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All Posts by grummz

All Posts by grummz

3 Pages 1 2 3 »
52 posts found
Yes, that's why I am advocating new mechanics that you can do together that are not part of the regular quest hub design. Fast leveling also makes it hard to stay friends.

Good points, and thanks for pointing out the games that had these features have existed before. I don't think that the nice-to-have features I listed is *the* solution, just a part of it. I think the real key is adventuring together "you gotta sweat together to get together." Er, wait, now that sounds really NSFW. But you get my drift.

Next article I'm going to talk about some ways to enhance synchronous play.

 

I disagree that the genre is in good shape. I've seen too many friends and too many studios laid off from large MMOs to agree.

I'm also not advocating going back to the old ways of making MMOs. What I'm writing about is how to bring back the special flavors that we've lost, but only in ways that are meaningful and fun for current mass MMO players.

Thanks for the comment!

I'm not advocating forced group play or elimination of solo play. I'm just proposing alternate ways for players to socialize that might be better than what we have now. The reason for doing so is to bring some of the friendship back to MMOs in a modern manner.

There are two ways to address the playstyle issue. The first, as you said, is to try to accomodate all players. This makes a game very big and expensive to make and harder to design. Another is to make a bunch of littler MMOs that cater to niche. EvE is one example of this.

Yes, the solution here is not enough. We need a way to make friendships by playing together as individuals having adventures together. Working on some ideas for those for the next article.

Megakoresh I believe that what a guild builds together has to serve the competitive nature of players, even PvE players in a PvE world. The cities that they build together would have to give them more gameplay abilities (for whatever type of game they are playing) and not just be house decorating. Cities should also compete with each other, and in PvP, go to war with each other.

It would be interesting to see a little RTS and Clash of Clans creep into the MMO space, for instance.

Thank you for taking the time to respond here. I really appreciate how much thought you put into it.

I completely agree. I created the concept of Thumpers and original ARES missions, but implementation and design went through many hands after I did the initial ideas. One of my favorites was when there was a version with more of a pause between waves where you had time to set up defenses and turrets, etc. That gave people time for socialization.

XP valley was very cool. We should have explored what made it fun and formalized it as a system in the game.

Good idea. I've been working along similar lines inspired by SWTOR legacy system...but with other friends instead of alts.

Sythion, exactly. The real world is an open data set, MMOs are well defined by comparison. You can tag objects in the game and creating a semantic network as you build the game that NPCs can tap into.

The object is not to create more task-like quests, but to create a living narrative that involves the players and alters the world. One more component is required, which i'll mention in a future article.

The news part is the best, the talk about it for days later. Great stories, great moments. We've lost a lot of that in modern MMOs. Next article is going to touch on another thing we've lost: downtime.
nathanknaack, that's really cool. EvE always did have the best events. Would love to see this spread to other games!

TangentPoint, I agree with you about the group interaction and quests having impact. I also agree about the solo-ability of MMOs having stripped much of the stickiness and unique offering that MMOs had. The article was about tools that will provide a way to have players actions have impact and change the ongoing story of the game through the combination of synthetic narrative (realtime quest generation), dynamic events like the FF one you refer to, and user generated content.

The headline of the article perhaps overemphasis one aspect of the article, but it certainly wasn't the main point. Perhaps you'll like my next series of articles better, where I talk about what we can learn from the past and the great MMO features and ideas that we left behind in our drive to "mainstream" the genre.

Someone mentioned missing downtime. These days we speed around MMOs...and I do miss the downtime of original EQ and valued the friendships formed during those times. I wonder what we could do to bring back downtime in a positive way for a modern MMO audience. Might be a future topic for an article!
Are you sure I don't write here just to troll the critics? ;)

Hmm, again, I'm not debating about whether people care about stories in their MMO or if we should have a lot of story in an MMO. In fact, I agree with people who are saying "enough long winded quest text." By having payers *do* the story rather than listen to an NPC describe it to them, I think we get more/better action and skip the more tedious parts of current MMO storytelling technique.

I'm really talking about the HOW to tell a story in games rather than saying that we need more or less in any genre.

For example, in an MMO, rather than being told by some questgiver that "crystals generate power that keeps the city lit at night." I'd rather have a quest that sent me on a mission to bring the town's magical light supply online by getting the right crystal and using it in the right way on the town's lighting system.

This way I will never forget how it works and why these crystals are important to the town. If it was just quest text and then collect three crystals and turn them in, I would forget it immediately. By making me actually use the crystals and go through the motions of inserting it into the magic furnace or other device, its much more immersive and would require much less lengthy quest text (that nobody reads) to "get it."

Author here. Just wanted to say thank you for all the thoughtful comments on the topic of story for games. I write these articles to stimulate conversation. I think we are all a little jaded on MMO design and its fun to discuss what areas could really change and grow in the genre.
Quite right. I asked them to fix my typo.

So, I kept my part of the bargain and left Firefall out of this one.  As predicted, I was still attacked regardless of the content of my article. Can we leave personal attacks out of this? I'm just trying to have an open discussion about how to improve our hobby.

If you feel slighted by Firefall or by myself, please post it to the Firefall forums. It doesn't belong here. Otherwise I might as well go back to saying "Firefall" every article since it hardly seems to make a difference.

 
Originally posted by Razeekster
No offense but I don't see how a developer whose own game is awash with problems can talk critically about other MMOs. FireFall was in beta for how many years? The game was practically empty when I tried it due to all the problems people have had with it...

 2 years of beta, starting a year after we announced, following the same methods outlined here in my article. Also, Firefall is jam packed with players and we've had to increase our servers. I would say you are entitled to your opinion, except for the fact that you fail to extend me the same courtesy.

 
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