MMOs and "wilderness"


Arson_NA

 

Posted

This is something that occurred to me while I was trying and failing to go to sleep last night, and I figured it was a good litmus test to see if we can still function as a community on matters independent of NCsoft or Guild Wars 2. So let me make this into a simple question, but please do read the rest of the post for the context behind it:

Do you thin an MMO can ever have true "wilderness" in it?

You may be thinking "Duh! Every MMO has forests!" and you're right... But are those wilderness? Deus, an old survival simulation game not to be confused with Deus Ex, has a pretty good example, but to me, true wilderness is defined by being in a place that has not been developed by civilisation, and where you have no access to facilities of any kind at all. In such a wilderness scenario, you have access to only yourself, the resources you brought with you and the resources you can find locally. Why I find THIS to be "true" wilderness specifically is for a couple of reasons: seclusion and solitude. Look through your library of games, and you may notice that relatively few have either quality, and almost none have both. Some do, of course, but not very many.

But can this work in an MMO? I don't think so, and the reason for this is simply - MMOs tie you down to facility providers and push you into social hub areas as a means to get you to socialise. Consider what you do in nearly any MMO. You go out question, fill up with gear and then you have to find a vendor to sell it to, so you can get money with which to buy more gear from another level. You level up, so you have to find a skill trainer to actually capitalise on your new level. You find crafting items and know a recipe, so now you have to find a crafting table to craft at. That sort of thing. MMOs are purpose-designed to always funnel you through towns for the sake of convenience. That's where all the shopkeepers are, that's where all the facilities are... And really, would you rather have to search for and track down a merchant every time you needed to sell?

Of course not! What kind of annoying busywork would that be? But that's part of the problem. By grounding you into a vast support network of NPCs, MMOs ground you into a framework of civilisation, meaning that you're never truly out in the wild. Sure, you go into a forest, but you're never too far from a town. At worst, it might be a long trek or an expensive town portal spell to the nearest town. And it doesn't always have to be a time. Sometimes it's a camp, sometimes it's an outpost, sometimes it's just some guy in the woods, but no matter what you do, you're dependent on a support infrastructure that you depend on. And if that infrastructure went down, say by going to a new continent with no friendly NPCs on it with no way back... What would you do? You'd get salvage and levels and gear, but the most you could do with those would be store them away for when you got back to town.

Consider where "forests" exist in most MMOs - in-between towns, or at most in-between towns and the zone border. But what about the forest beyond the cave that's beyond the forest that's beyond the desert? Doesn't exist, because there will have been "towns" along the way, else it would be too much of a trek, wouldn't it? And I'm not saying "let's go back to EQ and make everything inconvenient!" I just mean... Consider an MMO with a completely independent character, say like you would be in MineCraft. If you need to craft, you can craft by yourself. You don't need no stinkin' NPC to craft at and you don't need a static point on the map to craft at. You want to craft by that bush near the cave? You can. You want to train yourself up? You can. You want to sell items? Well, you can break them for parts to make other items yourself. Why I say this character is self-sufficient is because the character can perform the "professions" in an MMO without needing help from the world - without needing towns.

The other big thing about wilderness is solitude. That doesn't mean you're by yourself - you can very much have solitude with a group of people. But you can't have solitude when plugged into a social network. Part of being in the wilderness is being displaced from society and how we behave when larger social norms no longer apply. Not only is this not possible to do in an MMO with disembodied chat, it's actually not a good idea to do that in a game which relies on social interaction for its player retention. You WANT to jam people together into large social hubs, you WANT to keep crossing their paths, you want to give them as many opportunities as you can to interact. Sending a player out into the woods and cutting his chat is basically business suicide because that's no longer an MMO.

So can this work in an MMO? No, I don't think it can, but bizarrely enough, the closest I've felt to it was in this very game. The Shadow Shard is the game's perfect "wilderness" zone, because it matches my conditions as much as it can be expected. The Shard - specifically the Chantry and the Storm Palace - are physically very remote, or at least were at one point. Back in the day before the cop-out teleportes, actually getting to the Storm Palace was a major trek, going through quite a few fights and seeing quite a few sights. Even with the Mole Points, you could only go as far as the Cascades, and even then only to the beginning part of them. But go into the Chantry and all of a sudden you're "far" from the city. You can't go back to sell, you can't go back to train, at least not if you want to get to where you are easily. And because the Shard has always been unpopular, you never met another soul in there. In my whole time in the Shard over the last eight years, I ran into one person once, and that was at the Horta Vine, which works as a choke point.

There were limitations, of course. City of Heroes still ties you down to stores to sell your enhancements and buy new ones, to trainers to train up at, to crafting tables to make stuff at, plus there's always global chat, and I was always bantering with someone while I did this. But the place still had atmosphere. It still felt remote, cut off and lonely, at least as much as an MMO can. But, of course, the teleporters were added and rapid transit was added and things were made more convenient, at the sake of atmosphere. Because people just don't seem to play MMOs for the atmosphere. Gawking at a pretty picture gives no experience, after all, especially when it takes a long time to get to from where you were, which was usually Talos Island for the transit hub that it was.

But that's just me. Do you think true wilderness can exist in an MMO?


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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 think you're either expressing your idea in a weird way or coming at it from a weird angle; most of what you've said makes me agree that MMO characters tend to be bad at "surviving" in the wilderness for very long, but not that wilderness doesn't exist.

I have, on occasion, gotten that feeling of "I'm alone and way far away from everyone and everything" while playing MMOs. It doesn't happen often, since if nothing else you tend to run across other players pretty regularly, and I find that it mostly happens when I'm doing things outside the normal structure of gameplay, like exploring just for its own sake. Occasionally, in another game, a friend and I would choose a remote and rarely-frequented location and go there just for the hell of it; by nature these tended to be places that there was no real reason to visit, so we didn't get much out of it mechanically, but those trips are some of my favorite memories from that game.

An MMO where characters are more self-reliant would be very different from most MMOs I've played; some kind of post-apocalyptic setting would be well-suited to it, I think. I don't think it would be impossible, but it would have to be structured very differently. Maybe focused more on "quests" in the original sense of the word as long and difficult tasks, rather than the usual MMO sense of quick disposable objectives, so that you wouldn't be "checking in" so very often. I'm not sure if that really would lend itself well to an MMO, though.


 

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The Shadow Shard was and still is pretty much a wilderness area. Though not to the same extent it once was.

Kora Fruit missions were sometimes your only source of inspirations once you got deep in the zone.

Remember traveling without fly and no jet pack vendor available, you had to use geysers and hortha vines and unlock the secret way points to get around.

New players have no idea what a hortha vine even is.


-Largo

Founder of A.G.O.N.Y. Supergroup on Victory
Member of Thought Sanctum VG on Victory
Member of St0rm Batallion SG on Guardian

 

Posted

Star Wars Galaxies had hideously large planets, and since it had player-built structures, you could really be hell and gone from anyone else.


Agua Man lvl 48 Water/Electric Blaster


"To die hating NCSoft for shutting down City of Heroes, that was Freedom."

 

Posted

The closest I've come to this is probably Final Fantasy XI, for all it's flaws. Sure, there's still towns, but it is possible to travel to some very isolated places that few other players really bothered with, a bit like the Shadow Shard. When I used to EXP off Bombs on my Summoner, I usually went out of the way to find places where I wouldn't be disturbed by passing players, and I wasn't disrupting any nearby EXP groups. The only people I'd usually see were other summoners. The closest city to Uleguerand Range is (or was, before the introduction of Abyssea made more fast travel options available) four zones away.

Since there was no requirement to be near some sort of crafting table, it was possible to field craft supplies. I was no cook, but I often took out ingredients for Silent Oils and Prism Potions, in case I needed stealth buffs in magic-aggro areas.

More recent changes to the level cap have meant that most of the non-Abyssea zones are a little less...well, scary, for lack of a better word. When the level cap was 75, areas designed for level 75 characters still had a lot of stuff around that could be considered challenging, the areas themselves felt hostile. With the cap now at 99, these areas are a little more trivial, although I've noticed the devs have thrown a few curveballs by adding some really high level mobs to old areas in far off corners.


 

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Originally Posted by Largo View Post

New players have no idea what a hortha vine even is.
I'm not new but don't know what a hortha vine is...but that's because I hate the Shadow Shard and never go there.

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Originally Posted by Mental_Giant View Post
Star Wars Galaxies had hideously large planets, and since it had player-built structures, you could really be hell and gone from anyone else.
That sounds amazing...are there any other MMOs that do something like this?

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Originally Posted by Quin View Post
The closest I've come to this is probably Final Fantasy XI, for all it's flaws. Sure, there's still towns, but it is possible to travel to some very isolated places that few other players really bothered with, a bit like the Shadow Shard. When I used to EXP off Bombs on my Summoner, I usually went out of the way to find places where I wouldn't be disturbed by passing players, and I wasn't disrupting any nearby EXP groups. The only people I'd usually see were other summoners. The closest city to Uleguerand Range is (or was, before the introduction of Abyssea made more fast travel options available) four zones away.

Since there was no requirement to be near some sort of crafting table, it was possible to field craft supplies. I was no cook, but I often took out ingredients for Silent Oils and Prism Potions, in case I needed stealth buffs in magic-aggro areas.

More recent changes to the level cap have meant that most of the non-Abyssea zones are a little less...well, scary, for lack of a better word. When the level cap was 75, areas designed for level 75 characters still had a lot of stuff around that could be considered challenging, the areas themselves felt hostile. With the cap now at 99, these areas are a little more trivial, although I've noticed the devs have thrown a few curveballs by adding some really high level mobs to old areas in far off corners.
Now that brings back memories. Beastmaster used to be *the* job for stuff like that. And back when I played under lvl 75 cap, a *LOT* of zones were like wilderness for several reasons: towns really are very separate from each other by many zones that are pretty bit, those zones had creatures in it, even at lvl 75 that would attack and aggro-add on you, and the best place to level is always going to be a 'safe' corner somewhere in one of these wilderness areas where no one else will travel through your camp (possibly training stuff near you) or force you to compete with other parties for mobs.

Then there were places like the Beastman Strongholds that were pretty dangerous and no one really went inside there unless they had a quest or something to complete...then the activity inside would be isolated to a *part* of the stronghold that included a path from the entrance to the destination inside...but that leaves nearly 75% of the stronghold rarely ever traveled.

Beastmaster was the perfect job for being in the wilderness because the wildlife was like your weapon and without the danger of all those mobs breathing down your neck (because you could tame them, kill them, release them, whatever) you could reach far-off isolated corners of the map that no one would go to because it wasn't on the 'path' through the zone.


 

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Wildernesses have no boundaries, or at least have boundaries that are very, very large. There are millions of people living in the Amazon, yet they can still get lost because it's such a large area.

MMO zones always have boundaries, and cannot be large enough to remain unexplored.

This is a technical issue. Someday in the future we will have MMOs capable of simulating entire Earth-sized planets; those worlds will have wildernesses in them.


...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.

 

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Originally Posted by Hopeling View Post
I think you're either expressing your idea in a weird way or coming at it from a weird angle
Probably both. I don't have a lot of work to do at my job right now (hence the posting), but I have 15 people having a loud conversation behind me my thoughts aren't coming across very well Allow me to try and clarify by going off what you've said.

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Originally Posted by Hopeling View Post
I have, on occasion, gotten that feeling of "I'm alone and way far away from everyone and everything" while playing MMOs. It doesn't happen often, since if nothing else you tend to run across other players pretty regularly, and I find that it mostly happens when I'm doing things outside the normal structure of gameplay, like exploring just for its own sake. Occasionally, in another game, a friend and I would choose a remote and rarely-frequented location and go there just for the hell of it; by nature these tended to be places that there was no real reason to visit, so we didn't get much out of it mechanically, but those trips are some of my favorite memories from that game.
You're right, such environments can exist in an MMO, but what I meant is slightly sideways of "exist." I mean that most MMOs don't build to capitalise on this. The way the infrastructure of... Every MMO I've ever seen is constructed ties people down to specific locations in the environment - usually cities but not always - and this both creates pockets of "civilization" and public gathering spots. You can, as I used to do, just stray from the path and look for those wilderness locations. The experience is usually very rewarding to the kind of person who'd seek it out, but it goes against the intended design of the game.

As you yourself admit, going on your treks was fun, but ultimately pointless from a game progression perspective. When I asked if wilderness could exist in an MMO, I meant to ask if it can exist in such a way as it's part of the game. Can an MMO really exist where that's at least one possible path of progression?

To a large extent, that's how I see the City of Heroes Incarnate game, bizarrely enough. My inventory has no limit on Incarnate salvage and components and any "crafting" I do is done through a menu which I can access at any time. It really gives me the feeling of a self-sufficient, independent character because an Incarnate is really not tied down to any one place. As the source of great power, the Incarnate himself is his entire support structure. It helps create a sense of not just independence but also freedom. I don't NEED NPCs to help me and supply me, and if you warped me to an alternate dimension Earth with no human civilization on it, I could still survive, progress and thrive. That's the kind of gameplay which seems... Missing from most MMOs.

Maybe for a reason? I know a lot of older MMOs were deathly afraid of making people "independent" because they were supposed to team, so all characters were handicapped to need others. I mean, why would people team if they weren't FORCED to? I think it's partly this logic and partly the classic D&D design that makes people dependent on others. It's intended to create a faux society where specialists can exists, plying their trade and supplying other specialists, while being supplied by others still. It's how a SWG non-combat crafter can exist, for instance - he'd buy stuff from fighters and sell to them.

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Originally Posted by Hopeling View Post
An MMO where characters are more self-reliant would be very different from most MMOs I've played; some kind of post-apocalyptic setting would be well-suited to it, I think. I don't think it would be impossible, but it would have to be structured very differently. Maybe focused more on "quests" in the original sense of the word as long and difficult tasks, rather than the usual MMO sense of quick disposable objectives, so that you wouldn't be "checking in" so very often. I'm not sure if that really would lend itself well to an MMO, though.
That actually is a good question: How would a "wilderness survival" game look and work? I don't think we'd need to toss out all the basics and start from scratch. I still think we can work with "quests" and the other standbys, but we'd have to consider how they work and what they represent. You couldn't get quests from NPCs, obviously, but I also wouldn't want to get quests from specific locations, either. In the spirit of making players independent, why not make those quests player-given, as well? A simple quest would be "I'm hungry. I should kill a board, build a fire, cook the meat and eat it!"

That's rather simplistic, though. In the "story" sense of quest, I have to wonder how that would work. Most games and movies which take place in the wilderness either have framing plots that exist outside of the actual survival, or otherwise they lack plots and just deal with the theme of survival itself, such as Cast Away. How can you create a plot in a game with ostensibly no other people around? Mostly, what we consider a "story" requires characters to drive it beyond just the protagonist, so what to do...

Well, my first instinct is to crib from The Neverhood which, despite being a comedy game, still depicted a world with nobody in it and worked on a relatively quiet atmosphere of trying to figure out what left the world in the state it's in. If we wanted drama and action, though, another game we could crib from would be Cryostasis: The Sleep of Reason. In the very broadest of terms, this is a game about exploring a derelict, frozen Russian icebreaker near the North Pole while replaying the last few minutes of life of various crew members. So, a game like this could take the approach of being stuck in a strange environment which seems to have a LOT of history, but which is currently inert and derelict, and then task the player to find and replay certain historic moments in an effort to piece the past together.

This could even prove a decent duality between basic survival and more fantastical combat. You could have the "real" world be all about survival and puzzle-solving without any real combat since... There'd be nothing left to fight. You could then give the player a "virtual" combat persona to use for whatever the framing device is for reliving past events. I'd imagine it being something akin to Gex: Enter the Geko

But I think all of this is just random contemplation, as I don't think the BIGGEST problem can be solved. MMOs are social games, and releasing lots of people to run around a persistent world and trip over each other would ruin the sense of solitude and discovery. That's actually one problem I have with Guild Wars 2 - there are too many people running around, giving me the sense of being just a face in the crowd. I suppose you could just log everyone in a random place along a huge world after character creation That might be fun - make finding people a question of looking for them physically, rather than logging into a crowded public space. Or I guess we can make this fully instanced.

I guess [url=http://en.wikipedia.org/wiki/Journey_%282012_video_game%29] has a pretty good approach to this. I haven't played the game as it's a PS3 exclusive and I don't own one, but I have heard quite a bit about it. As I understand, "multiplayer" is seamless, in the sense that people can randomly pop up in each other's games, and then choose whether they want to interact or ignore each other. As I understand it, there's also no chat system, just a series of song notes that people can choose how to interpret. It represents a kind of interesting cooperation that's still very social, but in a way that's different from contemporary "socialisation."

But the actual problem is that... Well, MMOs are built on community. You need chatting and teaming and raids, you need a player-run economy, you need that interaction to be rammed down people's throats because because. I may not like it, but I'm apparently the only one. I really don't foresee a game like this working as an MMO, because such an MMO cannot have an economy, it cannot have team-only instances and it probably won't develop much of a community - that would work against the atmosphere.

I don't know, just sharing my thoughts as they come up.

Quote:
Originally Posted by Mental_Giant View Post
Star Wars Galaxies had hideously large planets, and since it had player-built structures, you could really be hell and gone from anyone else.
This is actually a good example. I haven't played SWG, so could you possibly share some more information on the subject? Stories, explanations, anecdotes, anything you have to give more context to the situation to an outsider looking in would be appreciated.


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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.

 

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Originally Posted by Leo_G View Post
I'm not new but don't know what a hortha vine is...but that's because I hate the Shadow Shard and never go there.
A Horta Vine is some kind of mysterious energy plant that provides the "manual" form of transportation around the shard. You enter in one end and show up on another end in another zone. It's how you chase the Rulu-Shin in SSA2, those transparent funnels.

Quote:
Originally Posted by Leo_G View Post
Now that brings back memories. Beastmaster used to be *the* job for stuff like that. And back when I played under lvl 75 cap, a *LOT* of zones were like wilderness for several reasons: towns really are very separate from each other by many zones that are pretty bit, those zones had creatures in it, even at lvl 75 that would attack and aggro-add on you, and the best place to level is always going to be a 'safe' corner somewhere in one of these wilderness areas where no one else will travel through your camp (possibly training stuff near you) or force you to compete with other parties for mobs.
This reminds me of something else - I've always wanted to see "travel" missions. I don't mean "go talk to" missions, I mean literally travelling from one place to another, over long distances. Consider most adventure cartoons and what their central plot tends to be - get to some place. Hell, the bulk of Avatar: The Last Airbender saw the protagonists camping outdoors, foraging for food and basically travelling.

One things I think contemporary MMOs have kind of killed is travelling as an aspect of adventure. With fast travel powers, small zones and instant gratification, we've turned the act of getting to places into a chore that we only want to make take less and less time. But consider, for instance, deciding to drive from Los Angelis to New York. That's not so much "travel" as it's a road trip, because it's a big, long undertaking. Sure, it's not quite taking you through the wilderness, but it's an instance where the trip itself is the activity, rather than the barrier before the activity. I feel MMOs can benefit from this.


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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.

 

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My favorite MOG next to CoH is Minecraft for much this reason.

The main problem is that you *do* need a way to quickly join another group of players in order to have a good travel-adventure within the constraints of an MOG, and thus the taxibots are born.


 

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Originally Posted by Samuel_Tow View Post
A Horta Vine is some kind of mysterious energy plant that provides the "manual" form of transportation around the shard. You enter in one end and show up on another end in another zone. It's how you chase the Rulu-Shin in SSA2, those transparent funnels.
So those things have a name? Why not just call them 'portals' like I do?


 

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Originally Posted by Jack_NoMind View Post
My favorite MOG next to CoH is Minecraft for much this reason.
Yup, it's exactly what I love the most about that game. You can just go off and keep on walking forever (literally, you can keep going and you'll die of old age before you hit the world's limits). They've slowly been working to build up the whole 'RPG' part of the world (the additions of villages, villages, and even The End).


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Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

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Originally Posted by Leo_G View Post
So those things have a name? Why not just call them 'portals' like I do?
Well, the same reason we don't call train station or road tunnels "portals" even though that's what they are. The Shadow Shard has quite an expansive range of lore, and the Horta vines are part of it. Rumour has it that these aren't just invisible portals, but rather that there is a single, huge Horta plant that grows in extra-dimensional space.

Now, granted, the lore of the Shard is very badly delivered, meaning you basically have to hunt down tidbits on Wikis and what developers have said and deleted scenes and such. But bad presentation doesn't mean the story itself is bad. In fact, that's one of my biggest question about the upcoming developer info-dump - I'd like to know more about the Shard. What is the Horta vine? What is the Kora fruit and why do the Soldiers of Rularuu keep guarding and gathering it if they don't eat it? What's at the bottom of the world? Why are the "Citizens of Paragon" and why do they call themselves that if they're native to the Shard? Was the world whole before Lanaru's madness broke it? That sort of thing.

Now, if you just plain don't care, that's fine. But the zone has potential to be a lot more interesting than it is.


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.

 

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Nowadays, with all the available travel powers, teleport powers, etc. to which we have access, no, I do not think there is wilderness in this game. I don't honestly know if there ever was.

However...

I distinctly remember my first days in the Hollows, before I had figured out the chat interface, and before I had any travel powers, and before the Hollows revamp. I was sent on a mission in the southeastern corner of that zone, hoofing it with Sprint the whole way (since I also did not know to pick up Fitness at that point). That was really the one moment in this game where I felt truly isolated.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

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Quote:
Originally Posted by Leo_G View Post
Now that brings back memories. Beastmaster used to be *the* job for stuff like that. And back when I played under lvl 75 cap, a *LOT* of zones were like wilderness for several reasons: towns really are very separate from each other by many zones that are pretty bit, those zones had creatures in it, even at lvl 75 that would attack and aggro-add on you, and the best place to level is always going to be a 'safe' corner somewhere in one of these wilderness areas where no one else will travel through your camp (possibly training stuff near you) or force you to compete with other parties for mobs.

Then there were places like the Beastman Strongholds that were pretty dangerous and no one really went inside there unless they had a quest or something to complete...then the activity inside would be isolated to a *part* of the stronghold that included a path from the entrance to the destination inside...but that leaves nearly 75% of the stronghold rarely ever traveled.

Beastmaster was the perfect job for being in the wilderness because the wildlife was like your weapon and without the danger of all those mobs breathing down your neck (because you could tame them, kill them, release them, whatever) you could reach far-off isolated corners of the map that no one would go to because it wasn't on the 'path' through the zone.
In a way, one of the things I regret is not exploring more of the untraveled corners of FFXI world. A lot of the quieter corners of the further zones have some sort of purpose, be it a mob spawn point or something required for a sidequest/mission, but people don't run these all the time, so they're often left alone. The increased level cap does help here, because you can go visit say, the deep corners of Mamool Ja without being mercilessly crushed.


 

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If you aren't concerned about trading things an constantly earning Influence, CoH does have a few wilderness-like zones. But as Remus says, you soon run up against the issue of the game's technical limitations.

The problem for most MMOs is that they only simulate some very basic things, and do those pretty badly. I personally hate "item degradation" because stuff in real life is actually far more durable than the crap in most MMOs. (You could barely go on a single mission in DDO without having to get your knife sharpened after. DCUO is worse: why is my Bat-o-phone in need of repair again?) But in a real wilderness you have to make sure you stay within a certain temperature range, you need copious amounts of water and a decent way to find food, either through foraging or hunting, you need to rest. No games can really emulate the extreme camping or long-distance trekking of real life and still remain fun.

Still, it would be cool to go somewhere in a game where there aren't signs of civilization. Millennium-old ruins, maybe, but not lit torches. No one to trade with or talk to, just pure finding a new place others haven't been before.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

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There's more then you think.

- EVE has most of it's server given over to "wilderness" and null sec space systems are known as some of the roughest and most dangerous PvP areas in gaming history. They also introduced wormhole space which was a lawless area that you conquered, built in and exploited for commercial gain.

- STO has unexplored sectors in space with various random worlds and missions and no map to tell you where they are. Nowhere near as dangerous or lengthly as EVE though!

- The biggie, Minecraft! The entire game is based around dumping you in the middle of a wilderness and telling you to get on with it. Visit a PC server with a mapping mod attached and you will see just how huge Minecraft worlds are!

- Terraria does the same as Minecraft but 2D and a lot smaller.


Frankie says it best.

 

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Vanguard has a HUGE wilderness.


 

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As someone who has both soloed and teamed, I can say that you don't always have to force people team up. I have found times where I am soloing and thinking to myself "this is boring, I think I will go and find people to interact with" and proceed to find a team. Teaming is not just about helping each other with a goal; it is also about the socializing and talking. Think about it: doing a boring, menial job tends to be more fun and goes quicker if you have someone to talk to while you are doing it.
In the end, MMO developers need to learn that forcing people to team will get them nowhere. If people want to team, they will. If the don't, they won't.

I mentioned all that because, if done right I feel that it could be doable. The only thing that seems to be taken from D&D is that fighting creatures=rewards. What always seems to be missed is that it is not the only way to get XP. I honestly feel that if they give substantial rewards for exploration, people will go out and explore more. Not everyone will do it of course, especially if it is made a challenge.
The idea is having a vast area not unlike the Shadow Shard where you follow clues out. Where the wilderness idea comes into play is there is no other NPC for miles, you have to completly survive on your own traveling from clue to clue (it could be randomized so that not everyone follows the same path) until you find what you are looking for. Granted, this doesn't have to be done alone if you don't want to of course, but so long as the option is there, I would be happy.
The big take away is; while a game based around survival and being alone probably would not work, I feel that it can be accomadated for in future MMOs so if people want to go off by themselves and never have to interact with anyone, they can.
Good idea or ramblings of a crazy man hopped up on caffine? You decide!


No matter how powerful you are, few heroes can survive the ERROR 404 FILE NOT FOUND attack.

 

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Originally Posted by Samuel_Tow View Post
This is something that occurred to me while I was trying and failing to go to sleep last night, and I figured it was a good litmus test to see if we can still function as a community on matters independent of NCsoft or Guild Wars 2. So let me make this into a simple question, but please do read the rest of the post for the context behind it:

Do you thin an MMO can ever have true "wilderness" in it?

You may be thinking "Duh! Every MMO has forests!" and you're right... But are those wilderness? Deus, an old survival simulation game not to be confused with Deus Ex, has a pretty good example, but to me, true wilderness is defined by being in a place that has not been developed by civilisation, and where you have no access to facilities of any kind at all. In such a wilderness scenario, you have access to only yourself, the resources you brought with you and the resources you can find locally. Why I find THIS to be "true" wilderness specifically is for a couple of reasons: seclusion and solitude. Look through your library of games, and you may notice that relatively few have either quality, and almost none have both. Some do, of course, but not very many.

But can this work in an MMO? I don't think so, and the reason for this is simply - MMOs tie you down to facility providers and push you into social hub areas as a means to get you to socialise. Consider what you do in nearly any MMO. You go out question, fill up with gear and then you have to find a vendor to sell it to, so you can get money with which to buy more gear from another level. You level up, so you have to find a skill trainer to actually capitalise on your new level. You find crafting items and know a recipe, so now you have to find a crafting table to craft at. That sort of thing. MMOs are purpose-designed to always funnel you through towns for the sake of convenience. That's where all the shopkeepers are, that's where all the facilities are... And really, would you rather have to search for and track down a merchant every time you needed to sell?

Of course not! What kind of annoying busywork would that be? But that's part of the problem. By grounding you into a vast support network of NPCs, MMOs ground you into a framework of civilisation, meaning that you're never truly out in the wild. Sure, you go into a forest, but you're never too far from a town. At worst, it might be a long trek or an expensive town portal spell to the nearest town. And it doesn't always have to be a time. Sometimes it's a camp, sometimes it's an outpost, sometimes it's just some guy in the woods, but no matter what you do, you're dependent on a support infrastructure that you depend on. And if that infrastructure went down, say by going to a new continent with no friendly NPCs on it with no way back... What would you do? You'd get salvage and levels and gear, but the most you could do with those would be store them away for when you got back to town.

Consider where "forests" exist in most MMOs - in-between towns, or at most in-between towns and the zone border. But what about the forest beyond the cave that's beyond the forest that's beyond the desert? Doesn't exist, because there will have been "towns" along the way, else it would be too much of a trek, wouldn't it? And I'm not saying "let's go back to EQ and make everything inconvenient!" I just mean... Consider an MMO with a completely independent character, say like you would be in MineCraft. If you need to craft, you can craft by yourself. You don't need no stinkin' NPC to craft at and you don't need a static point on the map to craft at. You want to craft by that bush near the cave? You can. You want to train yourself up? You can. You want to sell items? Well, you can break them for parts to make other items yourself. Why I say this character is self-sufficient is because the character can perform the "professions" in an MMO without needing help from the world - without needing towns.

The other big thing about wilderness is solitude. That doesn't mean you're by yourself - you can very much have solitude with a group of people. But you can't have solitude when plugged into a social network. Part of being in the wilderness is being displaced from society and how we behave when larger social norms no longer apply. Not only is this not possible to do in an MMO with disembodied chat, it's actually not a good idea to do that in a game which relies on social interaction for its player retention. You WANT to jam people together into large social hubs, you WANT to keep crossing their paths, you want to give them as many opportunities as you can to interact. Sending a player out into the woods and cutting his chat is basically business suicide because that's no longer an MMO.

So can this work in an MMO? No, I don't think it can, but bizarrely enough, the closest I've felt to it was in this very game. The Shadow Shard is the game's perfect "wilderness" zone, because it matches my conditions as much as it can be expected. The Shard - specifically the Chantry and the Storm Palace - are physically very remote, or at least were at one point. Back in the day before the cop-out teleportes, actually getting to the Storm Palace was a major trek, going through quite a few fights and seeing quite a few sights. Even with the Mole Points, you could only go as far as the Cascades, and even then only to the beginning part of them. But go into the Chantry and all of a sudden you're "far" from the city. You can't go back to sell, you can't go back to train, at least not if you want to get to where you are easily. And because the Shard has always been unpopular, you never met another soul in there. In my whole time in the Shard over the last eight years, I ran into one person once, and that was at the Horta Vine, which works as a choke point.

There were limitations, of course. City of Heroes still ties you down to stores to sell your enhancements and buy new ones, to trainers to train up at, to crafting tables to make stuff at, plus there's always global chat, and I was always bantering with someone while I did this. But the place still had atmosphere. It still felt remote, cut off and lonely, at least as much as an MMO can. But, of course, the teleporters were added and rapid transit was added and things were made more convenient, at the sake of atmosphere. Because people just don't seem to play MMOs for the atmosphere. Gawking at a pretty picture gives no experience, after all, especially when it takes a long time to get to from where you were, which was usually Talos Island for the transit hub that it was.

But that's just me. Do you think true wilderness can exist in an MMO?
Try Ascheron's Call one of my friends is streaming it and there seems to be..large expanses of non civilization in it.


 

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Originally Posted by Arson_NA View Post
There's more then you think.

- EVE has most of it's server given over to "wilderness" and null sec space systems are known as some of the roughest and most dangerous PvP areas in gaming history. They also introduced wormhole space which was a lawless area that you conquered, built in and exploited for commercial gain.
You can't have PvP *and* wilderness in the same place; they're antithetical. The very definition of wilderness is that there's almost no one there.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

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Originally Posted by Ironik View Post
You can't have PvP *and* wilderness in the same place; they're antithetical. The very definition of wilderness is that there's almost no one there.
Think of it like being in a serene and ethereal vista, as lost in your own mind as you are in the breathtaking surroundings, and then suddenly you're staked to the ground and eaten by a swarm of insects in a matter of seconds.

Repeat until you learn fear, then repeat until you have become numb to it and simply accept that the presence of another living soul anywhere that you can see means swift death.

That's nullsec.

(Lowsec is more complicated... it's more like taking the wrong turn on your way home from work, causing your car to explode.)


 

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Originally Posted by Ironik View Post
You can't have PvP *and* wilderness in the same place; they're antithetical. The very definition of wilderness is that there's almost no one there.
I think you need to take a trip to nullsec. I went there briefly and ran (flew?) in the other direction. xD

It's blank, it's empty, it retains an air of "Oh f....!" at any moment. We took a massive fleet into this wilderness and still had to send scouts through jump gates to make sure we wouldn't get ambushed. And this was the unclaimable area of nullsec, the places with territory wars and politics between player factions are supposed to be even worse. But I didn't get that far as I was too terrified to go near it.


Frankie says it best.

 

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Not sure about graphical games. But for some text games, yes.

For example, the game Dragonrealms is absolutely enormous. Some areas are highly populated. But there are areas that are both extremely remote and difficult to access (they may require skill checks to even get to). It's possible to disappear there for a large span of time if you don't want to be found. The game is semi-realistic in that that can be dangerous, and you wouldn't want to live out there forever (you'd need to return to semi-civilization to regain favor from the gods if you happened to die out there a lot). It might also be helpful to know a person or two out there, because there are risks. But persons dedicated to role playing that style can (and have) pulled it off.

There are also a couple of wilderness areas you wouldn't want to stay in. I recall an extremely dangerous area that forced players to crawl on their knees, (a combat penalty among some other things), that is crawling with wolves, and that delivers nerve damage over time. Also some generally just really scary areas. Traversing them is a mark of pride among players dedicated to exploring.


PS it may be helpful to add why someone might not want to be found. The game has consent-based PVP. What this means is that there are no actual mechanics that prevent players from attacking each other. Players can technically attack each other at any time. However, the game's policy states that you cannot just run around killing people. The other player has to implicitly consent to the attack. For example, pickpocketing another player is considered to grant consent. So is being a Necromancer and being "outted" in town. If either of these things happen, you may need to take off running in case the person decides to try to kill you. That's when you hope your knowledge of the landscape and ability to climb and swim is better than theirs.


 

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Not only it can, but it does exist. There is (or was) a Roman-themed MMO out there where everything is player constructed. You started in the wilderness with nothing but a few tools. You could only talk to people at close range, and with the size of the game and the small playerbase I actually never saw any other living soul in the 3 days or so I played it.