Title: Why I now hate every MMO. Post by: WindupAtheist on August 03, 2005, 02:03:20 PM Caught a post from Raydeen on this board, linking to this: Ultima 6 Online (http://www.geocities.com/galleondragon/). It's exactly what it claims to be: A fifteen-year old single-player RPG, hacked into becoming a baby MMO, with a peak concurrency of six or eight players. (There's a bank, and even rentable housing.) I used to be quite fond of the original, so I signed up for shits and giggles, not expecting much. As I thought about it, however, it made me realize how much modern games are missing.
I guess it's just quaint, but I like the fact that there's a system for conversing with an NPC. I like that I have to use this system to ask a shopkeeper what he sells, rather than the NPC just being a button you press to bring up a shopping menu. I like the fact that if it's the wrong time of day, the guy might be in bed, or off eating lunch, or visiting his sweetheart. I like the sense that the world functions on it's own, as opposed to being a static theme park for foozle-whacking adventurers. I remember the other night, a friend and I were talking to a little NPC girl, who was babbling on about her dolls and what her mom does for a living. Abruptly another NPC burst out of the tavern, shut the door behind him, took off down the road, and disappeared around a corner. The guy had somewhere to be, and something else to do besides sit around waiting to talk to me. Is it too much to ask that a real MMO give me the same level of functionality as a single-player game did fifteen years ago? Does the term "virtual world" have to denote byzantine poltical/pvp designs for player interaction? Can't it also apply to making a world that at least pretends to have a purpose beyond shuttling players down the advancement path? Just pretend! I know these really are just games about getting leeter swords, but can't one of them at least try to meet me halfway when it comes to suspension of disbelief? WoW/EQ/DAoC/whatever don't have cities, they have clusters of quest and loot dispensers. Title: Re: Why I now hate every MMO. Post by: Xilren's Twin on August 03, 2005, 02:18:36 PM Nothing new here; it's games vs world all over again. Removing the massive part of the online rpg in order to have a deeper world is an idea I like quite a bit. Same sort of stuff is prevelant in a lot of NWN persistant worlds.
Sad fact is, most Massive game players don't want this worldy stuff b/c it impinges on their desire to have instant gratification. I want to sell my stuff NOW, so shops/banks can never close. I want to travel to city X NOW, so transportation runs all day and night every 2 minutes. I want to buy a sword of uber whacking NOW, so item creation is basically instantaneous. Small scale games with self selecting populations will always be able to offer much more flexibility and depth. We just need some middle ground between text Muds and Wow in terms of features, gameplay and graphics. Xilren Title: Re: Why I now hate every MMO. Post by: Furiously on August 03, 2005, 02:28:42 PM As long as you are not Hrose calling from Italy and finding the shopkeepers are ALWAYS asleep when you want to play, it's cool.
Title: Re: Why I now hate every MMO. Post by: HaemishM on August 03, 2005, 02:46:01 PM If I'm not mistaken, in U6, you could sleep and thus compress the timeline, correct? Can you do this as a party in this multiplayer version? Because if you can, THAT is why there is no virtual world as you describe, because no individual can compress time so that he doesn't have to wait around 30 minutes for daylight to come and the shops to reopen.
You can bemoan the fact that it's a craving for instant gratification and it is. But that's only a bad thing if you aren't the one who has to wait. If you are, YOU WANT IT NOW. Title: Re: Why I now hate every MMO. Post by: Hanzii on August 03, 2005, 03:56:26 PM What Haem said.
I don't get to play all the time like you unemployed visionairies. I can't afford to waste gametime for the sun to rise and the bank to open, so I can empty my bags and go out adventuring again. Waiting for spawns is a neccessary evil but I hate the one realistic part of WoW - the realtime clock. I never get to see the world in daylight. It serves no fucking purpose. It's stupid and only done by a dev catering to the people on 24/7 and interested in worldbuilding. It's not a world and it's not realistic - there's trolls for gods sakes - it's just a game. I want my pony and I won't wait for it, just so you guys can immerse your self. Title: Re: Why I now hate every MMO. Post by: Merusk on August 03, 2005, 04:00:20 PM Er.. damn. What H & H said.
Screw worlds, I want games. There's a market for worlds, sure, but it's smaller than world-proponents would like to believe. And if you're going to make a world, then the absolute removal of player-evil makes little sense to me. Title: Re: Why I now hate every MMO. Post by: Paelos on August 03, 2005, 04:16:06 PM Er.. damn. What H & H said. Screw worlds, I want games. There's a market for worlds, sure, but it's smaller than world-proponents would like to believe. And if you're going to make a world, then the absolute removal of player-evil makes little sense to me. Single player worlds are ok in my book. For example, I liked the "world" feel of Zelda : Majora's Mask. Sure it was trippy and weird, but it did feel like a functioning world moving independant of your actions. Title: Re: Why I now hate every MMO. Post by: Nija on August 03, 2005, 04:22:16 PM I'd play something like that. I really hate the item/quest depot crap.
Title: Re: Why I now hate every MMO. Post by: WindupAtheist on August 03, 2005, 06:31:25 PM If I'm not mistaken, in U6, you could sleep and thus compress the timeline, correct? Can you do this as a party in this multiplayer version? Nope. Stock up on torches, or get used to walking around in the dark. Quote Because if you can, THAT is why there is no virtual world as you describe, because no individual can compress time so that he doesn't have to wait around 30 minutes for daylight to come and the shops to reopen. If this were a problem, one designing a new game could always put in "black market" type merchants who only take their place in the alley at night. Alternatively, if your crafting system and economy are broad enough, the NPC market might not even mean that much. Back when UO was at what I personally consider to be it's height, I very rarely bought anything from an NPC. Quote You can bemoan the fact that it's a craving for instant gratification and it is. But that's only a bad thing if you aren't the one who has to wait. If you are, YOU WANT IT NOW. I just want a gameworld that isn't utterly static. I won't demand total fluidity, because that's pie-in-the-sky, but it would be nice if things could at least... fluctuate a little. Don't let players burn down the village, because we all know that'll lead to a game full of nothing but smoking ruins. But maybe let them muck around with the local economy, based on what gets bought and sold there. I don't REALLY need a virtual world. But I would like it if some of these games tried a little harder at pretending. Title: Re: Why I now hate every MMO. Post by: Furiously on August 04, 2005, 01:10:04 AM I don't REALLY need a virtual world. But I would like it if some of these games tried a little harder at pretending. Sounds like EVE or ATITD would be the game for you. But there are PK's in EVE. Title: Re: Why I now hate every MMO. Post by: Merusk on August 04, 2005, 04:45:17 AM Er.. damn. What H & H said. Screw worlds, I want games. There's a market for worlds, sure, but it's smaller than world-proponents would like to believe. And if you're going to make a world, then the absolute removal of player-evil makes little sense to me. Single player worlds are ok in my book. For example, I liked the "world" feel of Zelda : Majora's Mask. Sure it was trippy and weird, but it did feel like a functioning world moving independant of your actions. Well, yeah, without a dobut I enjoy Single Player worlds. I'm talking exclusivly multiplayer, though. Single player 'worlds' are tailored for ONE person, and can cheat things and doesn't have to worry about the time it takes to accomplish them since they only have to worry about a single gamer and their impact. In a multiplayer world you have to account for Joe Catass who is online 24/7. Inevitably this means things like travel, crafting, and character development will take longer because devs worry about people 'beating' their game and getting out too soon. They wind-up balancing for the top 1-5% of their game, because that top 1-5% can absolutly ruin economies and ecnomies are what virtual worlds are all about. Even SWG worried about this, and it's the closest thing you're going to see in a UO-2nd generation "world" game for a long time. The problem is when you worry about Joe, you fuck over Ed Everyman because it now takes him 13 game sessions to accomplish what joe does in one or two. That not only gets boring as hell, but it frustrates Ed because he's not seeing mesuarable progress. I don't REALLY need a virtual world. But I would like it if some of these games tried a little harder at pretending. Sounds like EVE or ATITD would be the game for you. But there are PK's in EVE. I was going to suggest EVE, but then knowing the apoplexy WUA has when around PKs, thought better of it. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 04, 2005, 05:10:09 AM There's no reason one can't have more human-like interaction with NPCs. And there's no reason why diurnal behavior has to be on a RL 24-hour cycle.
I'm in the virtual world camp. I think it's quite possible to have a world that's more than a glorified menu. We haven't seen them because publishers won't justify the expense to have writers craft flexible conversation trees easily localized to the player's language. That's why UO NPC interaction was dumbed down - localization. But even WoW has scripted NPCs events that add a lot to the feel of the world. The dwarven mortar crew is hilarious... Whenever I hear arguments against virtual worlds they seem to focus on specific mechanics that can easily be rectified. There is nothing inherently un-fun about the concept of them - just silly half-hearted implementations we've seen in the past. Title: Re: Why I now hate every MMO. Post by: Ironwood on August 04, 2005, 05:17:43 AM What really bothers me about the WOW clock is that it doesn't affect anything except the visual. So why not have it client side ?
Indeed, why have it at all ? Stupid. Title: Re: Why I now hate every MMO. Post by: Calantus on August 04, 2005, 06:50:17 AM You guys are all jumping down WUA's throat on this issue when all he is really asking for is aesthetics. He describes some random duder closing up a tavern and going somewhere, but he never says it affected him either way. It was just something he could stop and reflect on and feel more a part of a world. The banks don't have to close, and the shops don't have to close. And if they do, you could always let players wake people up or go to other stores. Also, the convo trees don't have to be harder for players, you can always put in quick ways to buy stuff from people, or people could just get it down to where they quickly hit the 2-3 responses they need and whala, they sold their shit. The localization issue is the only real problem I see brought up here.
What WAU is talking about here is the difference between a play with no props and one with cardboard cutouts haphazardly painted to look somewhat like a background. It doesn't change the core of the play, it's just to help people suspend their disbelief. Frankly, I agree. Title: Re: Why I now hate every MMO. Post by: HaemishM on August 04, 2005, 08:30:08 AM Isn't empty props what we have now, though? He's bitching about WoW. If you ask me, WoW has one of the more immersive worlds of the gamey-type MMOG's, because while the NPC's are always there and the stupid 24 hr. clock doesn't affect dick, there are little things and events that happen around you all the time. Things like the kids running around Stormwind, guards that talk to each other in some places, etc. But generally, you are so busy with your quests, you don't notice it.
I actually have to give WoW some props for the quest I did last night. It's a rogue-only quest, and used to give me the skill to use poisons. I had to sneak up behind an undead guard at a tower in Westfall, steal a key (without killing him, I could only pickpocket), then sneak into the top of a tower and open a chest without the elite NPC near it spotting me or killing me. I did the quest without killing one thing, but still used my class's abilities. That's cool. Yet, while doing the quest, I came upon another rogue, much higher level than the quest needed, continually opening and closing the chest in order to train up her lock picking skills. That other person did more to break immersion than the fact that most of the NPC's are just vending machines. IMO, instancing could fix a lot of these problems. Title: Re: Why I now hate every MMO. Post by: MrHat on August 04, 2005, 08:34:30 AM Isn't empty props what we have now, though? He's bitching about WoW. If you ask me, WoW Alliance side has one of the more immersive worlds of the gamey-type MMOG's, because while the NPC's are always there and the stupid 24 hr. clock doesn't affect dick, there are little things and events that happen around you all the time. Things like the kids running around Stormwind, guards that talk to each other in some places, etc. But generally, you are so busy with your quests, you don't notice it. I actually have to give WoW some props for the quest I did last night. It's a rogue-only quest, and used to give me the skill to use poisons. I had to sneak up behind an undead guard at a tower in Westfall, steal a key (without killing him, I could only pickpocket), then sneak into the top of a tower and open a chest without the elite NPC near it spotting me or killing me. I did the quest without killing one thing, but still used my class's abilities. That's cool. Yet, while doing the quest, I came upon another rogue, much higher level than the quest needed, continually opening and closing the chest in order to train up her lock picking skills. That other person did more to break immersion than the fact that most of the NPC's are just vending machines. IMO, instancing could fix a lot of these problems. Fixed that. Title: Re: Why I now hate every MMO. Post by: HaemishM on August 04, 2005, 08:35:10 AM Ok, yeah, should have said Alliance because if you don't like brown, the Horde side is dirt boring.
Title: Re: Why I now hate every MMO. Post by: Merusk on August 04, 2005, 09:13:12 AM You guys are all jumping down WUA's throat on this issue when all he is really asking for is aesthetics. He describes some random duder closing up a tavern and going somewhere, but he never says it affected him either way. It was just something he could stop and reflect on and feel more a part of a world. The banks don't have to close, and the shops don't have to close. And if they do, you could always let players wake people up or go to other stores. Also, the convo trees don't have to be harder for players, you can always put in quick ways to buy stuff from people, or people could just get it down to where they quickly hit the 2-3 responses they need and whala, they sold their shit. The localization issue is the only real problem I see brought up here. What WAU is talking about here is the difference between a play with no props and one with cardboard cutouts haphazardly painted to look somewhat like a background. It doesn't change the core of the play, it's just to help people suspend their disbelief. Frankly, I agree. He's not asking for aesthetics, though, because WOW has a lot of that stuff, and he feels it sucks. (As Haemish pointed out) He's asking for a full-on virtual world with shops that close so you can't get at them during certain hours. Adding-in inconvienance is all a 'world' does because that's what makes reality (i.e. a World) vs gameplay. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 04, 2005, 09:47:18 AM Fixed that. As far as I know there is no Horde equivalent of the Dwarven mortar team but there are scripted events that cycle, like the Warrior Circle in Muldore and the combat circles in UC. But yeah nothing as funny or involved. I used to run a UO server that had a lot of scripted events. It was a closed group of players so while no one ruined it for others it was also an awful lot of work for something that was only interesting the first few times. Title: Re: Why I now hate every MMO. Post by: Sky on August 04, 2005, 09:51:00 AM Quote I actually have to give WoW some props for the quest I did last night. It's a rogue-only quest, and used to give me the skill to use poisons. I had to sneak up behind an undead guard at a tower in Westfall, steal a key (without killing him, I could only pickpocket), then sneak into the top of a tower and open a chest without the elite NPC near it spotting me or killing me. I did the quest without killing one thing, but still used my class's abilities. That's cool. So very much yes. That's part of why I loved playing a thief in UO: I never had to kill stuff to advance, which doesn't really make sense for a thief, anyway (that'd be more along the lines of a brigand). Show me the game where I can play like Garrett, amidst other classes playing in a way that fits their class, rather than supporting basic combat classes, and I'm on it. You know, like UO. Yet, while doing the quest, I came upon another rogue, much higher level than the quest needed, continually opening and closing the chest in order to train up her lock picking skills. That other person did more to break immersion than the fact that most of the NPC's are just vending machines. IMO, instancing could fix a lot of these problems. One step further would be removing kill-based rewards entirely and just going with use-based. It made so much more sense to hang out with a couple buddies sparring to improve my swords skill, rather than becoming Tardor, Scourge of Bunnykind. I've been in agreeance with WUA's initial point for a very long time, indeed, coming from my roots as an Ultima fanboi. And I've always addressed the inconvinience issue the same way as he: Quote If this were a problem, one designing a new game could always put in "black market" type merchants who only take their place in the alley at night. This could open up a whole new level of roleplaying...does your shiny do-gooder treat with the scurvy pirate at the docks or the questionable blokes in that dark alley? Does he stay true to his virtue and live with inconvinience? Does he look the other way as a squire sells the stuff for him? Lobby his guildmaster to place a night storage box in the paladin's bunkhouse?Or click "Sell All". Title: Re: Why I now hate every MMO. Post by: Pococurante on August 04, 2005, 09:53:39 AM Or click "Sell All". Sadly this is what the lowest common denominator wants. So we're again looking at niche products that probably would cap around 50-80k subs. Title: Re: Why I now hate every MMO. Post by: Merusk on August 04, 2005, 10:04:11 AM I've been in agreeance with WUA's initial point for a very long time, indeed, coming from my roots as an Ultima fanboi. And I've always addressed the inconvinience issue the same way as he: Quote If this were a problem, one designing a new game could always put in "black market" type merchants who only take their place in the alley at night. This could open up a whole new level of roleplaying...does your shiny do-gooder treat with the scurvy pirate at the docks or the questionable blokes in that dark alley? Does he stay true to his virtue and live with inconvinience? Does he look the other way as a squire sells the stuff for him? Lobby his guildmaster to place a night storage box in the paladin's bunkhouse?Or click "Sell All". This is well and good, and in fact I'd like to see more things like it so long as night isn't once every 2 hours. However, if you're on such a short day/night cycle it again removes some of the 'world' and focuses more on 'game.' It's a series of trade-offs. Title: Re: Why I now hate every MMO. Post by: Strazos on August 04, 2005, 11:33:52 AM Ok, yeah, should have said Alliance because if you don't like brown, the Horde side is dirt boring. The undead areas are much better. Title: Re: Why I now hate every MMO. Post by: Nebu on August 04, 2005, 11:34:54 AM So we're again looking at niche products that probably would cap around 50-80k subs. As Haemish has pointed out so many times: what's wrong with being Niche? Tailored to the right audience a well crafted mmog could still be very profitable despite having a smaller player base. You just have to get used to going out in public without your money hat. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 04, 2005, 11:40:24 AM I should probably have put my comment in green. Niche is actually preferred by me. Being old school I like more intimate communties that are tightly policed.
That's why I play WoW... ;) But we're not going to see the big studios pushing these products, and the level of visual immersion I require is still beyond the reach of smaller shops. Title: Re: Why I now hate every MMO. Post by: Sky on August 04, 2005, 11:48:26 AM I should probably have put my comment in green. Niche is actually preferred by me. Being old school I like more intimate communties that are tightly policed. Yup.But we're not going to see the big studios pushing these products, and the level of visual immersion I require is still beyond the reach of smaller shops. Title: Re: Why I now hate every MMO. Post by: WindupAtheist on August 04, 2005, 12:09:00 PM Quote from: Merusk He's not asking for aesthetics, though, because WOW has a lot of that stuff, and he feels it sucks. WoW doesn't have shit. That little girl NPC whose existence consists solely of running endless laps through Stormwind 24/7, screaming "Gimme back my dolly!" for all eternity is NOT what I'm talking about. I mean, I thought AO's system of having you do your shopping and whatnot through computer terminals was pretty lame, but really, what's the difference? A WoW NPC is just a person-shaped terminal that says "Hail!" instead of "Beep!" Quote (As Haemish pointed out) He's asking for a full-on virtual world with shops that close so you can't get at them during certain hours. Adding-in inconvienance is all a 'world' does because that's what makes reality (i.e. a World) vs gameplay. The inconvenience is beside the point, and can be negated by having alternative means of doing business that become available when the shops are closed. The point is that in a gameworld built on such principles would manage to avoid being completely fucking static. You might actually have to do things somewhat differently at times, because you might come back to town six hours after leaving, and find that the townsfolk aren't all still standing exactly where you left them. Quote This is well and good, and in fact I'd like to see more things like it so long as night isn't once every 2 hours. However, if you're on such a short day/night cycle it again removes some of the 'world' and focuses more on 'game.' It's a series of trade-offs. Unless your gameworld is as large as the real world, compressing time makes sense. Otherwise I'm going to wonder how I'm able to run up and down the length of an entire continent six times in one day. Quote from: Sky This could open up a whole new level of roleplaying...does your shiny do-gooder treat with the scurvy pirate at the docks or the questionable blokes in that dark alley? Does he stay true to his virtue and live with inconvinience? Does he look the other way as a squire sells the stuff for him? Lobby his guildmaster to place a night storage box in the paladin's bunkhouse? Or click "Sell All". Zounds, Sky and I actually agree! Quote from: Pocurante That's why UO NPC interaction was dumbed down - localization. And you should have heard the irate screaming on the boards at the time. People cared about the little details. Title: Re: Why I now hate every MMO. Post by: HaemishM on August 04, 2005, 01:09:39 PM In a world that has magicians crawling all over it, able to toss giant balls of fire at anything that moves like they were farting napalm, what's the point of having shops that close when it gets dark?
Title: Re: Why I now hate every MMO. Post by: Pococurante on August 04, 2005, 01:17:20 PM Immersion.
Title: Re: Why I now hate every MMO. Post by: Yegolev on August 04, 2005, 02:08:15 PM Ok, yeah, should have said Alliance because if you don't like brown, the Horde side is dirt boring. The undead areas are much better. Because they are essentially Alliance areas with perpetual night. Kalimdor sucks. Title: Re: Why I now hate every MMO. Post by: Morfiend on August 04, 2005, 03:10:29 PM Ok, yeah, should have said Alliance because if you don't like brown, the Horde side is dirt boring. The undead areas are much better. Once you get to level 20 or so, you all share areas, so nether side is the winner. I agree that the Barrens is a lot of brown, but it does make it a lot more cool when you come up to the oasis teaming with life. Also, one thing I remember, in Kargath, the horde town in the Badlands, there are two undead females talking to each other. Undead 1: "Have you heard about the new plague?" Undead 2: "Yeah, its much like the old plague, but with half the calories" Title: Re: Why I now hate every MMO. Post by: WindupAtheist on August 04, 2005, 03:46:38 PM In a world that has magicians crawling all over it, able to toss giant balls of fire at anything that moves like they were farting napalm, what's the point of having shops that close when it gets dark? A believable world that operates according to certain mundane rules just might serve to make the magical seem a bit more exotic. Oh we all know the sheer number of fireball-shooting players is going to keep that from really happening, but the game can at least try. It can give you a detailed world full of peasants and shepherds and shopkeepers that at least suggests the illusion that not everyone in the world can fart napalm. As it is, the townsfolk in WoW (or pretty much any MMORPG) don't have enough interactivity or detail to make an aesthetic impact. The blacksmith isn't a blacksmith, he's just the button you push to repair your armor. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 04, 2005, 04:44:44 PM In a world that has magicians crawling all over it, able to toss giant balls of fire at anything that moves like they were farting napalm, what's the point of having shops that close when it gets dark? A believable world that operates according to certain mundane rules just might serve to make the magical seem a bit more exotic. Don't taunt the Haem. Or I guess these days the Pop too. They care less about foreplay than having their knob polished. I'd like a world. Done right. For those that can't see past the Past's half-baked implementations I give you your half brain. (http://www.hersenletsel.net/overzicht/artikelen/afbhersen/model/thumbnails/brain_model_head_half_jpg.jpg) Title: Re: Why I now hate every MMO. Post by: Merusk on August 04, 2005, 05:10:05 PM In a world that has magicians crawling all over it, able to toss giant balls of fire at anything that moves like they were farting napalm, what's the point of having shops that close when it gets dark? A believable world that operates according to certain mundane rules just might serve to make the magical seem a bit more exotic. Don't taunt the Haem. Or I guess these days the Pop too. They care less about foreplay than having their knob polished. I'd like a world. Done right. For those that can't see past the Past's half-baked implementations I give you your half brain. (http://www.hersenletsel.net/overzicht/artikelen/afbhersen/model/thumbnails/brain_model_head_half_jpg.jpg) Define your 'world.' How's it going to work, how are things going to fit into place, how's the economy work, etc. If you can fix things in an enjoyable way that isn't exploitable, you win and should replace Raph as SOE's creative lead. Hell, you'll replace a lot of people as a gaming messiah. It's a discussion that's beeng ongoing for a long, long, long time in more than just EQ/ UO/ WOW terms and it hasn't worked out yet. Saying 'do it right' is easy. It hasn't been done yet, but many continue to try and make the same mistakes. That is the reason for the cynicism. Thus far 'world' has meant 'tedious, boring shit to get past until the "real" game' the same as shiny grind fests. They just lack the spreadsheet attachment to keep track of your numbers. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 05, 2005, 12:21:27 PM In many ways I'd point to Gemstone3, or at least the GS3 I knew in 1997 as well as the concepts in early UO. There have been no end of MUDs/Mxx that experimented with real world mechanics with characters that start young, accumulate and age, and peak without being downright godly.
Retention has been defined in the commercial products for years as time treadmill, an intentional effort to force the player to grind towards a mythical endgame. I suggest the real answer is constantly adding wide expansions, much as Bioware does with premium content releases for NWN. Tall expansions simply lock in an ever shrinking sub base where one spends millions. I'd rather spend the millions to broaden the product's appeal. The answer is to abandon levels as anything more than a statement of character age. I'd keep race and class, and have racial advantages/penalties. It's funny you mention Raph since of course his ideas immediately pre-SWG were quite compelling in terms of balancing crafting. I'd apply the same concept to combat abilities - one can move to a higher skill but has to chose one to give up. The idea is not that new skills make one godly, they just add different variety to a player's chosen playstyle. I'd focus my development dollars more on adding non-combat items that allow a player to individualize appearance of their toon, their "vehicle", and their residence. I'd focus on such non-combat mechanics as learning languages, social customs, etc that allow them to effectively engage new regions on the map and new quests/content (as opposed to the same railed quests pretty much anyone can ride) and there'd be an obvious way to establish brag rights. Stats would increase minutely beyond the starting rate and would be a UO-style pool to be balanced. Skills the same. Neither pool could be so large that one is hopelessly outclassed, e.g. sticking with UO the puniest weakling is about 45, the strongest about 65. Skill ranges are commeasurate. Item bonuses would be scaled the same, e.g. tight but not godly versus wormy. At the end you get a game where "templates" reflect a player's style rather than appealing to min/maxers. The downside is you have a product that doesn't appeal to min/maxers and catasses. That's counter to the traditional belief that prefers to addict players and pays lip service that social bonds are more important. Of course you'd still have the number crunchers but since the differentials are relatively minor there is still wide lattitude for skill to make the difference. This is a thumbnail. I appreciate you'd like a design document. You're free to make me an employment offer and/or a grant & non-compete agreement to draft you a document. I doubt you're that serious but if you are once knew my vitae you'd probably be confident in a quality deliverable. Title: Re: Why I now hate every MMO. Post by: Xilren's Twin on August 05, 2005, 02:44:34 PM It's a discussion that's beeng ongoing for a long, long, long time in more than just EQ/ UO/ WOW terms and it hasn't worked out yet. Saying 'do it right' is easy. It hasn't been done yet, but many continue to try and make the same mistakes. That is the reason for the cynicism. NPC's acting more than vending machices is nice, but it just a sympton. As previously mentioned, a large part of "doing it right" in my book is stop trying to make these massive focus worlds. A massively designed game almost HAS to use static content in order to wring the best ratio of player use (which basically means subscriptions dollars). vs development cost. Massive games are only about ROI, not immersion nor individual gameplay experience. That's fine; massive games have their place and their appeal. They look good, can play smooth and there's always people around to do stuff with.. ...but at the same time, none of them are even close to the gaming experience many would like to see attempted: the true computerization of a pen and paper rpg session. It's somewhat ironic that most of these massively multi-player computer games owe their genesis to those p&p roots, yet the graphical version of these games bear only a passing resemblance to them. Yes, most of them have wizards, warriors, orcs and dragons; spells and swords and magic loot; quests, exotic lands, gods and demons; but in terms of actually playing the things? It's night and day. It's like playing an arcade game vs reading a book. Both a fun, but very different. P&P is all about a small group that has a unique shared adventure. The mechanics are there to support and supplement the adventure. And even though you could have 10 different groups play through the same "module", each experience could be wildly different depending on the DM and players involved and their creativity (or lack thereof). While we starting to see SOME movement towards this in games that use instances and such, there's only so much variance a massive game can allow b/c each option has to be paid for to code. The single notable attempt at the reverse, NWN, didn't take it far enough (I still consider NWN a successful step, even if its chock full of it's own limitations in the base game [real time combat anyone]). It's like there are just two ends to this scale. On the one end you have the massive, pretty and completely static games like WoW and EQ; and on the other you have the highly variable, small scale, text muds. I just want something more in the middle. I know I know, I;m asking for companies to spend more money for a niche of a niche. Who wants to invest more money on a small scale focus game with higher dev costs like server divergence and broader gameplay options (like npc behaviour and true thief like skill options)? It's riskier, has lower ROI numbers, and the first few will probably fail badly... I still want to play such an animal though. I hope D&D Online is a little CLOSER to the p&p experience, yet I also know from the ground up it can't be but a shadow of it's offline name. I also hope Bioware's next NWN type game is another step towards the middle. I also want a pony. Xilren Title: Re: Why I now hate every MMO. Post by: Shockeye on August 05, 2005, 04:11:52 PM You guys are all jumping down WUA's throat on this issue when all he is really asking for is aesthetics. He describes some random duder closing up a tavern and going somewhere, but he never says it affected him either way. It was just something he could stop and reflect on and feel more a part of a world. The banks don't have to close, and the shops don't have to close. And if they do, you could always let players wake people up or go to other stores. Also, the convo trees don't have to be harder for players, you can always put in quick ways to buy stuff from people, or people could just get it down to where they quickly hit the 2-3 responses they need and whala, they sold their shit. The localization issue is the only real problem I see brought up here. What WAU is talking about here is the difference between a play with no props and one with cardboard cutouts haphazardly painted to look somewhat like a background. It doesn't change the core of the play, it's just to help people suspend their disbelief. Frankly, I agree. He's not asking for aesthetics, though, because WOW has a lot of that stuff, and he feels it sucks. (As Haemish pointed out) He's asking for a full-on virtual world with shops that close so you can't get at them during certain hours. Adding-in inconvienance is all a 'world' does because that's what makes reality (i.e. a World) vs gameplay. Next he'll want to bake bread. Title: Re: Why I now hate every MMO. Post by: WayAbvPar on August 05, 2005, 04:19:44 PM Bake bread to crush, you mean.
Title: Re: Why I now hate every MMO. Post by: Calantus on August 05, 2005, 08:02:33 PM I dunno about cutting out the min/maxing in a game. I've always though that the ability to craft a good template, either absolutely or to suit how you play is a skill worth rewarding in an MMOG. I just don't see the problem with min/maxing too, you don't sacrifice anything when you play with a build that is tweaked to the max, at least I don't.
Title: Re: Why I now hate every MMO. Post by: Paelos on August 05, 2005, 09:43:15 PM Bake bread to crush, you mean. We call that stuffing. Title: Re: Why I now hate every MMO. Post by: Azazel on August 05, 2005, 11:07:24 PM This could open up a whole new level of roleplaying...does your shiny do-gooder treat with the scurvy pirate at the docks or the questionable blokes in that dark alley? Does he stay true to his virtue and live with inconvinience? Does he look the other way as a squire sells the stuff for him? Lobby his guildmaster to place a night storage box in the paladin's bunkhouse? Or click "Sell All". As stated above, this has the same problem in a MMO as does Schild's oft-repeated wet dream of a twitch-based MMO. It's great if you have plenty of time to play in these games, and it's great if you live somewhere in the world where you play in the time of day where you can either go down that alleyway OR get to the shop before it closes and have a nice ping for the twitch-based stuff. Kinda sucks when you're in a different part of the world, and don't get to see the world in daylight at all unless it's a weekend, and the shops are always closed, and your shitty pinbg means you might as well not bother playing. Do you want to play a MMOG where you can intereact with people from al over the world, or would you prefer to only be able to interact with people a couple of states away? Title: Re: Why I now hate every MMO. Post by: Strazos on August 06, 2005, 05:13:47 AM I dunno about cutting out the min/maxing in a game. I've always though that the ability to craft a good template, either absolutely or to suit how you play is a skill worth rewarding in an MMOG. I just don't see the problem with min/maxing too, you don't sacrifice anything when you play with a build that is tweaked to the max, at least I don't. If there is strong incentives to min/max and use a template, everyone will just use Google and turn into the same stupid character, which is stupid. The only skill here is reading. If you take min/maxing out, then all skill choices come down to player preference. Title: Re: Why I now hate every MMO. Post by: Calantus on August 06, 2005, 06:25:57 PM If there is strong incentives to min/max and use a template, everyone will just use Google and turn into the same stupid character, which is stupid. The only skill here is reading. If you take min/maxing out, then all skill choices come down to player preference. It really depends on how well the talents are made. For instance, right now I can tell you the absolute best PVP warrior spec (depending on what wep you have), but I couldn't tell you which of the many rogue or shaman specs to choose from. Title: Re: Why I now hate every MMO. Post by: Strazos on August 07, 2005, 03:15:04 AM If there is strong incentives to min/max and use a template, everyone will just use Google and turn into the same stupid character, which is stupid. The only skill here is reading. If you take min/maxing out, then all skill choices come down to player preference. It really depends on how well the talents are made. For instance, right now I can tell you the absolute best PVP warrior spec (depending on what wep you have), but I couldn't tell you which of the many rogue or shaman specs to choose from. Ok, so in these cases, I end up seeing the same 2, MAYBE 3 templates? Bor-ring. Title: Re: Why I now hate every MMO. Post by: squirrel on August 07, 2005, 03:37:48 AM I'm not going to redefine all the shit we already know or try to sound smart. Just casting my vote for game over world. Any GAME that can provide a context that seems like a living world has me there. But any 'virtual world' that makes me relive the fucking tedium of our day to day existance as a form of entertainment has utterly failed. I want to be a hero/god/scoundrel/thief/lover/warlord. I have ZERO FUCKING INTEREST in being a merchant who manages resources and keeps tabs on productivity in my 'world'. Not dissing those who want that - more power to ya, but i already manage a budget and a bunch of unproductive resources for a living, i don't want to do that in my MMOGs. (yes Raph, SWG is a clinical example.) Nor do i want to be soley dependent on people who find that fun.
That said, this game will suck. I do like NWN though, maybe i should reinstall. Nah, my Mage is almost 60. EDIT: Oh and er, baking to crush doesn't mean you're a underveloped loser. At all. Or something. Title: Re: Why I now hate every MMO. Post by: squirrel on August 07, 2005, 03:45:54 AM It really depends on how well the talents are made. For instance, right now I can tell you the absolute best PVP warrior spec (depending on what wep you have), but I couldn't tell you which of the many rogue or shaman specs to choose from. Rogue - 31/8/12 for seal fate or 21/8/22 for Cold Blood and Preparation. there's others. these are the best. Shaman - 0/30/21 or 23/7/21 seem popular but i have no idea. Point being within 30 minutes of rolling my mage alt i knew the difference between the 31/20/0, 30/21/0, 18/0/33 and 21/0/30 builds. Variations are just that, variations. And you will look them up. Online or ingame. Because that's human nature. No game like WoW/DAoC/SB will resolve that, it's part of the core design. Title: Re: Why I now hate every MMO. Post by: Calantus on August 07, 2005, 06:40:27 AM So... what's better? Being able to make choices that radically change the way your character plays to suit your style, being able to make choices that make little real difference, or no ability to make choices at all? You say that having a handful of top specs is boring as if any of the alternatives (beyond "make better trees" which nobody s arguing against) are any less boring. "So what's your spec?" "Who fucking cares they're all the same anyway".
Despite the popular builds I guarantee you that if someone plays like they have 21/0/30 (shaman) as any other spec is going to be hurting their abilities quite considerably. I would also say that the very best build for 1v1 and small group PVP (17/13/21) isn't even in the top 5 popular specs. That's what talents are for, to customize your character to suit the specific way you want to play it, and to give yourself an edge that is NOT based around time. Everybody is clamoring for less time-based distinction and talents are a great way for it. That player might have good gear but you have more skill and a better thought-out spec, maybe that's enough to overcome the item devide. EDIT: Btw, I personally think game > world also. I'd just like to have the gameworld feel more alive while I'm playing in it. Title: Re: Why I now hate every MMO. Post by: Sky on August 07, 2005, 07:09:24 AM Quote Variations are just that, variations. And you will look them up. Online or ingame. Because that's human nature. I disagree. My hunter only made it to 58, but I never looked up templates, I just went with what was most effective, studying the options available. I probably wasn't the fotm, but then, who cares?Title: Re: Why I now hate every MMO. Post by: Wasted on August 07, 2005, 07:30:32 AM IF the game offered some sort of easy storage so selling or trashing werent the only ways to clear your inventory, and also offered some form of cueing orders or something so your character could go to the store and sell their items while offline then having limited shop hours wouldn't inconvenience me but add immersion.
If it was just added in a sloppy gesture to promote immersion then it would be an inconvenience that wouldn't aid my gaming experience. I dont think something is immersive simply because it recreates the hassles of real life. I think something is immersive if it gives the illusion of real life without the hassle. Irritation reminds me more than anything that I am playing a game and breaks any immersion I try to sustain. I'd rather a hassle free fun game than an immersive pain in the arse. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 08, 2005, 12:16:07 PM IF the game offered some sort of easy storage so selling or trashing werent the only ways to clear your inventory, and also offered some form of cueing orders or something so your character could go to the store and sell their items while offline then having limited shop hours wouldn't inconvenience me but add immersion. Would be fun to have a master/apprenticeship mode where one has to log (offline) X number of hours to advance. Then when I'm ready to logout I submit myself to the village master who I pledged. There could even be a fun status report available to me when I logged back in to see "tasks I performed" and how much my hours were docked when I botched something. But anyway no items created/trashed to advanced, only actually make things I intend to sell so no skill points earned, and the developer has precise control over advancement levels and can even mandate how many of what accrediation can be associated to what region. Title: Re: Why I now hate every MMO. Post by: SomeKindOfMoron on August 09, 2005, 03:05:56 AM My thinking is that, in a virtual world, ideally, there's a role and place for every player and playstyle. Fine-tuning and micromanaging numerical values in order to achieve an optimal output seems an odd fit for combat though, especially the up-close-and-personal sort. Business or city management or something else along those lines would probably be a better outlet for that kind of play.
Would be fun to have a master/apprenticeship mode where one has to log (offline) X number of hours to advance. Then when I'm ready to logout I submit myself to the village master who I pledged. There could even be a fun status report available to me when I logged back in to see "tasks I performed" and how much my hours were docked when I botched something. Yeah, there are some really interesting opportunities in allowing characters a sort of offline life. There's all kind of tedious stuff that players will never want to do in-game that can be handled during offline hours. Eating, resting, working a job, training skills. Give the player some control over these things, and it could make for some interesting design. Perhaps you tell your character how to eat, which helps determine how he develops, etc. Another possibility is player characters as guards and peace keepers. Have an AI-controlled version of your character patroling town while you're logged out. This could really be of practical value in a game like Shadowbane, where I understand it was once common to see wake-up-and-your-city-has-been-destroyed sorts of situations. Title: Re: Why I now hate every MMO. Post by: HaemishM on August 09, 2005, 08:47:08 AM The wake up and see your city destroyed situation happened because the AI guards were worthless. One person could train the entire city full of the highest ranked guards possible miles away from the city and keep them there for hours while his guild razed your city to the ground. The AI would have to be greatly improved from current AI. Also, wouldn't it suck to put your character on guard duty, then login to find him dead?
Title: Re: Why I now hate every MMO. Post by: stray on August 09, 2005, 09:36:50 AM Also, wouldn't it suck to put your character on guard duty, then login to find him dead? With XP debt to boot. :-o Title: Re: Why I now hate every MMO. Post by: Samwise on August 09, 2005, 09:47:54 AM Yeah, there are some really interesting opportunities in allowing characters a sort of offline life. There's all kind of tedious stuff that players will never want to do in-game that can be handled during offline hours. Eating, resting, working a job, training skills. I guess WoW's "rest bonus" would be an example of "resting" while you're offline. Another example of "offline life" would be Puzzle Pirates' employment system, where you can earn money and contribute to the economy even while logged off. Title: Re: Why I now hate every MMO. Post by: Paelos on August 09, 2005, 11:17:55 AM Another offiline things was SWG's harvester mining, which was basically the lynchpin of the economy. I can honestly say I enjoyed mining a hell of a lot in that game. It felt great to find that untapped 900+ metal and just start dropping heavy harvesters out there for a week at a time. It was one of the few games I've ever seen that layered markets for goods. There were the miners, who would sell direct ores. There were retailers who would buy from the miners and run mineral depots for the crafters. There were the crafters who could shop from both places for their necessary goods. It was a beautiful thing.
Too bad the Sahara desert has more personality than most of those planets, and the combat made you sterile if you kept at it long enough. Title: Re: Why I now hate every MMO. Post by: AOFanboi on August 09, 2005, 11:27:45 AM Then there's EVE's realtime (on/offline) skill training. Where basically all you need to do is log in and start training a new skill every now and then.
Title: Re: Why I now hate every MMO. Post by: Samwise on August 09, 2005, 11:34:40 AM The problem with SWG's mining is that you had to check your harvesters every day to see if the resources had shifted. There was no rhyme or reason to it - resource intake wouldn't gradually fall off, and you couldn't move on to a new vein of it either. So you had to just keep checking constantly.
Title: Re: Why I now hate every MMO. Post by: Paelos on August 09, 2005, 11:43:03 AM The problem with SWG's mining is that you had to check your harvesters every day to see if the resources had shifted. There was no rhyme or reason to it - resource intake wouldn't gradually fall off, and you couldn't move on to a new vein of it either. So you had to just keep checking constantly. Yeah, they should have kept mining as a profession and given you talents that could approximately predict how long veins would last, and also give you better surveying equipment, like surveying planets for the available resources before you blow through credits on travel. Title: Re: Why I now hate every MMO. Post by: Samwise on August 09, 2005, 11:52:55 AM I'll have to resist the temptation to talk about all the ideas I had for improving SWG mining. :roll:
Title: Re: Why I now hate every MMO. Post by: Paelos on August 09, 2005, 12:34:34 PM I'll have to resist the temptation to talk about all the ideas I had for improving SWG mining. :roll: Go for it, this thread is going places. Title: Re: Why I now hate every MMO. Post by: Pococurante on August 09, 2005, 12:37:19 PM (http://www.f13.net/grief/ahoy.jpg)
j/k - I'm interested too. Title: Re: Why I now hate every MMO. Post by: Rasix on August 09, 2005, 12:39:45 PM Yeah, they should have kept mining as a profession and given you talents that could approximately predict how long veins would last, and also give you better surveying equipment, like surveying planets for the available resources before you blow through credits on travel. Or they could of like, implemented the damn survey bots early on in the way that's actually useful. There's just so many things they could have done to make that game more interesting. I'm not sure they accomplished any of them The problem I have with virtual worlds and the reason I keep stepping away form them after usually less than a month, is that they become virtual jobs. In A Tale in the Desert, I had to log on, make straw and feed my camels or they would die. I would have to log on at specific times to prune my vines and fertilize or my grape production would fall off for wine making. Games that are time sensitive with certain tasks become annoying chores to play. If a game has stuff that takes 24 hours to pull off with multiple timed interactions during that 24 hour period, it better have some damn automation so I don't have to try and beat traffic home before my window to feed my goats is up. Any game that if I go on vacaction and my world may end, ends up being more trouble than it's worth. Edit: I typo, you typo, we all typo. Title: Re: Why I now hate every MMO. Post by: Soukyan on August 09, 2005, 12:52:18 PM In A Tale in the Desert, I had to log on, make straw and feel my camels or they would die. My camels like to be touched every now and then, too. Makes them feel special and gives them a reason to live. ;) But seriously, I agree on the time sensitive games. If I have to schedule other aspects of my life around it, it is no longer a "leisure" time activity. Title: Re: Why I now hate every MMO. Post by: Paelos on August 09, 2005, 12:52:36 PM Yeah, I quit SWG when I realized I was only logging on to check my harvesters. That was the end of that.
Title: Re: Why I now hate every MMO. Post by: Rasix on August 09, 2005, 12:56:14 PM Yeah, I quit SWG when I realized I was only logging on to check my harvesters. That was the end of that. I remember checking them in the morning (often being late to work/class because of it) to make sure the resources hadn't shifted or to keep them in power/cash. Then I'd check in the evening and right before bed. I figure I did 90 mins to 3 hours of resource work during the time I was a useless droid engineer. GAH. This was all pre-vehicle/mount too. I'm sure it was sufficiently less annoying otherwise. But then you'd still have to wait for certain shuttle between planets and places that were a pain in the ass to get to. Title: Re: Why I now hate every MMO. Post by: Samwise on August 09, 2005, 02:20:30 PM One of my other ideas for SWG mining was to introduce the concept of "refining" resources. Rather than waiting around for months or years hoping for a spawn of 1000 CD copper to pop up, it seems like you ought to be able to take a whole lot of lower quality copper and "refine" it to get the good stuff (the tradeoff, obviously, being that you'd need a lot more lower grade copper, so it'd still be worthwhile to look for the good raw stuff, just not as vital). Another possibility would be to "craft" alloys by chucking two different minerals into the refinery; the new alloy would have whatever the closest common ancestor "type" of its two parents was, so you could combine iron and copper to get a generic metal with the best qualities of each.
The benefits would be twofold: first, you'd add a bit more depth to the mining "game", and second, you'd decrease reliance on those special uber-rare minerals that the veteran crafters had vast stockpiles of. |