Some time ago, another member of these forums posted this video:
MMOs Suck Now.And ever since then, whenever I play an MMO, I immediately think of that video and thread.
It wasn't until I read
Steven Messners review of Cabal 2 and began to question why me and everyone else cant stick with an MMO that I arrived at the answer. I think he put it beautifully, "if you've picked up any MMORPG in the past 10 years, you have played Cabal 2."
And this is the problem. We've been playing the same game over and over again, ad nauseam. Forever.
I thought I liked ESO because it was a good game. I was wrong. Not that it isn't, but the real reason turned out to be that it
felt different. It didn't
feel like an MMO, compared to everything else on the market it felt unique.
And that's why MMOs have been such failures and why we cant enjoy them. They all are, and feel,
exactly the same. They are mirror images of one another. We go into new MMOs thinking it'll be a different/unique experience, but immediately are turned off when its more of the same.
Whenever someone post they cant enjoy MMOs anymore, we say they are burned out and they should take a break. But if you are playing multiple MMOs and cant find a sense of enjoyment, it isn't because you are burned out, if that were the case you wouldn't be playing in the first place. No, you still have passion for MMOs but there is currently nothing on the market that offers you anything separate from the familiar, dull, and monotonous MMO experience.
If any new MMO wants to be as popular as WoW, it will have to radically reinvent the MMO experience, and mechanics, in every way to feel fresh and rewarding to new and old players. No more "spell rotations" to maximize dps. No more clicking, waiting for a bar to fill, and crafting gear. No more repetitive quest. No more non-interactive worlds. No more everyone is the hero.
None of that. We've done and played that in a dozen games. That time is over and dead. We need something new.
Comments
To make matters worst all MMOs built in that same way EQ and M59 were made in the 90 but with a many times faster progression and some raids at the end. Back then the games was mostly about leveling and there is where still most of the content is. Most players do level up to max, make an alt and do the same and then quit the game. That worked fine still in '99 when leveling took months and for some players even a year but when the average players do the same thing in 3 weeks it doesn't work.
A few endgame dungeons and raids isn't enough to keep most players in the game and frankly that is all that is left besides a arther shallow and instanced PvP when you hit max level.
To get players spend a year in the game there must always be enough content to do and it was like that in the early games. Modern MMOs don't have that less content, but you pass almost all of it in the first 3 weeks leaving you to repeat the same stuff over and over. The early games also were repetetive but less so since the content were more evenly placed with new opening up as you played.
The fix if would be slower leveling, far more of the content in the end or something new.
And maybe change the requirement to level a bit too. Instead of just farming a mob to get exp., maybe players should have to get some explore points, or crafting points as well before they level. Get players to mix it up a bit. I know a lot of people just want to kill stuff and move on but that might be another reason they get bored of games fast.
FFA Nonconsentual Full Loot PvP ...You know you want it!!
I remember when SW:TOR had to put in a "classic" option for their UI because there were many people that were too used to WoWs UI layout. I see it in many forums, people requesting that something familiar from previous MMOs be added or replace an existing mechanic in the devs MMO. A big reason why MMOs are so identical to each other is because a vast majority of the MMO population want it that way.
When you ask people what they expect from a new MMO the usual and popular answers will be: 1) Quests/quest chains 2) Dungeons 3) Raid dungeons 4) Epic lewtz. It's players who want a different shade of WoW/DAoC/SWG/EQ/UO etc. from the new IPs.
people WHO THINK they SHOULD play mmos. because all the cool kids do so, ranting about how they don't like mmo.
it's simple kids. you don't like it? then ffs... DON'T DO IT!
prob solved, next topic?
"I'll never grow up, never grow up, never grow up! Not me!"
For me if it's a good game that offers the player different ways of leveling, different classes to level that are fun to play, few restrictions on gameplay, and no forced single leveling method, then I'll stay with that game and might take a break from it now and then but will always come back for the expansions, DLC, or just because I enjoy playing it.
I think GW2 has the right idea. A lot of players want to level fast so let them. The main thing is give them an enjoyable game. That has worked for me as I've leveled quickly in that game and yet still login weekly to play it. Because it's fun and it doesn't frustrate me by telling me exactly how I should play the game. There's content in the game I don't like and because the way it's made, I don't have to do it to advance my character. GW2 is just one example, as there are other games that hold my interest and the ones that don't keep me as a regular player tend to be the most restrictive.
I really think the days of playing just one MMO for like five years are over, no matter how good it is.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
That's about as level-headed as it gets around here.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Edit: Meant to quote Coman.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
My counter argument to this was you may as well remove all the leveling and grinding and gear hunting and instead give everyone a end game char and access to all the raids and "end game" content.
Its like the developers spent time on the starting zones and your in them for all of an hour or maybe two if your looking around its like the development team shot themselves in the foot everyone spends all the time in the end game content you got 90% of a MMO thats never visted.
Many of us aren't new kids on the block. Many of us consider MMORPG players to be the new kids, as veteran gamers who've played since before MMORPGs even existed. We built up an expectation that games should be about fun gameplay from those other games (where timesinks were almost unheard of) and so when early MMORPGs came along we wrote them off as half-baked. Eventually WOW fully baked those ideas, and the genre exploded since it was what gamers actually wanted.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Agency is attacked when you do things like have a game with four classes that have three trees each, or reduce the character's ability to interact with the world to combat-only interaction. You cannot gain a sense of context for your time in game without allowing the character to have some distinction of being different to some degree within the gamespace. This can be the actual actions of the character, the build, the gear, the appearance, etc. The perception of identity is more valuable than actual uniqueness of identity, so it is an attainable goal, but one that developers don't try to achieve.
Gameplay choices are the things that appeal to the four player types and beyond. Having an accounting skill doesn't have to mean that everyone will use it, but the overall weight of the game will benefit from the added detail of an accounting skill that some person will find novel and use. Having purely social or economy oriented activities is also a good thing for MMOs because then you get a wider variety of activities for people to cycle through while still staying in the same game. Combat appeals mainly to killers and partially to achievers, but does little for the social or explorer.
Goals need to be myriad. The more goals of varied types and lengths the better. Goals are the main motivation for longevity in the game, and will trump even community for many players. A great way to make a two month-MMO is to give uninteresting goals that are simply grindy paths to a title or a suit of armor. The player realizes that there is nothing different about the character other than that a great amount of time has been thrown into a repetitive task for a minimal reinforcer. To combat this, the game essentially needs to have an many goal combinations with ultra short, short, medium, long, ultra long, and career lengths as possible.
Good entertainment isn't about deliberately wasting the audience's time. It's about getting to the good bits. The good bits in gaming are the gameplay; any parts where interesting decisions occur is gameplay.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
They want you to do what they tell you to do: Go do this quest, then that quest, get this or that item. Once you get so deep in to it, you won't even see the chains anymore.
Than they created this illusion of a Sandbox MMOG, where you are free of this control chained on to you by Developers, and so you buy in to it. You buy one MMOG after another searching for this Sandbox, but no one is making Sandbox games anymore. Because it would mean to give control to the players, let the slaves become the masters. And no one want's that.
So while earlier MMOG might had good intentions, today MMOG's are all about Control and Money!
A famous writer wrote once: https://youtu.be/pJmuHNDcXLQ?t=127
There isn't a single group of MMO players.
It's such an obvious point I can only assume the people who can't see it don't want to see it.
Group A want something different. Group B want something the same. If Group A get what they want Group B complain and want it changed back. Group A quit. Group B play for a while and then quit anyway because that's their thing.
The universal problem is there isn't a universal "mmo" player - in fact even the change in the name away from "mmorpg" is a clue.
As is often the case, programmers sometimes have little idea how their customers really use the software.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon