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Long before MMORPGs became a homogenized cultural phenomenon thanks to World of Warcraft, pioneering virtual world players felt they were embarking on a journey in a genre that had no boundaries or limits. It was only natural to believe that this unique participatory virtual existence — only possible in fantasy MMORPGs — was the start of something special. Even though the first MMORPGs were very basic, we had a sense of anticipation that more exciting, immersive, living and breathing virtual worlds were ahead on the horizon.It never happened. Instead, it got worse.
If you had told me in 1999 that in 17 years the MMORPG genre had devolved into an anti-social, massively multiplayer solo video game experience, I would have laughed at you.
We were dead wrong.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
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Boobs are LIFE, Boobs are LOVE, Boobs are JUSTICE, Boobs are mankind's HOPES and DREAMS. People who complain about boobs have lost their humanity.
MMORPG's are now being played by the "average gamer", i.e. those that were playing Super Mario and Sonic on consoles back when the hardcore DnD nerds were discovering UO and EQ...
Since those ancient times, internet access has become almost universal in the western world, and everyone is now playing MMO's (even if half of them are playing on toasters)...
The vast majority of gamers prefer instant action, match-based game play, which is the exact opposite of a "virtual world".
Now the shity MMOs that followed is the fault of the developers who made those games.
Mission in life: Vanquish all MMORPG.com trolls - especially TESO, WOW and GW2 trolls.
Boobs are LIFE, Boobs are LOVE, Boobs are JUSTICE, Boobs are mankind's HOPES and DREAMS. People who complain about boobs have lost their humanity.
Many a thing affect behavior in society. Games aren't alone true, but they have a radical effect. All sorts of media have great influence over behavior of people. I'm not sure following what logic you believe video games are an exception here.
Had he played Lineage 1, DAOC or better Shadowbane he would have found players taking and defending castles and territories (or even building cities) and others trying to burn it all to the ground.
These are the virtual world designs I expected to be built upon but except for a few poorly made and mismanaged titles such as DFO/DFUW and MO, advancement along these lines basically ceased with EVEs release in 2003.
Speaking of EVE, it actually has many of the features the author laments, but as many who make his same complaint, won't acknowledge or play it because its "not fantasy", "don't want to be a spaceship", or some other nonsensical reasoning for not really sticking with it since there are so few good options out there if this is really the gameplay designs you favor.
Instead the author keeps returning to EQ1 and lamenting what's missing in it's design, which it can't help but being what it was designed to be, the first theme park. (and yes, I realize it gives players more freedom than modern titles, but at its core, the developers create most of the content, which is the very definition of theme park.)
"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
I skate to where the puck is going to be, not where it has been -Wayne Gretzky
Yes games like Shadowbane actually had city sieges and such and that the author is only looking at the development of the genre through Everquest and WoW it seems. He also forgets that players evolve and the information on the internet is instant and no wonder will ever be as wondrous again.
I played Everquest from 1999 and my guild the guild that was top on Bertoxxulous were spending time killing dragons and basically taking over good camps 24 hours a day on rotation. Even then I thought it was unfair to a lot of the smaller guilds. Sounds very antisocial to me. Although yes my best memories came from the friends I met and played with but it was a pretty cut-throat even then.
Also I had to gear up and pay an enchanter money for my resists jewellery or else I would not be in the main loot list DKP and all that. Seems pretty much how WoW was too. This was in 1999 and in Kunark and by Velious even worse.
I'd say his rose coloured glasses are pretty opaque by now.
Take for example Darkest Dungeon. I don't think many people were thinking there was a big demand for a 2-D turn-based hardmode disturbing RPG, but some guy came up with it, kickstarted it and now it's a big success.
There's no doubt that "most" MMO devs have tried to mimic WoW in the hopes of mimicing its insane profits. None of them have succeeded. If all we wanted was more WoW, all the WoW-clones would've done incredibly well.
It's like looking at Candy Crush and making a game called Sugar Burst with all the same mechanics. Sure it might make a little money but it won't do much and it won't advance the industry.
The biggest problem is Devs do what you suggest and try to create a game based on statistics of what sells- instead of just setting out to make a GOOD game, with something new that will hook people.
"thanks to World of Warcraft,"
Stopped reading there.
Blizzard did what Blizzard did. They created a very successful and fun game that I personally enjoyed and spent more time in than any other game in total. Blizzard didn't create WoWClone1 Online, WoWClone2 Online,.........WoWClone378 Online. Everyone else who tried to steal from WoW did this to the genre.
Trion created Rift and said "We're Not In Azeroth Anymore"
Bioware decided Jedi need Purple gear
SOE chose to turn SWG into a class based experience
Carbine......Oh we won't even go there.
Anet said "We won't be satisfied until we're no.1"
And the list goes on. The problem is.....They didn't actually create very high quality games. They created obvious cheap knockoffs. And I know some of you are thinking "GW2" But that game was more influenced by WoW than some of the other cheap knock-offs. Everything ANET did was an attempt to create "Not-WoW Online" When they should have been making GW2.
Why?!? Why did they try to do this? There were other concepts available at the time. Concepts that, in their own way, were successful.......just not AS successful. No, Rather than baking their own cake, they all wanted a slice of someone else's pie.
This also leads into another missing piece to the current experience: The feeling of actually conquering a zone. It's something that got lost in the translation to the mass market MMORPG we see today and Developers have feverishly been trying to claw it back in somehow with phasing and other systems. Basically, when we first come to a new zone in older MMORPGs where we had to grind levels, we were generally quite weak and were coming there to train. As we got stronger, we could proceed further into the zone and see bits and bobs of new places, which is sort of what the Dark Souls series does. This also made exploration a lot of fun, since brave explorers are almost always out classed combat wise by the creatures of the zone. It made it an achievement to rush all the way from, say, Kazham in FFXI, to the Grotto so you could get the ninja class unlocked.
I don't know why we can't combine group finder with the olden way of doing things, while still having relatively safe zones to wonder about in for a good solo experience. We don't need raids and non-persistent dungeon crawls to make a world feel alive. We just need persistent ruins, forests, mountains, etc, that have a strong story to their existence. Let us stand on the shoulders of giants, struggle to find the best materials, and team up to take on the most dangerous challenges common to the world again, but let us also learn from what works now. Have zones that everyone can wonder around and defeat enemies in that is the domain of our civilization, and let people progress in those zones in their own way.
Edit: Holy crap did that take more words to express than I was expecting. O.o
TSW - AoC - Aion - WOW - EVE - Fallen Earth - Co - Rift - || XNA C# Java Development
There is plenty of money to be made by catering to non-mainstream gaming. It's up to the developers to get off their lazy asses and do it.
So now you have unprecedented number of gamers playing WOW. The old market leaders peak is 26 times smaller than WOW. That certainly had an effect on the genre's course. You had the genre over night change into themepark only genre.
I enjoy grouping when it suits my mood, but it was never my central reason for playing MMORPGs from EQ 1999 till now. It was the virtual world simulation, populated by live players with their own agendas that gave the virtual world it's flavor and life. It was the ever evolving content design and expansions. It was the slower paced, cerebral combat and the non-combat systems like crafting, exploring, housing, mini-games, guilds, chatting...etc. It was also the hope that down the road we would get MMORPGs with consequential decision trees, destructible terrain, changing content based on player behavior and decisions, political structures, diplomacy, greater involvement by GMs with more evolved events of the non-scripted variety....etc.
Like any content, I don't want to be forced down any singular path. I want options where I can choose what to do and when to do it when I want to. I want solo, I want group, I want overland, I want dungeons, I want easy peasy, I want challenge, I want roleplaying, I want casual, I want hardcore, I want puzzles, I want platforming, I want riddles, I want GM events, I want scripted events and most of all, I want meaningful and rewarding exploration of a vast world that developers have so lovingly crafted.