How far are we off procedurally created contect? By that I mean, a world, vast and with quests, story lines both minor and major all generated continually by an internal system - I'd love to see something like this eventually. For me this would solve so many of the problems with end game content. Of course, the Devs can also continue to add content, providing the auto-storyline generator with additional options - but essentially a game with potentially far longer playability. Players would also have to keep their ears to the ground, waiting for the next big storyarch to spontaneously emerge - after all the first players to the scene would get first picking of any awards, loot, fame etc....
You ever play Arena or Daggerfall?
Procedurally generated content sounds good on paper, but what it ends up being is very transparently "Hello, $NAME! I've heard t hat $TITLE $RANDOMNAME the $RACE $LEADERTYPE has established a $BASETYPE at ((Select Location From Range=50)). It's said the ((Select RandomWeapon where PlayerClass in UserClass)) is in his possession! If you slay him, the $FACTION will be very pleased with you!".
It may be gussied up a lot, but after the 10th quest you see the pattern and after the hundredth you puke. I'd rather do a hand-crafted, carefully balanced and tested dungeon 10 times than 10 "different" dungeons established by algorithm and built of the same blocks arranged slightly differently, with no real storyline or lore.
BTW, both 'procedural quests' and your ideas about ecology, rabbits, etc were part of UO on release. These 'features' quickly vanished. There are reasons for this.
Points 1-4 are valid with me. Howbeit, a subscription based game is the better way to go, in my opinion. I, honestly, don't trust the microtransaction formula as it opens up a gateway to allow the company to start charging for everything. For instance, if that is where their money is to be made then they would, probably, be more inclined to make standard healing potions, etc a rarer find so as to force you to purchase them from their store. Aside from that, I don't want to have the concern of monitoring my purchases from month to month. One payment, every few months, is the better way to go.
Other posters mentioned a reduced subscription price. That is a fine idea that beneifts the consumer but still allows the companies to generate revenue. Competition is a good thing. Another idea is to charge a little more for the initial game purchase and have a reduced subscription price. This would, at least, help the gaming company make back some of their investment for offering a lesser monthly fee. I wouldn't mind paying an extra 10 bucks for the game for a cheaper monthly rate.
LOTRO offered a "loyalty" payment option. I had a reduced subscription of $9.99 a month so long as I kept the account active because cancelling and reactivating would cost me $14.99 a month. Another great idea for the company to help ensure revenue while offering a discount to players. Perhaps other companies can offer a 5 dollar loyalty plan in the future.
These games need to provide a free trial, almost from the get-go. Whether all the freebies are on a designated server or not. I know that I'll never purchase another MMO again before I get to try it for free. I'll no longer take a chance with my dollar on something that turns out to be mediocre at best. I've been stung too many times.
In the end, I don't mind paying a subscription to play. These companies need to turn profit. It's the way of business. MMO's take much longer than a standard game to develop and that translates to more expenses. Aside from that, a standard game, no matter how terrible, can still make it's money back with clever marketing. This is not the case for MMO's.
I ESPECIALLY agree with #5. I am so tired of the sub model. Sub models cater to those who can play hours everyday. They completely leave out those who are casual players, those who play in spurts, or those who split their time between multiple games simply because they like variety. I don't want to feel like I have to play a game all of the time to get my money's worth. I do wish that the quality of non-sub games would come up. I think Allods online and DDO could be helping to raise the bar on what we expect from a F2P.
Yeah, instead of penalizing people who don't spend time playing a game, they should penalize people who don't have money to throw at the game.
How much does going to see a movie in the theater cost? $9-$10? That's for roughly two hours of entertainment. With a $15 monthly subscription people can play anytime they want for as long as they want. Even the most casual player will be able to dredge up enough time in a month to blow away the entertainment value of a single movie.
What's a realistic alternative to paying a monthly subscription that doesn't penalize people who aren't willing to spend a lot of money?
Look, I am simply agreeing with the OP that there needs to be more OPTIONS. Certainly they can come up with a way that adjusts with the players playtime without gouging those who play tons of hours a month. Maybe they can tier it, maybe they can offer play by hour but cap the price when you reach a certain number of hours. I don't know, there simply needs to be more options. People can complain about alternative payment options all they want, but look at how the MMORPG games that require a sub are beginning to struggle.
I like variety, meaning I like to play many different games a month. I don't go to the theater 5 times a month either, because it is too expensive.
You forgot to add: Less WoW clones. I am so sick of nearly every mmorpg that is coming out or rather came out in 2009 for the most part feeling like a cheap rio-off of WoW. To any devs that may read this: If I wanted the WoW experence I'd play WoW not your crappy clone!. Do something orignal please.
Agree with #1-4 but not with #5. When it becomes the accepted practice to have micro or in-game stores as a mode for paying for a game I will hang up my MMO hat. I see no problem with the sub system as is.
You forgot to add: Less WoW clones. I am so sick of nearly every mmorpg that is coming out or rather came out in 2009 for the most part feeling like a cheap rio-off of WoW. To any devs that may read this: If I wanted the WoW experence I'd play WoW not your crappy clone!. Do something orignal please.
QTF to many wow clones, and to many folks tring to be the wow killer. If I wanted wow I would still be playing it. We need something not wow like so very bad, that does not suck.
This is a good list I cant disagree with. BUT..... More then anything else I want to see a well crafted open ended ,with quests, SCI FI game. The fantasy thing is played out and will be for years. there is virtually nothing new that can be brought to the table from fantasy.
Originally posted by Venger More emphasis on character development over gear farming. Less emphasis on end game and more on making the journey fun and meaningful. More emphasis on non combat features. MMORPG are supposed to be more then ORPG. Skill based system over level based system.
Absolutely agreed.
Also I don't want to pay a monthly fee for a game. I want the same old formula that has been used forever: "You want a game, you buy it in the shop and off you go". And expansions, the same.
Points 1-4 are valid with me. Howbeit, a subscription based game is the better way to go, in my opinion. I, honestly, don't trust the microtransaction formula as it opens up a gateway to allow the company to start charging for everything. For instance, if that is where their money is to be made then they would, probably, be more inclined to make standard healing potions, etc a rarer find so as to force you to purchase them from their store. Aside from that, I don't want to have the concern of monitoring my purchases from month to month. One payment, every few months, is the better way to go. Other posters mentioned a reduced subscription price. That is a fine idea that beneifts the consumer but still allows the companies to generate revenue. Competition is a good thing. Another idea is to charge a little more for the initial game purchase and have a reduced subscription price. This would, at least, help the gaming company make back some of their investment for offering a lesser monthly fee. I wouldn't mind paying an extra 10 bucks for the game for a cheaper monthly rate. LOTRO offered a "loyalty" payment option. I had a reduced subscription of $9.99 a month so long as I kept the account active because cancelling and reactivating would cost me $14.99 a month. Another great idea for the company to help ensure revenue while offering a discount to players. Perhaps other companies can offer a 5 dollar loyalty plan in the future. These games need to provide a free trial, almost from the get-go. Whether all the freebies are on a designated server or not. I know that I'll never purchase another MMO again before I get to try it for free. I'll no longer take a chance with my dollar on something that turns out to be mediocre at best. I've been stung too many times.
In the end, I don't mind paying a subscription to play. These companies need to turn profit. It's the way of business. MMO's take much longer than a standard game to develop and that translates to more expenses. Aside from that, a standard game, no matter how terrible, can still make it's money back with clever marketing. This is not the case for MMO's.
I agree with pretty much all the above, in addition:
the subscription model already has an implicit "loyalty option" or "casualness cost" built-in; If I play more, generally, my game value is higher, because my cost per hour is lower; for example, I may play 100 hours per month (family, work, what have you) with a cost per hour of maybe 15 cents; others may spend 16 hour days or maybe a few cents per hour; though I still wouldn't mind the $10/month subscription fee :-)
the micro-transaction model also encourages the "buy your uberness" character disparity; not always, but in most F2P there is someone beside me who just bought what it took me x hours to get; not that I'm necessarily competitive, it's just something that lower's my game experience
In the end, I'm cost conscious, even though the $15/month or few hundred per year is affordable. While we're actively keeping a tally on how much the game play cost us, someone else is actively trying to see how much they can wring, scam, or otherwise extract from us.
Awesome article and I agree with all the points made really. As far as new ways to pay I agree again the mmo market is getting flooded and at this point It is only going to get harder and harder for a dev to get me to plop down the purchase price plus a sub fee for the game they made. DDO is a fine example of where I alot of mmo's are headed I think they truly ushered in even all of these unlimited free trials we see and while I will not stay subbed to DDO I did give them a few months of sub money and will always be able to go back as an alternative to whatever game I am playing at the time.
I honestly feel like you had to be in my head to write this article with the exception of the quest complaint as I don't feel that as strongly I can only add that while it is true I think it is more of an issue as you get later on ina characters development. If I'm a newb/nobody in the world I should expect to get sent on crap errands like kill ten rats,goblins,skeletons but as my character does develop I do wish more games would disguise those types of objectives, I like how DDO handles this somewhat again in that often the standard kill X amount objectives are often optional but who is really going to pass up all that exp? So yeah devs atleast in the later stages move away from kill x amount then return to me. I also though whish that stable launches was the number one concern though I can see why hype is because it ties so intricately into it. Devs I personally don't care what your excuse is for why what you advertise is not in game and working I only care that that is the case, if you advertise it I expect it and am not in any way shape or form going to give you a pass for the lack of that feature/function. So please stop with the lame "oh we printed the boxes before we were done" crap because it simply does not/should not fly (by the way community you do realize the only reason this is not illegal is due to the cute little EULA we sign right?). I've stated far too many times on these boards that this type of business would not be tolerated in any other entertainment field yet every other mmo does this to us and we need to speak to the companies who promote this with our wallets or the lack of what they want out of those wallets. SOE,FC this is a personal notice that you have both burned bridges with me that will take years to rebuild.
After having my little rant though I'll say I do see as much good out of the industry as bad while we have had two pretty big failures in AOC and WAR one can mostly only be saddled with bad design hence a lack of fun and moving into this year we will see STO early to break the hold that fantasy has had on the genre and I think we have seen other good things Darkfall released and while many aren't happy with it lot's are and they seem to be doing a good job of catching up to where many think they should be, while in the past we've seen far too many games not survive bad launches. 2010 I think can be as good of a year for mmo's as I think 09 was bad.
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
Hmm... What I want is quality in the games... I want to have a variety of games I can pick from that are properly made. Like, few bugs :P Being technically functional is very important to me. I don't want games that play like scratched cd's.
1. New ways to pay- could care less. would pay more if it would age base servers most definately.
2. Innovation- of course the MMO market is dieing because of the lack of.
What new MMO's need.
A.) Open world- game must feel like a world
B.) No closed instancing. All instances should be accessable at anytime by anybody.
C.) Bring back community and socialization to the game.
D.) Make classes dependent on other classes to be successful. Reward people and classes who work as a team and penalize those that do not. I like old school MMO's where you had to make friends to progress which in turn enhanced roleplay elements.
E.) Open world encounters and less chase and retrieve waste of time quests.
F.) Allow players to be able to build part of the world like Shadowbane allowed.
Ultimately make the game about the players more so then about the storyline. Let WOW lead its easy mode mindless zombies around and create a game thats actually challenging, fun where the stay factor is more because of the community then because of the game.
Why not develop more quests that involve some greater end being achieved, and to do so the players must fight through their "Ten Rats". This way I can be engaged with obtaining some relic, rescuing some hapless victim, flipping a switch, navigating a maze, or really anything that doesn't have me simply watching a counter on my quest tracker. In a game like Morrowind or even Oblivion, there are very few quests that say "go out and kill 10 of x". You just go out and explore, you might take a quest and along the way you might have combat. This is the way it should be. Also, end game should never EVER be a goal. If you discount all the game play up to your top most level then the game has failed in my opinion. Might as well not have the leveling and just give players top lvl. The entire game should be enjoyable.
Agree 1000%. Killing ten rats, collecting tails or whatever are not quests. They're simple tasks, and should be nothing more than that, performed quickly for someone... Perhaps in completing them, you're gaining their trust and leading on to more involved quests that they reveal to you... and those really *are* quests.
I also agree with content being good all the way up. The thing is - and I realize there's a degree of subjectivity here - that in most any MMO I've played, there *has* been good quest content - true quest content - along the way.
The thing is, so many people are in such a hurry to get to end game, that they just race through it all regardless. They use a "quest helper" or otherwise use some guide or walkthrough. They pay no attention to what they're doing or why... they're just getting it over with as quickly as possible. They don't want to have to explore to find where the quest must be completed.. they want to know *exactly* where it is, and then *exactly* what to do when they get there, so they can get it done. They want to know *exactly* the best classes to use, with the best gear and the best tactics to guarantee as much as possible that they get it done the first time. If there's a tough encounter or two along the way, they'll bring a higher level friend along to clear out the enemies so they can just get it over with that much faster.
It's not always or entirely the developers' faults that lower level content seems so shallow. They could have the most in-depth questline ever created, but because it's at level 20 instead of level cap, it's immediately demoted to "not important" to the players and is treated as something to rush through as quickly as possible... and if you're one who likes to enjoy the quest, read the storyline and follow what's going on... you get yelled at to hurry up by those who just want to get it over with. I know because I've been that guy many times.
Many times the players are their own worst enemies. They complain about a lack of meaningful content... meanwhile reducing any content they are given to mere walk-throughs to be finished off as fast as possible. They wouldn't know if the quest they're doing has some significant impact on the world, because they can't be bothered to pay attention enough to find out. All they care about is that number next to their name, and what color the gear they're using is (ie. rare, epic, etc). The xp or gear reward is the only thing the players are interested. As for what they're doing or why.. "pfft.. who cares? Just give me my reward so I can move on to the next quest"
There's a lyric by Rush (from the song 'Second Nature') that perfectly frames the behavior: "We fight the fire, while we're feeding the flames".
So... developers can create the most epic quests where killing any number of anything is only necessary because they're in the way of achieving the actual goal... Many players wouldn't notice because they're just trying to burn through it as fast as possible on their race to end game, where they would then complain about a lack of content and declare the MMO a "failure".
"If you just step away for a sec you will clearly see all the pot holes in the road, and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Why not develop more quests that involve some greater end being achieved, and to do so the players must fight through their "Ten Rats". This way I can be engaged with obtaining some relic, rescuing some hapless victim, flipping a switch, navigating a maze, or really anything that doesn't have me simply watching a counter on my quest tracker. In a game like Morrowind or even Oblivion, there are very few quests that say "go out and kill 10 of x". You just go out and explore, you might take a quest and along the way you might have combat. This is the way it should be. Also, end game should never EVER be a goal. If you discount all the game play up to your top most level then the game has failed in my opinion. Might as well not have the leveling and just give players top lvl. The entire game should be enjoyable.
Agree 1000%. Killing ten rats, collecting tails or whatever are not quests. They're simple tasks, and should be nothing more than that, performed quickly for someone... Perhaps in completing them, you're gaining their trust and leading on to more involved quests that they reveal to you... and those really *are* quests.
I also agree with content being good all the way up. The thing is - and I realize there's a degree of subjectivity here - that in most any MMO I've played, there *has* been good quest content - true quest content - along the way.
The thing is, so many people are in such a hurry to get to end game, that they just race through it all regardless. They use a "quest helper" or otherwise use some guide or walkthrough. They pay no attention to what they're doing or why... they're just getting it over with as quickly as possible. They don't want to have to explore to find where the quest must be completed.. they want to know *exactly* where it is, and then *exactly* what to do when they get there, so they can get it done. They want to know *exactly* the best classes to use, with the best gear and the best tactics to guarantee as much as possible that they get it done the first time. If there's a tough encounter or two along the way, they'll bring a higher level friend along to clear out the enemies so they can just get it over with that much faster.
It's not always or entirely the developers' faults that lower level content seems so shallow. They could have the most in-depth questline ever created, but because it's at level 20 instead of level cap, it's immediately demoted to "not important" to the players and is treated as something to rush through as quickly as possible... and if you're one who likes to enjoy the quest, read the storyline and follow what's going on... you get yelled at to hurry up by those who just want to get it over with. I know because I've been that guy many times.
Many times the players are their own worst enemies. They complain about a lack of meaningful content... meanwhile reducing any content they are given to mere walk-throughs to be finished off as fast as possible. They wouldn't know if the quest they're doing has some significant impact on the world, because they can't be bothered to pay attention enough to find out. All they care about is that number next to their name, and what color the gear they're using is (ie. rare, epic, etc). The xp or gear reward is the only thing the players are interested. As for what they're doing or why.. "pfft.. who cares? Just give me my reward so I can move on to the next quest"
There's a lyric by Rush (from the song 'Second Nature') that perfectly frames the behavior: "We fight the fire, while we're feeding the flames".
So... developers can create the most epic quests where killing any number of anything is only necessary because they're in the way of achieving the actual goal... Many players wouldn't notice because they're just trying to burn through it as fast as possible on their race to end game, where they would then complain about a lack of content and declare the MMO a "failure".
I agree, I want to see more skill based games without levels. That way the content developed can serve greater purposes rather than helping players get levels. All quests no matter how small or simple can be a piece of a larger puzzle. The endgame is abundant and full of yum from the get go.
We most def don't need new ways to pay, and all players drive the hype train. It's just the devs handing out tour guides. Honestly if Innovation is number 1 then there is no need for the other 4. Seeing as how thats the biggest problem today. it would cover all aspects of mmorpg gaming.
More open world games, without zones and instancing.
Skill based games as opposed to level based.
Cheaper subscription costs, after all we are in a recession.
More games that have 1 giant server as opposed to many servers, if possible.
More tools for roleplayers, like better character creation, ability to modify characters after creation, ability to wear vanity clothing while getting stats from other gear, dressing rooms, housing with lots of furnishing options, pets, emotes that allow two avatars to actually touch (Matrix Online did it first), etc.
The above is what your list should be about. None of the things you mention are the least bit important in the scheme of things. MMOers want more freedom. We are tired of being strait jacketed into ridiculous character classes that we cannot change without paying for it and being forced to level a character.
About the only thing on your list that is wanted is more interesting quest lines. Quests that are based on exploration. None of these quest systems that lead you around by the hand.
A developer really does not have to be innovative. Most of these things have been done before. Just put together a mix that allows freedom of advancing your character and the ability to change your mind. A trade skill system upon which the economy is based on along with a decent harvesting system. You want to make a yew bow, you have to find a yew tree first.
Look at STW pre NGE, Asheron's Call, Old UO, all of those games had elements that could be combined into a very successful MMO.
The list isn't that good. There are stuff in it, what I definetly don't want.
5. NEW WAYS TO PAY
- I do not want this, the current mountly based pay system is best for me.
- Some MT and CS destroys hole game for me, as not been fun anymore.
4. STABLE LAUNCHES
- Yeah, this would be nice. Games come out today way too soon, they don't have content enough or they have too many bugs.
3. INNOVATION
- I think this is very important, todays mmorpgs starts to be way too similar
- We don't need more same copied design, make you own damm game
2. MORE DIVERSITY
- Yes, if it makes players gameplay better, but not so that it make others gameplay worst.
1. LESS HYPE
- This has no meaning at all, it's players own fault if they belieave the hype.
In my opinion one of most important is the games atmosphere. I want to feel to be in that invented world as it would be real, not play some technical number toy.
Number 5 can go to hell! Are you freaking insane? monthly fee, thats it... nothing else. Dont need more option then that.
edit: You too should edit your article because the majority REALLY DONT WANT NUMBER 5... You are totally wrong about that point, dang, disconnected from his own community... You know what the devs who happen to read that article on this website will think? Thats right, FUCKING free-to-play I pay for items to be better than you type of shit. That have to be the worts freaking possible thing that can happen to a serious MMO.
The cash shop made me cancel my subscription to DDO. Personally, I am upper middle class and childfree; both my wife and I have disposable income and if I feel like purchasing trinkets, experience, or items for my characters I could twink them out to my heart's content with these RMT options.
Problem is, I don't want to play a game where people with more money get access to more trinkets and powers and abilities. That's just like real life in our dog-eat-dog capitalist society. I want to pay my $15 a month fee, same as everyone else, and be transported to a game world where your skill and time spent playing is all that matters to the power and ability of your character - not another excuse to bring a class system into a fantasy game. Please.
All I can do is vote with my wallet. I'd rather pay a $20 or $30 fee for a monthly sub for a game and not have any idiotic item or experience shops. I just cancelled two subscriptions today - my wife's and my own - to Aion. They're taking the game in the direction of offering cash for services (and soon, items and xp I don't doubt) - and that's not how I want to spend my cash and my time. We still both play Fallen Earth; we'll continue to do so until Icarus starts offering "respecs for pay" or "item shops" - if I can start buying in-game chips or cash for offline money, I'm gone. I dislike bots and gold sellers too, and tend to avoid games with large amounts of both. Aion actually got a lot of respect from me for removing a great deal of their bots and gold spammers but NCSoft lost it with the addition of paid gender changes.
Really, people? Paid gender changes? For Chrissakes.
I would like to see the MMO-spamming stop. It's like every month a new MMORPG comes out with exactly the same content except for some graphics and interface. But practically they are all the same... Instead of putting all this effort together and make one really good, new, refreshing MMO, they all just create the same thing which is most of the times really bad. I've played a lot of MMO's and one is even worse than the other... What do I miss in these MMO's?
- Good PVP!! Very important to keep the game fun... If the MMO is about leveling up and becoming stronger (mostly trough boring grinding which sucks in my opinion) then there must be a way to show your skills to an enemy. I don't care if I become level 100 if I can kill a stronger monster if there is no player I can compete with! And please think of something better than just an Arena where you can battle at free will... Think of big wars, teamfights, maybe some FPS-like battles in a map with capture the flag or other fun PVP options. And what I would like to see as well is that it's not just about who presses '3' and '4' the fastest and most of the time, no it actually should be possible to get real skills! Would be fun if it would be more about doing everything yourself instead of just 'select' -> 'skills' -> 'best equipped + highest level wins'.
- ARMOR/WEAPONS!! I seriously hate it when game developpers are to lazy to create multiple armors... I don't want to live in a world where everyone looks te same, I want to be different, wearing an armor that someone else doesn't and makes him say: "Wow that's an awesome and unique piece of armor you have there!" Just spend a little more time on the equipment, please! WoW is good, it has actually a lot of different pieces of armor, but it's mostly the free MMO's which don't (yes I can understand why, it's free after all... but still it would make your gamers happier and make them play your free game, which is important because otherwise they won't buy stuff from your item malls).
- Maybe something new, something different. Like a world where a lot of functions are carried out by players. Like you can actually become a blacksmith in a town and have your own shop where you can ofcourse work with other players. And you can join a thieves guild where you can steal from players, where players can hire playerguards to catch the thieves. Ofcourse this is really hard to accomplish, but I think something like it would be very popular.
- As said before, no 'kill 10 rats' quest (especially not '3000 flowers' [Silkroad Online]). Think of something new.
- Perhaps an option where players can create their own quests and place them on some sort of 'questbord'. I can't really think of a system right now (it's late already ;p), but I think it must be possible.
These are just a few points of all the things I'd like to see in 2010 and I exaggerated some things I said, and most things apply to free MMO's, but still these things are missing in most of the MMO's and I'd love to see more of it!
As stated before- skill based over level based. I hate level base as it promotes nothing but ganking lowbies in pvp and RMT to reach them higher levels faster. Darkfall and MO are two that moved toward it but screw the first person views.
Also #5...yeah all we need is more f2p item shop pay to win teen drama club video games. An idea would be lower subscriptions and paid expansions with an option to pay the regular 15 for free expansions.
I still find innovation the most important factor.
I want to play in a living, breathing world that reacts to me. I truly am tired of the core design of MMORPGs, many things need to be changed. We need less automation in our games, in all possible senses of the concept. Automation makes the game predictable and unrealistic, we always know what happens next, and that makes the game dull and boring. We need to stop relying so much on NPCs, we need to stop relying so much on a previously written storyline that is the same for every damn character! We need options to create our very own story, we need a world that is composed of real players, not of robots. Simply, MMORPGs should be built, well, as massive games, not single player games. What we have here is massive games with single-player concepts.
No matter how well they manage to design the AI, the automated aspects of the game always get predictable to some extent. Humans are not as predictable, however, humans surprise us, real players can surprise us. What we need is to be surprised. What we don't need is Massive Single Player RPGs. What we don't need is more games whose only purpose is comparing how big is your e-peen in relation to others'. We need non-linear gameplay, we need options, alternatives, we need possibilities for building our characters and make them unique, original and diverse.
We should also stop relying on numbers. What really is the point of having damage numbers, levels and status points other than for satisfying power-gamers? Power-gaming is nothing but predicting how the game will react to you so that you can take advantage of it the most. Once again, games should be more unpredictable, as real life is. That would make games more believable and realistic, not fancy graphics.
And I'm just fine with the subscription model, thank you. I don't really see many benefits coming from the "free to play" model other than destroying several aspects of a MMORPG.
Comments
You ever play Arena or Daggerfall?
Procedurally generated content sounds good on paper, but what it ends up being is very transparently "Hello, $NAME! I've heard t hat $TITLE $RANDOMNAME the $RACE $LEADERTYPE has established a $BASETYPE at ((Select Location From Range=50)). It's said the ((Select RandomWeapon where PlayerClass in UserClass)) is in his possession! If you slay him, the $FACTION will be very pleased with you!".
It may be gussied up a lot, but after the 10th quest you see the pattern and after the hundredth you puke. I'd rather do a hand-crafted, carefully balanced and tested dungeon 10 times than 10 "different" dungeons established by algorithm and built of the same blocks arranged slightly differently, with no real storyline or lore.
BTW, both 'procedural quests' and your ideas about ecology, rabbits, etc were part of UO on release. These 'features' quickly vanished. There are reasons for this.
Points 1-4 are valid with me. Howbeit, a subscription based game is the better way to go, in my opinion. I, honestly, don't trust the microtransaction formula as it opens up a gateway to allow the company to start charging for everything. For instance, if that is where their money is to be made then they would, probably, be more inclined to make standard healing potions, etc a rarer find so as to force you to purchase them from their store. Aside from that, I don't want to have the concern of monitoring my purchases from month to month. One payment, every few months, is the better way to go.
Other posters mentioned a reduced subscription price. That is a fine idea that beneifts the consumer but still allows the companies to generate revenue. Competition is a good thing. Another idea is to charge a little more for the initial game purchase and have a reduced subscription price. This would, at least, help the gaming company make back some of their investment for offering a lesser monthly fee. I wouldn't mind paying an extra 10 bucks for the game for a cheaper monthly rate.
LOTRO offered a "loyalty" payment option. I had a reduced subscription of $9.99 a month so long as I kept the account active because cancelling and reactivating would cost me $14.99 a month. Another great idea for the company to help ensure revenue while offering a discount to players. Perhaps other companies can offer a 5 dollar loyalty plan in the future.
These games need to provide a free trial, almost from the get-go. Whether all the freebies are on a designated server or not. I know that I'll never purchase another MMO again before I get to try it for free. I'll no longer take a chance with my dollar on something that turns out to be mediocre at best. I've been stung too many times.
In the end, I don't mind paying a subscription to play. These companies need to turn profit. It's the way of business. MMO's take much longer than a standard game to develop and that translates to more expenses. Aside from that, a standard game, no matter how terrible, can still make it's money back with clever marketing. This is not the case for MMO's.
Yeah, instead of penalizing people who don't spend time playing a game, they should penalize people who don't have money to throw at the game.
How much does going to see a movie in the theater cost? $9-$10? That's for roughly two hours of entertainment. With a $15 monthly subscription people can play anytime they want for as long as they want. Even the most casual player will be able to dredge up enough time in a month to blow away the entertainment value of a single movie.
What's a realistic alternative to paying a monthly subscription that doesn't penalize people who aren't willing to spend a lot of money?
Look, I am simply agreeing with the OP that there needs to be more OPTIONS. Certainly they can come up with a way that adjusts with the players playtime without gouging those who play tons of hours a month. Maybe they can tier it, maybe they can offer play by hour but cap the price when you reach a certain number of hours. I don't know, there simply needs to be more options. People can complain about alternative payment options all they want, but look at how the MMORPG games that require a sub are beginning to struggle.
I like variety, meaning I like to play many different games a month. I don't go to the theater 5 times a month either, because it is too expensive.
You forgot to add: Less WoW clones. I am so sick of nearly every mmorpg that is coming out or rather came out in 2009 for the most part feeling like a cheap rio-off of WoW. To any devs that may read this: If I wanted the WoW experence I'd play WoW not your crappy clone!. Do something orignal please.
Agree with #1-4 but not with #5. When it becomes the accepted practice to have micro or in-game stores as a mode for paying for a game I will hang up my MMO hat. I see no problem with the sub system as is.
QTF to many wow clones, and to many folks tring to be the wow killer. If I wanted wow I would still be playing it. We need something not wow like so very bad, that does not suck.
This is a good list I cant disagree with. BUT..... More then anything else I want to see a well crafted open ended ,with quests, SCI FI game. The fantasy thing is played out and will be for years. there is virtually nothing new that can be brought to the table from fantasy.
Absolutely agreed.
Also I don't want to pay a monthly fee for a game. I want the same old formula that has been used forever: "You want a game, you buy it in the shop and off you go". And expansions, the same.
I agree with pretty much all the above, in addition:
In the end, I'm cost conscious, even though the $15/month or few hundred per year is affordable. While we're actively keeping a tally on how much the game play cost us, someone else is actively trying to see how much they can wring, scam, or otherwise extract from us.
Awesome article and I agree with all the points made really. As far as new ways to pay I agree again the mmo market is getting flooded and at this point It is only going to get harder and harder for a dev to get me to plop down the purchase price plus a sub fee for the game they made. DDO is a fine example of where I alot of mmo's are headed I think they truly ushered in even all of these unlimited free trials we see and while I will not stay subbed to DDO I did give them a few months of sub money and will always be able to go back as an alternative to whatever game I am playing at the time.
I honestly feel like you had to be in my head to write this article with the exception of the quest complaint as I don't feel that as strongly I can only add that while it is true I think it is more of an issue as you get later on ina characters development. If I'm a newb/nobody in the world I should expect to get sent on crap errands like kill ten rats,goblins,skeletons but as my character does develop I do wish more games would disguise those types of objectives, I like how DDO handles this somewhat again in that often the standard kill X amount objectives are often optional but who is really going to pass up all that exp? So yeah devs atleast in the later stages move away from kill x amount then return to me. I also though whish that stable launches was the number one concern though I can see why hype is because it ties so intricately into it. Devs I personally don't care what your excuse is for why what you advertise is not in game and working I only care that that is the case, if you advertise it I expect it and am not in any way shape or form going to give you a pass for the lack of that feature/function. So please stop with the lame "oh we printed the boxes before we were done" crap because it simply does not/should not fly (by the way community you do realize the only reason this is not illegal is due to the cute little EULA we sign right?). I've stated far too many times on these boards that this type of business would not be tolerated in any other entertainment field yet every other mmo does this to us and we need to speak to the companies who promote this with our wallets or the lack of what they want out of those wallets. SOE,FC this is a personal notice that you have both burned bridges with me that will take years to rebuild.
After having my little rant though I'll say I do see as much good out of the industry as bad while we have had two pretty big failures in AOC and WAR one can mostly only be saddled with bad design hence a lack of fun and moving into this year we will see STO early to break the hold that fantasy has had on the genre and I think we have seen other good things Darkfall released and while many aren't happy with it lot's are and they seem to be doing a good job of catching up to where many think they should be, while in the past we've seen far too many games not survive bad launches. 2010 I think can be as good of a year for mmo's as I think 09 was bad.
but yeah, to call this game Fantastic is like calling Twilight the Godfather of vampire movies....
Hmm... What I want is quality in the games... I want to have a variety of games I can pick from that are properly made. Like, few bugs :P Being technically functional is very important to me. I don't want games that play like scratched cd's.
1. New ways to pay- could care less. would pay more if it would age base servers most definately.
2. Innovation- of course the MMO market is dieing because of the lack of.
What new MMO's need.
A.) Open world- game must feel like a world
B.) No closed instancing. All instances should be accessable at anytime by anybody.
C.) Bring back community and socialization to the game.
D.) Make classes dependent on other classes to be successful. Reward people and classes who work as a team and penalize those that do not. I like old school MMO's where you had to make friends to progress which in turn enhanced roleplay elements.
E.) Open world encounters and less chase and retrieve waste of time quests.
F.) Allow players to be able to build part of the world like Shadowbane allowed.
Ultimately make the game about the players more so then about the storyline. Let WOW lead its easy mode mindless zombies around and create a game thats actually challenging, fun where the stay factor is more because of the community then because of the game.
Agree 1000%. Killing ten rats, collecting tails or whatever are not quests. They're simple tasks, and should be nothing more than that, performed quickly for someone... Perhaps in completing them, you're gaining their trust and leading on to more involved quests that they reveal to you... and those really *are* quests.
I also agree with content being good all the way up. The thing is - and I realize there's a degree of subjectivity here - that in most any MMO I've played, there *has* been good quest content - true quest content - along the way.
The thing is, so many people are in such a hurry to get to end game, that they just race through it all regardless. They use a "quest helper" or otherwise use some guide or walkthrough. They pay no attention to what they're doing or why... they're just getting it over with as quickly as possible. They don't want to have to explore to find where the quest must be completed.. they want to know *exactly* where it is, and then *exactly* what to do when they get there, so they can get it done. They want to know *exactly* the best classes to use, with the best gear and the best tactics to guarantee as much as possible that they get it done the first time. If there's a tough encounter or two along the way, they'll bring a higher level friend along to clear out the enemies so they can just get it over with that much faster.
It's not always or entirely the developers' faults that lower level content seems so shallow. They could have the most in-depth questline ever created, but because it's at level 20 instead of level cap, it's immediately demoted to "not important" to the players and is treated as something to rush through as quickly as possible... and if you're one who likes to enjoy the quest, read the storyline and follow what's going on... you get yelled at to hurry up by those who just want to get it over with. I know because I've been that guy many times.
Many times the players are their own worst enemies. They complain about a lack of meaningful content... meanwhile reducing any content they are given to mere walk-throughs to be finished off as fast as possible. They wouldn't know if the quest they're doing has some significant impact on the world, because they can't be bothered to pay attention enough to find out. All they care about is that number next to their name, and what color the gear they're using is (ie. rare, epic, etc). The xp or gear reward is the only thing the players are interested. As for what they're doing or why.. "pfft.. who cares? Just give me my reward so I can move on to the next quest"
There's a lyric by Rush (from the song 'Second Nature') that perfectly frames the behavior: "We fight the fire, while we're feeding the flames".
So... developers can create the most epic quests where killing any number of anything is only necessary because they're in the way of achieving the actual goal... Many players wouldn't notice because they're just trying to burn through it as fast as possible on their race to end game, where they would then complain about a lack of content and declare the MMO a "failure".
and the cash shop selling asphalt..." - Mimzel on F2P/Cash Shops
Agree 1000%. Killing ten rats, collecting tails or whatever are not quests. They're simple tasks, and should be nothing more than that, performed quickly for someone... Perhaps in completing them, you're gaining their trust and leading on to more involved quests that they reveal to you... and those really *are* quests.
I also agree with content being good all the way up. The thing is - and I realize there's a degree of subjectivity here - that in most any MMO I've played, there *has* been good quest content - true quest content - along the way.
The thing is, so many people are in such a hurry to get to end game, that they just race through it all regardless. They use a "quest helper" or otherwise use some guide or walkthrough. They pay no attention to what they're doing or why... they're just getting it over with as quickly as possible. They don't want to have to explore to find where the quest must be completed.. they want to know *exactly* where it is, and then *exactly* what to do when they get there, so they can get it done. They want to know *exactly* the best classes to use, with the best gear and the best tactics to guarantee as much as possible that they get it done the first time. If there's a tough encounter or two along the way, they'll bring a higher level friend along to clear out the enemies so they can just get it over with that much faster.
It's not always or entirely the developers' faults that lower level content seems so shallow. They could have the most in-depth questline ever created, but because it's at level 20 instead of level cap, it's immediately demoted to "not important" to the players and is treated as something to rush through as quickly as possible... and if you're one who likes to enjoy the quest, read the storyline and follow what's going on... you get yelled at to hurry up by those who just want to get it over with. I know because I've been that guy many times.
Many times the players are their own worst enemies. They complain about a lack of meaningful content... meanwhile reducing any content they are given to mere walk-throughs to be finished off as fast as possible. They wouldn't know if the quest they're doing has some significant impact on the world, because they can't be bothered to pay attention enough to find out. All they care about is that number next to their name, and what color the gear they're using is (ie. rare, epic, etc). The xp or gear reward is the only thing the players are interested. As for what they're doing or why.. "pfft.. who cares? Just give me my reward so I can move on to the next quest"
There's a lyric by Rush (from the song 'Second Nature') that perfectly frames the behavior: "We fight the fire, while we're feeding the flames".
So... developers can create the most epic quests where killing any number of anything is only necessary because they're in the way of achieving the actual goal... Many players wouldn't notice because they're just trying to burn through it as fast as possible on their race to end game, where they would then complain about a lack of content and declare the MMO a "failure".
I agree, I want to see more skill based games without levels. That way the content developed can serve greater purposes rather than helping players get levels. All quests no matter how small or simple can be a piece of a larger puzzle. The endgame is abundant and full of yum from the get go.
Rise above hate.
Ignore fan boys.
We most def don't need new ways to pay, and all players drive the hype train. It's just the devs handing out tour guides. Honestly if Innovation is number 1 then there is no need for the other 4. Seeing as how thats the biggest problem today. it would cover all aspects of mmorpg gaming.
this list reminded me of dust
Into the breach meatbags
The above is what your list should be about. None of the things you mention are the least bit important in the scheme of things. MMOers want more freedom. We are tired of being strait jacketed into ridiculous character classes that we cannot change without paying for it and being forced to level a character.
About the only thing on your list that is wanted is more interesting quest lines. Quests that are based on exploration. None of these quest systems that lead you around by the hand.
A developer really does not have to be innovative. Most of these things have been done before. Just put together a mix that allows freedom of advancing your character and the ability to change your mind. A trade skill system upon which the economy is based on along with a decent harvesting system. You want to make a yew bow, you have to find a yew tree first.
Look at STW pre NGE, Asheron's Call, Old UO, all of those games had elements that could be combined into a very successful MMO.
The list isn't that good. There are stuff in it, what I definetly don't want.
5. NEW WAYS TO PAY
- I do not want this, the current mountly based pay system is best for me.
- Some MT and CS destroys hole game for me, as not been fun anymore.
4. STABLE LAUNCHES
- Yeah, this would be nice. Games come out today way too soon, they don't have content enough or they have too many bugs.
3. INNOVATION
- I think this is very important, todays mmorpgs starts to be way too similar
- We don't need more same copied design, make you own damm game
2. MORE DIVERSITY
- Yes, if it makes players gameplay better, but not so that it make others gameplay worst.
1. LESS HYPE
- This has no meaning at all, it's players own fault if they belieave the hype.
In my opinion one of most important is the games atmosphere. I want to feel to be in that invented world as it would be real, not play some technical number toy.
MMORPG.COM has worst forum editor ever exists
*shiver*
Number 5 can go to hell! Are you freaking insane? monthly fee, thats it... nothing else. Dont need more option then that.
edit: You too should edit your article because the majority REALLY DONT WANT NUMBER 5... You are totally wrong about that point, dang, disconnected from his own community... You know what the devs who happen to read that article on this website will think? Thats right, FUCKING free-to-play I pay for items to be better than you type of shit. That have to be the worts freaking possible thing that can happen to a serious MMO.
-------------------------------------
Before: developers loved games and made money.
Now: developers love money and make games.
New ways to pay that monthly fee.
Thats not what the developers who happen to read that article will read... they will read ''real $$$ for items''. Edit that out of your article ASAP.
-------------------------------------
Before: developers loved games and made money.
Now: developers love money and make games.
The cash shop made me cancel my subscription to DDO. Personally, I am upper middle class and childfree; both my wife and I have disposable income and if I feel like purchasing trinkets, experience, or items for my characters I could twink them out to my heart's content with these RMT options.
Problem is, I don't want to play a game where people with more money get access to more trinkets and powers and abilities. That's just like real life in our dog-eat-dog capitalist society. I want to pay my $15 a month fee, same as everyone else, and be transported to a game world where your skill and time spent playing is all that matters to the power and ability of your character - not another excuse to bring a class system into a fantasy game. Please.
All I can do is vote with my wallet. I'd rather pay a $20 or $30 fee for a monthly sub for a game and not have any idiotic item or experience shops. I just cancelled two subscriptions today - my wife's and my own - to Aion. They're taking the game in the direction of offering cash for services (and soon, items and xp I don't doubt) - and that's not how I want to spend my cash and my time. We still both play Fallen Earth; we'll continue to do so until Icarus starts offering "respecs for pay" or "item shops" - if I can start buying in-game chips or cash for offline money, I'm gone. I dislike bots and gold sellers too, and tend to avoid games with large amounts of both. Aion actually got a lot of respect from me for removing a great deal of their bots and gold spammers but NCSoft lost it with the addition of paid gender changes.
Really, people? Paid gender changes? For Chrissakes.
I would like to see the MMO-spamming stop. It's like every month a new MMORPG comes out with exactly the same content except for some graphics and interface. But practically they are all the same... Instead of putting all this effort together and make one really good, new, refreshing MMO, they all just create the same thing which is most of the times really bad. I've played a lot of MMO's and one is even worse than the other... What do I miss in these MMO's?
- Good PVP!! Very important to keep the game fun... If the MMO is about leveling up and becoming stronger (mostly trough boring grinding which sucks in my opinion) then there must be a way to show your skills to an enemy. I don't care if I become level 100 if I can kill a stronger monster if there is no player I can compete with! And please think of something better than just an Arena where you can battle at free will... Think of big wars, teamfights, maybe some FPS-like battles in a map with capture the flag or other fun PVP options. And what I would like to see as well is that it's not just about who presses '3' and '4' the fastest and most of the time, no it actually should be possible to get real skills! Would be fun if it would be more about doing everything yourself instead of just 'select' -> 'skills' -> 'best equipped + highest level wins'.
- ARMOR/WEAPONS!! I seriously hate it when game developpers are to lazy to create multiple armors... I don't want to live in a world where everyone looks te same, I want to be different, wearing an armor that someone else doesn't and makes him say: "Wow that's an awesome and unique piece of armor you have there!" Just spend a little more time on the equipment, please! WoW is good, it has actually a lot of different pieces of armor, but it's mostly the free MMO's which don't (yes I can understand why, it's free after all... but still it would make your gamers happier and make them play your free game, which is important because otherwise they won't buy stuff from your item malls).
- Maybe something new, something different. Like a world where a lot of functions are carried out by players. Like you can actually become a blacksmith in a town and have your own shop where you can ofcourse work with other players. And you can join a thieves guild where you can steal from players, where players can hire playerguards to catch the thieves. Ofcourse this is really hard to accomplish, but I think something like it would be very popular.
- As said before, no 'kill 10 rats' quest (especially not '3000 flowers' [Silkroad Online]). Think of something new.
- Perhaps an option where players can create their own quests and place them on some sort of 'questbord'. I can't really think of a system right now (it's late already ;p), but I think it must be possible.
These are just a few points of all the things I'd like to see in 2010 and I exaggerated some things I said, and most things apply to free MMO's, but still these things are missing in most of the MMO's and I'd love to see more of it!
As stated before- skill based over level based. I hate level base as it promotes nothing but ganking lowbies in pvp and RMT to reach them higher levels faster. Darkfall and MO are two that moved toward it but screw the first person views.
Also #5...yeah all we need is more f2p item shop pay to win teen drama club video games. An idea would be lower subscriptions and paid expansions with an option to pay the regular 15 for free expansions.
I still find innovation the most important factor.
I want to play in a living, breathing world that reacts to me. I truly am tired of the core design of MMORPGs, many things need to be changed. We need less automation in our games, in all possible senses of the concept. Automation makes the game predictable and unrealistic, we always know what happens next, and that makes the game dull and boring. We need to stop relying so much on NPCs, we need to stop relying so much on a previously written storyline that is the same for every damn character! We need options to create our very own story, we need a world that is composed of real players, not of robots. Simply, MMORPGs should be built, well, as massive games, not single player games. What we have here is massive games with single-player concepts.
No matter how well they manage to design the AI, the automated aspects of the game always get predictable to some extent. Humans are not as predictable, however, humans surprise us, real players can surprise us. What we need is to be surprised. What we don't need is Massive Single Player RPGs. What we don't need is more games whose only purpose is comparing how big is your e-peen in relation to others'. We need non-linear gameplay, we need options, alternatives, we need possibilities for building our characters and make them unique, original and diverse.
We should also stop relying on numbers. What really is the point of having damage numbers, levels and status points other than for satisfying power-gamers? Power-gaming is nothing but predicting how the game will react to you so that you can take advantage of it the most. Once again, games should be more unpredictable, as real life is. That would make games more believable and realistic, not fancy graphics.
And I'm just fine with the subscription model, thank you. I don't really see many benefits coming from the "free to play" model other than destroying several aspects of a MMORPG.