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All Posts by mmoguy43

All Posts by mmoguy43

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2252 posts found

There are some features that are rather intergral for MMORPGs and others that could be defined as attached gimmicks. Some features have greater lasting appeal that others. I'm curious what everyone thinks were cool features until they were not. If some remain to be cool or all of them become equally unappealing over time.

I'll start.

Continuous questing- Cool from EQ2 until about 2009. Can't keep doing them if they are the same as they were.

Dynamic quests(rotating cycles)- Cool with Warhammer and was uncool by the time of Rift.

Character titles- Cool for the first few MMOs. Now I couldn't care less about them.

PvP Battlegrounds- Cool in GW1 and Warhammer but lost interest after that.

Skill trees- I don't know when they were especially fun but lost interest in them by SWTOR

Personal Achievements- Was it ever all that cool? can't remember. Maybe were fun in SP games but didn't care about them once they were included in MMOs.


There are many other feature that I could say that were a lot of fun in the begining and are still tolerable.

I don't know if it is worse that in reality they aren't swimming in cash by doing this. That is the hope but not the outcome.

DLC, Early Access, F2P... are all common practice.

Neocron remake. For those that don't know it would be like a cyberpunk sandbox world + virtualnet that plays like Planetside 2 but with a lot of opportunities for coop PvE adventures inbetween capturing PvP bases. Would still have skill based leveling, housing, and vehicles from the original.


Collusus Hunter. Not for soloers. Roam the world and find massivley huge mosters that require a very large number of people to bring down. These aren't like typical raid mobs that everyone stands around to spam attacks to kill. You have to climb on top of it, search for vulnerabilities, while coordiating with a small army. Fully detructible world that gets devastated every major battle.

Originally posted by Alders


MMO's used to be designed for like minded nerds that enjoyed solving puzzles and getting lost in an online world.  Now they're designed to include the people that nerds were trying to get away from.


Also why forming communities now is such a struggle as it takes a lot of added designs(fixing the community breaking designs) or dev community manager effort to engage in community building.


To echo what others are saying (sort of), having many options isn't bad but the minor amount of diversity of those options is too limited and isn't allowing for much growth.

I may be too early to say, but I think we are slowly getting out of this rut. The clone war years seem to be winding down with more sandbox type stuff on the horizon.

Planetside 2 is the only one. Its a good burst of MMO action with the little time I have.

Really no way to know but to guess or say both are valid.

IMO 3x more people will be willing to drop only 5 bucks on a game and play whenever than to be committed to a game for that month or longer period of time for $15. So it is even.

Hmm.. how do I answer this? With blind hatred and idle contempt? Choosing the developer that has made bad decisions regardless of all their attempts to do right? Choose that developer/publisher that shutdown "MY" game? Choose the developer/publisher that closed down games so that it can live on to make more?


I saw this and wondered if someone posted it already :)

Its a flash sale (60% off) that ends in 7 hours. 12$ for the standard game and $15 for the massive edition.

Originally posted by Consequence

This thread is misinformed. Devs do not follow "the data" they follow the funding.

Really? You practically corrected yourself, implying "the data leads to funding", which is exactly the point I was making.


In the past Devs go to financiers and ask for money to build a great game and  financiers know next to nothing about games  except which ones succeed and which ones fail. The Devs say " I Have an Idea for a MMO" Financiers say " is it like WoW?" and if the devs say no then they don't get a dime. This is why we have seen SO many WoW clones in recent years. Devs haven't had true liberty to develop what they want. They are forced to sell their ideas early to someone who has financing or they are forced to alter the game to what the financiers want, which is another potential  WoW.


However, with PC  sales on the decline in recent years, much of the financing has shriveled up and devs are being forced to crowd fund their ideas. We haven't seen how this will work out but it cant really be any worse for us than it was when devs didn't have the ability to make the games they wanted but rather the game the people who gave them money wanted.   



@ the misleading use of "don't listen to players"

Yeah, I know.

I certainly didn't mean that developers don't listen to players AT ALL but more in the sense of what many of the player base is saying on the forums, other sites, etc. Devs or even mods can't possibly read everyone's thoughts and opinion on every aspect of their game. But I do believe they try to listen to the more major topics people are talking about.

Planetside 2 is the only F2P game I can think of that I have spend $60 and more on. I think that is largely because it was designed to be F2P from the start and has no P2W($= cosmetics/save time). I get my FPS fix with no obligation and don't have to keep getting the next BF or COD.

I've played a lot of P2P games that I loose interest in after about 3 months and F2P doesn't make me want to return or pay any money at that point.

Originally posted by Quizzical

What players are saying is another form of data.


Strictly quantitative data is much better at answering some questions than others.  It's very useful for looking at play balance:  if you intended for skills A and B to be used equally often, but your players mostly spam skill A and ignore skill B, that should tell you that you accidentally made A stronger than B.

But quantitative data doesn't really tell you if players like your lore or the artwork in a zone.  If zones A and B are built for the same level and zone A has more interesting content and zone B gives better rewards, most players will go for zone B.

Interesting and good points. A person's preference doesn't necessarily mean they choose the easier (OP) option but in large quantities it could indicate is it more than just preference. The data can't always speak for the motivations a player has in their choices which could mean that making balances or chances alone based on the data can lead to inappropriate or imbalancing effects. Yes, the story and art can't be quantified on a per location basis but probably wouldn't be subject to change anyway...unless it is truly bad and that data could be parsed and analyzed from player text input.

Well, data collection may not be used on such a large scale as I imagine but right now I know they are keeping track of our movements, actions, and chat logs (depending on the developer/game ofcourse).

A developer would say "...but we ARE listening to you. Your actions are speaking louder than your words!" :)


Rewind many years when the MMO industry was very young, yeah, they didn't even have the data to go with so many new and different things were tried, no trends to follow. But once a trend began it was a sure-fire way to secure funding to make it.

Any game isn't safe for the wallet on launch day. MMOs that get the F2P treatment- well its still not safe but its a better demo.
Would you agree with this title? Its just a thought I had when realizing that the growing trend of adding sandbox features or open ended gameplay that is going on now. It didn't start until AFTER all the players jumping into Minecraft and clamoring for open worlds, living breathing worlds like Skyrim. Players have actually been wanting and talking about those things for a long time and it wasn't taken seriously until after the data comes in, that that is what players are buying. This spreads to game balance as well, not just with games that are made.

If is wasn't for the attractive graphics nobody would play them? Which is why sandboxes can live without?

Originally posted by fivoroth
Again can anyone say if rested experience was first used in WoW? Every time I mention this no one replies to this specific one ;D

Its possible. At pre-BC I don't recall any other MMORPG where you went to a tavern to log out and get rest xp. EQ2 added rest xp but I don't remember when.

Originally posted by WW4BW
Originally posted by SEANMCAD
Originally posted by Jemcrystal

 We should move on and try new things. 


I do not agree.

In fact I explicitly play MMO because of it long term appeal.

Just like I prefer TV shows that run together rather than a movie, same reason why I would prefer to read a trilogy instead of a short story.

Same reason I don't move where I live often.

  I feel the same way. While I do enjoy the odd short film or short story or other short pleasures. I far prefer a long term commitment.

  I get a far more details and a more fleshed out story or world or characters. 

I agree with both sides but depending on the MMO. A lot of MMO(rpg)s typically are not designed to hold players for a long term. They hope players will stay but there isn't much replay value with an MMO centered around completing linear, static content. On the other hand, something like Planetside 2 for example, is centered around PvP(non-linear, unpredictable continent-wide warfare) and gameplay systems(not as much meta as some would like but there are capturing points,bases,alerts..deploying spawns...etc.). Planetside 2 while even being F2P, I expect some to play it in the long run(I do) instead of CallofDuty hopping. Really, why not stay? Continuous updates, adding more gameplay systems, and keeping your progression would be missed if you jump to the next game. EVE, maybe a better example, has so many gameplay systems, has the replay and unpredictability, and is designed around long term play. It should be one you stay with or at least return to. Playing EVE for 6 months and saying "I've done it all" and quit doesn't make much sense for a game you enjoy.

Yeah.. Don't know about those but I'm pretty confidant that WoW was the first to make the whole game centered around accessibility, casual fun, and simplicity. Removing the "bad" parts. Course a lot of "good" was removed in the process.

Those are the things that brought me into this genre, were a unique part of it, and would be the only way to convince me to return. 
No more labels, please.
Originally posted by Kabaal

I found this video amusing, it compares the E3 gameplay video with how it actually looks on PC now that it's released.

Well...that means what we have seen of The Division will be the same deal. They show enhanced ingame footage, we get something less.

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