with the theme, and good.  I'm sick of shit graphics out of MMO's, it doesn't have to be ultra real, but at the same time, I shouldn't feel like my Wii can pump out better graphics than an MMO on my PC.  DX10 has been out for a couple years now, DX11 is in Vista/7... Freakin' use it.

nVidia Physx, use it, if you're team can't figure it out, have them take some seminars from some CCP devs.

Animations... It's sad that the best most fluid animations are in a game approaching 7 years old.

Yeah, alot of my requirements are technical... But what can I say, I'm a developer.

  arieste

Hard Core Member

Joined: 10/11/04
Posts: 3308

6/03/10 10:49:43 AM#31
Originally posted by uquipu.

How do they make a good book? How do they make a good movie?
More often than not, it's by getting very talented people with a vision,  whose motivation is the creation / promotion of the art form rather than financial gain.

If you could figure those out, you'd be rich.

Unlikely.  More often than not, authors of great books live and die in poverty and amazing filmmakers can barely scrape together the money to make their next project.  Of course there are exceptions, but so there are in games (EVE).

When I took writing in university, the very first thing our professor said was "In this country, an average writer makes $15,000 / year writing.  If you're looking for a lucrative career, do something else."

"I’d rather work on something with great potential than on fulfilling a promise of mediocrity."

- Raph Koster

Tried: AO,EQ,EQ2,DAoC,SWG,AA,SB,HZ,CoX,PS,GA,TR,IV,GnH,EVE, PP,DnL,WAR,MxO,SWG,FE,VG,AoC,DDO,LoTRO,Rift,TOR,Aion,Tera,TSW,GW2,DCUO,CO,STO
Favourites: AO,SWG,EVE,TR,LoTRO,TSW,EQ2
Currently Playing: EQ2, Firefall

  Axehilt

Novice Member

Joined: 5/09/09
Posts: 7213

6/03/10 11:15:04 AM#32
Originally posted by VirusDancer

When stating that PVE games dominated subs, that ignores that most of those PVE games offer PVP in some form - either heavy or light.  Yes, they have their carebear populations...but they are not exclusively carebear games.

It's commonly understood in game development that PVE/singleplayer/coop is substantially more popular than PVP.  It's been true for years and years, and will continue to be true.

It becomes particularly apparent when you examine PVP-only games and compare them against No-PVP games.

  Leucrotta

Novice Member

Joined: 2/29/08
Posts: 684

6/03/10 11:24:00 AM#33

Grouping, not for the sake to get the phat lootz but just group to group.

GW1 had it just about right before they introduced heroes.

Seems grouping gets watered down more and more in todays mmo. (or should it be called MSO already?)

  Cephus404

Elite Member

Joined: 2/27/08
Posts: 3680

6/03/10 2:20:23 PM#34
Originally posted by arieste

If you could figure those out, you'd be rich.

Unlikely.  More often than not, authors of great books live and die in poverty and amazing filmmakers can barely scrape together the money to make their next project.  Of course there are exceptions, but so there are in games (EVE).

When I took writing in university, the very first thing our professor said was "In this country, an average writer makes $15,000 / year writing.  If you're looking for a lucrative career, do something else."

That's because the publishing industry in the U.S. is really, seriously screwed up.  The chances you'll get an advance of any kind are slim unless you're already a best-selling author and then, they'll throw money at you.  Writing isn't really a career these days, authors are expected to do a lot more than just produce books, they're expected to market, advertise and arrange all of their own book signings, interviews, etc., usually at their own expense.  Of course, none of this gets them paid any more money and what little they actually get out of the publishers per book has to be split with their agent, who takes a big chunk.

A self-publishing author can make a lot of money if their books are even moderately successful, but to be with one of the big publishing houses, you have to be a mega-hit to make a living at it.

Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None

  neosapience

Novice Member

Joined: 7/17/04
Posts: 166

6/03/10 4:02:48 PM#35

The things I want in an MMO will never be put into one. Developers don't make games for me, they make them for the masses. My demographic doesn't have enough $$$ attached to it so, the sad truth is, I'll never get to play an MMO I really like.

  Mardy

Novice Member

Joined: 9/01/06
Posts: 2222

6/03/10 5:25:51 PM#36

-Player housing.  Always loved open world housing in AC1, as well as DAOC's special housing zone where you could decorate trophies, or shop for goods.

-Class epic quests.  Even EQ1 has stopped designing class epic quests, citing that it takes too much work and too much dev resources.  Lame excuse, class epic quests were something fun to strive for once you reach level cap.

-Realm vs Realm combat done right.  DAOC had the right ideas, the right design, and it worked.  Mythic then wrecked it upside down when they came out with Warhammer Online.  AoC also had its own siege combat issues, as if the company put it on the backburner and released a broken game.  Now just because some big games have failed to deliver, less games are coming out with good RvR design.  Would someone please just look at DAOC's RvR and give us what we'e been waiting for?

-DAOC's Realm Abilities design.  Farming honor points in WoW is only good for 1 thing, and that's gear.  It gets old after awhile when you're just farming gear to get better gear.  DAOC's realm abilities give you new things to use, new abilities, new spells.  It takes awhile to work your rank up but hardcore or casuals could work on it on their own pace without any problem.

-EQ's AA design. I know talents are popular these days, AA's give you a reason to keep exp & keep doing dungeon runs.  These days once I get the piece of gear I want from an instance, I find little incentive to keep going back to them.  If I could utilize exp to gain alternate advancement abilities, I would be doing them more often.  I don't want as many AA's as EQ has currently, but some would be nice.

-BIG world raid bosses.  Games seem to be steering away from contested raid content.  I'm fine with having majority of the raid content in instances.  But let things switch up a bit, put some world bosses that are worth doing, worth fighting over for, worth having guilds & factions fight all night over.

-Underwater content.  Why is everybody so afraid of underwater content?  DAOC had underwater done right.  There were under water mounts, they were cool too.  We've seen all there is to on land, in the air, and underground.  Let's get more underwater content please.

EQ1-AC1-DAOC-FFXI-L2-EQ2-WoW-DDO-GW-LoTR-VG-WAR-GW2-ESO

  Cephus404

Elite Member

Joined: 2/27/08
Posts: 3680

6/03/10 5:25:54 PM#37
Originally posted by neosapience

The things I want in an MMO will never be put into one. Developers don't make games for me, they make them for the masses. My demographic doesn't have enough $$$ attached to it so, the sad truth is, I'll never get to play an MMO I really like.

I've got the same problem, I'm not the lowest common denominator so I don't expect any developer to *EVER* make a game I want to play.  It just won't happen because my standards are too high.

However, unlike lots of people around here, I don't sit around and whine about it.

Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None

  Wrender

Apprentice Member

Joined: 2/03/04
Posts: 1426

The truth shall set you free!
The truth shall piss you off!

6/03/10 5:30:43 PM#38
Originally posted by Amathe

This is not directed to old mmos, current ones or even ones we know are coming. The idea is, if a game development company were reading this thread for ideas on something totally new, or at least something that needs total improvement, what advice would you give them?

 

I will chip in my own idea (not to say no one ever thought of it but me lol). But try to make the thread about your own wishes and not the merits of mine. *wink*

 

Personally, I would like my avatar to seem less like a clothes rack and feel more "alive." He or she should sustain wounds, be subject to illness, grow older over time, perhaps need a shave or a haircut, and so on. Items should have weight, as they used to, and weight should have an effect. The more activity I engage in, the stronger I should become, not simply as a +10 stat bonus from an item.  Armor should look more weather beaten over time and with use. My character may sustain a permanent scar that has a story behind it.

 

I'm not wedded to one particular mechanic. But the overall effect I am looking for is an avatar that feels like a living person who needs care and benefits from it (or who suffers from neglect).

 

Anyway that's mine. What is yours?

 I don't think I could have said that any better

  eisenryu

Novice Member

Joined: 8/16/09
Posts: 164

6/03/10 5:33:15 PM#39

Br0000tal1ty! Seriously, a lot of MMOs lack that.

World of Warcraft is the original creation of God. Real Life is in fact a WoW clone.

  GTwander

Novice Member

Joined: 3/14/09
Posts: 6125

LARPer Hunter

6/03/10 5:35:09 PM#40
Originally posted by uquipu

 


Originally posted by GTwander


Originally posted by Amathe
The idea is, if a game development company were reading this thread for ideas on something totally new, or at least something that needs total improvement, what advice would you give them?



I know some people will disagree, but immersion starts with mundanity.
When you run out of content - what is there? You can trick players into doing that same thing over and over again, til you can drop more of it in, or you can set a basis of 'maintenance-type- gameplay that will keep players hooked and too invested to leave. Case in point; housing. Some people don't get it, but until you seen a game where literally *everything* you get in game can be stashed in plain sight, you will not know the ramifications of it. It hooks people, and makes them too afraid to walk after personal investment. It's mundanity at it's best.
Hell, I was even one of the guys that said the old SWG class setup was the best yet because it let you explore classes based on lifestyles in the universe long before you were really shoved into a single combat/social role. It was good for RPers, and it was good for dudes like me that are so into the setting that they would eat it with gravy. LotRO lets you grow pipeweed and people ate it up long before it actually *did* anything. Above all, it's the little things that count, and I think that environments with more interactivity would go a long way too. I respect runescape for this, because you can click on anything and get a response. It makes a full world feel fuller to be able to click a weather-rooster and make it spin, or a grate on the ground to script some glowing eyes. I personally love how things are active in the sky and ground in games like SWG and AO, it gets noticed and appreciated every time I see a driod scoot along the ground or a swarm of bugs fly off as I get close.
Also that you don't need huge text/VO dialog when an environment cann say a thousand words with props and texture swatches. Your told briefly to check out a house, upon entering you would find enough visual clues to figure out what to do, and where to go (bloodstains, toppled over knick-knacks). Even the history of an area doesn't need to be drawn on and is sometimes best left up to the imagination of the player. Like an inconspicous battlefield with no explaination, you might ponder it a bit longer if you didn't know it was a skirmish between the dwarves of ghu'thaak and elves of dir'bldroor. See how stupid that sounds? Best left to interpretation.



.
I think few care about housing or displaying items. You are in a minority.
.
Star Wars Galaxies was losing 10,000 subs a month.
.
Where were those people going?
.
WoW.
.
What do I want in a game?
.
Fun.
.
How do you make a game fun? I don't know.
.
How do they make a good book? How do they make a good movie?
.
If you could figure those out, you'd be rich.

 

 

Please, you know damn well why people don't play SWG anymore, don't dance around the facts like that. People quit WoW all the time, and you can bet your ass that if it had housing, it would be one more thing to keep people on the fence about quitting. You say you want fun, but you don't even know what that is, and again, you know damn well it runs out after repetition.

What keeps people playing once something runs dry is *investment*.

Writer / Musician / Game Designer

Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture

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