Question Concerning Players of MMORPGs
just remember that if it is too big of a problem for too many players, they will go play some other game.
the key is the balance between how good your game is versus how annoyed the players get.
--- krez (krezisback@aol.com)
Differing dedication levels: Those that play for 4+ hours a day compared to those that play twice a week for an hour at a time.
Differing desired experiences: Those that play for a sense of power - that is to be "the best" even despite the rules vs. those who desire realism and role playing vs. those who expect to use your world as a safe 3D chat room.
Differing levels of play: Experienced RPGers compared to the "oh, this is a neat new thing" crowd.
The games I have played in the past have had the unfortunate attitude of catering to the equivilent of the LCD (Least common denomitator)... the MAW or "Most Annoying Whiners". The never ending quest to eviscerate the PvP crowd in order to placate those that expect to walk unmolested throughout the world gets to the point where the world immersion is lost. Mind you, I am NOT a fan of rampant PKing. It has its place... I can''t imagine a Quake CTF or Deathmatch session where people are walking around shaking hands and saying "can''t we all just get along?" Even in games such as UO, EQ, etc... there is a place for the "bad guy". To some extent, having a common foe is an exhilarating experience. However, when there appears an obvious division between the hoardes of PKers and the cowering masses of fearful sheep, then there is something wrong with the balance of the game.
How to fix it? Who knows. That is very game-specific. However, I do agree with the premise that while game companies should pay enough mind to keep rampant PKing from taking over their game, they should also more often take the stance of "if you can''t stand the heat...".
Dave Mark
Intrinsic Algorithm Development
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Differing dedication levels: The designer had better be aware of how much of an imbalance will exist between "casual" and "dedicated" players. Whether the designer decides to support one or both of those is a very conscious decision. Some games don''t work well for non-dedicated players, and this has to be acknowledged. It isn''t necessary to change the game to fit one style or the other so long as the designer knows which one he is creating the game for.
Differing desired experiences: Again, the designer should be aware of how different players are going to approach the game.
You can''t design a game for everyone. But you should at least be aware of who you *aren''t* designing it for, as well as who you *are* designing it for.
DavidRM
Samu Games
Dave Mark
Intrinsic Algorithm Development
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
While I agree with you that designers need to be aware of expectations and play patterns, don''t you think that it is difficult to do this realistically in an MMO game supporting many thousands perhaps millions of players?
There has to be a point where your designing the rules of the game without consideration for those. If you always try to design with those considerations, you run a risk of winding up with an extremely targeted MMO game with a good chance of not being able to support itself on the subscription income it generates. (the problem of being too targeted) As you generalize these design points to reach a larger base of players, you inevitably have to force some of the play responsibility on the players themselves or you''ll never finish coding the game let alone balancing it.
My question is, are players willing to PARTICIPATE in a game rather than just simply play the game? Maybe it shows that playing current MMORPGs is nothing more than a mind numbing experience that a monkey could more than likely replicate. I just think there can be so much more, but I can''t see it happening without players becoming a bigger portion of that game and not just oblivious avatars.
Kressilac
[ GDNet Start Here | GDNet FAQ | MS RTFM | STL | Google ]
Thanks to Kylotan for the idea!
Wanting players of a game to be "responsible" for their actions in a simulated envirnoment seems...iffy.
The simulation determines the cause-and-effect relationship between actions. The anonymity of a player account, combined with the lack of face-to-face social pressures, means that normal social mores don''t apply...and that whatever the simulation *allows* is a valid action. That this may affect someone else''s enjoyment of the game is largely irrelevant because that player''s complaints can be either ignored with the built-in chat functions or even seen as part of the "reward" for the action.
Rather than fight this "law of nature", like 19th century "inventors" strapping on wings and leaping from cliffs, game designers should just accept it and plan accordingly.
DavidRM
Samu Games