MMOs for MMO players?
Welcome to the world of computer software. When we fire up certain programs, we expect certain things. Word Processors have spellcheck and style controls. Spreadsheets have standard calculation formulae. 1st person shooters have a variety of weapons, maps and multiplayer options. MMOs have a mix of PvE, PvP, and the requisite tools in place so players can find, communicate, and interact with each other.
I'm having a hard time seeing exactly what your issue is, unless you're saying the learning curve is too steep? To that I say, in every MMO I've tried, they never dump everything on you at level 1 unless they make clear what topics are advanced and what are basic, and give you the option to put things off until later when you're ready to learn them.
I wouldn't claim every building made of bricks is the same just because they all have bricks, and I don't see how you can say all MMOs are the same because most of them use common tools. It's how those tools are applied and intermingled that makes a good game.
Oh yeah, water is wet too.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Ironically, one of the early big MMORPGs didn't tell you squat upon logging in, under the impression that discovering for yourself where your trainer was and who sold muffins versus who sold healing spells was all part of the experience.
I've grumbled before about MMOs being sold as "Has PvP, has Crafting, has Loot, has Auction House, has Raids" before, but it never quite sunk in with me that that's the POINT!
|
Some veteran designers are heartily sick of it
|
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
Unfortunately that's how game design seems to work these days. Non-Generic Fantasy MMO came along and made millions of dollars so now the assumption is that the way to make an uber-popular MMO is to try to clone Non-Generic Fantasy MMO.
Welcome to the world of computer software. When we fire up certain programs, we expect certain things. Word Processors have spellcheck and style controls. Spreadsheets have standard calculation formulae. 1st person shooters have a variety of weapons, maps and multiplayer options. MMOs have a mix of PvE, PvP, and the requisite tools in place so players can find, communicate, and interact with each other.
I'm having a hard time seeing exactly what your issue is, unless you're saying the learning curve is too steep? To that I say, in every MMO I've tried, they never dump everything on you at level 1 unless they make clear what topics are advanced and what are basic, and give you the option to put things off until later when you're ready to learn them. I wouldn't claim every building made of bricks is the same just because they all have bricks, and I don't see how you can say all MMOs are the same because most of them use common tools. It's how those tools are applied and intermingled that makes a good game. Oh yeah, water is wet too. |
I don't see the issue either, except if Sam's just now discovering this, it does explain a lot of his positions.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
Sorry I can't take seriously the word of a guy who thinks the divide between being able to see the design behind the game and having fun in the game is absolute. His "I can't play for fun, but I'm willing to tell you what's fun and what isn't" stance is completely ridiculous to me.
|
Unfortunately that's how game design seems to work these days. Non-Generic Fantasy MMO came along and made millions of dollars so now the assumption is that the way to make an uber-popular MMO is to try to clone Non-Generic Fantasy MMO.
|
Well, yes and no...The gorilla didn't innovate on anything in the MMO market except the scale of their success. Everything they've done had been done already or was being done. And like I said, it's not just MMOs that work this way, or even just gaming.
You have genres for a reason. People fire up an MMO, FPS, RPG or whatever other acronym you can think of, and they're going to expect certain things, and when they're not there, that's a potential problem. Check the reviews on a long vaporware FPS that just came out. It's missing a lot of what more current FPS' have and it's taking a beating for it. Hell, check out some of the comments on any Game of Thrones site after episode 9 from the avg person that didn't read the books. They pulled a major switchup from the standard fantasy tale and a lot of people lost their minds.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
Well, yes and no...The gorilla didn't innovate on anything in the MMO market except the scale of their success. Everything they've done had been done already or was being done. And like I said, it's not just MMOs that work this way, or even just gaming.
You have genres for a reason. |
His "I can't play for fun, but I'm willing to tell you what's fun and what isn't" stance is completely ridiculous to me.
|
I'd actually strongly disagree Sam, MMORPG's are FAR less hostile to newbies now than they were a couple years ago. (Mainly precisely becuase they have been more streamlined and better at coughing up the info people want to know, rather than hiding it in some obscure location, or heck, not telling people at all)
"Men strunt �r strunt och snus �r snus
om ock i gyllne dosor.
Och rosor i ett sprucket krus
�r st�ndigt alltid rosor."
I never said it did, most of what it did was copied from other games and then refined. However, before it came along you did get more variety in MMOs.
|
Anyways, like the Hollywood blockbuster, MMOs are increasingly getting the AAA budgets. The investments are huge and being completely innovative is a *massive* amount of risk. So, you tend to end up with things that for the most part are the same. They'll try one or two new things, but for the most part they give people what they expect from a given genre. Because the people with the money backing the projects are risk-averse.
Furio--Lvl 50+3 Fire/Fire/Fire Blaster, Virtue
Megadeth--Lvl 50+3 Necro/DM/Soul MM, Virtue
Veriandros--Lvl 50+3 Crab Soldier, Virtue
"So come and get me! I'll be waiting for ye, with a whiff of the old brimstone. I'm a grim bloody fable, with an unhappy bloody end!" Demoman, TF2
I can say as a relative newbie, that I found CoH to be very new-user friendly. Prior to this game I had never touched an MMO and had played very few computer games (I'm talking minesweeper, solitaire, and that's about it). It took a little time for me to figure out how enhancements worked, and to get the feel for the auction house, but all in all I feel like the game does a good job of explaining things to new folks. That, combined with a very helpful and friendly community, made my early CoH days simple and fun.
I can say as a relative newbie, that I found CoH to be very new-user friendly. Prior to this game I had never touched an MMO and had played very few computer games (I'm talking minesweeper, solitaire, and that's about it). It took a little time for me to figure out how enhancements worked, and to get the feel for the auction house, but all in all I feel like the game does a good job of explaining things to new folks. That, combined with a very helpful and friendly community, made my early CoH days simple and fun.
|
More generally, I'm aware that games tend to be built with familiarity in mind, but it seems to me that these days we're starting to see a little TOO much familiarity. To stray away from MMOs for a second, look at what's become of FPS games - almost all of them have been reduced to slower-paced cover-based shooters based on vaguely military motiffs, be those WW2, present-day or futuristic militaries. Painkiller was... Interesting if more than a bit dumb, but it's rare to see anything too different from the trend-setters.
My problem with this approach to game design, especially when it comes to MMOs is that I have no alternative because of it. A lot of people have told me that I clearly don't like City of Heroes and should instead go play something else, but play what? Every MMO I try is exactly like every other MMO I've always tried save for the graphics. There are differences, yes, but it's generally the same experience built on the same model. If anything, City of Heroes still remains the most un-MMO MMO out there and is still one of the more diverse and different ones on the market. This game quite literally has no competition, because right now, it's City of Heroes or "everything else," and I happen to not like that one specific game model that everything else uses.
The reason I find this surprising is because I honestly though that the MMOs I was trying were simply following a similar trend in design, but what I'm just now realising is that it's not just those few... ALL MMOs seem to follow just that one specific trend in design. And I'm sure it's good enough to supply one MMO, two, maybe three. But how many do we have now? Dozens? Hundreds? They have to be, with all the F2P clone games. I fear for MMOs in general, because if this keeps going on, there simply won't be any more room for new players in what are ostensibly next-gen graphic old games. And I do fear that the player base will crash sooner or later if nothing changes on that model.
My problem with MMOs being designed for MMO players is that this allows for no or very little innovation. People expect certain game aspects because developers keep making them and developers keep making certain game aspects because players expect them. It's a vicious circle that keeps MMOs from evolving and expanding what they can be. Not only is it very hard for an MMO to exist if it isn't an exact copy of the norm, but even if one survives launch, it slowly grows closer and closer to the norm as time goes on, defeating the point.
---
Let me put it this way - I don't have a problem with MMOs trying to emulate the old EQ and before model. There ought to be something for everybody. But I want SOMETHING ELSE, as well. I want a different experience, I want to see MMO developers engaged in actual competition, providing different and diverse services. I don't know what it's going to take, probably something very successful and very different. But if it keeps going like this, then there really is no point in even looking at any up-and-coming MMO, because I'm already playing that game now, only with different graphics.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
|
I've recently played two other MMO's in completely different genres to CoH's story content, neither of which was the 500lb gorilla MMO. My experiences there are quite, quite different from CoH, so much so that I have to relearn my keyboard and interface if I spend more than a few days playing then instead of CoH. I'm also a product of one of Sony's big name early MMO's being my first MMO experience, where as other's noted part of the "game experience" was figuring out game function along with game story. Same example there, you weren't told where your trainer was or, heck at the time, how to gain experience or what it even meant. The onus was on you to figure that out.
Did I like that early experience? While I did play in that MMO for about a year, I can say that at the time it was more frustrating than a game should have been. There were enjoyable bits that kept me subscribed, but looking back now, man do I hate it.
In my opinion, CoH does an admirable job on introducing a new player to the game. I've had a close friend join in lately and I didn't have to hand hold them. The game told them all the nuts and bolts of how to play the game, and left the "game experience" to the story content and fun of playing.
Now, those other two MMO's I mentioned? Both provided similarly admirable entry points for players to learn how to play the game, and even though I'm a CoH veteran, coming into an established MMO which I haven't played is jarring. But, having the game walk me through what I need to know before being unleashed unto the existing playerbase is a boon to both the player himself and the existing playerbase. I don't need to bother other players with the needless questions of how do I use something in my inventory, where is my inventory, how do I quit the game, etc. The game teaches me that, and it absolutely should.
In my mind, the onus of MMO's today is to provide meaningful story content that I can't get anywhere else. The other fantasy MMO I have tried recently (again not the big name fantasy MMO) is completely based around zone-events being the majority of the story content. Much like CoH has the Rikti invasions or the Zombie invasions occasionally to rarely, this other game uses an invasion event system like that to provide its storyline. That is very unique to that MMO and one I can't say any other does. Another sci-fi MMO I have played employs mechanics, storylines, builds, powers, etc. that have you experience content both in a ground combat setting and in a space combat setting. Also, very unique and something I had never experienced before.
All in all, I'd say there is some diverse MMO content out there that strays away from the mainstream versions. You just have to play them.
Main Character: Ice/Storm/Ice Controller (Justice, 1340 badges)
I'm also a product of one of [...] early MMO's being my first MMO experience, where as other's noted part of the "game experience" was figuring out game function along with game story.
[...] Did I like that early experience? While I did play in that MMO for about a year, I can say that at the time it was more frustrating than a game should have been. |
Unfortunately that's how game design seems to work these days. Non-Generic Fantasy MMO came along and made millions of dollars so now the assumption is that the way to make an uber-popular MMO is to try to clone Non-Generic Fantasy MMO.
|
Me, I like to play MMOs that buck the trend in game mechanics or features, City of Heroes being one of them.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
Oh, it's far from uncommon among veteran game designers. As one of them put it in a collection of maxims, 10 more things I wish I had known before building an MMO: "Working on an MMO destroys your desire to play that MMO. It greatly reduces the desire to play other MMOs as well." That perspective goes some way to explain why there's very little sense of genuine playfulness (as the OP observed) in big studios' MMOs these days.
|
Maybe I'm better at compartmentalizing than the guy's who do this for a living, but I have a very keen eye for good/bad aspects of game design, and it doesn't hinder my ability to have fun in almost any game.
I also have issues with the attitude that he doesn't need to play a game much to get a full picture of it. Even I as a non professional know that games have nuance and a game's community has an effect on the way things go in a game that goes beyond the 1's and 0's of pure design.
In short, I think the attitude he presents is an excuse, not necessarily by him, but any designer who uses it. It perpetuates a Dev / Player divide that doesn't need to exist, and it provides a built in excuse for poor design choices.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
Let me put it this way - I don't have a problem with MMOs trying to emulate the old EQ and before model. There ought to be something for everybody. But I want SOMETHING ELSE, as well. I want a different experience, I want to see MMO developers engaged in actual competition, providing different and diverse services. I don't know what it's going to take, probably something very successful and very different. But if it keeps going like this, then there really is no point in even looking at any up-and-coming MMO, because I'm already playing that game now, only with different graphics.
|
But you can't expect each and every game to differ and innovate in all aspects, that's unrealistic. In the end, software is a business. Commerce reward innovation and familiarity equally well, as long as the product isn't so new or so familiar that it seems alien.
Even a Dyson vacuum cleaner is still fundamentally a vacuum cleaner.
"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill
I think there are a lot of considerations but I have two main ones.
The first is money. Building an MMO takes lots and lots of it. In this respect building an MMO is similar to financing a movie. You have to build something that will be financially successful. Financial solvency is simply a reality.
The second factor is risk. Basically, it is my belief that for every positive change that could make your game more fun, there are 3 more that could make it suck. When developers stick with classic game models it is usually not because they are perfect but because they have been shown to be less risky than other approaches. Significantly included in the second consideration are such factors as how quests/missions are designed, how complex powers are, etc. An extremely complex quest system sounds great... unless it means your staff can only deliver 1/10th as many quests as needed, or they constantly break, or they are too complex to ever be changed. Complex powers are also lots of fun... until you have to teach the AI to use them.
[That gorilla game, by the way, should not be credited with inventing Auction Houses as a means of trade. Auction Houses have been a staple of MUDs for decades. Some of them even let you participate in auctions while still adventuring by eliminating the "house" part and just having it all tied to typed commands.]
You know what I'd enjoy? More turn-based MMOs. The ones I did play (a particular child-fantasy strategy game and a more classic squad-based one) I really enjoyed them alot. The only reason I stopped playing them were 1. One just got really easy as its strategies were more geared for children to grasp 2. I didn't like the aging mechanics in the other which damn near forced you to play the game at least a few times a week and 3. Because CoH was waiting for me when I got bored.
I honestly like turn-based mechanics (not particularly RTS-like but something like it wouldn't hurt) and think it's underutilized as an engine. I even got friends to play it, which is saying a lot since I couldn't get any new friends into a certain fantasy-that-was-suppose-to-be-the-last game or this one. We played and we had fun and we could still talk while interacting with the game.
Lastly, 2-D seems fun too. If you can't tell, I'm a retro-gamer and I like my olde-skool more than the newer stuff coming out. Would these games still have the meat-and-potatoes of every other MMO? Probably, but I don't mind that. When I first picked up FireFox, I didn't pick it because it was wholly different from IE, but because it was stable and familiar. That's perfectly fine, in my book.
Dumb title, I know, and this will probably come as no surprise to anyone but me, but here goes:
I've recently tried a few "other games," more specifically other MMOs, even if I wasn't aware they were MMOs before I fired them up, and the one overwhelming first reaction I got to all of those games was "Man, I have NO IDEA what to make of all of this stuff!" I mean, I walk into the world and I'm immediately told about instances I could run, where to find the Auction House, where I can find crafting components, where I can find armour dyes, how to form or join guilds and a whole bunch of other things that I can't really take all in. The hell? You can't do that, game! You can't just throw all of these things at my face like I'm expected to know them already!
But then it struck me: I AM supposed to know all of this already, aren't I? I'm supposed to have played other MMOs and have familiarised myself with how crafting works, how to use the Auction House, how the chat interface and map work, what my keys do, how to use my inventory screen and so forth. Because, really, these days if you play one MMO, you've played them all, because damn near all MMOs on the market are just about the same game with different skins over it. Oh, sure, some may have non-visible gear, some may have dynamic combat, some may be set in space, but they're all the same MMO, and they're made such that if you've played ANY OTHER MMO before, you'll know what to do and where everything is in THIS one, too.
I've grumbled before about MMOs being sold as "Has PvP, has Crafting, has Loot, has Auction House, has Raids" before, but it never quite sunk in with me that that's the POINT! If you make a different MMO and toss an MMO vet in there, he'll be confused and have to figure everything out, possibly feel like not even bothering (like I did with some of those), whereas if you throw him into essentially the same game with the same interface and the same subsystems, he'll feel right at home.
Except this creates a pretty... Hostile environment for non-MMO veterans, or those coming from more eccentric MMOs like ours. In other words - me. I remember the first day I logged into City of Heroes. Sure, it took me a while to figure out what Enhancements were, how to travel between zones, that I couldn't attack things by clicking on them and so forth, but there really wasn't all that much to figure out. Find contact, get mission, go kill some stuff, then do it all over again. These days I fear that I can never play another MMO because there's so much "stuff" in there - and so much stuff I don't care about - that even if it's a "free" to play MMO, I still need to invest, like, a week just to know what the hell is going on in that game, before I can actually enjoy my stay.
I shudder to think what City of Heroes has become for new players these days. I was lucky to join the game back when it was simple and learn about all this stuff as it was introduced. If I had to dive in head first and figure out enhancements, combat, levels, powers, zone travel, chat, targeting, teaming, instances, controls ON TOP of all the subsystems and alternate levelling paths and loot and I don't even know what else that's been added over the years... Yikes!
So, yeah, I guess it's good practice to make MMOs for MMO players so they can feel like they never left. But I'm not sure what that does to non-MMO players who want to branch out, or hell - new players entirely, like the players we had who confessed they never even played computer games at all prior to City of Heroes. And I'm not sure that's a good thing.