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The Stagnation of MMO industry/genre and why

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The Stagnation of MMO industry/genre and why

Ensquire's Avatar


Ensquire
07.05.2012 , 09:41 AM | #221
I think another solid point is that each enemy in the game is not unique...

None (other then the bosses) requires you to think to yourself and say "hey there's a bunch of storm troopers equipped with shields, i should take out the battery pack near them to take down their defenses before i attack." or i need a bounty hunter flame thrower to kill this set of enemies, or a light saber for that type


Not only does this game not challenge the player

It's all really mindless,

Every enemy mob in the game... Attack... combo move... repeat...
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R.I.P. BIOWARE
OCT 11, 2007
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twinionx's Avatar


twinionx
07.05.2012 , 09:44 AM | #222
Quote: Originally Posted by kevlarto View Post
we may never have another wow in the market, they came around at the right time with the right product, and for me they have harmed the genre more than helped it, but thats another story.

I think allot of mmo players are getting tired of the wow play model, strip away the fluff and easy play modes of wow and at the core you have eq, so pretty much we have been playing the same model since the late 90's, with different twists and turns.

One major issue I have with today's heavy theme park games is your toon, dosen't feel like it lives in the world, your just playing through, and when they add content, it is not really new content( how many ferris wheels do you need in the park) just more of the same, another war zone anotther raid, even though we already have a bunch, what we lack is diversitiy in our game play, maybe some sandbox elements might help mix things up.

On the other hand a true sandbox game lacks allot as well, no real content, swg was more like a sim, but one thing it had was to me it felt like my toon lived in the world, I played the game for 4 years through all the changes, and it was not the game that kept me playing but my friends, over all my friends and I, thought the game really sucked but we made our own fun.

I have no idea what today's mmo's need, maybe a combo theme park and sandbox with a little fps thrown in, more non combat activities, here Tor it could be cantina games, pod and swoop racing.
Good open world pvp that has faction perks like DAOC, not just a silly gear grind.

I know if I was a compnay with a game in devlopment that was using the wow play model, I might have reason for concern.

I kinda wonder how the secret world will do, it's a skill based game, I know gw2 will do well at first, the buy to play model is popular, but when I tested gw2 I still seen many elements from other games, and it did not feel that new to me, the world vs world was really good.

I hope someday some company will take a chance on somethig new, I do know one thing mmo's as we know them are changing, for the good or bad, they will not be what we are platying today in the not to far future.
I don't want another WOW. I want something BETTER than WOW.

Or rather, I want something that is MORE FUN than WOW. Something that I would be willing to play for many years.

The way I see it, I will give SWTOR at most one year and then I am out of it. The designers put a lot of love and effort to it. But it is still plagued by the issues I mentioned. I *want* to have fun but somehow, the designers seem not to want me to have fun.

I know many new game designers are trying and I wish them all the best of luck. I hope someday someone will do what Apple did to the mobile phone industry. Give the MMOG genre a breath of fresh air.

LogunOne's Avatar


LogunOne
07.05.2012 , 09:47 AM | #223
Quote: Originally Posted by WickedDjinn View Post
So your idea is, essentially, throw away everything that has defined the MMO since Everquest.

And replace it with what?

Saying we should dump the old model is easy... And really old news.
It’s actually in the works now, one developer has decided it’s time to rip up the MMO rule book so will see how that works out …. I’ll be giving it a try.

But ya …. Some of the changes are really designed to allow players to group up with anyone, enjoy all the content regardless of level and remove the barriers the prevented players from playing and working together.

The trinity is self-contained basically in each class so everyone can fill any role, quests are replaced by dynamic content that changes course depending on if the players succeeds (yup you can actually fail a quest)

Encounters will scale based on the players interacting with it and each player is rewarded based on their participation, no more kill sealing you’ll actually welcome the help of others in the open world.

No Raids, but instead a focus on group dungeons and massive open world content , Top level player can also come back to lower level zones and their power will scale down so all content in the game stays relevant and you can come back to help friends at lower levels.

Endgame gear will be cosmetic instead of stat based, collect it if you want but you’re not forced into farming up gear to unlock content …. You’ll never hear…ya..no your gear isn’t good enough to play with us.

Combat will have a greater skill element to it making it more important that players learn how to play instead of stacking gear stats.

Open world PvP that pits World vs World … and no faction separation of player everyone on your server is pitted against another server along with you.

And no subscriptions fees.

So ya, there are some MMO's not far off now that are attempting to rewrite the MMO genre with a fresh approach.

oursacrifice's Avatar


oursacrifice
07.05.2012 , 10:19 AM | #224
Quote: Originally Posted by Kalfear View Post
I stopped reading at grand daddy of MMOs.

If you dont know who the grand daddy is, how can you form a accurate opinion!

But Ill save people the reading (even if it doesnt say this)

The genre is stagnated because it got to dumbed down

People that leave WOW are not looking to play WOW again, and those that didnt leave WOW are not your customers!

So stop copying all the dumbing down and add challenge and duration back into the games. Simple as that!

Anyone tells you other stuff and they simply dont have a foot to stand on.

And again, if you want grand daddy of MMOs, look back to 1991.
UO was # 7 or #8 if you want to be totally honest about the discussion.
WoW hasn't been dumbed down, it has simply had an extra level of ease added to it for hypercasual players. The hardmode raids are still exceptionally difficult, and the best gear possible in the game is still exclusive to the upper elite class of players.

This whole "dumbing down" label being attached to MMO after MMO is rather stupid. Nothing is dumbed down unless the vast majority of the playerbase is clearing it with absolute ease and efficiency. It's simply not the case, especially with WoW.

alrun's Avatar


alrun
07.05.2012 , 10:57 AM | #225
Well since a friend showed me Progess Quest - I recognize the pattern in every MMO. There is a browser aplet available

It´s a text based program that will automate everything that is grindy.

It will slay monsters, collect loot, sell loot, upgrade, teach new spells and go for the very same errands again.

Kill X of type Y, collect M items of type N and deliver to O.

Take a look at it and tell me where SWTOR is different.

Baphomet_x's Avatar


Baphomet_x
07.05.2012 , 11:34 AM | #226
Quote: Originally Posted by twinionx View Post
I don't think you understood what I am saying.

Imagine Everquest was all there is to MMO. Imagine WOW did not exist. Wouldn't that be sad for the MMO genre?

So similarly, isn't it sad that WOW is all there is as far as MMO is concern? You mean you don't think the genre can be BETTER than it is now? We have already reached perfection?

For me, the answer is no. The MMO can and should take the next leap forward. My original post is my opinion of what should be done to take the next leap.

i may have gotten woken up from a deep sleep by the ups person,but who re invented you over night?

well...i think i got an idea to do up what you want...regular stuff for the regular game,and a 2 mode skirmish instance...where people of any lvl will be sent into the same power stats,they can all have at it (unlike the warzones which everyone knows is similar to this but still messed up,and people with bloodlust are impatient,which is against the will of pvpers when it requires eons to get there)

the first mode of it would be pvp,the other would be a mass slaughter pve....people wouldnt get any new skills,only use the oens they bring with them...but no matter the gear,they would be boosted to the same stats within the instance,expertise,gear and everything,so there bloodlust could have at it

this is a good thing as it makes for a more consistent sith

Baphomet_x's Avatar


Baphomet_x
07.05.2012 , 12:10 PM | #227
Quote: Originally Posted by ComeAndSee View Post
My first MMO was Ragnarok Online and that was in the early 2000's. After that it was Priston Tale, Lineage 2, and then WoW.

All the MMOs I played before WoW were click to move games and you had to use your F1-F2 keys. They were all one faction games and Lineage 2 was the most dedicated to PvP. The amount of world PvP on it was amazing and factions were created by usually a collection of different guilds controlling different castles. I played mostly on private servers after the initial games beta, but some of them I had really good experiences. Hell, one of them got raided by the FBI : http://www.gamespot.com/news/fbi-bus...ackers-6162100

When I played WoW, it was like playing a brand new innovative game for me and this was in 2005 right in the early Vanilla period of WoW. The graphics were good, having to quest instead of grind was fun, and the first time you leveled was the most memorable experience. Running my first instance was like "wow, this is cool!" There was no warzones so the world PvP was usually people raiding towns. I mean, the first time I walked into Darkshore there was a 20 or so man raid their killing the npcs and I thought it looked fun.

Early Vanilla WoW was much different than WoW is today. I mean 40 man dungeons was just insane. If you rolled a class you HAD to be a certain spec, end of story. Druids, Priests, Shamans, and Paladins were either a healer or ****. There was no feral/balance druids, shadow priests, or ret paladins in raids, etc.

Burning Crusade was a very large jump for WoW. It changed the game more than the other expansion packs.
pt?as what was your id?and i assume you enjoyed killing morif as much as i did

Muskaan's Avatar


Muskaan
07.05.2012 , 12:22 PM | #228
Quote: Originally Posted by LogunOne View Post
It’s actually in the works now, one developer has decided it’s time to rip up the MMO rule book so will see how that works out …. I’ll be giving it a try.

But ya …. Some of the changes are really designed to allow players to group up with anyone, enjoy all the content regardless of level and remove the barriers the prevented players from playing and working together.

The trinity is self-contained basically in each class so everyone can fill any role, quests are replaced by dynamic content that changes course depending on if the players succeeds (yup you can actually fail a quest)

Encounters will scale based on the players interacting with it and each player is rewarded based on their participation, no more kill sealing you’ll actually welcome the help of others in the open world.

No Raids, but instead a focus on group dungeons and massive open world content , Top level player can also come back to lower level zones and their power will scale down so all content in the game stays relevant and you can come back to help friends at lower levels.

Endgame gear will be cosmetic instead of stat based, collect it if you want but you’re not forced into farming up gear to unlock content …. You’ll never hear…ya..no your gear isn’t good enough to play with us.

Combat will have a greater skill element to it making it more important that players learn how to play instead of stacking gear stats.

Open world PvP that pits World vs World … and no faction separation of player everyone on your server is pitted against another server along with you.

And no subscriptions fees.

So ya, there are some MMO's not far off now that are attempting to rewrite the MMO genre with a fresh approach.
No. Guild Wars 2 is not the solution to the "stagnation of the MMO genre".

The only thing really appealing about GW2 is that it has no subs.
50 Sorc Healer/DPS
- We Brake For Nobody - (RIP)
Empire US-West PvE soon-to-be defunct raiding guild
(5/5 Eternity Vault HM, 5/5 Karagga's Palace HM)

Havokk's Avatar


Havokk
07.05.2012 , 09:09 PM | #229
Re: The trinity of roles.
Quote: Originally Posted by twinionx View Post
This is really a design problem and I do agree that designer has to balance it properly.

That said, I don't think it is difficult to design a boss fight that can be done by 4 DPS vs Tank/Healer/DPS.
Correct, it is not difficult, It is insanely difficult. Tanks and DPS and Healers don't just differ by how much health they have but also by how much damage mitigation they have (which is anything from "health to be able to take incoming damage" to "armour to absorb incoming damage" to "crowd control to stop the incoming damage"). An encounter with four mobs will slaughter a party with no CC whereas the same four mobs will be trivially easy if three of the party have some sort of CC.

Add in the expectation from us players that these encounteres be balanced and you have an incredibly difficult job for the designer.

Read some game designers' blogs (Jeff e.g. Vogel, Mike Darga).

With a DM tuning the encounter on the fly this is not so much of an issue, which is why pen-and-paper RPG games don't have the trinity. In D&D 30 years ago having the roles covered (fighter, mage, thief, cleric, elf) meant versatility but it was quite feasible to have, say, and all fighter or all-mage party.

There have been games that didn't place so much emphasis on the trilogy. LOTRO and COH, both mentioned above. An interesting aside: neither of these have PVP.
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MaxIdaho's Avatar


MaxIdaho
07.05.2012 , 09:22 PM | #230
I don't know who OP is, but that is the most intelligent post I've read on MMO gaming.

With all the emphasis on "realism" levels make no sense. In SWTOR for instance, the level 50 champion sith warriors that are hanging around everywhere could defeat half the worlds by themselves. Allow better armor, better weapons, etc, better tech, but you can't justify giving a player 200 times as many hit points for 100 hours of effort. How about galactic balance? If there was a planet of level 50s, they'd already have conquered the damn galaxy!

And encountering the same "one silver, then one silver and one, then three normals" 10,000 times isn't fun.

A real opportunity in SWTOR is space combat. Infinite random space, PvP space, pirates, merchants, (Study the game Privateer for this). Space bars, space missions, space bounties. Who cares if one player gets a really great ship? No need to nerf, that's life. Have engines, power efficiency, shields, nav, speed, targeting, thrust, guns, torpedoes, jammers, debuffs, magnetic weapons, etc. Each one with an upgrade path and an impact (low engine and your high shields are useless). PvP and PvE. Make space combat like that, and you'll get another 2m subscribers.

Some people love crafting. fix crafting. 20% regardless of what level or what materials? Now who is unrealistic?

BTW - an innovation is the quality of this game - GREAT acting. Finally no one has to cringe. Great companion AI. Beautiful game. There is so much here. Please listen to the people who can spell, use grammar, and properly employ punctuation. Hint: those are the intelligent ones.