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All Posts by Guler

All Posts by Guler

3 Pages 1 2 3 »
50 posts found

As others have said grinding is just a matter of perspective.

 

There was a game designer quote that stuck to me from an interview I read back, where the guy was asked what his job was, and his reply was to make hitting the same 8 buttons for hours on end a fun and compelling experince. All video games by nature have some level of repetition, it's just how well they can hide it and how well they make it a fun time.

 

Some games fail at making the repetition fun, and it feels like grinding, but since fun is subjective so is the grind. Others find the repitition hidden well enough in the game and it doesn't feel like grinding.

I'm going to avoid going on a rant about how the OP appears to be a little bigoted, equating "cartoony" with "feminine". 

 

Instead I'm going to ask the OP a simply question. What would you do to make SOE games, or Landmark more oriented towards "Adult Males"? More precisely, what would you do to make it oriented less towards Asians, Teenagers, and Adult Women?

As someone who's played the past 3 generations of Skylanders games and accumulated about 30 figures for them. I can't say I'm to eager to start another game that requires figures.

Don't get me wrong, the Skylanders games are loads of fun, but at the end of the day anytime I'm not playing Skylanders I have 30 little figurines sitting around doing absolutely nothing but getting in the way. I see this game much the same way, would probably be fun when I'm playing with it and my figures, but what do I do with them when I'm not.

In fact one of the reasons I got out of many of my physical games, miniatures, board games, and TCGs alike is the storage space it all requires. Living in a very big city where space is at a premium just doesn't allow for much clutter, especially if you don't want to have to unstack stuff just to find what you want. It's the same reason me and so many of my friends got rid of book shelves in exchange for eReaders.

Topic near and dear to my heart. So I'll give a quick reply.

I to went through this conflict, but it lasted years for me. The problem is I was even considering MMOs as being on level with something like pursuing higher education, and they shouldn't be. MMOs and gaming in general should be an afterthought to real things in the real world, at least that's the conclusion that worked for me.

During my youth all I cared about was gaming. I would happily ignore school, friends, sports, and other things if it meant a chance to spend a few more hours in my favorite MMO. I was clearly caught in the hamster wheel, I was running in place, putting lots of time and effort into MMOs, but not really doing anything with my life.

It took a bit of a breakdown for me to finally turn things around. For me to go back to college and decide I wanted to make more then 10 dollars an hour for the rest of my life. The decision hasn't been without it's consequences as real life is way harder then any video game I ever buried myself in. Yet I've found ways to rise above the challenges and keep moving forward, I've failed a lot, but I've always picked myself back up to.

I have my four year degree now, and a comfy job that pays me insanely well considering the work I do isn't that hard, or at least not as physically demanding as what I used to do. I do often find myself in the situation of having lots of spare money, but no free time to use it in, but I think overall I am quite happy with what I have accomplished. I may not have the free time for a MMO more then a few hours a week, but I've had so many more life experiences that it's been worth it.

For me at least housing has always been the feature I thought I'd love right up until I experienced it. I've tried lots of types of housing, UO, SWG, EQ2(instanced). None of them really compelled me in any way, I always had better things to do in the game then decorate the house with stuff to show off after all. Sure some players had really cool looking houses that I enjoyed poking around, but overall it didn't compel me in any special way.
Seems like a not so great idea for the current crop of high fantasy MMOs. All it'd be is an extra set of gear to stick in your backpack and whip out when the weather changes, or if there isn't gear to deal with it all it means is the content would be unavailable for x hour. Where I do think something like this could work is an MMO that focuses on being more world building than slaying monsters for loot. The traditional sandbox concept, which is one I'm not to fond of honestly, but this idea is ideal to it's core concepts. The type of game where a person realistically wouldn't be able to lug 8 sets of armor in their 6 different backpacks like they may in high fantasy.
Originally posted by WereLlama

I am goal orientated so when I cannot make measurable progress with my character, I leave.

So for a game to keep me for a long period of time, I imagine it would need to always have lots of room for growth.  Not sure if that is possible without daily fixed time caps on progress.

-WL

 

This is the biggest reason for me, and measurable growth in reasonable time is key. If I have to grind for 60 hours for a .001% increase in performance where I used to get 1% an hour, I'm gone. There comes a time when the reward from leveling and playing the game isn't enjoyable enough compared to the effort.

 

It should also be noted, that the reward is not just an increase in character performance, but to be able to explore new content that was previously unreachable due to not being strong enough.

I think they thought just right at least from a business sense.

 

They could spend hundreds of millions on a massive MMO and hope game of thrones is still popular after a few years of development (Like the stargate MMO tried), or they could put out shovelware that probably cost a few million and less then a year of development to strike while the popularity is at it's peak.

 

I look at a game like this to be comparable to the console games that get released at the same time their big budget movie counterparts get released, a practice that's been used since way back in the days of the original NES.

 

Chances are good they do have some first + last name on file for the account and that's what they need the ID to compare it to.  I mean heck, I got my account through the recruit a friend thing, and the name they had on file for me was not my own name, but a nickname my friend entered in the recruit a friend request.

 

That being said use some common sense when sending IDs over the web, a water-mark of some type is usually a good idea. It's not flawless security, but photoshopping away a water mark would probably be more trouble then it's worth for a thief who'd be getting ID pictures in bulk. You usually can't be perfectly secure, but you can take steps to not make yourself the easiest target on the net.

 

PS. Thinking it's a government conspiracy is a little bit silly.

I definitely think it won't be the popular trend for MMOs, many players like the linear gear based progression, and players deciding the rewards rather then developers can make that ugly, as you mentioned in the OP.

 

I do think there would be a niche for it as a genre. More to the point if the game revolved around the "rogue-like" genre, where when the player enters a dungeon they enter it stripped of gear, and most abilities. This could get around the issues of players granting uber gear, and there could still be a leveling up system for things like base stats, maybe with a xp cap per mob that adjusts based on level.

 

The dungeon delving mindset of rogue-likes always solves the issue of how all that player generated content could exist within the same world, each player could have their own dungeon and visit other peoples dungeons. Like farmville, but more murdering of monsters.

100% agree that PvP did not belong in this game. As long as they don't try to cater to the PvP crowd further I"ll be happy.

Starting big and waning is a natural state for most forms of media. It isn't just MMOs it's with new books, movies, and comics. Best and most well known example is with box office sales, first weeks are huge, second and third weeks a little smaller, then by the forth week on, not so much. People get exposed to the content in the first week, some go back and view the content again, some tell their friends for week two and three, by week four anyone that was going to go see it in the theater has done so for the most part.

 

Sure, every once in a while one piece of media defies the odds and goes from no one hearing about it to becoming a nation wide best seller with a super loyal fan base, but those are few and far between.

 

I'd caution against a system where losing life decreases stats. I remember in the early 90s, back when game demos were distributed on multi-disk sets and you mailed in for a full copy of the game, that lots of RPGs experimented with this type of system.

 

I also remember that I couldn't stand the system, it caused the battles to have a huge snowball effect. If you face off against a strong opponent and get hit, then your hits are weaker and will only get weaker as the fight goes on, likewise if you draw the first blood, your opponent is only going to become more trivial as the fight goes on. I do think debuffs add complexity to games, but when they are tied with HP directly, you might as well be taking away character levels or skill points each time they get hit.

 

Anyways, that's just my 2 cents on the topic. I've played games where such a system was used and always found combat in them more frustrating because of it. On another note a similair system that I"ve found frustrating are games where your opponent 'disarms' you and where it causes you to have to open your inventory back up to re-equip the weapon, it adds tediousness where it is not needed.

Rarely do I rant about F2P games, because I think many of them have strong merits. However this screen shot is all the things I dislike about FTP, if this was a comic strip I'd think it a parody, he's got the item shop flame aura, the item shop dragon wings, and "VIP" plastered more then once on his character.

Some helpful, if not a bit harsh advice.

 

Issue 1: If you are going to school for any degree, game design included, and they are not teaching you technical skills, then change degrees. At that point the degree is essentially a liberal arts degree, and look at the employment rates for things like art history, gender studies, or any other liberal arts degrees. If you want to go to school for "game design" focus on a degree that's going to teach you the hard technical skills, either a business degree for the management side of projects, or a computer science degree for the technical side of projects.

 

Issue 2: As most others have pointed out many people who are good at C++ programming, or any programming language, or are good at 3D animation expect good pay. These people generally can earn 40-80K a year doing application development for programming, or doing advertising work for 3D animation, these are not easy skills to learn, and they aren't always fun skills to apply, which is why people get paid for them.

 

Now this isn't to say it's impossible to put a game development team together, however the founder of the team generally needs to be the most skilled individual, and willing to 'teach' the other team members some of the trade.

 

 

For me the fewer abilities the better, especially when it comes to warrior classes. In fact one of the things I despised most about everquest 2 was the clutter of warrior abilties that all felt the same, by lv 20 I had about 12 abilities that were essentially an extra basic attack, they served little purpose other then to have me click on 1 through 9 every 10 seconds to maintain steady damage. Sure some of them added a little bit of DoT, some of them added a bit of fire damage, but since they were all on a 4-12 second cooldown there wasn't any reason not to just spam them all in a row, and hitting that many keys every few seconds got annoying fast.

 

I'd rather have fewer abilities on a higher cooldown that serve a more meaningful function in the game. Make using the right ability at the right time pivotal rather then giving players so many abilities they just cycle through them like auto-attacks.

Originally posted by DamonVile

To me the msg was if you try and let everyone be a hero, no one ends up being one.

Same thing in real life I guess. When you hand out participation ribbons instead of first place it becomes meaningless to even have the competition in the first place. 

MMos have always been bad for that. Everyone has to be able to experience everything and be everything so nothing in them is ever really all that special.

I didn't even think of it like that. This comic makes a lot more sense when looking at it from that perspective.

Yeah, this one kinda flew right over my head the first few times I read it.

 

I think the purpose of it was to show the difference between what MMOs promise you can do in the world compared to what you really end up doing. This is much more true for first gen MMOs like Everquest and Ultima Online.

 

I think Razeekster has a good direction for the comic, that the only way you could acomplish so many things in game would be to dedicate life to it.

 

The other direction it could have gone, while keeping with the original theme is a starry eyed new player saying how cool the NPC is and how they are going to follow the path the NPC did to heroics and fortune, only to find themselves disapointingly slaying rats rather then giant monsters.

 

 

Originally posted by Vermillion_Raventhal
Originally posted by Dibdabs
I'd like a game where I can research my own individual spells and not be the 10,000th mage with the same spells as everyone else.  There's too much uniformity in MMOs.

I think like you do.  One thing UO beta taught me through a bug was that reagents can control methods to people having access to magic or not.  In the beta test either through an actual bug or unintended design consequences reagents were not spawning in the shops regularly.   That meant you couldn't really do spells unless you stalked the shops or found them.

 

I'd like to see reagents limit spell usage so you have high ranking spells use rare reagents.  The more powerful the spell the harder to find the reagent.  

 

I'd like to players be able to craft spells.  

I had forgotten all about those days, back when mages had to run around Moonglow island and other locations gathering up their regs one at a time to be able to cast. It was an interesting bottle-neck to the use of magics back when anyone could have any skills and there wasn't the skill point cap.

 

I'd say if there was a system in place for magic being usable by any character, then a system that provides a bottle neck would be a good thing. It'd make it so magic isn't something whipped out at every encounter, but can be used for a more powerful effect to really turn the tides.  Right now in MMOs I feel that magic is essentially the same as using a bow and arrow, it often does the same damage and has the same effects, which for me kinda ruins the point of being the glass cannon of a magic.

 

I think the resource gathering method is a little outdated for a bottleneck, esepecially in the days of easy to use scripting languages where bots can be made by amateur programmers in under a day. Perhaps a time based bottleneck would be better for the modern MMOs?

 

Maybe a system where a player can pick X number of schools to be from. So say they have 3 schools, they may choose an armored combat school, a swordsman school, and a earth magic school; or another player may choose a more pure magic going with a fire magic school, a water magic school, and a wind magic school. Each school could allow X number of spell uses from that school per hour While magic would have a much higher cooldown compared to melee combat with almost no cooldown, it would in turn have a much more impactful effect rather then just being the equivilent to an arrow hit.

I think meaningful for me is different then for most 'hardcore' Pvpers.

 

For me I find meaning in it being a test of skill and being able to prove my skill was better then my opponents. Be that skill with coordinating and supporting team mates, or skill in playing the game and getting the timing right. For me games like league of legends, or the world of warcraft battlegrounds are the most meaningful since teams always start with even numbers and supplies, and you win or lose based on skill and decisions you make in the heat of battle.

 

On the flip side of things game like ultima online and eve online I didn't find the pvp all that meaningful. The outcome of the battles were decided long before the battles started, usually by whoever has the largest numbers, and thus they didn't satisfy my need for skill. I won't argue that skill doesn't play a part in some of the battles for these games, but most of the PvP in these games is decided by preperation, and thus for me isn't as meaningful of an experince, impactful yes, but meaningful, no.

 

I guess it comes down to what you are looking for. Are you looking to prove your worth as a combatant, if so then League of Legends or WoW's battlegrounds/arenas are a great fit. On the other hand if you are looking to prove your worth as a tactician then Eve and Ultima Online would probably be the better fit, even though they didn't do anything for me personally.

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