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General Discussion

General Discussion 

News & Features Discussion  » [Column] General: MMO’s New Buzzwords: Dynamic Events

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57 posts found

Hard Core Member

Joined: 11/06/08
Posts: 525

7/29/13 8:51:01 PM#41

I too love dynamic events, and I wish more games had them.


The following however made me chuckle,

"There are three major trends emerging: dynamic events, sandbox worlds, and emergent gameplay."


You always see sandbox mentioned as a trend, yet I see no trend except for the trend in people calling it a trend.   Not saying they aren't great, but there hasn't been a good sandbox game in a long long time, not hardly a trend.  More like an occasional blip on the radar that quickly disappears.


Elite Member

Joined: 10/10/07
Posts: 948

7/29/13 9:27:16 PM#42

WoW has not lost 4+ Million subscribers, the MMO market place has lost 4.3 Million potential customers to the economic down turn.  If and when things get better, WoW will regain 4.3 Million subscribers.


As for Dynamic Events, I say "Same As It Ever Was."  FireFall is a MMOFPS, so it is competing  with other MMOFPSs like Planetside2.  IMO, Planetside, was the spiritual successor to Dark Age of Camelot.  It had a 3 faction PvP focused game world, and support for the Trinity Game Play.  DAoC is what you should have strived for.

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Advanced Member

Joined: 2/08/08
Posts: 675

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7/29/13 10:46:14 PM#43
I believe GW2 did a great job spiking the ball in a different direction. The game play is deep and challenging. The combat is one of the better action combat ones out there. Just about every part of the world feels alive and lived in, unlike many mmos out there. There attempt to use dynamic events to better the experience was not for everyone and yes it does get repetitive like regular questing. I do not fault them for their efforts. Unfortunately the game still felt like most other theme park games in the end. I have been so burnt out on mmos I went back to rpgs like Dragon Age and Skyrim. For me when the world changes and a boss is dead I want them to stay that way. MMOs have not offered me the permanency I enjoy from rpgs.



Joined: 1/21/04
Posts: 25

7/30/13 1:02:44 AM#44

Dynamic events hmm they could be great but at the moment they are just an alternative to quests and not always better because they are a more akin to daily quests which repeat everytime without much context or relevance.

At the beginning I really like the GW2 dynamic quests as they seem to make an interest but they cycle through so damn fast, rescued the village? doesn't matter in no more than 15 minutes it will be attacked again and as player are staying more in high lvl zones this becomes even clearer. It just shows that the result don't matter just as with quests you do one time, but at least quests can have an interesting story behind them. Why can't the defended village stay safe for a few hours while enemies regroup? The world is so big their will always be other content for other players without making everything so ... fast ...

I like dynamic content as an idea but until now the implementation in all games I have seen them were a bit lacklluster and not a really obvious advantage for me as a player. As a designer of course I can see why they like them, make them once and they can repeat all the item for "unlimited content" but I still hope there is a better way to make dynamic content more meaningful instead of fast repeating "quests".



Hard Core Member

Joined: 5/09/04
Posts: 5626

7/30/13 2:25:49 AM#45

Analytics is a buzzword I hear thrown around often but it often is not utilized effectively.

Probably the best use of analytics in mmos is to survey your customer bases system in order to properly advance the game in the direction of those systems and peripherals. It makes no sense to continue supporting legacy if the players don't use legacy hardware. Today I don't think there is any active mmo gamer without DX10 graphics card and a multi-core 64-bit CPU on a 64-bit operating system. Why are we still making games for DX9.0c for single threaded games? Proper analytics will show this.


Hard Core Member

Joined: 10/10/03
Posts: 5731

7/30/13 3:05:31 AM#46
I am not sure how easily dynamic events can made into dynamic content, if you can do that for the whole MMO making every encounter dynamic would really be something new. Lets wait and see how well they can do this.

Elite Member

Joined: 10/29/07
Posts: 17701

7/30/13 3:49:19 AM#47

Dynamic events are indeed interesting and I have a feeling that we only seen the top of the iceberg so far.

I do remember how the quests were in Meridian 59 and how some of the more interesting quests in modern MMOs are (even if we still kill 10 rats in the moat far too often in most MMOs).


Hard Core Member

Joined: 4/26/05
Posts: 1284

7/30/13 7:19:44 AM#48
What we need is a new innovative implementation of a next gen dynamic event that is a random quest generator for sandpark themebox MMORPG's. Buzzwords remind me of food commercials, it never looks that good or your plate.

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Advanced Member

Joined: 11/10/08
Posts: 289

7/30/13 6:24:22 PM#49
I miss Tabula Rasa so much.  It did so many things right. 

Apprentice Member

Joined: 7/31/13
Posts: 1

7/31/13 6:30:42 AM#50

I don't think your average MMO player is 'tired of theme-park MMO's'. I think everyone is telling them that is how they should feel - but that isn't the case. Nostalgia for old EQ/Lineage/WoW (yes, even WoW) type games is huge. People love that sort of epic feeling and the 'on rails' combat or questing never detracted from it.


The problem is one of over-saturation. The unique thing about WoW wasn't its gameplay (certainly not unique) or its features. WoW was a 'phenomenon' that hooked so many people because it commanded the entire gaming world's attention. People really miss that synchronicity. It's really important for an MMO to feel somehow 'vital', somehow truly 'massive', like your efforts in that virtual-world or server are really making a splash somehow. WoW felt incredible because you knew that, during its hey-day, if you were in one of the 'reputed' guilds, you were 'a part of something'. Nowadays the PC gaming community and MMO playerbase are divided (and ruled) over too many AAA/mainstream titles. I remember when Vanilla WoW launched, there was a period when my Xfire (then the gaming IM of choice) just switched overnight to a sea of little WoW icons. I was a professional CoD1/2 player, and my entire gaming network was also similarly sponsored/high-prem players. Everyone, over night, started playing WoW. The entire gaming community got the fever. So everyone was talking about the same things, progressing the same way, comparing the same gear, sharing the same experiences... etc.


That is what TRULY makes an MMO feel really special. It's not a matter of themepark vs. sandbox, imo. EVE Online feels special because its community has generated that same sense of social massiveness and 'meaning' (no doubt made easier by the single server). No current MMO, regardless of its design principles, is going to easily re-create that concentration of people again. There's too much choice, for better or for worse. Part of WoW's magic allure was that it was a monopoly. Like it or not. It still gives me butterflies now to even think about Plaguelands, or comparing gear in Ironforge... because it really was connected to this huge, PC-wide community. Everything was imbued with an extra level of meaning. The huge Forum/Warcraft Movies/YouTube etc. presence definitely added to that: you knew that you could share content or your achievements and confer a sort of 'status' or 'recognition' in a network that literally commanded the lion's share of all PC gaming. A special moment in PC gaming history.


People aren't tired of questing, or theme-park MMO's. They're tired of the endless repetitive cycle of buying a newly-hyped MMO, and playing/labouring under the knowledge that, in several months, the game will be a ghost-town, and all of their time and efforts will have been wasted. People are tired of buying yet another MMO-of-the-month that they know will generate no real activity, or command any real attention. The repetitive tasks aren't bad in-themselves; they're bad when they feel robbed of meaning, when the game/its community provides no over-arching motivation. It was a literal joy to quest or grind for hours on end when you knew it would establish some 'status' or earn you some gear/character/progression achievement in a virtual world that had relevancy.


Although, of course, developers don't want to talk about that, or acknowledge 'market fatigue'... because the incessant parade of new features for newnesses sake, of the novelty 'buzzword', is what keeps their salaries being paid, and keeps the gaming-illiterate money-men and publishers providing the steady funding stream. But, yes. I predict that future MMO's that 'revolutionise' the genre and hang all of their hopes on dynamic events or gimmicky combat will still fail. What is up with that Wildstar system, with the brightly-coloured flood indicators? It's like playing a game of Dance Dance Revolution. So much for skill and nuance... all hail the impress of the new!


Advanced Member

Joined: 8/11/08
Posts: 1687

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7/31/13 11:02:41 AM#51
[mod edit]].

, although I thinks it's possible that it's more along the lines of dynamic events being not very dynamic and just buzzwords, therefore buzzwords are cool.



Apprentice Member

Joined: 8/25/10
Posts: 1212

8/03/13 10:36:00 AM#52

Why is it that something CoH did 10 years ago is still being picked up by developers today, and being written off as new and exciting or even remotely worthy of a buzzword.

Moreover fuck buzzwords, everyone hates them except investors. That's because every investor inundated with ignorance when it comes to gaming.


Why can't an mmorpg just have good combat, a good story, and a lengthy adventure that I can experience with all my friends simultaneously?


Novice Member

Joined: 3/17/07
Posts: 6702

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

8/03/13 10:43:29 AM#53
Dynamic events failed so hard in Guild Wars 2.  They will continue to fail in EQN. The problem with events is that once you complete them a few times players move on and look for other things to do. It leaves your world almost empty just like GW2.

Hard Core Member

Joined: 4/19/08
Posts: 2143

8/04/13 5:07:46 AM#54
Originally posted by ThomasN7
Dynamic events failed so hard in Guild Wars 2.  They will continue to fail in EQN. The problem with events is that once you complete them a few times players move on and look for other things to do. It leaves your world almost empty just like GW2.

As much as I have enjoyed for the first 3 months daily play of Gw2, now that feeling already wears off. I'm still fresh and willing to play wow after all this years and same goes for swtor, playing since day 1 with short interruptions. I agree full with your post you. Besides, that "dynamic" are not at all so much dynamic.

So far for me nothing in gaming beats classic quest hubs and feeling of progress.


Novice Member

Joined: 3/17/07
Posts: 6702

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

8/04/13 10:48:13 AM#55
Originally posted by daltanious
Originally posted by ThomasN7
Dynamic events failed so hard in Guild Wars 2.  They will continue to fail in EQN. The problem with events is that once you complete them a few times players move on and look for other things to do. It leaves your world almost empty just like GW2.

As much as I have enjoyed for the first 3 months daily play of Gw2, now that feeling already wears off. I'm still fresh and willing to play wow after all this years and same goes for swtor, playing since day 1 with short interruptions. I agree full with your post you. Besides, that "dynamic" are not at all so much dynamic.

So far for me nothing in gaming beats classic quest hubs and feeling of progress.

Nothing wrong with quests and quest hubs. I think developers are just trying to reinvent the mmo which is a recipe for disaster.


Novice Member

Joined: 8/28/10
Posts: 1

8/04/13 11:35:42 AM#56

I've seen other posts about this but Dynamic events are not New to the industry.


     like several other games in the past, Matrix Online Also had a Dynamic Events system(Live Events) and a sandbox environment to work in. They had Live events run by Devs to promote story based progression. 

     One thing that impeded this type of event early on  is Overcrowding. If you had just one live event on a server A large portion of the Population of the server or faction tried to be involved with it at once, which leads to server crashes and lag issues.  

     Later the game evolved into more Player started Dynamic content that was released over time. This worked well in one aspect as MxO had a mission based leveling system that was Somewhat Dynamic ( your mission areas somewhat randomly Spawned within certain level based zones)  also this was used for the Emerging dynamic content later on as the game aged and was under maintained by ever shrinking MxO Devs at SOE. 

   That game too had it's share of repetative Game play. that's one reason why it's not still around.

For a truly dynamic experience you need to have frequent, numerously Live interaction with the players and the tools to help those events that don't seem repetative.   When those are not available you need A wide variety of standard MMO Theme park fare and/or PvP to Keep people around waiting for the next Event to fall.


skybruin Xfire Miniprofile

Advanced Member

Joined: 11/10/08
Posts: 289

9/14/13 12:52:58 AM#57

Not sure if you check or read these comments on old posts Mark,  But I just want to say your decision to pull your PvP system in Firefall was a highly respectable and bold move.  I really appreciate seeing huge decisions and calls like that because you just do not see them these days in the industry.  I can imagine it was a very difficult decision when so much development and effort went into it.  I even interviewed with you for a esports coordinator job at CES'12 and can imagine how disappointed the team you had there trying to bring esports firefall to life must be.

While the PvP system in firefall was very good quality for todays standards.  I feel it fit the mold of pvp systems we see other games try to tack on to PvE worlds without really fitting the story or Lore.  I have confidence you and your team can really make something revolutionary that will impress the industry.  




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