MMOs for MMO players?


Adeon Hawkwood

 

Posted

Every genre of games has things that are the same across all games of that genre.

A first person shooter will have similar controls across all games, and they will have a variety of weapons to use. There is some variety in the visuals and the storyline, but a first person shooter will play very similarly to any other first person shooter.

A fighting game will have various characters, and it will have controls to punch, kick, and use special moves. The controls will all do roughly the same thing between games, but again the visuals and details differ.

Action/Adventure games differ a little more, but the basics remain the same. You control your character to complete certain objectives, and you will usually obtain power-ups as you progress.

Action RPGs take the character progression of traditional RPGs and mix in elements of action games.

When you ask someone what kind of games they enjoy playing, most of the time your response will be "first person shooters" or "fighting games". People will just tell you the genre of games they like, because that is the kind of gameplay they enjoy. A first person shooter that doesn't play like a first person shooter will probably not be very popular among the people who enjoy first person shooters.

When you strip it down, most MMOs are, at their most basic, action RPGs that many people are playing at the same time as you. As such, they will feel very similar to each other.

It is understandable that people unfamiliar with MMOs will be a little confused at first. If you had never played a first person shooter before and sat down to play Call of Duty or Halo, you would probably experience a similar confusion. The same goes for fighting games, or just about any other genre of game you care to name.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Every genre of games has things that are the same across all games of that genre.
I disagree. In fact, let's go by examples:

Quote:
Originally Posted by ClawsandEffect View Post
A first person shooter will have similar controls across all games, and they will have a variety of weapons to use. There is some variety in the visuals and the storyline, but a first person shooter will play very similarly to any other first person shooter.
Not necessarilty. Even ignoring the fail that is Mirror's Edge, I can point you to quite a few first-person games that don't play like classic shooters - like Portal. But I have one even better. Consider how different games like the ooold Doom clones that keep being released to this day as Serious Sam, Painkiller and so forth are to the army of cover-based shooting military style FPS games that Call of Duty made popular.

Yes, they have similar controls, in that you push buttons on the keyboard and things happen on-screen, but that's a very broad definition of similarity. How these games are different is much more profound than how they are similar. I'm talking about regenerating health vs. a health bar, bunny-hopping vs. cover-based shooting, currency-based item purchases vs. picking up dropped weapons, "only two weapons" vs. unlimited arsenal, single-player focus vs. multiplayer-game, deathmatch focus vs. organised team warfare, the list goes on. Left 4 Dead 2 doesn't play like Battlefield 2, and I didn't get Bulletstorm because I liked Sniper Elite. Every shooter is not like every other shooter to nearly the same extent as MMOs are, even if the bane of regenerating health DOES go a long way towards that end.

Quote:
Originally Posted by ClawsandEffect View Post
A fighting game will have various characters, and it will have controls to punch, kick, and use special moves. The controls will all do roughly the same thing between games, but again the visuals and details differ.
I spent my youth playing fighting games, and I can tell you for a fact that this couldn't be farther from the truth. Fighting games are only "alike" as far as the basic model goes - i.e. one fighter fighting one other fight. But even that's not true any more, with tag-in fighting games, two-on-one fighting modes and so forth. You could cite the faux 2D playing field, but that's not necessarily true, especially with the massive proliferation of 3D arena fighters such as Virtua Fighter. Not every game has punch and kick buttons, such as Samurai Shodown, which has slash buttons.

In fact, when you get down to it, a fighting game is made by its combat system, and combat systems in fighting games are more varied than almost any other genre. Capcom's VS series and their six-button system seem to be some of the most popular, but SNK's four-button legacy lives on even if the company itself doesn't. Mortal Kombat's own brand of fighting continues to evolve while Tekken and Tobol and the like are still being made, while Street Fighter style games remain unlike all of the above. And even if you memories all of the above, I can still sit you down to something like Rise 2: Resurrection and you won't have any idea what to do, because it's not like any of those other games.

Quote:
Originally Posted by ClawsandEffect View Post
Action/Adventure games differ a little more, but the basics remain the same. You control your character to complete certain objectives, and you will usually obtain power-ups as you progress.
That's far, far, FAR too broad a definition to be meaningful. It's like saying that all games are alike because you push buttons, things happen on the screen and you eventually achieve an objective. Sure, it might leave out "games" like Second Life, but practically any game that's built as a game will fit that description. "You control your character to complete certain objectives" describes over half the games ever made.

Quote:
Originally Posted by ClawsandEffect View Post
When you ask someone what kind of games they enjoy playing, most of the time your response will be "first person shooters" or "fighting games". People will just tell you the genre of games they like, because that is the kind of gameplay they enjoy. A first person shooter that doesn't play like a first person shooter will probably not be very popular among the people who enjoy first person shooters.
I disagree, as that has never been my experience. Whenever I ask people what games they like, they give me a list of the games they've played and enjoyed and finish with "like those." Sure, I've met a lot of people who DISLIKED specific genres over the broader characteristics that describe them, but I've never met people who LIKED specific genres because those characteristics are too broad to like something by.

I can, for instance, say without a doubt that I don't like consoles in general as I lack the TV set to run them and don't enjoy playing games on a TV to begin with, but I can't say that I like "computer games" merely because I have a powerful computer and a comfortable setup. It's more a question of "will try" vs. "won't try" as opposed to "will like" vs. "won't like." When people bring up game genres, it's usually in respect to what games they're willing to give a chance to, not what games they're going to like.

However, I can tell you without a doubt that, barring a few exceptions, people aren't going to stand for paying money to buy the same game over and over again. That's why sequels to games are seen with such bile when they get into 4 or 5 or above, unless they offer something new. Sure, football and rugby games might somehow subsist on selling the same game to people over and over again every year, but these get bought as much for the roster as for the actual game. MMOs don't have that kind of luxury, as while people will indeed buy a game because it has Superman or Arthas in it, whether they stick with the game depends on what the game has to offer.

Again, I say all this because I'm not at all happy with contemporary MMO conventions. I want something else. I want choice. Right now, I have no choice, because City of Heroes is the only MMO out there that I'm aware of which is sufficiently different to at least CALL things something else. Right now, it's either City of Heroes or "everything else." As such, this game has no meaningful competition and I as a customer have no real choice in which game to play. Because this one is, quite frankly, the only MMO I've ever tried which doesn't suck.

Right now, if you're like me and you don't like the current MMO framework, you're SOL. That's all there is. Every game out there is about items, raids, stats, loot, dungeons and so forth, and every game which didn't start out that way gets those things after the fact. And if I'm looking for a game which specifically LACKS some of these aspects and has other aspects besides, then such a game doesn't exist, because every MMO that comes out, no matter how current, comes out looking very much the same as all the others, down to the interface, structure and even component names.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Kelenar View Post
"The trainer's hidden behind an illusionary wall in the labyrinthine sewers full of monsters. Don't worry, I'm sure they'll figure it out."
Or alternatively, in an abandoned building within the safety of the slums, but ya, it still was annoying.

One thing it did help with was establish community within the game though. Not the best way, but it's also a reflection of one of the interesting problems that MMOs face. There are no real secrets anymore, the player-run wiki and boards do such a thorough job of exposing the content and how-tos that much of the game is already exposed. And, unfortunately, there is an expectation that folks use those resources.

Many of the structures of the MMO game are pretty self-evident. The tutorials do usually do an ok job of telling you the basic mechanics of how to play. In telling you "too fast" the issue is that most MMOs do design their systems to be accessible early on, so as to broaden their appeal. If you're a crafter, and you find out that you really can't start crafting until you get halfway to some arbitrary level, it's kind of frustrating and may send you off.

One thing I will note, CoH itself is pretty bad about spamming you with Tutorial Tips, imo.


Quote:
Originally Posted by Samuel_Tow View Post
Right now, if you're like me and you don't like the current MMO framework, you're SOL. That's all there is. Every game out there is about items, raids, stats, loot, dungeons and so forth, and every game which didn't start out that way gets those things after the fact. And if I'm looking for a game which specifically LACKS some of these aspects and has other aspects besides, then such a game doesn't exist, because every MMO that comes out, no matter how current, comes out looking very much the same as all the others, down to the interface, structure and even component names.
Might I suggest a MUSH?


Let's Dance!

 

Posted

Quote:
Originally Posted by reiella View Post
Might I suggest a MUSH?
If the Wikipedia article on this acronym is anything to go by, those look like games (or "games") that lack any graphics. Not really what I'm after.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

I remember back on TV Tropes there was a guy trying to remove examples from the MMORPG list and put them in completely inappropriate genres (like Roguelikes) because of his extremely narrow personal definition of an MMO. My own personal definition of "what is an MMO" is very basic, since I consider the "MMO" part to be something like a modifier or categorization of other genres, rather than a genre unto itself. The two elements I consider:


1. The game world needs some form of persistence; in other words, the game world doesn't disappear when you shut your own client down, and there needs to be a portion of the game that remains accessible to everyone, even if the "meaty" areas are instanced. Or as one of the early companies put it for their first (now dead, ironically) MMO: "The (game world) lasts for an eternity. Visit this world whenever you want, as long as you want, and do whatever you want."

This is set apart from, say, an FPS multiplayer server. While the server may be persistent, the world isn't; it's just a series of maps that are cycled through on certain conditions.

2. The game needs to make it possible for players to meet and socialize with others on a scale bigger than just a few people, in at least one part of the game world. Even if you can only party with four people at a time, for me to consider a game to be an MMO you need a place where more people than that can come together, hang out, socialize, interact, etc.


Because of that, my definition of what an MMO is, is, well, pretty broad. I've played MMO Adventure Games, MMO Action RPGs, MMO Arcade Flight Simulators, MMO Real Time Strategy Games, MMO Beat 'Em Ups ...

But anyway, the point I was making!

For something to be called an MMO, it does not need to follow the current trends as far as features go. An MMO doesn't need to have "epic" purple-name rares to be considered an MMO. Really, they only do that because the most successful examples are doing it.

Quote:
Originally Posted by Samuel_Tow View Post
If the Wikipedia article on this acronym is anything to go by, those look like games (or "games") that lack any graphics. Not really what I'm after.
In a way, MU*s are the grandfathers of the MMO genre, at least in the sense that many of the basic design elements of MMOs are present in game and roleplay-oriented MU*s; but even then, many of the gaming-oriented MU*s have stats, items, loot, and dungeons. Those kind of things, well, they transcend genre lines and they've been around as long as modern tabletop and video gaming.

There's a few examples which mostly or completely buck the trend, though. They're out there. They've just got their own lingo and jargon you have to absorb while playing, heh.


 

Posted

Quote:
Originally Posted by LittleDavid View Post
In a way, MU*s are the grandfathers of the MMO genre, at least in the sense that many of the basic design elements of MMOs are present in game and roleplay-oriented MU*s; but even then, many of the gaming-oriented MU*s have stats, items, loot, and dungeons. Those kind of things, well, they transcend genre lines and they've been around as long as modern tabletop and video gaming.
It's still true, however, that, as a rule, MU*s are text-based. There have been some experiments with graphical interfaces for a MU*, but all that I'm aware of have, overall, been failures.


 

Posted

Quote:
Originally Posted by LittleDavid View Post
2. The game needs to make it possible for players to meet and socialize with others on a scale bigger than just a few people, in at least one part of the game world. Even if you can only party with four people at a time, for me to consider a game to be an MMO you need a place where more people than that can come together, hang out, socialize, interact, etc.
I agree with your definition and it is a very good one, but I want to modify your second rule somewhat, as the way you define it is kind of... Non-specific. Let's say that in order for a game to qualify as an MMO, it must provide people at least one area for social interaction which permits the interaction of more people than the game is designed to actually play together. If your game is designed around having a team of five, then there has to be an area which allows more than five people to socialise. If your game is designed for five teams of five people each, then the game needs to have an area where 25 or more people can socialise. In short, the game's social aspects need to be applicable on a broader scale than its gameplay aspects.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

As someone who's first MMO was this game, and who only started playing a year and a half ago, I also found it easy enough to learn the basics, although I did know some people within the game that I could ask questions of.


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
If the Wikipedia article on this acronym is anything to go by, those look like games (or "games") that lack any graphics. Not really what I'm after.
There is some trouble with 3d games, but I'd suggest looking at OpenSim environments, and it's corporate predecessor.


Let's Dance!

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I agree with your definition and it is a very good one, but I want to modify your second rule somewhat, as the way you define it is kind of... Non-specific.
I'll admit, your definition is clearer than mine was, heh. I was vague about it because I've played a lot of different games I consider MMOs, each which handle that social aspect differently.


 

Posted

Quote:
Originally Posted by LittleDavid View Post
I'll admit, your definition is clearer than mine was, heh. I was vague about it because I've played a lot of different games I consider MMOs, each which handle that social aspect differently.
Mostly what stood out to me is that you used "more than a few people" in what is otherwise a pretty solid definition My response is to ask "Well, how many is more than a few?" and the answer I came up with was "more than can play together." Because, really, that's the point at which your social interaction transcends the bare essentials necessary to run the game side of things. When social interaction transcends gameplay, you have the makings of an MMO.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Kelenar View Post
"The trainer's hidden behind an illusionary wall in the labyrinthine sewers full of monsters. Don't worry, I'm sure they'll figure it out."
... Was that a deliberate reference to the Tilverton sewers in Curse of the Azure Bonds?

If so, awesome. I loved those old gold box games.

If not... uh... it's been done.


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."