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Profile: Nineven
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UsernameNineven
Rank: 1/100Rank: 1/100Rank: 1/100Rank: 1/100Rank: 1/100
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RankNovice Member
JoinedAugust 11, 2006
GenderMale
Age26
LocationPeoria, AZ, United States
Last VisitJune 24, 2008
Post Count38
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Latest Blog Entry - Exterminating The End Game
From my blog Ramblings of a Mastermind [Nineven]

The definition of "end game" refers to the final stages of a game where there is nothing, or almost nothing left to accomplish. You have done all there is to do, the only option you have left is to start over and play the game again, from the beginning. Which leads us to replayability; the two almost go hand-in-hand.

 

In order to keep your MMORPG alive, and to continue bringing in cash flow, the idea of exterminating the end game must be top priority. Some people may say this is impossible, and in a sense, it is. People will get bored playing and eventually move on, there is no way around this. The farther you put the end game from your players, the more money you're going to make. This does not mean making your players grind level, after level, after level, continuously. The game needs to be fun, otherwise people will leave, (obviously); and no one likes a level grind, or any grind for that matter.

So how can this be done you ask? It is simple really. As I always say, an MMORPG should be treated as a living, breathing, virtual world. No one should ever be the same, and their designs should differ GREATLY. But as the world would have it, money is power, and everyone wants it. They will do the least amount of work required to get it, which means sacrificing their artistic and creative talents just to make a buck. Sad, but nothing can be done about this. I'm getting off subject here, but you know what I mean.

Getting back to the end game discussion... Making your world realistically fun, should be your goal. Realism is a large part of a virtual world; just remember that too much can make a game boring, (this is why I call it "realistic fun"). This could be described as destructible environments, advanced crafting, or finely tweaked combat skills. The more options and freedom you give your players, the more fun they are going to have. Ever played a game and said to yourself, "wouldn't it be cool if you could do this...". That's what I'm talking about. All of these things place your end game farther away from the players by replacing it with enjoyable gameplay. The player is too busy having fun playing the game to even worry about getting to the end. And that's what its about, the journey to the end, not getting there as fast as you can. There's more truth to that statement than you realize.

And there you have it, a very simple way to help you get rid of your end game; or at least put it farther away from the players without sacrificing the fun factor of your game. Which might I add is VERY important. Always remember, as you move your end game further away from the player, you are going to have to compensate with enjoyable gameplay.

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    • What do "skills" have to do with sandbox games? Nothing.
    • Originally posted by gillvane1

      Why do so many people mention "skills" instead of levels when they talk about sandbox games? IMO, a sandbox game just means a game where players can affect the gameworld.

      If only classes exist, the player never changes. With a skill system, they simply drop one skill for another, so they can "affect the game world" by adapting to it. Classes don't allow you to adapt to anything. In my opinion, being able to adapt to the game is how a player affects the game world.

       

      For example, in EVE, you can take over territory and hold it. That's what makes it a sandbox game, and it has nothing to do with "skills". EVE would still be a sandbox game if there were classes.

      So you're telling me in Tabula Rasa when you capture a territory, that makes it a sandbox game? A sandbox game, or virtual world, has many things that make it like it is. The biggest thing, to the players, is the ability to switch "classes" or "professions"; which is generally done by using a skill system. That makes it "sandbox" because they can play whatever they want, however they want.

       

      I like skills, as long as there are limits so everyone doesn't become a tank mage, but classes work just fine if they are done well with several variations in each class.

      There can be tank mages all day long, until someone discovers how to kill them, then everyone becomes the "tank mage killer". A lot of fine tweaking and balancing has to go into a skill system to players don't run into problems like this.

       

      One form of progression I really don't like, is doing something over and over to raise a skill. Like shooting my bow, raises my bow skill, or swinging my sword raises my sword skill. That, IMO, is retarded, and very unrealistic. It's just an invite for macros to raise skills, and what's the point of that?

      How is that "unrealistic"? You didn't get better at typing by NOT typing did you? Raising your skill is like practice, you swing your sword and hit things with it because you are practicing at getting better at it, (raising your skill).

      Plus, instead of making choices that are logical when it comes to which skill to use, you make choices that make no sense at all, just to raise your skill. Should I use my fireball spell, or my sword, or my dagger? I don't care which one does the most damage, which one has an advantage over my enemy, I'll use the one that raises the skill I want to increase. Over and over.

      I think after dying multiple times trying to kill a boss because someone is trying to raise their skill would probably tell them to actually kill the boss and stop paying for death penalties.

      I would like to see a skill system in an MMORPG similar to KOTOR. You can choose any skill you want, but there are penalties for taking skills outside of your specialty. That allows for variety, but makes sure everyone doesn't become a tank mage.

      That's the thing about sandbox games, you create your own specialty, you don't choose one.

      But again, "sandbox" is about changing the world, not about changing your character. Every MMO lets you change your character, that doesn't make it a sandbox.

      Sandbox - A closely-controlled environment (the game world) in which a relatively untrusted application (the player) is allowed to execute.

       

      As you can see, it really is about the player. That's why skill sets are almost always referenced.

    • Posted: 6/23/08 2:48 PM
      General Discussion
    • So They Did Keep The PreCu Code...
    • Originally posted by rejad
      Originally posted by kefkah
      Originally posted by PreCU

       


      Originally posted by kefkah

      Originally posted by SioBabble

       

      I was one of the five marksman testers for the CURB. We never got to actually playtest anything...all we ever got was an advance look at some of the design concept documents, and a forum to discuss them on.


       

       


      Wow, now thats something I didn't know. I thought there had been some playtesting involved.
      Wouldn't happen to have any of those design concept documents still, would you? I would love to put them up in our file archives.


       

       

      the CURB documents were included in biophilia's scrapbook (version 5.1)


       

      Many thanks. Will go pay a visit to the community's unsung hero and his wonderful archive.

       

      I don't suppose anyone has a link to just those documents?  I downloaded the scrapbook and the thing is massive, nearly a gig, and my computer can't decompress it.

       

       

      Just Google it next time dude:

       

      http://files.filefront.com/Biophilias+Scrapbook+v51zip/;9632666;/fileinfo.html

    • Posted: 6/19/08 10:13 PM
      Star Wars Galaxies
    • If we bash Darkfall for lack of Video footage then Stargate is open season
    • Here's the thing about Darkfall that players don't seem to want to understand:

      A game of that magnitude is going to be in development for a long time before its released. First of all, all the game features that are planned are going to take a long time to code. They say players can craft ANYTHING in the game, that's a lot of stuff man. Secondly, with all the game features, there will need to be a lot more bug testing, which just adds to the development time.

      Now I might add that it was a mistake on the devs part to list all of the game features they are planning and release it to the public. That should never be done unless you are very very close to the release date. Because this is exactly what happens: Players wonder what the fuck is going on with the game and why its not finished all the way up until its release.

      Either way, patience is a virtue. Just remember that most, if not all of the great MMORPG's usually have an extended development cycle.

      And yes, I think Stargate should be open season

    • Posted: 6/18/08 8:47 AM
      Stargate Worlds
    • How many former STAR WARS GALAXIES developers now work at BiOWARE?
    • Originally posted by Force_Fire
      Originally posted by lindhsky

      I agree with most of what you write and I think that the list you wrote down is keys to make it a successful game.

      12) Best items and components needed by crafters come from PVE and RAIDING.

      I don't want components needed by crafters to come from raiding. Raiding is fun but when it is a must and you need to do it a bunch of times every week to stay in a guild, then suddenly it is not fun anymore and this is one of the reasons I quit WOW and most of my friends with me. I loved it the first 100 times, after that it grew old.

      My dream is to have a huge planet system and that you could get some of the components just by exploring. Maybe you and a friend decide to explore a planet and with a little luck you will find a place where you find resources. Next week, perhaps it is somewhere else. Random spawning points in a huge world, but still within some limitations of course. You wont find polarbear poo in a djungle for an example. Spawning points sometimes guarded by NPCs and sometimes not. To me this would be a great thing because that way we won't get 1 billion sites on internet telling us exactly where to go to get that and that component.

      And those places could be a reason for guilds to fight eachother if  two have found them at the same time. I want a game where you could travel around alone exploring and have some success in crafting instead of having to join a huge guild and raid three times a week or buy components from those guild for ridicolous prices.

      It opens up so many opportunities. Let say you're a crafter and have found one of those places. In a huge world not many will find the same place perhaps in a week. He knows this place is guarded by something that he can't beat by himself, so he has to buy help. I would love a system like this. A system where you can get money for helping out a stranger to get his components. A system where you can get help if you are in a guild without having to pay or pay for some help if you like to play alone most of the time.

      Well lot of thoughs and in bad english I know. :)

       


       

      My point is, that in order for Crafting to be meaningful you need to make sure that they can make the BEST items in the game. This also on of the most important component of a "Player Driven Economy". But I understand the need for PVE content as well. I understand that Raiding should be in the game experience because many players love it.  This is why I said let them quest for crafter goods...but you could also make it a way to raid for Cash to pay crafters for goods and services.

      You see the trick is giving everyone the best of all worlds...we all could see what happened to the SWG economy after they made crafting worthless. These days almost no one gives love to the crafters.

       

      It wouldn't have mattered in the end anyway. Because that's around the time "gold-farming" was getting popular. Players would've just bought credits to get that new stuff.

    • Posted: 6/14/08 8:20 PM
      Star Wars Galaxies
    • KOTOR III MMO
    • Originally posted by -Jan-

      I would have liked the Bioware MMO to be set in the Mass effect universe,  It has more shades of gray than the Star Wars universe.

       

       

      Same here, I think a Mass Effect MMO would be awesome. I though that's what it was until they announced the trilogy for the game.

      Until I hear an official statement from either LA or Bioware, I won't believe that it is an Old Republic MMO

    • Posted: 6/14/08 8:46 AM
      General Discussion

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