In the new MMOs, old MMOs, or even non-MMO multiplayer games, what specific examples can you think of how to make the multiplayer aspect much better in terms of cooperative or competitive play? Not looking for a list of features or "things not to do" but more like how x game does grouping in a way that players want to communicate or participate.
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No level restriction mean player can use any contents he want , with the people he want without get refuse by the system (though people can refuse him lol)
Repeatable contents mean no one time contents (aka current quests/tasks) . It add ability to play the same contents with other
And no instance , no magical resource .
I mean , a multiplayer game that give you things without have to compete ? you can co-op in instance but no compete with other then there are only half of multiplayer .
거북이는 목을 내밀 때 안 움직입니다
Or should i say the newest 1999 technology where you could solo for massive experience but decide to group for shared experience and way more effective killing to where grouping was the main source of min maxing your experience. Everyone except Necros that is.
The evolution of the narrative architecture similarly needs to take place and migrate away from a method where the events of the game are pre-defined and fed to users, and instead utilize a narrative format much more unique in potential to an interactive and collaborative persistent environment.
For example;
Say the game issues a player a quest objective to defeat some tyrant king. Rather than have an explicit sequence of predefined events, the game instead uses the character's stats as well as player's general gameplay behavior to identify certain playstyle preferences, and seeds events from a library in to customize the user experience into a unique series of activities for that player. Not only that, but instead of using a canned delivery method of NPC narrative/text blocks or rigid visual sequences, these events are built using emergent AI behaviors as well as the quest itself tracks player activity as it is relevant to back-end values that contribute towards the completion of the quest to build a story about that character's achievements dynamically (possibly with rewards attached).
Pointing to pre-existing games helps for identifying good basic features, but we really need to consider the potential of the genre and where we can take technology to make a better experience.
"The knowledge of the theory of logic has no tendency whatever to make men good reasoners." - Thomas B. Macaulay
"The greatest enemy of knowledge is not ignorance, it is the illusion of knowledge." - Daniel J. Boorstin
bring players together with comfortable gameplay is better than forced players together because they need to be .
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
In other mmos I have played, I have grouped with lots of people who I got to know through conversation. In WoW these days, people group up through a LFG tool and go through an entire dungeons without saying a single word to one another. And a big part of that is that people want to rush rush, pew pew through every encounter and could really care less with whom they do it.
I do not see this as an improvement over my experiences in prior games, such as EQ, EQ2, CoH, SWG and so on.
I would also suggest that using other people to achieve a goal is not quite the same as playing with other people.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Any type of synchronized movement / actions would serve, from standing on switches to turn off the death field to launching a nuclear missile.
Logic, my dear, merely enables one to be wrong with great authority.
Although Luna is now the exclusive hang out for people in UO due to the current low population, back when the game was well populated, there were multiple locations that were viable to use as a "base", allowing players to choose what groups they would hang out with and to allow communities/cultures within the larger community to form. Some towns even had multiple sub communities within that town ( ex: east and west side crowds in Trinsic, and three distinct groups in Britain).
- RPG Quiz - can you get all 25 right?
- FPS Quiz - how well do you know your shooters?
Crazkanuk
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Interaction & Cooperation: MMOs need to be better here. Interaction with many players is the one thing MMOs can do that no other genre can (well, there are MUDs)... Some early MMOs like UO and SWG actually did better then the modern games there, get rid of the auction house and have player or guild owned shops, market stands and even trade houses (who could have several guilds).
GW2 got on thing right, seeing other players should be a good thing, not someone that steals your mobs and loot. Also, the need and greed mechanics only leads to complains. Let us choose between master loot (group leader decides, good for guilds), random loot and random loot that tries to give an item firstly to the player who needs it most.
The group combat mechanics also needs a new look, each player needs to be as important as the rest but working together should be way more effective then everybody just doing their own stuff. Trinity and mechanics that just have people standing really close while fighting isn't good enough.
PvP: MMOs do this part really badly. If you don't believe me, compare the percentage of PvP fans in MMOs with the percentage in other genres with PvP. PvP focused MMOs usually just do the same thing as PvE MMOs and that wont cut it. The goal is a system where every combat is exciting but you still have some kind of progression (I didn't say it was easy, but it is possible).
Crafting: Crafting is usually just a huge grind and making a simple item takes loads of resources (which are easy to get). All items of a kind looks identical and usually you can't see who made it. Crafting needs to be more about designing cool stuff and less about just gathering. Less materials but make them harder to get. Legendary stuff should have the mark of the maker on it as well as a custom name.
Character builds: WE need more flexibility here, when every character of the same class is the same, either due to limited options or bad balance of skills you make the game more predictable which is bad.
AI: The mob AI is as bad as it always been, at least some opponents need to be smarter. They don't need to be so smart that things are impossible for the players but they need to be able to react to the players tactics and surprise them now and again. A 3 line wiki article on how to beat a boss means you are doing something wrong.
Slower paced combat allows for text chatting. Otherwise the communication is left to down time between fights or after a dungeon or goal completion.
they very first line after him explictly saying he doesnt want what 'not to do'.
lol
Please do not respond to me, even if I ask you a question, its rhetorical.
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I do wonder though, if game events were to replace a directed story, would it feel like some kind of story is still missing? It would probably weigh more own how many possible events (non-repetitious) there are and the amount of explorable areas in the game world.
How I see it in real life is most likely biased toward my personality type however the main pillars of the observation are likely accurate, which are:
1. many people like to contribute to the greater community without actually interacting with the greater community. Builders for example. I might want to build a great community block that is ideal for good living and high levels of social interaction but I reallly dont want to interact with people myself.
2. People who enjoy the social interaction from others because they are intrested in others has fellow human beings. This is really hard to 'abstract' into a game because a game is designed to be more like work. you have goals and/or building you are not really just wanting to hear the life story of a real life person.
3. People who like to orchestrate other people. I dont mean that in a bad way i am just saying from a 'project' motivation to affect a change some people like to manage, other people like to do.
so that is your pillar set.
The OP seems to want number 2. however how does one get number 2 into a tasked/project based motovation I dont know
Please do not respond to me, even if I ask you a question, its rhetorical.
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(not always)
although projects can contain others, the central point of motivation is not socialization, its the project in question.
Thus anything that is artifically inserted into the project time line that is not really related to the core goals of the project is likely going to be a problematic expression.
for example:
I am coming to you because you have the third rail needed for the magic spell. all three of use will say our part at once and the spell will be cast.
ok...cool, social. yeah but is the real motivation to be buddies or is the real motivation to get the spell cast? if the real motivation is the spell casting then artificially inflating the importance of the social is likely to backfire in some way
Or I could be completely wrong. if i am I aks others to please be civil about it.
Please do not respond to me, even if I ask you a question, its rhetorical.
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1,3 So you'd have a play style of not just being a guild leader but someone that creates the social infrastructure for a faction or alliance, an architect creating a player social hub, or some kind of faction goal manager/tactician.