spacer karashur.net spacer
spacer spacer
spacer
  Home
  Recent Gaming News
  MMORPG Articles
  Forums
  History of KH

  Screenshots
  screenshots


  Bartz Siege Information
  L2 Comics from NCSoft
  Stabby McStoo Comics

  WoW Talent Calculator

  Chinese Translations
  Spanish Translations

  **Bookmark This Page**
  Link to Karashur.net

MMOGs: History Repeating
by: Cesig

I've spent a lot of time talking about and thinking about MMOGs of various sorts. Ever since I first heard about Ultima Online back in 1997 I've been absolutely intrigued by the idea that there are games whose purpose is to allow players to interact with each other.

Now it's eight years later, but sometimes it feels like MMOG developers are still stuck in the past. New games are announced and released all the time with play mechanics just like Ultima Online (or worse). What's the deal, developers? Don't you get it that players are ready for something new? Why haven't you addressed the major issues with MMOGs?

Well, I'll tell you why I think they haven't.

For one, nobody can decide on what the major issues are. Since there's such a wide player base everybody's opinion is different about what is good. Some people like PvP (like in Dark Age of Camelot or Shadowbane); some people prefer the social aspects (like in Sims Online).

For two, lots of major in-game issues don't really get noticed by players until they've already invested a bunch of time (and money) into the game. These are typically issues that only really affect the high-level characters. This is typically referred to as the "End Game" (despite the fact that none of these games actually have a distinct end). And since these players already played for so long and contributed so much money I think developers consider it a "success," even if these players quit because they're bored with the game.

For three, people just haven't learned how to make a really good MMOG yet. I think it can be done, but has it? I don't think so.

So, what does it take to make a good one? Well, I'm not really qualified to say for sure, but here are some common problems that I've noticed that seem to plague most, if not all, MMOGs:

Common Problems with MMOGs

1. Eventually there stops being new content for people to access.

This is a major issue in World of Warcraft. Sure, the developers are feverishly adding new raids, new bosses, and TONS of new lewt, but there's no way they can hope to keep up with the pace of the hardcore players.

Additionally, if players aren't interested in the new content the developers have created (say, WoW Battlegrounds) then the devs are essentially wasting their time creating content that some players won't ever enjoy. Given how diverse the subscriber bases for these kinds of games are, I don't think there's a way around this. You just have to minimize it the best that you can.

2. There frequently stops being new goals for players to work toward.

Once you have the latest epic or unique item or whatever then that's pretty much all there is for you to do until the /next/ epic or unique item is released. This gets to be incredibly boring for players. Once you've killed the most powerful boss ten times it starts to become old hat. Then what do you do?

3. Often, players have no way to create their own goals.

This was the case in WoW for sure. If you don't want phat lewts then there really isn't much point in playing. Going on a multi-hour 40-man raid just to have the /chance/ to /maybe/ win some item isn't a very compelling option for a lot of players. But WoW doesn't really allow for players to create their own compelling goals. Sure, they can craft items or buy and sell items on the auction house, but that's about the extent of it.

4. Players seldom feel important.

In order to maximize the return on their time spent creating content, many developers try to entice as many people as possible to play through it. After all, it's not very cost effective for developers to create a boss that can only be killed /once/ by one person in the entire life of the game. Besides, once that one player /does/ kill that boss, the other 99.9% of the player base will be pissed off that /they/ weren't the ones to do it.

In most of these games what you end up with is an army of generals and no soldiers. Everyone wants to be the guy that slays the dragon, not the guy who has to stay back and watch the horses. But if you don't limit the cool things that can be done in the game then they won't be important to players.

In WoW, for example, you have Ragnaros, who is arguably the game's toughest boss. It takes a 40-man group to kill him.

But once they do, nothing happens.

Even worse is that he comes back a few days later so others can kill him. The world isn't safer. His minions don't come to avenge him. He just respawns a few days later. That's not heroic. At the end of the day, it doesn't even matter.

Click here to read page 2.

spacer
spacer
Copyright © 2005-2009 KarasHur.net | Sitemap | Forum Sitemap
Click here for more intellectual property information.
spacer