This is just my opinion but players are too divided.
I know at least in UO and EQ players tended to be around for different reasons.
In EQ leveling was slow so you could expect to bump into the same players for a while. It allowed you to group and form friendships. Also slow combat also allowed you to assist players. You also saw higher level players in newbie zones leveling. Buffs and items could be given to lower level players
In UO players formed communities around player housing and npc cities. You may port off to adventure but players tended to hang in whatever city they liked because there was no "high level" city. Each city functioned as hub closer to real life.
I think games moving forward would benefit from getting players to just adventure and hang around the same players. Seems simple but these days you blow through content and zones daily. The only meet up spots are big cities which usually are about as interactive as big city in real life. Don't be afraid to allow players to interact with buffs and ports amd the like.
Comments
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Older titles provided for more opportunity to interact between players, and in at least the MMORPGs I played established some sort of interdependence between the gamers.
Could have been in encouraged grouping, crafting, or self defense from aggressors, all provided incentive to reach out and learn to cooperate with others to complete game goals.
There was also more time in game to do so, these days the pacing seems to me to be almost frantic, with raid and party leaders yelling go, go, go if anyone stops to smell the rose's too long.
Every design has a plus and a minus, fact is the changes made to reduce interdependence and socialization were favored by a greater number of players so they largely became the norm to satisfy the need for more action oriented, solo activities in order to reduce wasting people's time.
"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
Creating a game design that centers around players thinking they are better than others is just bad.This is also why i frown on devs who CLAIM they don't like toxic gaming and are all about cleaning it up,yet they are the ones who designed their game to be toxic but of course would never blame themselves.
Never forget 3 mile Island and never trust a government official or company spokesman.
The problem is that you can't make a profit on a game with only a few hundred particularly active players unless you've got an incredibly small budget or most of them are pretty extreme whales. Most players aren't whales, and most players want features that aren't practical to implement on an incredibly small budget.
IMO back the days with EQ i remember that (before Sony) they announced and celebrated when they had hit 100.00 players, world wide. At this time it was a great achievement for a non asian game, with Sony they reached 250.000 and i remember huge community events for that as well. If you as a player on a server got a bad rep. you could start a new char because the community was so close.
For me that changed with Blizzard announcing WoW and bringing MMOs to the masses AND cheaper and easier internet connection (i was running EQ on a 56K Modem and in Germany you had to pay per hour). Plus for EQ you needed to have a CC.
Today, an MMO with less then 100.000 players counts as a failure. And with a larger playerbase you also have larger idiotbase.
I just had a conversation with a friend i know from EQ and we talked about naming (just a very small example i know) in EQ we could not remember someone with a "bad" name, everyone had a "proper" name. Todays, every second person (gut feeling) has a name like XxxxlegolasxxxX or Kill3rroXXor.
Just my2c
Nobody can seem to figure this simple thing out......
Worse*
Chi puo dir com'egli arde é in picciol fuoco.
He who can describe the flame does not burn.
Petrarch
How many years has it been since the Early Theme Park MMORPG model has been available?
EQ1 is still online, but it's not the same game it was in its early days. Neither is WoW or almost any other MMORPG still around.
That early WoW and EQ experience isn't available right now. And hasn't been for a long time.
I am not so familiar with EQ1 as I played other games back then such as Anarchy Online, SWG and City of Heroes to name a few. So my 1st experience with this model was Vanilla WoW.
That experience had it's 1st major overhaul in patch 2.3 towards the end of the TBC expansion. This is when we started seeing Sparkling quest objectives, Minimaps that pointed us to our quest objectives, increased experience gains, and an overall reduction in the game's advancement requirements. This trend continued from there, and I'd say by the middle of the next expansion, what remained from the overall Vanilla WoW experience was pretty much gone. Cataclysm put the nail in the coffin on Vanilla WoW's experience.
So now it's been the better part of a decade since anything that resembled that early experience has been seen by the online gaming demographic. Only those of us who played 10 years ago remember it and we are dwindling. How much turnover has occurred in 10 years? How many new players have come into the market and how many have permanently left?
Given 2018's MMO player base, those currently and potentially available to purchase and play a new MMORPG have ever even seen anything like Vanilla WoW or EQ1?
Those of us who are familiar with the old models are probably a small enough in number to not even be worth mentioning.
The old concept of "It'll fail because people have already done it" no longer applies anymore. For most gamer's today, they've probably never seen or experienced anything like Vanilla WOW or EQ1.
It's been so long, it IS NEW !
You think you could have used a better word than "laugh". It's like you have a resentment against Pantheon for some reason. I've detected that in many of your post.
If you have a resentment it should be BDO, it takes advantage of people.
A lot has to happen to make it productive to group with specific people. EQ was good in some ways, but not all ways. I played with 2 real life friends in EQ and it wasn't long before we found we couldn't play together much anymore.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
basically everything plays like a hacknslash now and the drivers that used to help people break the ice are gone.
WoW is actually a perfect example. The people doing the hard content(mythic raiding, rated pvp) tend to still have fairly tightknit communities while the casual players tend to solo and dip out of the game for more extended periods of time.
My reasons why MMORPG communities suck now
1. Gameplay more solo focused than not.
2. Crafting jack of all trades...no reliance on anyone else because you can do everything yourself.
3. Auction Houses...even if you do have to buy from others there is no personal interaction.
4. Destination rather than journey....every new MMO that comes out the first to max gets there in like 2 days at most. Speaks for itself. When they journey is going to take forever anyway you tend to stop and smell the roses more. This gives community a chance to flourish.
5. Megaservers/phasing.....when you never see the same person twice outside of your guild how on Earth can a sense of community be possible? I used to make friends all the time in early MMORPG's, it was near impossible not to because they were social games above all else.
6. Too easy. When you can run a pug through a dungeon for 30 minutes and no one needs to type one word.....
7. The internet in general is a cesspool in 2018 and it won't get better...ever.
Social media wasn't even a phrase we used back then and now MMO interpersonal relationships are just one type of social media interaction and a very small and minor one at that.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I just have a hard time believing that lack of social interaction comes from the players. So many online genres have social interaction.