A recent article on New World had this 'observation' from the NW devs:
The devs invited a group of players to give it a whirl, and discovered that they didn’t tackle the game quite as expected. “We were hoping people would go out into the world – and we built this beautiful world that’s very similar to what we have now […] where they could build their own structures, where they could go and fight each other, and really chase each other down, and it was so cool. And that’s not what happened.”
What did happen was a fair bit of “griefing on the beach”, which the devs addressed so new players could join in and enjoy it. Then players started “grief[ing] at the settlement”. So, “now we’re gonna see if we can do opt-in PvP instead of required PvP,” Kaszynski says of the devs’ approach at this point.
- PCGamesN article 'Early New World fans played it like Rust'
Funny... around the turn of the century, the developers of UO discovered players would behave that way in an open world PVP game.
Countless examples of this were given in the early years of MMORPGs, including the ranters of the then-popular Lum the Mad's site - people normally against griefing - shocked to find they themselves took to doing it to lowbies in Glitchless' Race War Kingdoms.
Twenty years of history of MMO gamers doing the same exact thing. PVE players will locust thru PVE content. Open world PVP players will consistently target lower levels and those least interested in PVP. There is no evidence to indicate otherwise, yet studio after studio thinks they're going to do the same thing with different outcomes.
I used to think they were just ignorant of history or that it was some level of insanity. I've met lots and lots of MMO devs over the years, and I can safely say almost every one was impressive in their skills and knowledge related to their field. In that light, I can safely say I don't believe it is due to stupidity or lack of intelligence.
So what is it? Smart people at a company with gobs of cash/resources and access to 20-year history of player behavior in MMORPGs started Alpha 10 the way they did and were surprised by how things went sideways. What causes that, and how can we as players help prevent it from continuing to happen?
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Comments
its not repeating mistakes if that is the design.
D. All of the above (idiocy, ignorance and insanity)
I want a mmorpg where people have gone through misery, have gone through school stuff and actually have had sex even. -sagil
1, They want an open lawless land as that generates the gameplay. It's why some people didn't understand lineage 2. "You're getting griefed? Great! Join a clan. Clan not strong enough? Join an alliance."
that was the gameplay. And that type of gameplay caters to a specific audience.
I remember a clanmate of mine, good guy, was concerned about an all red clan. My thought was "that's just one flavor of conflict in the world. It's part of the game."
or ...
2, This time it's different, insert some sort of reason as to why it's different. Even though the game will attract all types of people. In some ways they are making the game they want to 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
Release when it's ready? Not anymore.
Now, it's release when a quarterly report return for investors can be maximized, then rush the next project to juice up another investor return report.
The gamer's interests are secondary.
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There is always the thing that people say that this amount of killing is normal and you have to accept it for there to be a successful PvP open world game. That it will eventually die down. That the people who leave weren't meant to play this type of game. That there is a great deal of exaggeration and nothing has ever been this bad in reality.
So, since it is not factioned based... it wasn't "all of us vs all of you"... wasn't red = dead mentality. You want to kill or grief other players... be prepared for their guilds to hunt you down (and declare war on your guild).
Also, individual guilds can be asshats in a faction... and that faction has zero pvp retaliation capabilities. AoC, guilds swapped alliegences all the time... especially teaming up against exploiting guilds... made guild politics really matter.
Finally, AoC had limits on starter area PvP and PvP disabled in all major towns/cities.
PS - I love me some faction based RvR. Warhammer Online Reckoning (really tightly run server with tons of updates and almost weekly special content)... is where I get my fix. 300 vs 300 is common on a single castle with a 2008 server tech engine (which they put on crack)... doesn't lag out with full graphics and particle effects enabled & massive battle calculations needed... Amazon New World cant even limp past 50 vs 50 instanced.
The hard reality is a lot of the early MMO's, mainly the MUD's, were in fact Open world full loot games, and they were kept in check due to population RP, and community.
But, times have changed, gone are the days of small communities that can tend their own issues, and want to play RP games, MMO's have gone mainstream with all the drawbacks included, so gone are those days of players settling their score, or duels in the street over personal issues.
Now, for some it is just outright denial that the era of players being able to resolve their own problems via RP and PVP, is long dead.
Honestly, with New World, no joke, and unironically, they just seemed hell bent to make every single mistake that other MMO's have made in the past, and outright refused to learn anything from what anyone before them had done, they had the money before them, and decided they had to make all their own mistakes on this project, right from the start to the launch, and now with the gold dupe bugs, no doubt there will be other bugs that get exploited as well as time will go on, and there will be just a while train wreck of problems, that they seem bent to make sure they make the same mistakes everyone else made before them.
On the flip side of this, a game like GW2, seems to blow in the wind to respond and cater to whatever demographic souted at them the laodest, and just wisped around the game trying new things as they went along, often, not realizing that the players, were very bad at knowing what they want, because all of them were asking for something this other game had, and they left that game. Like. hey dude.. that game had XYZ, they want XYZ, but, why did they leave other game with XYZ, if they really wanted XYZ. and someone be like "Give them XYZ, what's the worst that can happen" With GW2, the worst was, it pissed off a lot of their other players.
Now Anet, unlike new world, does not seem to have such as fast response time, and ability to respond to make changes in short order, might be due to lacking an unlimited income from Amazon.
In any case, you would think they would not all make the same mistakes, but it's like they al watch the same events, a pull totally different lessons from them.
Perhaps they should play MMO's a bit more.
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I do recall going to quest hubs and feverishly trying to get or turn in quests, speed scrolling past all text without reading in fear of being ganked as I stood there, often by a much higher level player.
Fortunately I was a stealther so could actually observe for a bit and try to detect other stealthers but I still got smacked enough to wish I could have gone back and played on a PVE server just to read all the text I passed over.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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Asheron's Call's Morningthaw server and several other servers had monthly Monarch (guild leaders) meetings to address community and server issues and to 'keep the peace'. However, those go in one of two directions. Either people start saying they don't care about the rules of an authority that cannot effectively enforce them, or the ability to enforce is there and that authority becomes authoritarian over time. Either way, it breaks down eventually.
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Maybe they just read reviews from other games and watched a couple videos.
I’m not talking about the technical work.
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