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All Posts by AlBQuirky

All Posts by AlBQuirky

144 Pages 1 2 3 4 5 6 7 » Last
2862 posts found

My signature states my largest grievance with MMORPGs today. It is all too common in these games today. In a nutshell:
MMORPGs are now made for players who do not like MMORPGs."


Originally posted by Foomerang
Offer more ways to interact with the world and each other. We have heals, tanks, dps, cc/support, crafting, gathering, commerce.

What are some fun and interesting ways we interact with the real world and each other? Food, music, sports, things like that. Find ways to make a "game" out of those things and make them relevant to the overall progress of your character.

I know thats terribly vague, but you kind of get the idea I hope.



Those are superb ideas!

Unfortunately, the "majority of players" have little to no interest in these kinds of activities. If they are not swinging a sword, shooting a gun, or slinging spells (aka: killing things), they have no interest. "I can do that stuff offline."

Good thing GW2 has hearts, instead :)

Question mark, no question mark is NOT a deciding factor me.

I got through about 4 minutes before he lost me. This is when he said, "Players demanding games made exclusively for them." EVERY player wants a game they want to play. EVERY. SINGLE. ONE. Anyone who can not see this needs cognitive help. I have yet to hear ANY player say, "I want a game *you* want to play!"

He started out by asking a good question, though:
"What makes a game too easy?"
I can answer for me.
01) GPS compasses.
02) Map markers for quest goals and Points of Interest (POIs).
03) Big red shapes telling players "something huge is gonna happen here!".
04) Quests on Rails, insuring player's will hit all the high points in the game.
05) Achievements (For getting to level 10? Really? That's an achievement?).
06) Player skill overriding character skill, taking the RPG out of MMORPGs.
07) Fights where fear of death is minimal, at best.
08) Magic items that drop like torrential rain showers. Vendors even SELL magic items!
09) Add Ons.
10) Death means a minor respawn setback, maybe a minimal currency loss for tougher penalties.
11) Auto-replenishing health, stamina, and magic.

That is off the top of my head.

He also made a good point about devs thinking that "difficult=MOAR MONSTERS or MOAR Hit Points!". All that does is draw out the fight that the players will win anyway, 90% of the time.

Now, he could have changed his tune after the 4 minutes I watched. If so, I'll watch the rest of it. I have feeling, based on his "stupid" comment about "certain players" demanding games be made for their own enjoyment, that he has his own agenda.


Originally posted by lizardbones

Originally posted by Cellarkid88
I want to emphase the cost of publishing/marketing a game here as well which in itself can exceed initial developing costs - and in the worst case literally double the overall cost.

I read that Bungie spent something like $150M on Destiny.  This was an estimate by an industry pundit, not someone associated with Bungie.  Compare that to the $500M that Blizz dropped for marketing and future development.  Marketing really is a big part of a game's initial and ongoing costs.  Blizz wouldn't have dropped that much for marketing if they didn't think they'd get a return out of it.

The marketing aspect intrigues me. In this age of Facebook, YouTube, Twitter, and all of the other "social media... err MARKETING" websites, where do these dollars go? All of the above is free. I am seeing more and more TV spots for some games, depending on what channel I am watching, but nothing too earth shattering. Some magazine ads may be done, but haven't those prices dropped significantly in this age of free web advertising?

I think if a company slotted 50-100 million for advertising, many marketers may be hard pressed to spend it, with all of the free options available now. Web marketing, like here at MMORPG.com would cost some, but not a lot, overall. MMORPG.com has a few specific spaces for sale, but they have more of the "choose from this pool of advertisers" type of ad space. I guess a marketing person could shoot the whole wad for a small, short Super Bowl ad, but that sure would be foolish :)

Marketing has changed in the past 5-10 years. Word of mouth works even better than it used to, thanks to "social sites" all over the web. There are so many ways to get one's product "out there", into the public eye (many of them being free), it's hard for me to imagine any difficulties.

I am no marketing genius, or even a professional, so I may be way off base here. My logical mind, though, is struggling with how any company spends so much when so many free avenues are readily available.


Originally posted by VengeSunsoar
People complain about low population servers. They complain about server merges. Now they complain about the megaservers. All done to deal with the low population server. There is no winning for a dev.

Some players certainly do. Maybe even many :)

I have never complained about low population servers. I usually seek them out :)


Originally posted by Problem

Originally posted by Scypheroth
Voqar you sir have hit the nail on the hat n i applaud u...the new "evolution" of mmo plalyers are blind dum kids...if they need ti actually use there brain to play they will whine...look at what happen to WoW...but that being said....p2w is a horrible thing and yes it is cheating no matter how you look at it....back in the day we used to p2w...by back in the day i mean in the 90's...how? do you remember a lil tlhing called..

GAME GENIE...you paid for cheat to win......p..2...w.....wake up ppl...its he truth....n the truth hurts....



what...?

Game Genie was a device that went between your console game cartridge and the console. It was a hardwired "cheat code" for consoles. It was sold by third parties, not console manufacturers.

However, not a lot of multi-player interaction there, so cheating affected no one but the player using it :)


Originally posted by kaiser3282
It's only cheating if it is against the rules according to the company running the game. If  the game contains systems which allow currency exchange, then obviously it isn't cheating.

Your own personal beliefs / morals / preferences do not determine what is cheating. You do not make the rules for the game.

If the NFL, MLB, etc said it is not against the rules to use steroids and stuff, then it would not be cheating. It is only cheating because, for now at least, it is against their rules. Would people look down upon it? Most likely at first.. Would it be cheating? No.



Well said. It is only cheating if it breaks the rules.

What the OP is talking about is morality. That will vary with every individual player. Most of the time, for "someone else", it is cheating. When the player does it, it is "playing smarter" :D

I see megaservers as a "band-aid" for MMOs that bleed players after launch, or expect to. Instead of making an MMO where players actually stick around for a significant amount of time, they create megaservers to deal with low populations.

The arguments for separate servers that I've seen can be easily fixed by communicating with the friends/guildies that players desire to play with.

Separate servers give the possibility for different rulesets. I also miss the ability to create 4-8 characters PER SERVER! That is like Wild Turkey to my "altoholism."

Megaservers do nothing to entice me to play an MMO. Other players love them.


Originally posted by Ikeda
Didn't EQ do that?  Where they essentially "relaunched" the server from scratch and then released the expansion at timed intervals?

They did do that. Twice. When some "goals" were met, then a server-wide vote was cast whether to go to the next expansion or not.

It did not work all that well, as some players/guilds rushed to meet those goals, like it was a race. When it came to vote, invariably it was voted to go onto the next expansion. Since different players have their different "sweet spots" in the expansions, no one could agree where to keep the servers. And the ones for "pushing" the server to where the game already was, ie: "Catching the server up", the new servers did not last too long before becoming "just another server", though only accessible through subscription.

They were fun while they lasted, which was not very long at all.

Cool article. I've been following "RetrowareTV's YouTube channel for awhile. They have an interesting series called "The Video Game Years." It's a fun trip down memory lane :)


Originally posted by Jenuviel
This is my favorite web-series, and I don't even play tabletop games anymore. It's all kinds of entertaining, though, and really well-produced. Plus, I love Wil Wheaton! I was very happy to pledge to this, and even happier that I was just one of more than 20,000 people who did. It sort or restores my faith in the internet when stuff like this gets funded. Now we just need to fix the net neutrality thing, and we'll be all set!

Same here. I watch TableTop religiously :)

Glad to har they did so well! Reaching their 1million mark means that Wil's TableTop RPG series gets a "Go!"


Originally posted by Quirhid

Originally posted by Holophonist
It seems to be a problem of setting standards. In the case of movies, "the masses" don't really care about having deep character development or an interesting plot, they only care about what's in front of them. So the standards in production value are pushed through the roof, and everything else falls by the wayside. So when you try to get your non-movie buff friend to watch Primer or Europa Report, they complain that it looks shitty and quickly lose interest.

The same thing seems to happen with games. A large amount of people will not even try a game if that initial impression isn't up to snuff. Sad really.

As for the actual question, it depends on what you mean by "need." If you want it to compete with AAA games then yes, you probably need to have AAA graphics. But you don't need to compete with AAA games. 



"The masses" care about deep character development and interesting plot as much as the next guy. The graphics and polish are what brings them in.

Presentation matters. Something as innocuous as color of a drink makes a difference: You conduct a taste test on people with a green drink, a yellow drink and a red drink and most will say the red drink is sweeter even thought they are all the same stuff only with different (tasteless) dyes in them.

It would be foolish to think yourself to be above something like this. We are all affected.



I respectfully disagree. It seems to me the masses want action, fighting, and more power, now. "The Masses" do not want to read dialogue, have any downtime at all, or interact with others, except how it will further their own goals.

I view "The Masses" as well represented by a certain poster here on these boards. What he desires is what is selling(?) like hotcakes, though he admittedly spends nothing. "The Masses" want the same experience. Depth is boring.

I will agree that presentation IS everything to "The Masses." If it is pretty enough, they will put up with a lot they do not like. After awhile, if the game is bad enough, even the presentation comes under fire :)

I admit that I am affected by presentation. WURM did not present itself well to me, though it has many good features. Same with Ryzom. "Presentation" makes me think of food, for some reason. There is NO presentation that will make squid appetizing to me. Same with games. And pretty women :) Presentation may have me asking out a pretty woman, but if her "character" is garbage, I will run away. Fast.

Presentation may bring players into a game, but depth will keep them playing, if that is the game's goal. I would give up a good amount of presentation for good depth. Granted, *I* am not "The Masses."

What do I "expect" from an MMORPG? It seems a lot, and too much, for they fail to deliver on all accounts, lately.

1) I expect a virtual world where my character can live.
2) I expect an experience that will have me biting at the bit to log back in.
3) I expect a deep character development process.
4) I expect to fail sometimes, often, and easily.
5) I expect consequences for my actions.
6) I expect multiple ways to accomplish tasks.
7) I expect a LOT of other activities other than fighting.

As I said, I expect too much, it seems. Funny that MMORPGs 8 or 9 years ago could deliver these in many settings and ways.


Originally posted by nilden
This is one of the main features I look for in a MMORPG. I'm done with instanced, lobby based, LFD dungeon running. If the world is "B-roll" content that you never visit again instead of being the content, then I'm not interested.

Sign me up! Well said. The WORLD is why I play MMORPGS.


Originally posted by Jean-Luc_Picard
WoW: from release in Nov. 2004 until now, and still playing. That would be my 10th year in WoW.

Just curious here, Jean-Luc. Do you still roll up new characters or basically just hang out with your top characters?


Originally posted by Quazal.A
Worst

Without doubt was neverwinter and their keys for boxes and the fact that after release the hackers had screwed the game that much and yet us that had spent a few ££s (not all of us live in the $$$ worlds so please no more $1 should be £1) got zero back in return.



Star Trek: Online and GW2 suffers from this policy, too. "Here's a reward. Got a key to open it? Too bad! Visit our cash shop. MUAHAHAHAHA!" Or at least they used to when I played them.


Originally posted by Cabaloc
I have my main hero, a hero in town and about 4-5 ferrying troops to main hero, is this a good setup ? I play on XL maps to.

That sounds like how I usually have it set up. I should warn you, though... I have yet to beat HoMM III yet :D


Originally posted by lizardbones

Originally posted by Loktofeit

Originally posted by DamonVile
I think movies mirror this situation very well. Why do movies like the first transformers or the avengers do so well and would they have been as popular if the budget was slashed but still made with the same script ? There's a certain level of production value you need to have to attract " the masses" and it takes money and talent to get it. You can't remove one and expect to keep the same level of the other.

It's easy to look at a game that underperformed and say that game didn't need all those extras, but can you do the same with a blow out success ? Would wow still be wow if you halved it's original budget ?



+1

Also, any entertainment product or service made to attract a large audience needs teams to maintain the product/service and to support the community. They also need a sizable advertising budget to make people aware the game even exists and bring the people in.

EDIT: Reading back through some of the replies, Mr. Kujo made a very good distinction:
They don't need to spend a lot to make a game, they need to spend a lot to sell a game.



Do you ever read what other people write, and wish you could say what you wanted to say as succinctly as other people?

I do all the time :) I have to work on my "word efficiency usage" skill :)

Kujo did make an excellent point, and I agree :)

If you can wait a couple of years (I think they are hoping to release in 2016), City of Titans is a Kickstarter'd MMO started by talented fans of the old CoH. We will have to see how it turns out, though I did back them :)

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