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Where art thee, MMORPG?

The ongoing quest for the ideal persistent virtual world.

Author: Lodeclaw

Guilds: the good, the bad, and the ugly.

Posted by Lodeclaw Monday April 28 2008 at 5:35AM
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I want to let you know that I hate the current guild system we see in MMORPGs.

Guilds these days have little meaning. They are silly clubs and more often than not, they have no clubhouse. No clubhouse, because there are too bloody many guilds!

I don't understand why a single game requires so many guilds. What is their purpose? What do they bring to the game? Not a whole hell of a lot. If I wanted to, I could easily in most games make my own one-man guild just so I could have some stupid title under my name and look important even though I'm just another shlubb.

Back in the day, I played a little game some of you may be familiar with: Nexus TK. Now, Nexus sucks a lot of expletive now, but in it's prime I loved it. What made Nexus great was it's community, 'cause let's face it, the combat system was terrible. Nexus' community was largely player-run with GMs there to guide the players through the processes of it all. Many subpaths (secondary classes) were operated by players and had their own lore, ideals, history and bases of operation. Even each kingdom in the game had an army operated largely by players, though led by GMs.

Guilds were large and prestigious; they were few (about half a dozen when I stopped playing) and contained hundreds of members each as well as their own guild hall which had a static entrance within the game world. Joining these guilds meant speaking to a ranking member of the guild and sitting through an interview. This kept a strong quality of members within the guild.

In case you haven't figured it out, these were all good things that promoted a strong community within the game.

Am I the only person who feels that guilds should have some sort of meaning besides an extra chat group? Honestly, I want your opinions! Tell me I'm right, tell me I'm wrong! Tell me something! Do you like having crappy little meaningless guilds? I want to know.

Know your place, NPC! (How NPCs can be replaced and what happens when they are.)

Posted by Lodeclaw Tuesday October 23 2007 at 10:30AM
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Greetings and salutations, my friends!

It's me once again, Lodeclaw. Before I begin I want to post a neat analogy posted in the pub; I hope the writer isn't bothered by my posting it in my blog...

Originally posted by ltlfishie

I just thought of the perfect way to explain what role graphics play in a mmorpg. A mmorpg is a women and the graphics are her looks. Yeah if the graphics are great I'm probably going to hop in bed with her (or at least try) but that doesn't mean i want to marry her. I may have one night of fun but after the novelty wears off and i see that she is a brain dead idiot, I'm probably never speaking to her again. I am a very shallow person though and I'm probably never going to talk a real ugly women because i have no interest in being with her. Its the same with mmorpgs. I am sure that their are some great games out their ex: ultima online and Shadowbane but people dint try them just because of how they look. Good thing ultima online just got a boob job and i hear anarchy online is going to get a face lift . Well thats just my two cents

 Hope that made some sense or atleast someone laugh

So there you have it. I thought it was a good analogy and a sad truth about MMORPGs. Usually it's the indie companies with not much funding that innovates, and that's why graphics suffer and the shallow masses don't pick it up. Anyway, on to my blog entry!


So the latest comment, as of writing this, in my first entry was by a fellow named ArcheusCross. He stated that the lack of NPCs in my initial proposition would make the virtual world rather cold and lifeless. To solve this, he suggested pretty well what I had in mind for the usage of NPCs in a virtual world.

In current (average) MMORPGs, the NPC reigns supreme. NPCs lead kingdoms, nations, factions but do nothing but stand or sit at their throne with a rather blank expression. NPCs sell most everything and that which can't be sold is dropped by enemy NPCs or given away by NPC quest-givers. NPCs can even surpass the level cap and do so regularly, I can only assume because devs don't feel players are capable of defending themselves against each other. NPCs also hold power over virtually all of your skills. To learn a skill from another player is unheard of; you have to go to your class trainer or a weapons trainer if you want to continue learning. Not only that, you have to pay them. What do NPCs need money for?

The NPC is the skeletal structure of the modern MMORPG. Without NPCs, the game's design is so lacking that you could never possibly advance in any way, shape or form. This prospect concerns me deeply. We're paying for massively multiplayer virtual worlds that prevent us from interacting with each other in a meaningful way and instead force us to be led along by mindless linear coding ala NPC.

So, let me explain what the players should be able to do in place of NPCs and where NPCs will go once they're no longer required...

When a new player enters the world with a spanking new character, what can he or she do if there is no NPC to teach them their first set of skills? What if there's no classes and no class trainers? Oh my god! What a frightening concept! Well, we're all competent at using our limbs are we not? Swinging a sword should be a fairly obvious action that we can all perform without too much trouble.

I believe any character is capable of wielding any weapon right from the start, and why shouldn't they? The more you use said weapon, the more skilled you get at using it, am I right? Practice makes perfect. But that's not to say you need to grind up your skill; everyone should be competent enough to defend themselves and their skill at swinging things around. How much difference is there in swinging a one-handed sword to swinging a one-handed mace? Not much, really. Gaining skill in one-handed anything should make swinging a one-handed anything else just as easy.

Now, I'm beginning to ramble about combat systems, but I'll get to that in another entry... Right now I want to illustrate how players can almost completely remove NPCs from the skill-learning process. Let's say you chose to make your character so quick and agile that you could be a circus act of acrobatic prowess. This is possible, the more you use acrobatics. So let's say you're now a master of the acrobatics set of skills... Why can't you teach someone else this set of skills? By teaching them, you've given them the ability to perform basic acrobatics. Why not ask for money when teaching someone such a useful skill? Have perfected a lot of techniques? Why not open a dojo and accept other players as students?

Let's move on... So now you're probably wondering (or not) what basic acrobatics actually means. So let's follow this fellow who has just been taught acrobatics by another player. I'm going to say that if you use a skill such as acrobatics or one-handed weapons, or shields, that the rate of progression is increased when you are in combat. (Does that make sense?) So our friend here buys a nice dagger from another player who just so happens to be a weaponsmith. Let's go out and fight some brigands or something. They could be NPCs or PCs, both are possible. Maybe a group of players has formed a gang and have set up a roadblock to stop and ambush traders who are looking to buy low and sell high somewhere else. Our player, who's small and wears light clothing to decrease his visibility, creeps up along the forest's edge toward the roadblock. The players have their backs turned, so he lunges out of the bushes and stabs one in the back, mortally wounding the enemy, but alerting the six others who proceed to charge at our friend.

This is where acrobatics comes in handy, because now our friend has lost the element of surprise, is outnumbered, and is slightly smaller and less armored than his opponents. Acrobatics is going to save our friends scrawny ass, because when those guys get too close for comfort, he can roll to the side or jump back with ease, allowing for him to put some distance between himself and the enemy or just dodge what could be a fatal blow to his unadorned head. At first, our friend just jumps backward and escapes being hit. As he continues his rather futile, ill-prepared fight, his skill in acrobatics increases. Soon he's not just jumping back, sometimes he flips back onto his hands and back onto his feet, increasing his speed of escape. Let's take it even farther and say his skill is becoming quite good and now kicks off the nearest enemy when he flips back, pushing the enemy back or even onto the ground in the process.

Do you understand? I think I'm going off topic, but that's ok, it's my blog and I'll blog what I want to!

Anyway... Allowing players to learn new things through experience rather than NPCs is important, in my opinion. What if you want to be a kind of hermit who lives away from towns and cities? Sure, you may suffer some consequences, but you're closer to untapped resources like animal hides, wood and maybe ores and it's not as though you can't still gain in skill as you can learn to some extent on your own.

Players will generally start out with the ability to perform just about any action, including the use of weapons, shields, the ability to wear armor, make a fire, chop wood, mine for ore, skin an animal... If a player wants to learn something faster, simply become a student at another player's dojo or... Something. There are a lot of possibilities and I can't really explain them all in a single blog entry.

Now, I've just realized that I can't really explain all the other uses for NPCs in this entry, simply because I've focused so long on a single aspect of it. In my next entry, I think I'll explain a feature I like that will use NPCs. Thanks for reading my entire rant. The next few entries will continue my discussion about NPCs.

Yours truly,

It's all about F-U-N(?)

Posted by Lodeclaw Monday October 22 2007 at 2:01PM
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Greetings and salutations, my friends and acquaintances!

I am Lodeclaw. You may call me Lodeclaw.

So I've been ranting over the past two days in the pub about what I believe is the best way for an MMORPG to be developed. By that I mean, how the design should look from inside the game and what players should be capable of doing within said game. After the second day of ranting, I decided I may as well start a blog on the subject, since I seem to be hijacking poor DragenSoul's now on-and-off topic thread. I'm sure many people will scoff or roll their eyes at my blog; let's face it, throwing ideas of one's ideal game isn't exactly original or innovative in itself... Anyway, I hope some of you will find it interesting and I hope even more those of you who do read it will respond and even challenge my thinking.

Well, on to the entry...

First thing's first. An MMORPG is above all a game, I doubt anyone will argue such an obvious point. So the question is, why aren't more MMORPGs more fun? Fun is probably the most important word I'm ever going to use in this blog, because the problem with MMORPGs is that the fun is being lost somewhere between the developer's vision and the completed game.

So, where does the fun go? It gets smothered by content. Yes, content. Hundreds of hours worth of boring, repetitive, uninspired, disconnecting* and generally pointless content based primarily on questing that has no lasting effect on you, your character, other characters, the NPCs or the game world. It's no wonder developers have lost their drive to be innovative in game design as they use up all their energy creating and implimenting quests that for all intents and purposes are single-player with an optional co-op mode.

As I continue this blog I'm going to offer up my ideas of everything from character creation, combat, crafting, PvE, PvP and all sorts of other fun features that should give players many fun activities while playing.

Your good friend,

PS: I will read all comments and try to respond as best I can. If you leave me a comment or question that I find particularly interesting, I'll be sure to share it in my next blog. This goes for every entry I submit, so don't be shy and no holds barred!