Tactics and MMOs- What's the problem?
When these two genres mix, what do you think are the major problems that arise?
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Well, Dofus does work pretty well. I played it for almost 6 months, which is the longest I've played any MMO and twice as long as I played WoW. Are you more interested in hearing what aspects of Dofus are problems and could be improved on, or what aspects of Dofus work and why, or what?
A bit of both would be best, honestly. I'm more focused on the flaws though. It seems to be easier to fix the flaws and make a better game than to out right copy one. Although if I knew what made Dofus do real well, I'd try and follow a similar suit because, hell, it works. I didn't want to focus this over one game though. I wanted to apply these questions to the genre as a whole. Sadly, there aren't that many games, so my selections are pretty limited for examples.
A bit of both would be best, honestly. I'm more focused on the flaws though. It seems to be easier to fix the flaws and make a better game than to out right copy one. Although if I knew what made Dofus do real well, I'd try and follow a similar suit because, hell, it works. I didn't want to focus this over one game though. I wanted to apply these questions to the genre as a whole. Sadly, there aren't that many games, so my selections are pretty limited for examples.
I'm personally interested in designing tactical combat games, MMO or otherwise. (I'd also like to play a new MMO with combat similar to Dofus'.) As far as I could find out there just is no other MMO with that kind of tactical combat. There are some great tactical single-player games, like the Disgaea series; there are small-scale multiplayer tactical games which don't have an RPG structure around them. But there aren't any directly-comparable MMOs. The closest are ones which have turn-based combat ala Final Fantasy where the player's characters are positioned in ranks but there is no movement on a chessboard-like battlefield, or ones which have constructed deck CCG combat. But the up side is that the non-combat part of Dofus is very standard with other MMOs, and the combat part of Dofus is pretty standard with single player tactical games.
As for what makes Dofus' combat work, I'd say the speed at which the combat happens is the single most important factor, while the variety of monster abilities is what keeps it from getting boring in the long term, and the comedy attitude is the main thing that makes the game's content apealing and memorable. What doesn't work about the combat, well personally I think the max group size of 8 is too big and the fact that most classes are built around controlling a single unit is boring. Only the ones with multiple summons and a mix of long range and short range spells are particularly interesting to play, plus sram with their traps and invisibility, but sram play is problematic to mix with other classes' play in a group. I could go on and on about what doesn't work about the non-combat parts of the game, same as any MMO.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Tactic games are about building a squad of units with specific roles to create synergies and using these units according to a higher level plan. The number of actions each unit can do is inversely proportional to the number of units in play to keep overall complexity manageable. They make up for the lack of choice per unit turn by making the player build a higher level strategy by controlling multiple units. Also, the gameplay is generally turn based, which means there are pauses when the other player is moving his units.
MMOs are about the social interactions between you and the rest of the server. For them to work, you need to encourage the player to interact with other players.
The problem with a Tactic MMO is the unit complexity and active player time. You can go the standard MMO route where each player controls 1 unit. In this case, players will wait 90% of the time for their turn for others to do their actions, which is uninteresting.
The other way to go is to give the player a few units to control. This fixes the downtime issue and adds more choices to the player. The problem then becomes social interaction. You cannot have 6 players in the same group each controlling 3~5 units because that would slow down gameplay. You need to limit the party size to 3~4 depending on how many units each player controls. It becomes almost impossible to do large scale events because of this limitation, so the social aspect takes a hit and you end up with some players never interacting with anyone else except their close friend group. If a community can't build around this, then the MMO will fail.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
That way you always have a couple units to control, and you can still party with people. You can have a full dungeon group of people, or if someone decides to drop, you can add a hero under control of someone. Or you can do the same dungeon with the same amount of units with only 2 or 3 friends and you can split the unit size.
I suppose you can also add in a spectator mode, so while you are fighting and your friends are waiting, they can watch you fight and chat with you.
As for socializing, that's what Guilds/Clans, Cities, Trade posts, Forums, Professions, Minigames are for.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.