Article: How to Revolutionize the MMORPG

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In MMORPGs Dead; Phoenix, Arise! we discussed MMORPGs and what we would like to see in them in the future and perhaps the things that needed to change to take the next step. While the following article touches on some of the points we made and discussed it's just another person's viewpoint on a way to revolutionize the MMORPG genre.

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Some bad ideas here.. no classes and an entirely skill based system like in UO leads to everyone being a TankMage which sounds great at first.. but in the long run gets boring really fast.

And yet another MMORPG article from a "veteran" of MMORPG's that thinks the genre started with UO.

And scaling raid encounters makes zero sense.. WHY would anyone bother taking more than the absolute minimum required for an encounter? Unless every person there gets loot it would only make sense to take the smallest amount of people required and simply make 10 groups then each getting loot rather than 1 big group.

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

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Some of the ideas were goofy -such as bosses staying dead- but I have to agree that UO's lack of levels was a good thing. For a while tank mages ruled in that game, but eventually Origin balanced it so that heavy armor impeded casting, etc. I liked the fact that you could take your 6-time-grandmaster and dress as a peasant to hang around with newbies, but when the crap hit the fan you could whip out your "superman gear" and take player killers by surprise.

Anyone know which skill model Age of Conan will use?

my vote cancels out yours

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While I wouldn't think that the genre started with UO, UO is really what made it viable, in my eyes. From UO, you got EQ, SWG, DAoC, FFXI, and on down the line to what we have now. If it wasn't for UO, I'm pretty sure MMOs would have wound up DoA.

Looking over the article, it seems like he's pushing an uncapped classless system, similar to UO. He doesn't want any loot, so there's an element from Planetside. All in all, it seems like he wants an MMO with the worst features of games that have gone before. Beyond that, he wanted to gripe about stupid people in MMOs.

As for my thoughts on the matter, I do like the so-called classless MMOs. SWG and the upcoming Tabula Rasa are both prime examples of this. SWG was a tree'd progression system originally, allowing you to mix and match classes and abilities to a point. Tabula Rasa is a tree progression system based on levels instead of total skill points.

As for loot, I think it's fairly essential that you have some system to reward players beyond leveling up. After all, carrot & stick approaches only work if there's a carrot. I don't think an MMO without some sort of carrot could be very successful.

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Not only did he take the worst ideas from MMO's he picked the worst examples as guidelines. UO and Dungeon Seige were horrible skill systems. The best usage based skill system Ive come across is from a game nobody played/liked, Mage Knight Apocalypse. It wasnt classless but it combined the 3 tree skill branch system of Diablo 2 with the caveat that skills had to be unlocked and leveled up by usage in order to get more powerful skill down the branches. The cool fix that they did to the system is the first skill in a tree was a spammable attack/buff/heal and could be used to level up all unlocked skills down the line. This prevents having to level up a skill you dont want to use, that is on a 30 second to 1 minute timer, in order to get to a skill you want to use. It fixes the single most source of frustration of usage skill systems.

I cant remember how it handled the other major issue of usage based systems, but it didnt cause frustration so its not an issue. What I am talking about is having usage skills tied to stats which in turn reflects the equipment you can wear. Both UO and DS were horrible where the player's mage would have to level up mace fighting to up str to wear anything other than a robe and in UO's case, str = hit points so if you didnt raise combat skills, you would still have the same starting hit points.

The MageK:A characters were way overpowered as to be nigh untouchable but I think I agree with that tilt of the balance scale. Just like Diablo and unlike most other action rpgs, your character was built to slaughter groups of piddly minions, struggle toe to toe with upscaled elites and hit and run combat with bosses. Its just that the scale was tipped too far in that direction.

I honestly dont mind a less loot intensive system either. I like systems that alter your look based on the theme of the class or race you chose at the start and what level you are. I've stated before that I think an Diablo 2 styled branching tree for aesthetics would be a neat idea where every few levels you upgrade your look and have choices on your look based on past selections lower in the tree.

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Then again, I'd like to see the way the finances for for WoW when new subscribers drop off. Maybe it's best to have plot enemy leaders die, so that they can shut down the servers eventually.

Here's a thought: When I was young, we were all pretty torn up about Kurt Cobain's death. When Blizzard finally shuts down WoW, will the current generation act the same way?

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I think he had some good some bad, but I think the overall point is there.

MMO's need a kick in the NUTS!

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Running Man wrote:
Some of the ideas were goofy -such as bosses staying dead- but I have to agree that UO's lack of levels was a good thing. For a while tank mages ruled in that game, but eventually Origin balanced it so that heavy armor impeded casting, etc. I liked the fact that you could take your 6-time-grandmaster and dress as a peasant to hang around with newbies, but when the crap hit the fan you could whip out your "superman gear" and take player killers by surprise.

Anyone know which skill model Age of Conan will use?

From looking at the videos, I believe is taking on more of a "twitched" base play. Similar to DDO and Tabula Rasa.

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The article has some good points to it.

1) He never really ventures into why class leveling is crap, especially as a MMOs move into more PvP oriented play from the EQI PvE play that dominated the arena for some time. The fact that you can only really defeat someone your level or lower (or sometimes even hit them!) really dampens the improvement here. What would be interesting is to come up with a hybrid that really combines both of these well and not in the current sense we tend to get from EQII (where skill is contingent upon level). The levels could be used to decide new feats or abilities of a character, but general combat and combat ability would be determined soley by a UO skill-based ability.

2) The dynamic world is what he hints at, but never really puts forth as a desire, which again, is really the next step here. He mentions that he wants to be the wheel and not the cog, but even then, are any of us MMORPG players even cogs? Do our collective actions mean absolutely anything in the worlds we inhabit? The answer here is, beside the atrophied communities we tend to create within the linear gameworlds, this is a definite 'no.' We can't change the course of the future in the game worlds because there is no future really to change. Dynamic ultimately means breaking from the 'present' that tends to dominate these worlds. This has been done superficially with a day/night scale or weather effects, but in the end, our ability to change our characters (by levelling or gathering loot) ultimately has no effect on the environment around us, which is ultimately discouraging.

3) Combat? Here's hoping that Conan really shifts the current paradigm toward more interactive play within the game, a la Planetside. Most interactive combat are currently within the 'realm of the gun' and, at first blush, this seems an easier programming issue than, say, coming up with a way that bosses die off permanently while others rise to take their place, creating a different scenario for everyone.

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BlackSheep wrote:
3) Combat? Here's hoping that Conan really shifts the current paradigm toward more interactive play within the game, a la Planetside. Most interactive combat are currently within the 'realm of the gun' and, at first blush, this seems an easier programming issue than, say, coming up with a way that bosses die off permanently while others rise to take their place, creating a different scenario for everyone.

As a player and resolutely non-twitch gamer I'm a little nervous about real-time combat. I can only think of "swoosh goes the sword!" mouse-based controls like in Morrowind and Thief. Auto-pilot combats can be boring, but it beats timed repetitions of button presses or

mar kic gua
mar kic gua
mar elb gua

I don't have a remedy. I thought, "Well, why are we fighting so much anyway?" and "Why is PvP becoming more prevalent?" That there should be combat in a (let's say) fantasy world is pretty much a given, and even I'll agree with that. I just think it's a cop-out to make that the center of the game.

As for skills, I'd like to pick and choose a little. Auto Assault took a Diablo 2 kind of approach, in which you had class-specific skills, and "general" skills that you shared with everybody or other classes. In essence you had two trees of three branches each. Level in your chosen class "unlocked" some skills.

Horizons made a neat twist on the class/profession thing. You could change your class, simple as that. If you're a monk today, you can start leveling as a fighter tomorrow, and someday come back and pick up monking where you left off.

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Quote:
2) The dynamic world is what he hints at, but never really puts forth as a desire, which again, is really the next step here. He mentions that he wants to be the wheel and not the cog, but even then, are any of us MMORPG players even cogs? Do our collective actions mean absolutely anything in the worlds we inhabit? The answer here is, beside the atrophied communities we tend to create within the linear gameworlds, this is a definite 'no.' We can't change the course of the future in the game worlds because there is no future really to change. Dynamic ultimately means breaking from the 'present' that tends to dominate these worlds. This has been done superficially with a day/night scale or weather effects, but in the end, our ability to change our characters (by levelling or gathering loot) ultimately has no effect on the environment around us, which is ultimately discouraging.

Without endlessly rehashing this argument again.. it does get a bit tiresome throwing out the generic "MMORPG's need to be more dynamic argument"...especially when actually doing anything dynamic in an MMORPG is ridiculously difficult to implement in any sort of meaningful and balanced way.

There isnt a single MMORPG designer that hasnt at some point had something "dynamic" on their design scope..ultimately to be scrapped because of a failure to implement.

At some point someone will come up with something... but I think at first it will be very small..and perhaps it will grow from there.

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

http://www.myspace.com/armyofthepharaohs

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BlackSheep's picture
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TheGameguru wrote:
Quote:
2) The dynamic world is what he hints at, but never really puts forth as a desire, which again, is really the next step here. He mentions that he wants to be the wheel and not the cog, but even then, are any of us MMORPG players even cogs? Do our collective actions mean absolutely anything in the worlds we inhabit? The answer here is, beside the atrophied communities we tend to create within the linear gameworlds, this is a definite 'no.' We can't change the course of the future in the game worlds because there is no future really to change. Dynamic ultimately means breaking from the 'present' that tends to dominate these worlds. This has been done superficially with a day/night scale or weather effects, but in the end, our ability to change our characters (by levelling or gathering loot) ultimately has no effect on the environment around us, which is ultimately discouraging.

Without endlessly rehashing this argument again.. it does get a bit tiresome throwing out the generic "MMORPG's need to be more dynamic argument"...especially when actually doing anything dynamic in an MMORPG is ridiculously difficult to implement in any sort of meaningful and balanced way.

There isnt a single MMORPG designer that hasnt at some point had something "dynamic" on their design scope..ultimately to be scrapped because of a failure to implement.

At some point someone will come up with something... but I think at first it will be very small..and perhaps it will grow from there.

You're completely correct that we've already covered this ground. However, I was simply covering this point not to recreate a useless argument from a previous thread, but to simply acknowledge that there does need to be some thought generated toward this. I'm pretty sure that I spoke in broad generalities about 'dynamic' and had no intention of producing anything other than the prevailing thoughts of those that love the MMORPG genre, but hate its current state.

That being said, your pessimism and abject contrary-ness that you thinly veil in 'being realistic' is getting quite tiresome as well, without really adding anything to this, or previous arguments. I'm not saying you should simply step off the bus on this at all; I do value your opinions 95% of the time, but I'm not quite sure why this particular issue among seemingly all the others, seems to stick in your craw so much.

As I've stated before, there are tons of ways that MMORPG games could break from their static natures and begin the process of rolling on their own into their own player-constructed futures. It doesn't have to happen with one big game, but with simple steps that lead to the next. Its not about 'dynamic' games (a phrase in which we've pretty much ruined) but more about creating a game that has, in some sense, a feeling of 'continual' completion for a player. We use dynamic to address that, but I don't know that the concepts surrounding that word and associated with that phrase necessarily are congruent with our arguments.

Well, Cooking Mama didn't help me become a better cook, and Trauma Center certainly didn't help me become a better surgeon. I have the proof of both sitting in my freezer. -- imbiginjapan

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H.P. Lovesauce wrote:
BlackSheep wrote:
3) Combat? Here's hoping that Conan really shifts the current paradigm toward more interactive play within the game, a la Planetside. Most interactive combat are currently within the 'realm of the gun' and, at first blush, this seems an easier programming issue than, say, coming up with a way that bosses die off permanently while others rise to take their place, creating a different scenario for everyone.

As a player and resolutely non-twitch gamer I'm a little nervous about real-time combat. I can only think of "swoosh goes the sword!" mouse-based controls like in Morrowind and Thief. Auto-pilot combats can be boring, but it beats timed repetitions of button presses or

mar kic gua
mar kic gua
mar elb gua

I don't have a remedy. I thought, "Well, why are we fighting so much anyway?" and "Why is PvP becoming more prevalent?" That there should be combat in a (let's say) fantasy world is pretty much a given, and even I'll agree with that. I just think it's a cop-out to make that the center of the game.

Horizons made a neat twist on the class/profession thing. You could change your class, simple as that. If you're a monk today, you can start leveling as a fighter tomorrow, and someday come back and pick up monking where you left off.

I also have my doubts on this, but I also realize, in remembering getting one-shotted by a doofus Hibby Ranger while I was booking full-speed from a distance indeterminable, that the other side of that picture really does suck. Producing some sort of real-world handicap, while it may not be the answer, will hopefully limit the silly quality of previous MMORPG combats. Of course, I have an innate fear of the FPS jumping around in circles while getting shot at phenomenon occuring as well, while I, much less keyboard and mouse dextrous, died to a hail of bunny-rabbit nazis with guns.

Well, Cooking Mama didn't help me become a better cook, and Trauma Center certainly didn't help me become a better surgeon. I have the proof of both sitting in my freezer. -- imbiginjapan

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BlackSheep wrote:
I also have my doubts on this, but I also realize, in remembering getting one-shotted by a doofus Hibby Ranger while I was booking full-speed from a distance indeterminable, that the other side of that picture really does suck. Producing some sort of real-world handicap, while it may not be the answer, will hopefully limit the silly quality of previous MMORPG combats. Of course, I have an innate fear of the FPS jumping around in circles while getting shot at phenomenon occuring as well, while I, much less keyboard and mouse dextrous, died to a hail of bunny-rabbit nazis with guns.

Bunny-hopping in MMORPGs would be the death of them.

The phrase "real-world handicap" is ironically appropriate to my point of view. I try to be at least a little egalitarian, and feel that escapism in moderate doses is a great gift to disabled gamers. Although making ludicrous shots is something no one should be able to do, everyone should be able to have that "I am big strong he-man" feeling now and again. Ritualized PvP that can't be "gamed" would be enough of that aspect to satisfy the Killer type of MMORPG player.

As for dynamism, it's interesting you mentioned weather effects and day/night cycles. The next step I thought was NPCs going about routines tied to the day/night cycles. Then it's a matter of NPCs having some notion of a player's reputation, a la CoH passers-by saying things like "I heard The Defenestrator sodomized some Hellions last night!" A nice advancement would be to have AI limited in what they do/can learn; people have complained about Oblivion NPCs being all, "Holy f*ck, you're that dude who stole a piece of toast on another continent five minutes ago!"

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Didn't we start toward dynamic worlds when we started having dynamic economies in games like UO?

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It seems to me that a great deal of the facts about MMO's in general come out of the common misunderstandings about games, gamers, and success. What we "˜believe' and "˜know' much of the time comes from forums like this one, which in general is populated by people who have a pre-conceived notion of the subject before they experience, if they do indeed experience it at all. To be fair that has been true since the days when forums were ten guys sitting around a hot convention hall discussing what Napoleon should have done at Waterloo. Also to be fair, it is almost impossible to not have some bias about a situation though most people are never upfront enough to let you know they may be biased before beginning their diatribes. So before I begin mine, I will be up front and say I think that while MMO's as a whole have been a wonderful innovation, they are not within themselves very innovative and I find the MMO industry to be an artistically sick dog.

MMO's are the current evolution of a strain that started when the first wargamer or monopoly player pointed to their playing piece and said "I wonder what it would be like to be this guy?" The next step was the pen and paper RPG. At some point, some D&D or Runequest player was playing Pitfall or some other arcade game and imagined, what if Pitfall guy had an armor class? At the same time the text adventures and early computer rpgs were beginning to cut their teeth. Almost in parallel the text based game and their visual brethren began to develop, with the text games seeming to hit new broad ground in terms of scope while the visual games focused on effects and visceral satisfaction.

Then came the MUDs and MUCKs on one side and multi-player on the other. Eventually the text based MMO's came with pictures. All along however, there has remained the question: "I wonder what it would be like to be this guy?" In my opinion that question has still to be answered. The MMO player is still pushing a piece around a board. The toons we create and dress up are still doing nothing more then gaining currency to buy property. The difference is that in Monopoly there is a point at which someone can be declared a winner and the game over, not a good thing for an MMO maybe but, and that the property in Monopoly is unique. Once owned it has to be pried out of the player's hand by the machinations of other players or in some cases, sheer dumb luck.

I think that is the unique and "˜dynamic' game experience many MMO players are seeking. When I kill a trog, I might get a sheepskin even though the toon for the trog might have carried a shield and an axe. Well, why do I not get his shield and axe? It has nothing to do with it being hard to program it has everything to do with "that's how it has always been done." Over and over many players publically complain about collection quests and yet, designers, experienced designers, keep making these quests. Why? "that's how it has always been done." What it comes down to is complacency. McDonald's could make their burgers tastier and for not much more money, why don't they? There is no need to. MMO designers could make unique spawns that, say once one hundred of them were killed in mountain X, that spawn point went dead and a new spawn point comes open in Mountain Y. They could also develop a system that does not involve classes and offers a fair and balanced progression of power for each player. The programming is not more difficult the companies apparently just do not see the need for such.

So MMO's do not provide us, yet, that unique experience of being "that guy". Of living "that guy's" life in some realistic way and making a real impact on "that guy's" world. In reality most of them are not doing anything different then putting a new coat of paint on the same old pen & paper clones that came after the initial rush of RPGs.

One last thing I wanted to address was the notion of success. I see quite a few people saying something like "UO failed"…" which to me seems odd. The game went on for quite a few years and is still well thought of. I am not sure how that could be construed a failure at least in a general sense. To measure every game against WOW would be unrealistic. Financially it is a fantastic success (one would think) but artistically I am not sure that it is. It could very well be that there are convenience factors (opportunity costs) that make WOW the most popular game even though artistically it is not the best game. So for anyone to want to copy WOW and think that will bring them "success" is probably ignoring the fact that Blizzard as a company does an excellent job of making their game accessible and easy to get into as well as marketing it, which I would imagine has a greater impact on the success of WOW then its gameplay.

Note: when I say "artistically / art/ etc"…" I mean the broad term for the art form that is MMO's and not specific graphics or such

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Quote:
Although making ludicrous shots is something no one should be able to do, everyone should be able to have that "I am big strong he-man" feeling now and again.

This just reminded me of The Incredibles, and why I don't enjoy 99% of MMORPG's. "When everyone is special, then noone is."

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professorvonbeardzine wrote:
stuff

I call dibs on tagging you the "Nutty Professor".

Your Quote Here!

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Danjo Olivaw wrote:
Quote:
Although making ludicrous shots is something no one should be able to do, everyone should be able to have that "I am big strong he-man" feeling now and again.

This just reminded me of The Incredibles, and why I don't enjoy 99% of MMORPG's. "When everyone is special, then noone is."

For me, playing games is less about "feeling special" individually and more about working in some sort of team/social environment. Or at least conquering some sort of challenge.

Your Quote Here!

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DevilStick wrote:
For me, playing games is less about "feeling special" individually and more about working in some sort of team/social environment. Or at least conquering some sort of challenge.

I can respect that point of view, and enjoy cooperative gameplay; but I still can't shake the feeling that I, the player, should be doing something instead of just watching my character wave his weapon around. That's cool that your kind of MMO's are popular. What makes me wish for a genre kick in the balls is how the entire frikkin' catalog of MMO's cater to your tastes and zero cater to mine.

Just to be clear, my tastes do not include bunny-hopping, which is a consequence of poor game design and not an unavoidable fault of action games.

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Silly me, I still dream of MMORPGs.

You may say I'm a dreamer,
But I'm not the only one.
I hope someday you'll join us,
And the world will be as one.

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For the record, I heartily disagree with PVB's well written post. These forums are of a different breed. Sure, we make assumptions, but our assumptions are based on informed opinions from lengthy experience with MMO's. We further refine our positions, as I dont think anyone here would maintain a position in the face of others experiences if we had refused personal experiences of our own. We also definitely dont fit one mold of thought here.

Current MMO mechanics arent derived from the way its always been done. They are derived from what has worked from as far back as MUD's. The limitations of how many people a server can handle caused the invention of the autoattack combat we see today. If I only sample a player character's position and actions every second or two I can sample more characters at once than if I sampled them multiple times a second. The reason autoattack hasnt gone away is that while connections and server technology have vastly improved, developers chose to apply that technology into making the world more living by being able to handle more player controlled characters on screen rather than giving more action based control to fewer characters.

Lastly, for me, the RP is about the growth of my character. I dont want to barely kill rats with a bent twig at the start and I dont want everything handed to me either. Likewise I want there to be challenges at the highest levels but I dont want a second job, er I mean raiding.

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fangblackbone wrote:
Lastly, for me, the RP is about the growth of my character. I dont want to barely kill rats with a bent twig at the start and I dont want everything handed to me either. Likewise I want there to be challenges at the highest levels but I dont want a second job, er I mean raiding.

What role are you playing there, again?

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An exploration of an extension of me. Do I have to experiment with different personalities in order to role play?

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Quote:
That being said, your pessimism and abject contrary-ness that you thinly veil in 'being realistic' is getting quite tiresome as well, without really adding anything to this, or previous arguments. I'm not saying you should simply step off the bus on this at all; I do value your opinions 95% of the time, but I'm not quite sure why this particular issue among seemingly all the others, seems to stick in your craw so much.

Probably because its brought up time and time again by random forum people without any real clue or motivation behind it other than to slam current MMORPG's for whatever reason.

The day I see a true dynamic Single Player Offline CRPG is the day I get excited about the possibilities of dynamic MMORPG's. Until then trying to attach them in any meaningful conversation about what can be done to "fix" current MMORPG's.. is about as ludicrous as saying Brad McQuaid's going to create the next big "thing". (actually its almost a given that the Quaid resurfaces spouting nonsense about his next big fully dynamic MMORPG and to please give him money)

Theres plenty of things to be done in the current scope and framework of existing MMORPG's that can be faux dynamic and increase the appeal and "playability" of the existing MMORPG...you could probably even do some light dynamic type things in an MMORPG.. beyond that.. forget it.

If your goal is to define that sort of dynamic type of gameplay then go for it.. until then I'll probably react the same way when I see "dynamic" tossed about when talking about MMORPG's.

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

http://www.myspace.com/armyofthepharaohs

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Danjo Olivaw wrote:
Quote:
Although making ludicrous shots is something no one should be able to do, everyone should be able to have that "I am big strong he-man" feeling now and again.

This just reminded me of The Incredibles, and why I don't enjoy 99% of MMORPG's. "When everyone is special, then noone is."

I'm not sure I understand.

I'd like to read the Danjo ideal of what an ideal role-playing online game would be, so I have a baseline for where you're coming from.

RIP ChronicNecrosis

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PurEvil's picture
Location: Columbia, MD

Just to make this easier on myself, I'm going to list out his points...

1) Take out leveling because it isn't needed.
2) Writer prefers open-ended skills instead of strict class structure.
3) Less reliance on loot.
4) Player ability based combat vs command style combat.
5) Repeatable content (perma-death bosses)
6) Reliance on support.

1) Take out leveling.
I just don't see this working. Even outside of MMO's, this would be hard to pull off. In most single-player games, as the levels get harder, your character gets stronger. If everything stayed the same it would be boring. If the levels got more challenging but you didn't get stronger, it would be frustrating. If you got stronger but the content stayed the same, it would be boring again. I think we need some kind of even progression between harder combat and player strength. If you want to take out the number that we assign it, fine, but there would need to be something to show character progression. That is, unless he wants to contradict his third point and make progression reliant on loot.

2) Open-ended skills vs strict classes
While I agree to an extent, I think each has it's pros and cons. In WoW, I would give up a number of my mage skills just to be able to pick locks. It's a skill that I have a real-world interest in (taught myself... comes in handy sometimes), and just about every RPG character I make that can have it, does. However, this gives a unique ability to rogues, which gives that class a little something extra.

While I do prefer open-ended skills because they allow more unique characters to be built, the biggest con is when players begin copying each other. I remember in Asheron's Call, after playing for about 2 years, just about everyone was some kind of mage. There are 4 types of magic in AC... item, life, creature, and war. Full mages had them all. Just about everyone else had all but war. For someone like me that didn't want a ton of magic (only used item for item buffs and portals), it was literally impossible to kill a PVPer that had life and creature magic as well. In the time it would take me to knock their health down 1%, they could have killed me 6 times over. Basically, if you have open-ended skill systems, the skills themselves HAVE to be balanced well. Otherwise it really does hurt the game for those that don't want to conform.

But like I said, each has good and bad, and I think you just need to adapt to what the developers decide to use, if you really want to play that game.

3) Less reliance on loot.
The writer is right... you just can't take loot out of MMO's. Like AnimeJ said, we need the carrot. However, I kinda agree that loot shouldn't be the be all end all of power. In WoW now, being max level means diddly. I hit 70 a while back, and because my gear isn't that great, I still kinda suck. It'd be nice if the reliance wasn't as big, but I think you'd lose a lot of power-gamers if it wasn't.

4) Player ability vs command style combat
I think it's an interesting idea... one that I believe is being attempted with Age of Conan. The only downside to this that I can see is that it would be anything from harder to impossible for those with disabilities. But, I'm sure that could be worked around as well.

5) Repeatable content
What he says in this section makes me believe that MMO's just aren't for him. He wants a Single Player experience in a Multiplayer world. I've never seen a non-repeatable quest go down well in an MMO. Sure you make one person, or one group very, very happy, but you shut out everyone else from experiencing that content. It means a lot of other people are paying to play a game to hear/read about what one person did, and know that they'll never get the chance to do it themselves.

His idea of player-specific instancing just wouldn't work unless you have an incredibly small player-base. The hardware just isn't at that level yet.

6) Reliance on other players.
Again, he really just sounds like he should switch to SP games. One of the best things about MMO's is the need to have a strong social group to get through tougher content. Many of us like a little solo content here and there, but if it was all solo content, why would you bother paying for an MMO? Why not just buy a SP game that's similar?

Overall, MMO's do need an overhaul, but I think it'll be a long time before companies take the risk to abandon the "WoW formula." At this point, it's a "go with what works" market, with a lot of money to be made by conforming.

IronClad Online: PurEvil

Coffee Grinder
Location: Maryland

fangblackbone wrote:
For the record, I heartily disagree with PVB's well written post. These forums are of a different breed. Sure, we make assumptions, but our assumptions are based on informed opinions from lengthy experience with MMO's. We further refine our positions, as I dont think anyone here would maintain a position in the face of others experiences if we had refused personal experiences of our own. We also definitely dont fit one mold of thought here.

Current MMO mechanics arent derived from the way its always been done. They are derived from what has worked from as far back as MUD's. The limitations of how many people a server can handle caused the invention of the autoattack combat we see today. If I only sample a player character's position and actions every second or two I can sample more characters at once than if I sampled them multiple times a second. The reason autoattack hasnt gone away is that while connections and server technology have vastly improved, developers chose to apply that technology into making the world more living by being able to handle more player controlled characters on screen rather than giving more action based control to fewer characters.

I hope these forums are a different breed although you do fine nuggets of true gold in some forums from time to time. That does not make them any less forumy... Again though to be perfectly honest I am a bit jaded on forums

Your point about mechanics is well stated but it is not entirely what I was getting at. To answer it specifically I will just say that Planetside required you to pull a trigger as do many muti-player games so although yes, for a game like WOW or EQ, the auto attack feature seems to do very well. What I was referring to and what I think most people are referring to when speaking of "˜dynamic' is content. You are right, we have been doing the same thing since MUDs and that includes killing rats etc"… We go to an appropriate zone and fight appropriately skilled enemies. It does not have to be that way because designing a zone or area is a design choice not entirely governed by the mathematics of server mechanics.

There are two kinds of men in the world, those with loaded guns and those who dig. You dig.

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Fedaykin98's picture
Location: Houston, TX

I just filthily skimmed this thread. Didn't even read the article. But I wanted to say that I am all for MMOs that let you play with friends, and levels often impede that.

Quote:

Would be a good idea. I plan to have Logan sit in for me when I am on my honeymoon.

- Legion, taking "keeping it in the family" to a whole new level.

Xbox Live: Fedaykin98

Coffee Grinder
Location: Maryland

PurEvil wrote:

1) Take out leveling.
I just don't see this working. Even outside of MMO's, this would be hard to pull off. In most single-player games, as the levels get harder, your character gets stronger. If everything stayed the same it would be boring. If the levels got more challenging but you didn't get stronger, it would be frustrating. If you got stronger but the content stayed the same, it would be boring again. I think we need some kind of even progression between harder combat and player strength. If you want to take out the number that we assign it, fine, but there would need to be something to show character progression. That is, unless he wants to contradict his third point and make progression reliant on loot.

2) Open-ended skills vs strict classes
While I agree to an extent, I think each has it's pros and cons. In WoW, I would give up a number of my mage skills just to be able to pick locks. It's a skill that I have a real-world interest in (taught myself... comes in handy sometimes), and just about every RPG character I make that can have it, does. However, this gives a unique ability to rogues, which gives that class a little something extra.

While I do prefer open-ended skills because they allow more unique characters to be built, the biggest con is when players begin copying each other. I remember in Asheron's Call, after playing for about 2 years, just about everyone was some kind of mage. There are 4 types of magic in AC... item, life, creature, and war. Full mages had them all. Just about everyone else had all but war. For someone like me that didn't want a ton of magic (only used item for item buffs and portals), it was literally impossible to kill a PVPer that had life and creature magic as well. In the time it would take me to knock their health down 1%, they could have killed me 6 times over. Basically, if you have open-ended skill systems, the skills themselves HAVE to be balanced well. Otherwise it really does hurt the game for those that don't want to conform.

But like I said, each has good and bad, and I think you just need to adapt to what the developers decide to use, if you really want to play that game.

5) Repeatable content
What he says in this section makes me believe that MMO's just aren't for him. He wants a Single Player experience in a Multiplayer world. I've never seen a non-repeatable quest go down well in an MMO. Sure you make one person, or one group very, very happy, but you shut out everyone else from experiencing that content. It means a lot of other people are paying to play a game to hear/read about what one person did, and know that they'll never get the chance to do it themselves.

His idea of player-specific instancing just wouldn't work unless you have an incredibly small player-base. The hardware just isn't at that level yet.

Overall, MMO's do need an overhaul, but I think it'll be a long time before companies take the risk to abandon the "WoW formula." At this point, it's a "go with what works" market, with a lot of money to be made by conforming.

A couple things I wanted to comment on here:

#1&#2 I think is really a battle over nomenclature. In a pen & paper RPG there is difference in game play there is a difference in game play between the class and non-class oriented games, but you are still dealing with the mathematical realities of random die rolls. Progression of strength etc"… can be represented any way we wish, but it still comes down to all those invisible variables. Where the author is headed, I think, is towards a system which does not represent power via a class level. There is something limiting about being or seeing a Level 42 Paladin as opposed being or seeing Joe X. In a PvP area if you came upon Joe X, he might be shabbily dressed but be pretty bad axe with his zweihander and you suddenly find yourself ganked by a hobo. Your point is well taken though that it is a matter of personal preference. What is being expressed is that: people tired of playing in Class systems. Mechanically I am not sure the class vs. skill debate really changes much.

#5 - This I do have a bit of a problem with. I agree that a more personalized or unique set of content would be more difficult to implement but not impossible to do so. Again, most what goes on is governed by simple programming (when you get down to it) If X, then Y. If mob x dies, respawn mob x in 230 seconds. How hard would it be to have that once mob x dies y number of times, then spawn point a shuts down and spawn point b opens up. A server message goes out "Mob X trogs have been driven from the east swamp. A new tribe is forming in the eastern badlands!" True dynamic content may be a ways off but an interim step would be some dynamic illusionism of the sort I just described. For unique encounters, a dragon appears in the Dwarfale Valley. Some players kill it. Next patch day a new dragon with different skills and a different name spawns. So while in the game as a whole, the uniqueness might not be present, on a server basis steps could be taken in that direction.

There are two kinds of men in the world, those with loaded guns and those who dig. You dig.

fingers and/or butts
BlackSheep's picture
Location: Inside the I-820

Fedaykin98 wrote:
I just filthily skimmed this thread. Didn't even read the article. But I wanted to say that I am all for MMOs that let you play with friends, and levels often impede that.

Preach the faith, bro! That's the damn truth. I remember in UO, no matter how much time everyone put into the game, we could all still hang out together and have a good time. Not so with most of the latest incarnations of MMOs.

Well, Cooking Mama didn't help me become a better cook, and Trauma Center certainly didn't help me become a better surgeon. I have the proof of both sitting in my freezer. -- imbiginjapan