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11/23/12 7:33:44 PM#61
Originally posted by OrtwigAnd yeah, I'd tiptoe carefully around how to sell that one, particularly if your name is Bobby Kotick. |
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11/23/12 8:16:19 PM#62
Originally posted by Icewhite Yup. A community in an MMO island. That fits. It's how I remember MMO comunities before social media. EQ had its own and so did UO, AC...etc. And they were all separate.
But then... most definitions of community imply a certain amount of insularity through the specific common interest... Like this one: "... a social group of any size whose members reside in a specific locality, share government, and often have a common cultural and historical heritage."
Just replace the word "locality" with "MMO"
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11/23/12 8:26:26 PM#63
Originally posted by Ortwig Richard Garriot (AKA Lord British) keeps talking about that very thing. But his ideas seem to be all about cross-platform "light" games.
You can read all about it at his new game company, Portalarium: http://www.portalarium.com/
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11/23/12 8:32:16 PM#64
MMO's are less like a product and more like a service. You subscribe to a game you like knowing that you are part of a larger community, and that the time and effort you put into your character means more than a random single player game where the story ends when you beat it. The problem is that new generations of gamers are less patient, less interested in the lore and settings, more interested in the immediate gratification, have expectations that are too high to be realistic, and somehow think MMO's should be run as charities where the games are given away for free and the dev's make their money through some vague cashshop method that also isn't realistic. Also, MMO's have long development cycles, which means they aren't usually as relevant when they get released as they were when they startged to get designed. Either they change direction mid way through and hope for the best, or they end up releasing a product that isn't in line with what the "cummunity" wants. I wouldn't be surprised to see a bunch of sandbox style games that have been greenlit in the last year to get released in 3 or 4 years to a totally different market complaining about how everything is just the same old sandbox and how we need more <insert design philosophy>.
Basically, you can't please everyone. |
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11/23/12 9:24:53 PM#65
Originally posted by jpnz The problem isn't content locusts but the complaining and whining that follows their wake. They cannot be 100% catered to because of their unrealistic demands. If these people accepted the fact, no game can provide them content fast enough and settled for the fact games will only last a month or two for them, then no problem. The fact is they don't. They expect new content faster than it's possible to produce |
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11/24/12 12:55:57 AM#66
Originally posted by Iselin No. We are talking about MMORPG ... G stands for GAME. MMORPGs are games, entertainment products. I am certainly NOT living a virtual life in a virtual world. I am playing online games that happens to have many people. MMORPGs can evolve. There is no 3D graphics when i first started to game. There is no reason why a MMO has to limit everything inside ONE virtual world, on one server. Look at Xfire, Battlenet, and many gaming services that connect players to multiple games. Who says a guild cannot play multiple games. In fact, many do. You are being left behind if you don't adapt. I suppose people who are used to UO and Eve cannot be open to new ideas and new style of play. However, not even you play only one game, right? Most of my guildies in WOW also play D3. It is a GOOD thing i have them on cross-game friend list. If you don't like it, you don't have to use the function, and limit yourself to one game one server. I won't be so limiting in my entertainment.
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11/24/12 1:05:20 AM#67
I am not sure the people who invest in these game are "yea we are just in it for the one month of cash shop sales" We will get our hundred mill back no prob.
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11/24/12 1:14:24 AM#68
The biggest problem I see with content locusts (people who buy, play and discard an MMO in a few months) is that developer / publishers have to realize that flash-and-die is becoming the new norm for MMORPG releases. If they cannot count on several years of revenue, they have to price in development, operation and advertising costs into having the game holding popularity for only a year or at best a couple years.
In a way this fits fairly well with the trend of box+sub at release and F2P conversion 2 years in (or sooner). As F2P they can open the doors to free players and recycle the game into pay as you go monetization. Eventually it will get old, so it either lingers on as F2P or the game is discontinued. |
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11/24/12 3:12:14 AM#69
Because the OP and others on here do not realise that this is making the industry eating itself. Solo game profitability are based on a couple of months play. MMO’s are not. Without assured long term profit, funding for MMO’s must come into question. Gaming companies have tried to ensure profit by making their games more polished at launch. But that comes with a price, less time is spent on end game. The MMO game format is becoming more like the solo game format with each MMO release. As I have said on here before, I like solo games, but why can’t we have long term sustainable MMO’s as well? I am happy to have both types of games, why are you advocating only one kind? Gaming as a form of entertainment is better with more types of games and gameplay. Why do you want to straightjacket MMO’s into the streamlined easyMMO version? |
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Originally posted by Scot How is the industry eating itself? It is making more money than ever before and it has more people playing than ever before. I'm not advocating anything, just looking at what people are buying / behaving and seeing the industry reaction to it. If lots of people suddenly buy chocolate ice cream, we'll see the ice cream industry react to that trend. Doesn't mean it is good or bad, just that there is a reaction and how you personally feel about it. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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Originally posted by Iselin You seem to have a very strange definition on what is a 'community'. So if I get a bunch of people from SA and play WoW together with them, that's not a community? lolwut?
Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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11/24/12 8:03:13 AM#72
Originally posted by nariusseldon Well, personally i refuse to buy into the idea that having online and/or game friends playing different games and interacting with each other as new and revolutionary idea, i have those since 1995, especially if it comes as excuse for the particular games becoming shoddy, shallow and unimaginative. Because that is in the end the main argument here, you say "wee, arcade/lobby gameplay, progress, fun!!!", i say "oh crap, arcade/lobby gameplay, we are back to the 90's and it has half the features". As for game, the definition is not as straightforward as you would like, it incorporates everything from tic tac toe trough sport up to military wargames, including virtual reality and simulations. Flame on! :) |
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11/24/12 9:10:09 AM#73
Originally posted by VengeSunsoar three games ive played, picked them as a early game (EQ), mid game (WoW) later game (rift) ive choose these cause there 3 games ive played so i know a reasonable amount of info on them all. Size EQ = 75-100 somewhere between there WoW = about 34 zones+ 15 dunguens Rift = 11 Each of these zones were roughtly the same size. Races EQ = 12 races each with there own starter city xcept for half elfs which either started with the wod elfs or humans, (humans also had 2 cities and ranger had a special starter zone they could choose) WoW = 8 with 6 cities to choose from Rift = 8 aswell but only 2 cities Classes EQ =13 WoW= 9 Rift = 4 roll each with 8 classes each whcih you could mix and match skill between the 3 classes Factions (reputation) EQ = Way Way tomany to count and every faction you could change by killing different mobs one city has atleast 8 different factions in. And you could eventualy work your faction up so an darkelf can go into human cities (sworn enemies and vice versa or human can become Kill on sight of there own cities if they kill their own guards) http://www.therunes.net/faction.htm (a little on how it works) WoW = somewhere round 12-20 Rift = 2 whcih you couldnt change your alignment with at all Zone Variety EQ = Landbased, (open world)land dunguen and completly underwater one (which is like a 3d maze sometimes, Kedge keep ><) WoW = Landbased, (instanced)land dunguens Rift = Landbased, (instanced)land Dunguens
Everquest also had a skill based system aswell each weapon skil had a skill lvl same with spell castiong had 5 or so, then u had general ones such as language skill and sense heading, class skill such as tracking for rangers, harmtouch for shadownights, layonhands for paladins. But had less in the way of combat skills that u see nowadays but that allowed you to socialise while fighting since it was groupbased game. Seems to me older games had alot more stuff on release and as we get to new game such as rift if drops down substantaly (although rift had more classes option they had least of everything else)
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11/24/12 1:34:29 PM#74
Originally posted by Scot YOu can .. but if play style is such that players will play a few month and move on, the dev needs to design as such. Why do you want to straightjacket MMOs into the long term commited version? There is no reason why people should not play MMOs as short term game. They are already doing so, whether you like it or not. |
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11/24/12 1:38:30 PM#75
Originally posted by Banaghran Back to 90s? What online service have cross game chat, and access to friend list like Battle net in the 90s? You can refuse to believe it. But people like to play different games, with the same group of friends. I am surprise you can't see that. How many people you know play only ONE game? So once again, new or old, like it or not, you think players should play only one game in only one world with their friends? I think you are sadly wrong. How many guilds move from one game to another? And if that is the case, why don't dev give people tools to do that better? |
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11/24/12 1:40:26 PM#76
Originally posted by jpnz Exactly. Community is just people. Don't make it sound like it is magical. MMORPGs are just games. I don't see why friends shouldn't play multiple games, including MMOs, together. This is just entertainment. It is not like when i log into WOW, i commit to play nothing but it. |
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11/24/12 1:45:59 PM#77
Originally posted by Starpower Have you ever noticed that the majority of the complaining comes from places other than the 'locusts"? Generally, it's from players whose offended sensibilities tell them that other players shouldn't be allowed to play 'wrong' like that. "Console Kiddies", we like to call them, waving our canes. But their play style doesn't bother themselves; it just bothers Mrs. Grundy. Mrs. Grundy knows how MMOs should be properly played, and if it weren't for this horrible school system, she'd have them whipped into shape in no time. Busybodies are most concerned with how other people should be playing. Mrs. Grundy is miserable when other people are having fun doing it "wrong". |
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11/24/12 1:49:05 PM#78
Originally posted by Icewhite hahah .. yeah. I would play a MMO like a lobby game and some will blow a gasket here reading about it. I wonder why. It does not bother me there are those who wants to go to meetings when they play Eve or whatever high commitment MMOs. In fact, it is kind of fun to discuss it. |
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11/24/12 1:55:24 PM#79
Originally posted by nariusseldon high commitment MMOs. I'm glad that they still exist, but somewhat concerned that their business model may be what's killing them off. Still, the market seems to be adapting to "flash bang here and gone waves of players". Could be that what I preferred isn't what works best for corporate thinking. Could be that chasing these surly old coots out of your player base is the only possible way to advance to more efficient models. Play by mail games died out. Pay per hour games are gone too. Tabletop...pretty close to dead, except for my nephew. PnP...ghost still clinging maybe, but not what they were. Arcade games, pffft. Seems reasonable that some day the last MMO may close shop too. |
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11/24/12 2:22:55 PM#80
Originally posted by nariusseldon I am sure the 400k EvE players might have something to say about that. as they are not. You have to allow for the possibility that a good sizable chunk of people do not want to play a new mmo every month. Enough people in fact to sustain a long term game whether you like it or not, and you evidently do not like that fact as you run around the forums arguing with anyone who doesn't like throwaway f2p 1 month cashshop mmos. Do you not have a credit card or something? |
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