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MMOs - Longevity vs. Tedium

Started by January 25, 2004 08:40 AM
23 comments, last by dink 21 years ago


Afrofire - Character development is a big draw for a large amount of MMO players. Planetside does not give much in the way of character development and has lost many of the RPG-friendly users because of it. Ultima Online seems to have a market though, so your type of game seems fairly viable. I''d certainly give it a shot as long as the gameplay was interesting and the quests were fun. I''ve always hated games that make you relearn things though. . . that adds repetition. UO was neat, but degrading skills are bleh.

Kylotan -

quote:
But that is not very relevant to designers, who know that most gamers will never complete a game anyway. They know they can''t stop some people from leaving mid-way because the vast majority just don''t have that kind of attention span. That''s not lost revenue. However, if someone reaches the max level/skill cap/whatever, and then leaves out of boredom, that''s a problem because you''ve just encountered someone who was willing to continue playing your game but was unable to do so. That is lost revenue. Therefore designers worry a lot about the end-game because they know it''s the place where they need to improve the most.


As long as a game had solid and fun everytime gameplay, I''d play it over and over. I''d want to see character development over time, but hell levels wouldn''t be nearly as tedious if I were having fun playing. I see what you are saying, but DAoC serves as a good example of how good gameplay keeps retention up. That game had more level capped players that continued to play than any other game I''ve ever played. The game would need some additions for level capped players. I like the idea of an alternate leveling system once levels are maxed.

quote:
Could you elaborate on these points in turn? (See below - dink) I think you''re too rooted in your own experiences of MMORPGs to see the theoretical side. In particular, all of the above can be solved in simpler ways but often designers choose not to.



- makes grouping seamless.

The healer circles would allow players to get "grouped" whenever they bind to one of the circles. Basically they would be assigned to one of the healers and get access to chat specific to that healer. It would be neat if you could group types of players to each healer too. My idea would be set up to have mages and archer types on the walls and melee in a courtyard defending against those mobs that break through. Grouping these together could help with moving the healer''s camera around. The additional benefit of this is that the shifting camera for healers lets them be closer to the battles. Healing has always been divorced from the action a bit.

- eliminates long travel times.

Want to go fight? Go to your town''s guards and get warped to the zone appropriate for your level and help your faction be victorious. No travel time needed.


- eliminates mob camping and kill stealing issues.

Kills are communal and the mobs come to you. This is like camping in that you set up to kill things in one area (once you''ve taken the objective) but I''m referring to long camp times on rare spawn mobs. Rare spawn mobs are either lucky waves if the wave system is randomized (with parameters for difficulty), or you get them after defeating the maximum number of waves and "winning" an area. Rotating through all the waves would spawn the area boss.


quote:
Time sinks are there by choice. Nobody forced the developers to make the Chastity Belt of Cthulu only appear once in every 40 respawns. They chose to do so in order to make it more valuable and to give people a long-term goal. Long-term goals = retention, retention = cash. On my online game I banned such items because I, like you, disagree with the principle of it. But I don''t bill customers periodically. For a standard MMORPG with standard billing, they''re pretty much forced to suck up your time


I couldn''t agree with you more that time sinks are programmed on purpose. Wouldn''t it be much more fun if instead of having the uber rare loot drop on rare occassions it dropped when an alliance of guilds got together and really laid waste to an area to get a boss mob to spawn? You could still make things rare as far as drop rates. What if the boss mob drops a rare and really good but not fanttasic item all the time, but an ultra rare super item every 1 in 20 times? Of course the numbers could be adjusted, and I wouldn''t even add ultra rare loot until after beta balancing and a post launch balance confirmation period. My experience from betas is that the players who find bugs or the optimum way of doing something do not report it or do not have the resources to make it happen until after a game has launched.

quote:
In such a game, the developers might be tempted to charge you on a per-quest basis rather than a per-month one.


Hah! Not unless they were attempting to lower company stock.

quote:
How does Y relate to X? And won''t this just be Reverse Camping, except that the monsters come to you? What about when the Z wave arrives, the players get beaten, and you now have a large mob of angry and tough creatures gathered at that spot? Do they get bored and wander off to give the players a chance? I can see some merit to this idea and it certainly adds some variety but I''m not convinced it''s really any different from the normal gameplay.


X being the defenders, they would probably have an advantage. I''d have to play around with it, but I''d definitely want Y (the first wave of attackers) to be a warm-up wave. This is a timesink of my own. ^^ Getting the castle/objective should not be that difficult because I''d like to see low population areas able to acheive this. The real xp and loot would come through holding out over time.

Yes, it would be reverse camping.

As for after the players are defeated. I see this as kind of how it is done in DAoC. After an NPC attacker kills the objective''s NPC leader then the players would get a defeat screen. The surviors would load back in to the starting area, the attacking mobs would poof, and the X mobs (defenders) would spawn in.








How about a ''do anything'' type game,,
Like say you were in one of two castles (chosed at random), you are a private, so you cannot order people around with sucess. but you can talk to other people in the game, after accomplishing things (preset or changable by player) they move up rank, or down (by doing something you don''t want them to)
As they move up rank they can summon more people, (or NPC''s) to help them destroy the enemies!

the other side is the exact same thing,
and both start out with say 1000 NPC''s each time (they use Ga''s and/or neural nets and/or expert systems to learn new skils/tactics. so that after a while they become better and better (information is leaked to so many bots, so that information is moved from NPC to NPC)

Eventually the human side will need more people to defeat one NPC (new ones start all the time and there is a max on how much a NPC ''Learns'')

So would it be playable/good?
(it came to me while reading this thread, so i hope it has *something* to do with it.)

Nice coder
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quote:
Original post by Nice Coder

How about a ''do anything'' type game,,
Like say you were in one of two castles (chosed at random), you are a private, so you cannot order people around with sucess. but you can talk to other people in the game, after accomplishing things (preset or changable by player) they move up rank, or down (by doing something you don''t want them to)
As they move up rank they can summon more people, (or NPC''s) to help them destroy the enemies!


While I don''t know if your post is related, this might be a fun game dynamic. You would want to make player rank not mean anything between players, but higher rank could access more NPCs. In an MMO, I would avoid too many NPCs controlled by players though. My experience from SWG makes me wary of pets though. Pets that are not "dumb" and that are disposable would be fun though. Personally, I do not like playing with pets due to the balance issues I have seen in other games that have pets, but if they are balanced then they could be fun.
quote:
Original post by Nice Coder
(they use Ga''s and/or neural nets and/or expert systems to learn new skils/tactics. so that after a while they become better and better (information is leaked to so many bots, so that information is moved from NPC to NPC)

...

So would it be playable/good?


No, because it would be impossible. The artificial intelligence techniques you described are simply nowhere near advanced enough to do what you want. And how does that accommodate new players? Or when there are no more tactics to learn?



[ MSVC Fixes | STL Docs | SDL | Game AI | Sockets | C++ Faq Lite | Boost
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as per Kylotan's last post;
both sides deal with new characters by simply setting a flag in one NPC that states that when it dies, it instead of being reborn with an AI 'brain' it is controlled by a player.

With no new tactics to learn, then the game is at its limits, it (the game's AI) would probable contain something which every once in awhile changes its stategy or implements a new stradegy (only if winnig by so much, as not to cause instantanious loss), if the stradagy is good, then it learns it.
It could also learn in a more per character basis of other NPC's or Characters.
If there are no new tactics to learn, then it could forget one that is bad, then relearn it eventually (this would be a last resort)

Nice coder (being nice as always... )
Edited to correct smily

[edited by - Nice coder on January 30, 2004 4:44:45 AM]
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Nice coder - you''re hijacking my post.
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Here''s an even better idea: DEVELOP SOMETHING BESIDES A MMORPG! I swear, if I hear one more person, or one more 5-person indie dev team, talk about developing a MMORPG, I''m going to go on a killing rampage (and not IG, in-game, either).

I, for one, am bored stiff with MMORPGs, and I don''t think change of genre, or tweaks to the game design, will solve such problems. Where are the ideas for a good SINGLE-player game? Or a good online game that does NOT last forever? There''s going to be a continuing drop in the usage of MMORPGS, as has been going on for the past six months to a year, as players get bored with doing the same thing over and over again. Developers simply do not have the monetary or staff resources (and their publishers will NEVER give either to them, as all of the big commercial publishers are simply greedy bastards more concerned w/ making a quick buck than providing any degree of interesting gameplay to customers - though this is not exactly late-breaking news to those of us who have been in the game biz for awhile), and game designers are eventually going to run out of original stories for users - not to mention any new feature/story arc, thanks to the blatant stupidity of the US Patent Office and the event more blatant idiocy, greedyness, and lawsuit-happy developers/publishers, raises the chance of being sued for plagarism, copyright, or patent issues - and what happens then? Users still leave, though maybe the aformentioned greedy publishers have managed to squeeze a bit more blood out of rocks and netted another hundred bucks from players, thanks to their ridiculously high per-month fees.

I''ll be happy when indie developers and commercial developers alike get back to creating good games - games that have ONE solid story, w/ maybe a few side-stories/quests, and that you can actually FINISH a game again; half the enjoyment players get from games is being able to say they BEAT them, and this is a very, very important (feature) that has been dropped by the wayside w/ the development of MMORPGs. Even multiplayer games like Quake3 (which I''m not a fan of, but it''s an obvious example) or WarCraftIII, a game which can take HOURS to beat in multiplayer, not to mention single-player, have an "end," and because of their flexiblity & extensibility, you can beat them over and over again without repeating the same quests or story arcs. Even if a game ISN''T so flexible, if it''s fun enough, players will play over and over again: the old Sierra & LucasArts adventure games - a genre FINALLY being revived by DreamCatcher/The Adventure Company - are a blast to play, even after you''ve already beaten them a dozen times (I''ve recently installed Beneath a Steel Sky - an adventure game I LOVE - on my PocketPC, thanks to an independently-developed parser for this platform, and there are SCUMM and SCI interpreters for Mac/PC/PPC/Palm freely available), so why not consider making such games, as opposed to MMORPG titles that no indie dev team will ever be able to finish, support, extend, etc., especially when even multimillion-dollar assembly-line development companies like Sony w/ EverQuest cannot do it fast enough to keep players interested? I''d rather play Tron 2.0 again (which I''ve already beaten three times over on every level), in SINGLE player, than play any of the existing MMORPGs. The only one I''m even remotely interested in is the yet-to-be-related Matrix title, and I''ll only play that until my free trial is up, and then it''ll join the pile of MMORPG title''s boxes, as I''ve already tried them all, for the same period of time (one to three months), and in every case have been bored out of my mined even BEFORE the trial is up...and I''M your MARKET, though perhaps - no, definitely - slightly more intelligent and less socially awkward than your typical MMORPG dork who player EverQuest 14hrs a day, not speaking to their friends/family outside of the game, and depressingly single to boot (though they''ve got a girlfriend they''ve met through EQ who lives in Canada....).

End of rant. Go outside, get some sun, and GET A LIFE!

-Nick "digisoap" Robalik
Web & Print Design, 2D & 3D Illustration and Animation, Game Design
http://www.digital-soapbox.com
nick@digital-soabox.com
-Nick "digisoap" RobalikWeb & Print Design, 2D & 3D Illustration and Animation, Game Designhttp://www.digital-soapbox.com[email=nick@digital-soapbox.com]nick@digital-soabox.com[/email]
digisoap, you took a nice thread about MMO game ideas and injected your BS opinion. If you don''t like MMO games, why don''t you start your own thread entitled "Why digisoap doesn''t like MMO games" and leave this one alone.

/End of rant
- onebeer
Seeing as how it was NOT a thread called "how much I like MMORPGs," I think I can do what I damned well please. And even if that WERE the title of the thread - I could do the same. If you don''t like my OPINION, don''t read it. Your post only serves one purpose - to start a flame war.

Fortunately for you, we MODERATORS and staff members have an unofficial policy of not moderating threads we participate in. Otherwise, I''d delete your post, as it serves no useful purpose. If another moderator chose to delete it, I''d support their decision.

-Nick "digisoap" Robalik
Web & Print Design, 2D & 3D Illustration and Animation, Game Design
http://www.digital-soapbox.com
nick@digital-soabox.com
-Nick "digisoap" RobalikWeb & Print Design, 2D & 3D Illustration and Animation, Game Designhttp://www.digital-soapbox.com[email=nick@digital-soapbox.com]nick@digital-soabox.com[/email]
So basically you are saying you can do what you "DAMN well please", but I have to worry about moderators like yourself?

I was enjoying this thread, with the ideas being bounced around. Everyone was putting their $0.02 in. I wished I could contribute, but enjoying it anyway.

But your post was just negative. No ideas, no suggestions other than "don''t do it". Lets try to keep it positive, try to contribute, ok?

- onebeer

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