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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/06/10 6:17:52 AM
Originally posted by Axehilt
MMO School of Design Decisions evolved from Everquest, rather than Ultima Online.
But it has nothing to do with ultimate or limited freedom. The design didnt evolved with freedom,but the opposite, the complete removal of it in all aspects.
Its like we are still in the medieval times of Virtual Societies Design, cant find a cure, cut it out. |
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Help me create the 10 commandments of MMORPG game design.
The Pub at MMORPG.COM « General Discussion 8/06/10 6:12:50 AM
1. Never change the rules of the game after release. By rules, it include everything from, in-game rules, game mechanics, balance, player expectatives or feelings derived from the initial experience, with the exception of the feelings whose nature is to fade away.
2. Never change the balance of individual character power through direct means or indirect means such as time or convenience, through micro-transactions.
3. Whatever the player achieved, acquired, or built through his time and effort in the game belong to him and the game company has not the right to alter unless given express autorization by the player or his representants.
If any of these three rules are broken, the player has the right to sue the game company for damages and loses. The game company is held accountable for its acts. |
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If the game is not designed to revolve around the idea of "character power", it is not fun, neither F2P model will work.
The Pub at MMORPG.COM « General Discussion 8/06/10 5:54:38 AM
"If the game is not designed to revolve around the idea of "character power", it is not fun, neither F2P model will work."
1. Considering all the F2P games on the market, name those where the "acquisition of power by the character" is not a central theme/focus/structure i.e. motivation. 2. Name F2P games that do not revolve around the idea of "acquisition of power through mass murdering of creatures and/or repetition of uninspired/uninteresting linearly scripted quests". 3. When a game changes from subscription to F2P, does the design addapts to that idea of "acquisition of character power" as the main goal, time sink, end game objective? 4. Could a F2P game live and prosper without "character power" as the player motivator and cash shop catalyzer? 5. Name a fun MMO that doesnt revolve around the "character power" idea. Now tell me its economic model: true free, vip/premium/memberships, isonomic subscription, free trial with content limitations, free to play with cash shop/microtransactions, etc... 6. Of the 10 most successfull F2P MMOs wich ones doesnt revolve around the idea of "achieve vertical character progression"? Answer the questions and/or discuss. |
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I realized why I hate most current games.
The Pub at MMORPG.COM « General Discussion 8/06/10 5:38:48 AM
"Freedom to not have to socialize."
When they removed the need to socialize because some didnt wanted it, all MMOs got stripped of the socializing aspect.
Its easier that way. You want to socialize, find someone else who wants to! LOL, you can still chat and do stuff together!
Just because the game doesnt force everyone by design, doesnt mean you cant "get creative".
The whole community suffered side effects. What you demand is not your personal socialization, is the feeling of community, but to get that, it penetrates into others "bubbles" and many dont want that... There you go... MMO social design 101.
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/03/10 10:53:07 PM
Originally posted by khanstruct
I think you are missing the point. People are not actually playing today's games. Most people are dead tired of it already. The whole point is people having to interact, giving them tools for that is the pre-requisite. People are there to interact, thats where the genre structures itself. What it lacks is ability for people to interact, they often find themselfs limited by the lack of tools. In virtual world, if you are being oppresed or annoyed you quit because you reached the bottleneck of the design. Would the game be designed to allow people to interact with whatever annoys them, they would just deal with it using the tools at their disposal. Someone playing Super Mario would quit the game because at some point they fall into a hole. But if the designer gave them the ability to jump across the hole, they would keep playing. The same thing. You are saying that people would RATHER NOT PRESS JUMP, AND QUIT RIGHT AWAY. People would not quit right away, they would try things, ask for help. Even if they quit, at some point they would discover what idiots they were "dude, your trolling the game, but it is your fault because all you had to do was JUMP". And in the game, people would be informed about the jump "tool" alongside many of the other tools. Open your eyes, start trying. |
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Why do you think MMOs dont provide social tools to allow the in-game community to structure/rule/control its own society?
The Pub at MMORPG.COM « General Discussion 8/03/10 10:41:51 PM
Originally posted by Ihmotepp
But it will be offered in the future, because people are getting bored of todays design's. |
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General: 10 Misconceptions, Two Opinions, Part 1
News Discussion « General Discussion 8/03/10 5:58:43 AM
Everything this guy writes is not worth reading. |
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General: Timesink: Why MMOs Take So Long
News Discussion « General Discussion 8/01/10 8:33:36 PM
Just because we offer players the freedom to train their "fist" skill, doesnt mean that we have to make it balanced with the "assault rifle" skill.
A fist obviously suck compared to the assault rifle. Anyone who comes expecting that the fist skill should be better than the assault rifle is out of their minds. In real life if people had easier access to assault rifle, they would pick it over pitch forks any day. The balance behind it is that assault rifles are ilegal, hard to acquire, to hide, maintain and damn expensive, while fists are always there for you.
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Why do you think MMOs dont provide social tools to allow the in-game community to structure/rule/control its own society?
The Pub at MMORPG.COM « General Discussion 8/01/10 10:52:18 AM
Originally posted by hcosmin
A sandbox was never implemented right, or, especifically, after the discovery of its initial flaws. The lack of in-game tools for consequences.
Another thing you mention... people cannot create when the games does not offer them the tools to do so. Ive seen games where people built upon the limits and excedeed the expectations of the developers. Just give the players the tools. There are as much players willing to create as players willing to destroy. If the game lacks meaningfull activities, people get bored and start finding entertainment on the conflict the freedom turned available. |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 10:40:18 AM
You guys noticed that in all possible derived roots of freedom and its different applications we ended up focusing on the
"Crime" aspect, specifically the "murder" one?
Straight away exactly what people relate freedom in games with is the freedom to commit a crime, like murder.
In the whole spectrum of aplications of freedom, there would be severe modifications into the game itself that murdering someone, even though possible, would play an insignificant part.
People wouldnt think about "I will murder him' and actually do it. People are having a hard time trying to imagine a system where consequences would prevent people from acting like that, just like it works in real life.
From time to time people kill each other for stupid reasons, but they get caught and suffer consequences. Implementing the last part very well would work as a moral shackle, just like it does in real life. All that assuming the gameplay is not limited or revolve around some unreal theme of "you mass murder a million of creatures for power and loot".
Because if you try to implement the freedom in a game like that, without doing the necessary addaptations, off course it wont work.
Like the guy who mentioned Faces of Mankind... the game was so empty and boring that the only character interaction was shooting stuff and eventually people had a mental breakdown and had to start shooting stuff. But off course, that was the only interaction tool meaningfull available.... Same thing as Rockstar's GTA. People can drive vehicles and shoot people and thats the extent of their interactions with the world, no wonder everyone runs around DOING JUST THAT. Now think of a game where combat is just 10% of it... Like a game where people can craft, or farm, or explore and make maps, or sky jump from a dragon.... |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 10:26:30 AM
Originally posted by Wraithone You have to have both. Its only knowing player nature that you will develop tools around it. In real life we have tools to deal with gankers, in games we dont. The human nature is still the same. In real life people care about their personal/public image, in game they dont. Well, we give them tools to start caring about their public image as well. |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 10:21:47 AM
Originally posted by Wraithone
The abuse of freedom you talk about happened because those games had bad design, they lacked the tools Im mentioning. People's hands were wrapped, they, themselfs, didnt got freedom to do anything about the "gankers/griefers". If you offered them freedom to do anything about. No, Im not talking about "gank them back". Im talking about in depth system of consequences far more detailed and complex than that. The games you mentioned (that you didnt mentioned, but we are talking about the same games), lacked a social contract, a structured society with its own laws and criminal persecution, methods of prevention of crimes, and tools of justice, security. Im talking generically, but to see the bigger picture, think about how real life works. The whole idea derives from how real life works.
If we were to make a paralel about these games with freedom that failed due to excessive ganking/griefing, it would be like comparing real life to a barbaric society, pre-dating even medieval times, because even in medieval times (where most of these games are set) already have their own methods of dealing with "real life gankers". |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 10:04:03 AM
Originally posted by Ramonski7
Everyone can govern. The tools would be there. But are they good enough to govern? Would others follow them? Like in real life some people are not good enough at politics to even get there. To be able to govern something, they would first be legitmally elected by their friends and all the people they talked too. You know, socialize. They can be kings on their shower. But if a hundred other players dont give them legitimacy, they will not be oficially elected. They can try. They will have to try and do their best, within the possibilities, it will not be for everyone. But some will. Like the leaders of the in-game guilds, some people just get there. If at some point they arent good enough at leading, others will stop following them, like in real life. If they are not good at making others following them and they dont want to follow others, they can do that too. They can even whine about "how come Im not president", but its expected from the player the minimum of maturity to live in a social environment. Thats how society works. Well, in the game tools would be available for the player so that even if he is not popular, he would still be able to get the power by force, by economic superiority, or religious influence... All the tools would be there. Off course, the tools existing would mean that the player can use them, but he still would have to work for it, to get things done according to the pre-established conditions of the given tools. The player could then become a dictator of a big town. How did he made it? Well, he hired or convinced an army to do his will and take whoever was in charge out. What about the other players? They will have their tools as well, some will not care about it, some will try to get a piece of the slack, others will try to bring him to justice. Everyone possibility will be there as in-game tools. The player who became the dictator worked his way to get there and he has to know that others will be working to take him out as well, thats obvious. Just like real life. If they want, they can do anything about it. If they think its too much trouble, they dont need to. If they think they are powerless to do so, despite the game offering them the tools, they cannot blame anybody else, but themself for their lack of action.
About the three things you mentioned. Automating mundane tasks is one thing. Making a fun gameplay out of it is more like it. You see, a lot of time and effort developing a fun gameplay to make a report? How is that possible? How is that possible to even have a fun gameplay that is not derived from combat?
What I answer to that is this: if someone has to fill a report, for whatever reason they are doing it, is because they need to do it, or accepted to do it. They werent forced to do it, unless they wanted to do it, they wouldnt be doing it. If for some reason they are in an administrative position and according to whatever rules are in place (wich the player had to agree with at first), he has to make a report about something.... making said report is part of his responsabilities, duties, if he does feel fun and rewarding being in a position where at such point he has to make a report, then by all means, dont do it, dont be in said position. The next time they decide if said administrative position has to make a report, he will be able to express himsself and work towards the goal to make said position does not need to make a report. We will give him the tools to change/remove any "burocratic" activites he does not want to. If he loses the "vote", he will have to make a choice, between all the good fun of being in said administrative position versus the negative side of having to make a report. He, the player, will be the chooser in the end.
Its not the design's fault. We allowed him to change it, but he couldnt manage to do that. Can the player cope with the failure in influencing other players to change a rule that determines he has to make a report? What kind of person wouldnt understand or accept that? |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 9:49:54 AM
Originally posted by DesolateWolf
The part where you talk about people quitting after losing. You know, some people are just like that. Sometimes its not the game's design' fault. Maybe this is the invincible argument against freedom. That some people are just like that. In my vision, I would like to see a game is designed in a way that even after they got their ass whooped once, they would still give the game a chance and try to do whatever the game allows them to do, to prevent getting their ass whooped, and off course, the game being fun and rewarding while they do it.
Sometimes people quit, because they just didnt found the game fun, for whatever reason (there are hundreds of them), but quitting due to other players interference is the one that removal of freedom prevents. I ask myself if this is an inate problem of human nature, as in, some people are just quitters and even if they get all the tools at their disposal, they still would not make good use of them.
Like people playing Starcraft II on battle.net. The game is perfectly well designed, perfectly balanced, but the differences between the players themselfs, causing direct effect on each others demise. Most people quit, instead of try to learn of get better. Off course, some of them are like that, because they simply dont like strategy at all, but Im talking about those who like strategy, just dont like to compete, to get owned, and to try harder next time to get better/evolve.
Some are like that, the question is... how many of them are "type B" players. You see... the whole problem of freedom, gets even more pronounced when we are talking about "combat focused games", games where "power over others" and the "acquisition of power" is the focus of the game. Completelly changing the axis of the games, back into a social simulators, while still having an actual fun and entertaining gameplay activity and content that is not focused on combat... Certainly it would be more forgiving, because the combat side of freedom wouldnt be as intense, wouldnt appear as frequently, or in a way that is ultimatelly intolerable.
So its both a matter of rethinking fun gameplay that doesnt revolve around power/combat, and designing a game that offer said freedoms while still giving players the tools to work around/prevent abuses...
In terms of players, we would be looking for the players who are not easily frustrated (wich there are many) and for players that would actually get interested by a game that doesnt revolve around what 99% of other games do: combat, those two elements together would soften the intolerance to frustration of said players by not causing effects 99% as often... |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 9:23:47 AM
Originally posted by Loktofeit Freedom to "not be just another insignificant dude" Freedom to "never have to lose, specially to another player, that cant be!" Freedom to "always be able to compete despite playing a massivelly multiplayer online role playing game where the world and other players continuously evolve and it doesnt stop when the player has to go work or sleep or whatever". Freedom to "not need to socialize, despite it being in essence a virtual social environment ". Freedom to "not be responsible or fail for their actions" Freedom to "not have to learn, think or addapt" Freedom to "not be affected by other players, not even the market!"
Freedom. All of this freedom you speak off are in reality artificial protections from the freedom.
What Im talking about if a Freedom in an environment where those protections are offered by players in-game, as tools.
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 9:11:39 AM
Originally posted by paulpmb There is a bunch of reasons for this... Time, Effort, Resources, Expertise... The initial minimum investment to make sure it works is too high. Compared to what game companies are offering and what people are accepting to buy. Just look at the market and see hundreds of games labeling themselfs as MMOs, trying to sell virtual power for real money, with strict focus on combat, linear, balanced gameplay, very simple, low investment... Its obvious. The kind of freedom we are talking here requires major work. Some people say it wont work, I say it can work, but it has strict conditions. Some say it doesnt have demand, I say there is huge demand for it, increasing ridiculously fast. I even made a comparison about the Fall of Great Empires of our history. We are getting to a point in MMORPGs that the current design crippled itself too much, its canibalizing itself, killing itself, making games boring, unentertaining, empty and meaningless, wasting precious time... At this stage, there is a need for evolution, for change. Topics about people feeling the same about todays games multiply by the minute. There is this whole "social" aspect of MMORPGs that got left behind in the design boards that one day will have to be picked up again... with the advent of "social games", many eyes are being opened, there is a huge opportunity. In short, freedom can work and there is demand for it. Seing how freedom potentializes social interaction, as long as its well designed (i.e. tools to allow people to addapt, evolve and get around the problems originated by said freedom organically). |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 8:59:56 AM
Originally posted by uquipu
Eudemons Online and Silkroad have similar things. Dark and Light promised that, but didnt delivered.
But thats the example of freedom I was talking about. Freedom to cause effect on the world and other players.
If there is this is narrow path from where the wagon has to go and it has a block of wood blocking it, the player on the wagon would have to option to remove it out of the way or to cut it down, or to go back, or wait, or chose another path if available.
Thats the sort of consequence that one player freedom has on the world. He cut down the tree, made a block, blocked the road. Untill someone remove that block, it will remain there. The tree cut wont exist anymore, so the next time it will be different and such... Same way with a bridge, for example... Players can make a bridge, or make a boat to cross a river, or swim across, or steal a boat, or destroy the bridge.
This is the kind of awesome possibility of freedom that we dont have. |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 8:53:29 AM
Originally posted by nariusseldon
I dont see evidence that too much freedom makes a bad game. All I see is evidence that bad design (i.e. lack of tools) around the existance of freedom makes a bad game. |
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Where is our freedom in today's MMORPGs?
The Pub at MMORPG.COM « General Discussion 8/01/10 8:50:53 AM
Originally posted by Wraithone
1. Socializers, social games, farmville. Do an association thinking and you should understand. 2. Players never had a taste of a well designed game with good implementation, like we are discussing on this topic.
People dont want what they experienced. But what they experienced was crap. I dont blame them, But from that concluding by induction that there isnt a market from what we are talking about. Falacy. |
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Why do you think MMOs dont provide social tools to allow the in-game community to structure/rule/control its own society?
The Pub at MMORPG.COM « General Discussion 8/01/10 8:45:14 AM
Originally posted by BuzWeaver
Like in real life, there wont be just one place, one entity, one set of rules, one party... There will be a lot of conflict. But everything will be permeated with tools that allow people to express themselfs, to participate, to cause effects. They can always start something new, be part of something else, decide wich degree of comitment they want to take part, the power and responsabilities... If they are not satisfied, within the game, there will be options for those insatisfied to do something about it, even their social whinning will be part of the in-game influence power schemes and struggles. Agreing and disagreing will be options with dozens of in-game tools that derive from them. |
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