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The MMO genre has huge potential to make use of live events. Orchestrated by developers for players to enjoy - even if for a limited time - they offer seemingly spontaneous content (despite requiring months of planning) that’s both original and unexpected. Live events also offer respite from the predictable roadmap we’re often fed.
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That was fun times!
I would love to see more of this in games.
Originally posted by Arskaaa
"when players learned tacticks in dungeon/raids, its bread".
"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
Absolutely not, but if you want to pay me ad money do email me
It's not quite the same though, is it? It's still a repetitive, scripted event that never changes. A live event is often entirely unique.
Which is something specifically those same companies have been moving away from for years.
Oh, and it also takes some degree of creativity to do live events well, something else those same MMO companies have mostly lost over the years.
"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
It also requires a live human to act as GM/moderator. Not likely in today's games.
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
If you advocate for details in the world then on any forum of any game what you will instantly get is someone bitching about how dollars need to go toward bug fixes, or balancing PvP. Things that make the world dynamic or detailed are instantly shouted down by the status quo crusaders.
I recall in Lineage 2 where we had several gm's and then suddenly they implemented a system where "a few" gm's could handle several servers. Clearly they were getting rid of people and trying to maximize what the gm's did.
It's a shame as live events could really spice up game play.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
People just moan about everything and we ruined live events. Its not a lack of developer interest or want to do these. But more the fact that no matter what happens people are just going to complain for X reason. So at that point why as a developer of a game do live events if its just going to end up making some of your players mad over it.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
I agree with you. The zombie plague for the release of WOTLK was a source of major complaint. Funny stuff. The devs "learned" from that.
Also you have the 15 minutes at a time people who claim to only play for short minutes at a time because they have to take care of the kids/animals or smoking habit. They miss the events and complain because they take too much time or they complain about their limited time getting interrupted by the events.
Then you have the off-prime time players. Perhaps it is an Oz player playing on a west coast server. Are the events going to run 24 hours so those players get a chance to play? How many GMs would you need to cover that?
Let's not forget the collusion that can happen when a GM favors his buddies during events. Perhaps allowing for some kind of exploitation. Although I suspect some of the past claims of this happening are exaggerated.
Dynamic events offer a better solution to the problem. From City of Heroes Rikti Invasions to GW2 scripted Dynamic Events, you have a lot of potential in these and players clearly enjoyed these events. These dynamic events haven't been fully experimented with.
As to the corrupted blood incident. I don't think it is fair to called it a dynamic event as it was a side effect of a bug. It certainly was something though and what happened was amazing. Let's just call it an incident... Unless your goal is asking devs to add more bugs to their code?!
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
I was going to say this.
Let's start with the WoW corrupted blood example. Come play our game and get instant-killed by griefers and there's nothing you can do about it. Except quit the game. You can do that. Maybe it's funny if you're one of the griefers, but not if you're getting instant killed in safe areas with no recourse while just trying to play the game.
Then comes the unique event loot from Neocron. Come play our game where you'll get destroyed in PVP and never be able to catch up because you missed the event. Real good advertising right there. Maybe it's fun to get huge advantages over others. People buy cheat programs for about the same reasons and with about the same effects on the game. Just because it's sanctioned by the developers doesn't make the effects any less corrosive on the playerbase.
And then there is Guild Wars 2's Living World. Perhaps not the disaster of your other examples, but it is a way to spend a ton of resources on development only to have exactly the same amount of content a year later as you did before. Maybe you can get away with that on an enormous budget, but most MMORPGs have a very hard time getting enough content, and spending half of your content resources on things that people who pick up the game later never get to play means you just cut your content in half.
Real-life time of day dependence is one of the worst flaws that an online game can have. Most people can't devote their life to the game, and if they have to in order to catch the events necessary to keep up, that can quickly turn into most people can't play the game at all. So you get the worst drawbacks of a flagrant pay to win scheme except without the revenue from it.
If you're going to have live events, you have to make sure that they don't ruin the game for the large majority of your playerbase that missed the event. And that usually leads to people not caring about the events, so why have them?