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All Posts by Hhussk

All Posts by Hhussk

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12 posts found

Have to say that I'm a little surprised to hear it's closing down, given that it was relatively new in the MMO world.

While the player-base is a key componant, I bet the economy doesn't help much, either.

I sense your lack of satisfaction with MMOs. That is understandable, but you have to recognize what is occurring.

Right now, the MMO market is reaching a plateau. This is the WOW era; before was the Ultima era. What comes next will be different, however, I'm wondering if the Free2Play market may dominate for awhile.

One person said it right: It's about instant gratification. Most people can't afford to sit at a game 16 hours a day; they want to jump in, have some fun and leave.

But this is where you have a strong point. There is a certain segment of people who are interested in the "R" in "RPG". No...not typing like they are living in the Shire, but people who want a more in-depth world, where you don't simply kill someone without repercussions.

Think on that a second. If you go into town and assassinate someone, where's the threat of being thrown in jail? Arrested or even executed? What would happen if mayor banned your character from the city or even the Kingdom? What would happen if your character researched, acquired, or otherwise gained a legendary spell of power? Wouldn't others be hunting him down for the knowledge?

There's a niche for those people; it's on the way; but the technology may still have a problem covering all the possibilities.

The first time someone is killed or has the crap beat out of them, because some "rivals" in WOW took things personally, is the day Blizzard gets sued.

Just wanted to make a hearty attempt to answer the title of the thread.


What dissatisfies me more than anything else about the MMORPG is the "RPG". There's no real attempt to implement true roleplaying in the roleplaying mmo.

Sure, you might think all those cute and cuddly carebear people, with their "emotes" and dancing, are roleplayers; in truth, they aren't anymore than anyone else. What's missing, in my opinion, is a system that influences players to accomodate roleplay to acheive their goals.

For example, in your typical MMO, you can pretty much (attempt to) kill anyone you come across. What stops you? There is no justice system; you do not go to jail. Your possessions aren't taken. And what happens when you die? Nothing much, maybe 15 minutes of weakness, perhaps? There's no sense of proportion.

If a game was going to influence the RP, you wouldn't go around killing other players unless you could, strategically, work out a situation where it was plausible. In the days of AD&D, the ancient grandfather of the MMORPG, battle was only one part of the game. There was diplomacy, research, secret societies, dark magics with equally bad consequences.

The style of society in MMORPGs is basically clans and guilds. The city/realm/kingdom aspect, where laws and legislation dictate justice, barely exists.

Ah well; this comment is twice as long as I wanted and half as long as I needed. Let me just say this; many of you have never, and might never, see and feel the true aspects of roleplaying in an MMORPG. If you think there needs to be more "skill", I respect your wishes, but feel that's the wrong direction to go. Once you delve into "skill", you're usually talking about maneuvering and jump/firing while in combat. And at that point, it becomes a matter of your ping rate.


Just wanted to say that I've played Darkfall.

And quit a few months later...

I received a 14-day pass to try it out again. Jumped in a little bit...

...and found it extremely boring.


I just can't get in to a game where everyone is a crafter, a fighter, a mage, a healer, etc.

For me, it's an issue of freedom. Most Darkfall players believe that a good sandbox means you can BE everything. I disagree. A good sandbox, in my opinion, is when you can DO everything, but DON'T because of the associated consequences and restrictions.

For example; in Darkfall, anyone can be a fighter and a mage. I'd prefer a game where the effort and training spent towards fighting makes you great with your weapons, but severely limits your ability to work magic.

If you like Darkfall, "As-Is", more power to you.

The game looks like it is dying from what I recently saw.

Originally posted by CactusmanX
So I was thinking about superheroes, since I get a big portion of my ideas from superheroes anyway I figured it was about time to think of an idea for a superhero MMO.
I quickly found out that traditional MMO game play would not do superheroes justice.  I like City of Heroes and Champions to a degree but both kind of miss the superhero feel.
So these are just some idea I though up that you would need for a super hero game.
Choosing Powers
In both CoX and CO you see a lot of nonsense combinations.  Running around using ice and psychic abilities may work for a game that uses magic but superpowers are bound by a type of logic, not to mention super powers are very thematic.
What I can up with is the concept of power pools.  When choosing powers you can select individual powers like acid generation but you can select more than one power.  Power pools organize powers into themed sets to force the player to pick combinations that make sense.  Acid generation could be used as it's own power, like Anarky, or it could be part of a power pool like lizard powers or plant control.  So you can also access acid powers by selecting the lizard power pool if you want to be like Copperhead or from the plant control power pool if you want to be like Poison Ivy.  Needless to say you have more utility with a power if you focus entirely on that one power the more you pick the less you can do with them because you have to focus in upgrading multiple powers.
Non metahuman abilities like using a staff in conjunction with say kinetic energy, is open to everyone, so you can have the ability to absorb energy and use a gun or the power to regenerate and use claws.  You can of course pick nothing but non metahuman abilities and make a Batman like character, Ironman like abilities however are considered a power since it is more than training and basic technology and uses technology to give you metahuman abilities.
But the idea remains that you have to pick abilities that make sense and have some rhyme and reason for being picked together, otherwise you power choice is open.
Using Powers
Traditional MMO logic will not work with super powers.  This is going back to my post about changing the way basic game play mechanics work but I think for super powers having a bunch of abilities that have small variations does not seem very superhero like at all.  Super powers should have as few abilities as possible and through physics and qualitative properties of items interact with the world.  Think about Iceman or Mr. Freeze, what abilities do they have?  Freeze things, that is it, they can use it to make an ice wall, slick the floor, ice someone’s legs or hands but all these are just applications of the same power.
Some powers like gadgets will have more abilities than others but the idea is to minimize the number of abilities while maximizing their usage.
Heroes are Created Not Born
One thing that CoX and CO did really well is to allow the players the ability to customize their hero’s appearance.  One thing I would add is the concept of forcing the player to look like what they are to a degree, meaning you can’t use tech armor if you are not using tech powers, you can’t have stone skin if that is not your power you can’t look like a lizard if you are not using the power pool.  Otherwise everybody and their grandma end up being cat people wearing tech armor.  But customization is king.
But being a hero or villain is more than costume you need a back story.  I think it would be great if you could select your hero’s back story out of a possible list of traits that determine what kind of hero or villain you are, are you driven by revenge after your family was killed?  Are you a reluctant hero ashamed of the way you mutation makes you look?  Were you a victim of an evil experiment?
I got this idea from the Sims 3 but based on your back story you pick you have different goals than other players that effect the way you play.
Life as a Hero
So what does a hero do all day?  Well crime fighting obviously but crime fighting does not pay the bills.  Heroes need lairs so they can train and store their equipment and you are going to need a way to pay for all that.  The first option is form a super group, more income means it is easier to fund a hideout, but you still need money.
Enter secret identities.  Heroes have a life outside of heroics and the development of that secret identity is what allows heroes to get money.  So what do you do as a secret identity?  Are you a scientist like Reed Richards?  An industrialist like Tony Stark?  A journalist like Peter Parker?  A soldier like Steve Rogers?
Traditionally superhero games have a hard time finding any room for non-combat activities.  Superheroes don’t craft do they?  No but their secret identities do.  What if your secret identity was a means to participate in non combat activities and these activities were more than finding stuff and clicking “create”, watching the little bar progress?  These non-combat activities are suppose to be very casual, like Farmville they take 10 minutes a day, they are just not boring.  After all the point of the game is to be a superhero so you should spend more time on that.  But it adds variety to a superhero game where variety is usually lacking.
Villains are in a similar boat; let’s face it you can’t afford your doom fortress by robbing banks alone, you eventually need to get some kind of job in a criminal organization.
A World in Peril
Something goes wrong every day and needs your help fixing it, or breaking it which ever the case may be.  Superheroes allow for a more dynamic style of game play than other settings can afford.  You never know when a robot invasion may occur or when a priceless gem arrives at the local museum that needs stealing.
Of course these dynamic events will come and go, you can never end the robot invasions permanently, only temporarily.  The great thing about superheroes is that the concept that everything is temporary is already accepted that it will be that way, how many times does the Joker escape from Arkham?
In a MMO making any permanent changes especially radical ones is always an issue but in a superhero universe things always get back to status quo.
No I in Team, But there is a Me
Super heroes team up often and when they do it isn’t some short term stint.  Supergroup options are absolutely necessary for the hero experience.  But supergroups are more than a group of heroes they are well trained teams, think of the X-Men.  Groups should have the ability to play off of one another's powers in ways more than support and defending; this goes back to the need for qualitative game play but put in context of groups.  Colossus can throw Wolverine so he can make a big devastating attack, Ironman can reflect his energy beams off of Captain America’s vibronium shield.  Super heroes need ways to work together than just being present at the same time to take down tougher challenges.  Even thawing your frozen teammate with your heat vision is a good start.
Trying to force tank and spank into a superhero game will just detract from the the feel of the setting.
With Great Power…
Moral choices in games are often times too simplistic but when it comes to law it works, you are either lawful or you are not.  You can walk the line rather skillfully but ultimately you will either be considered a villain or a hero because the question isn’t about right or wrong but law.
Instead of selecting hero or villain and sticking to it I think you should be able to move between the 2.  Heroes that turned evil, a villain that became good, it has happened before and is an interesting premise in comics.


I do agree with a lot of your assessment. Awhile back, I worked on a system for secret-identities and from what I've learned, most developers are searching for a way to implement them.

I also feel that "alignment" or choosing to be a hero or villain is the wrong way to go about a super-genre mmo. In this sort of game, you are correct, it's what you do. On some days, you'll be chased because the villain framed you. On other days, you might actually be a villain, but rewarded for accidentally saving someones life.

I believe hate Supergroups as they are currently implemented, but I would like to see more small groups (i.e. Fantastic Four, Green Arrow/Black Canary, etc). Superheroes are often more like loners and there's too much emphasis to make groups like "guilds" right now.

What's happening doesn't really tell me much about the World of Warcraft tells me more about the MMO community.

I thought your article was really good. As a writer, I'm interested in picking up "Save the Cat". Thanks for that info.

On the subject of MMOs, I was thinking LoTR Online might have some beat driven quests. I tried a trial of that game and the intro seemed cinematic. 

Originally posted by DarthRaiden

WAU..i can't really believe that this GM got finally fired becuase of such stupid reason. Bill got his will by whine, moan and pillory.

Justified enough to get his stuff back but these gets simply too far IMO.


I'd have to agree for the most part. Aventurine seems to overreact. All that needed to occur was some monetary or item compensation. Making mistakes is a part of life (and MMO playing).

I'm not going to judge the situation (i.e. the player or the GM), but I will say this about MMO policies and their subscriber-base.

When MMO companies treat their players like real customers...for example, timely customer service response, "the customer is always right", etc., their people are happy.

But when the company is extremely one-sided and strict on policy, people start to quit. Yes, that's right, and I'll explain.

It is, after all, a business. And in a business, customer satisfaction is the number one form of advertisement. Players love talking about an awesome game, but players also love telling horror stories about how badly a company treats them.

And therefore, items really mean nothing. AV shouldn't even care about items; they are, after all, temporary and have durability factors. Always err in favor of the player and -- yes -- you'd have some people try to abuse that kindness, but you'll also have a loyal following.

I won't be able to drop in and make much of a reply, but I work on MMORPG structure and this topic crosses my mind often.

What if we abandoned levels?

My first thought is that it's a good thing. My second thought is that some people will, wrongly, try to turn it into a philosophical argument about the nature of a game.

In truth, it's very simple. A game without levels means greater difficulty judging your opponent.

Break it down even further - Can you beat the dragon? Can you PvP the Warlock and win? Well, now you don't know because the most direct factor in weighing your ability to kill something was your level.

So, right off, it seems like a good thing. And guess what, it also becomes a detraction against people who abuse their level prowess. Now their "kill the weaker" attitude has to be balanced with caution.

On the other side, can level truly be removed? No. There has to be some way to measure how good you are with a sword. In other words, you may not be a level 10 barbarian, but your sword skill has to have some measurement of ability and training, whether it's level 30 swordsmanship or swordsmanship 30.48% (or whatever).

If there are no measurements of skill - if you are running around and using your weapons based on your internet connection and hand-eye coordination, you are no longer playing an MMORPG.

You are playing a First Person Shooter. FPS.


I mean you no disrespect, but in the literal sense of the word, your comments are ignorant.

What I mean is, I can see you are playing the game in your own special way, but it's not entirely truthful to what happens in the course of play.

Those of us who play Darkfall can actually tell what you are doing. Basically, you are holed-up in a starter city, using it as your base for raising up stats and materials. That's fine; I'm glad for you. But let me tell you how it really works.

If you are fighting in your troll area, you always run the risk of being caught in an ambush. Especially if you are by yourself and do it regularly. Just go ahead, tell people in this thread when and where you are and I'm sure someone will be by shortly.

If you are mining minerals, be sure to watch your back. Everyone in the area can hear your pick axe chipping away at the stone. And, once again, if you are by yourself, they'll kill you just because they can.

In essence, the key is whether you are in a group or alone. If you are alone, even the good guys will kill you for your stuff.

And, by the way, I've personally experienced all the things I've just mentioned to you in Darkfall. The one grant I will give to your argument is that it is possible to harvest timber and herbs and such in a starter city, where people will refrain from attacking because of the "laser towers".


By the way, I'm not a big fan of darkfall at this time, I just feel that your "Miss" information should be put to rest.

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