What do you think are the core values, or core goals, when designing a rulesystem for a MMORPG ?
I think they are, in order of importance really, but none of these are optional:
- Depth (or Challenge) : This clearly is the predominal goal, you want the player to be engaged and to having to think what they do next. The most drastic failure in this regard is a one trick pony, a character who keeps repeating using one and the same skill over and over, because it just works in every situation and against every opponent.
- Diversity : you want to have as many different options to create a character as possible, and make these options as substantial and different from each other as possible.
- Balance : you want different characters to be overall in balance in regards to their power, such that when grouping all players feel they contribute to the group.
Comments
It fits my own interpretation of an MMORPG.
However, I think that saying it fits all MMORPGs is a stretch.
There are gamers who want some of what you listed there as a negative.
The biggest trick is how you go about designing your game.
You can make it "gamey", or richly in the "worldly" way. Both have value to different gamers. But I do think that "gamey" has been beaten to near death.
Once upon a time....
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.
Oh wait, wrong thread.....
"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
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Don't just play games, inhabit virtual worlds™
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MMORPGs present opportunities other genres don't really have which unfortunately developers haven't focused much on for quite a few years.
1. Socialization and interaction between players first and foremost. MMORPGs should have dependencies which strongly encourage and reward players yet don't go so far overboard as to make the more solo orientated player feel alienated.
2. Multiple and interesting progression mechanics, with a more horizontal focus so as to not divide the player base into smaller pockets such as strong vertical progress typically does. EVE is actually a good model, but certainly not the only example nor perfect by any means.
3. Make it truly Massively Multiplayer, open world PVE content meaning design activities that larger numbers of players are required to participate in, preferably not dominated by larger groups who can exclude others. Rift's rift's, Tabula Rasa's invasions, DAOC's or Lineage 2's Dragon raids, the more the merrier.
4. PVP. Yes, this too is part of the 1st bullet, but I feel it should never be a total free for all and at the very least be restricted from safe(r) zones like in EVE or better, limited to specific regions a la DAOC.
Most important is players should always have the option to participate in PVP or not, (hmm, probably goes for PVE activities as well) without their progression being penalized or then being made to feel like 2nd class citizens.
Perhaps such a game can never really be made, but sure would be nice if some competent developers were trying.
"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
For it to work, you have to have the possibility of a real punishment for the "criminal" Character. Loss of Skills/levels, and loss of stats. Knock them back, from just a little to a lot, depending on how much they've done.
But only for "criminal" actions.
Athena, and all of the gods/goddesses of justice, demand it.
(Or her mechanical owl of wisdom, in the case of Sci-Fi.)
Once upon a time....
If you are holding out for the perfect game, the only game you play will be the waiting one.
1:
It allows for one player to attack another once in a while with a risk of only a slight penalty.
There are some things that code cannot handle. For instance, a player training MOBs onto you and your friend. The two of you can take that player out, and only risk a very small penalty. But you can't do this a lot, save it for the worst moments.
Up to a small limit, these penalties for rare PKing, usually justifiable, these penalties should wear off after a couple of RL weeks, so that a Character can always have a few justifiable kills at their disposal for the jerks in the game.
This helps to prevent Jerks in the first place.
2:
Constant griefers risk losing a lot. The compounding list of crimes keeps adding and adding. Eventually, it's going to catch up to them and they are going to face a very heavy penalty. Knocking them back to newbie-hood in bad cases.
Most players aren't going to put their characters at that risk.
So this prevents most PKings, ganks, etc.
There will always be Players who want to grief so badly that they'll pay the penalty, re-build, and do it so more.
When those names become known (and in social games such as UO, they do become well known to enough other player) they'll start facing a KOS situation.
This makes their life in-game miserable.
And yes, I know of an extreme case from UO, where a player was such a pain with his abusive griefing, that a large number of Players did this. KOS.
He stopped after deleting that character and starting over.
The 1: situation above would allow this.
And keep in mind that a game built for socialization would have lower spreads of power, so small penalties aren't that big of a hit to take, if you have to. As long as you aren't a griefer-in-practice.
Once upon a time....
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
This is "blue healers", thieves robbing your gear and spell components, etc.
If you die, they all get flagged for killing you.
Once upon a time....
1:
It allows for one player to attack another once in a while with a risk of only a slight penalty.
There are some things that code cannot handle. For instance, a player training MOBs onto you and your friend. The two of you can take that player out, and only risk a very small penalty. But you can't do this a lot, save it for the worst moments.
Up to a small limit, these penalties for rare PKing, usually justifiable, these penalties should wear off after a couple of RL weeks, so that a Character can always have a few justifiable kills at their disposal for the jerks in the game.
This helps to prevent Jerks in the first place.
2:
Constant griefers risk losing a lot. The compounding list of crimes keeps adding and adding. Eventually, it's going to catch up to them and they are going to face a very heavy penalty. Knocking them back to newbie-hood in bad cases.
Most players aren't going to put their characters at that risk.
So this prevents most PKings, ganks, etc.
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1. With over 20 years of gaming experience in an MMORPG I can say that player training MOBS on your enemy is a feature the developers use to abuse it's player base. Stop looking at it like the PKer/Ganker is trying to be a Jerk and realize that the game developers allow that feature. We have all experienced these bullies at some point in game, and I have to say I forgave them. Give a scammer crypto and he will exploit it. The developers need to stop giving the exploiters weapons. When developers keep giving players overpowered pets to train on another player, (example - Alb Necro), they will abuse it. If you keep playing their games, shame on you.
Players Pets are so supposed to cause interrupts and not disable a player from playing. The interrupt is supposed to be strategically used in the fight maybe 2 or 3 times and that is it. There also supposed to be on timers so you can't spam them. Anything other than that is a disgruntled game developer designing Pets to abuse his player base because he lost to much. No one in there right mind wants to spam cast pets. You don't feel like you had a fulfilling fight.
2. If players Gank the same players more than like 5 times they get a timer. They can't attack the other players. If they don't move to another spot, same thing, they get weaker or some abilities won't work. Gankers exist to challenge you. Again this is the developer not teaching people how to defeat this concept. You can't get mad at the Gankers. The developers did not give the players enough weapons to play the game as it was intended. Provide weapons to win, and players take the risk. One day I hope the stock market will learn the same lesson.
PvP is so hard to design and engineer. Players have to win, or they leave. PvP also comes with a learning curve and developers don't do enough to train you how to PvP. They just have you pay a subscription, log in, get PKed/Ganked and then you rage quit because the developer can't figure out how to train you to think. You don't know how to build a suit with armor that has great stats, no one knows how to use their abilities, and no one knows how to apply math to solve any of these problems. The developer's approach to this is just like the stock market. If you born into DnD you excel at PvP and character building. If you weren't, you go to school to learn, or your poor and get farmed, used and abused the elites. Exploring economies needs to stop in video games. No one wants to craft anymore, grind anymore or work for anything in a game anymore and now you understand why. I hope AI can fix these issues and possibly close and education gap this country is so in need of.
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.
The more powerful (correlated with the amount of shown skin for female chars + breast size) the rarer! Even more big bucks !!!
Make sure it is anime style. All the chars use the same face or about. Just change the clothing, color of hair, eyes. Even get crazy with eyes not the same colors!!! Some call that "creativity"(lol) and the crazy ones are sure this is art !!!! What I am sure about it is less money spent on 3D artists ! It also attracts this way a strong weeb fanbase, that will ensure the longevity of the game (whether it is good or not), and especially will secure a good cash flow...
Here is the core value ! Money whatever the cost! The recipe of success!
Once upon a time....
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.
And I'd rather have a game thats absolutely awesome for a small group of people than a game that only kind of works for a large group of people.
"Gamey" would be if the players have an arrow on their screen showing which way to go.
I did, up thread.
Once upon a time....
Yes, he was a biggie at SWG, before they moved him out and then ruined that game. Then he built that game that Disney bought.
And he wrote a book about game design that lots of game designers have bought.
Once upon a time....
I would sub out challenge for engagement, since a game does not have to be challenging to be engaging, like Animal Crossing
But specifically for MMOs, you have to factor in the social aspect, as in why is it online and multiplayer
I don't think there is a single correct way for this to manifest,
A game could lean on more competitive gameplay, more cooperative, indirect gameplay, collaboration and sharing, or a mix of different types.
But an MMO has to justify why it is online and multiplayer in the first place and reflect that in its fundamental gameplay
It is fine for a game to have multipleyer components but it doesn't necessarily need to be a whole MMO.
So if you are using the MMO designation you have to make good of it and create an experience that cannot be replicated in single player or regular multiplayer games.
Adamantine said:
A typical rule-based system has four basic components:
How do you fix the spam class using this framework?
I don't see diversity as an issue in game. There's plenty of good vs evil and a million different races. It is pretty impressive in game how inclusive race is. That's more of an outside of game issue. We all know the gaming industry is doing everything it can to Un diversify its player base by catering to the more bountiful among them.
I know your thinking to yourself AI is the answer we have all been waiting for. It will balance skills, abilities, armor factors, weapon factor, and spells. AI will shame the savants among algorithms. I hope your assumptions are right. I guess the ultimate test of AI will be how unbalanced hackers can make a game while hacking AI during live gameplay. I know that's what you're thinking.
I disagree with you on diversity. Your gaming portfolio isn't diverse enough to choose diversity as a core issue with games.
Someone who is registered as being a flex offender is a person who feels the need to flex about everything they say.
Always be the guy that paints the house in the dark.
Lucidity can be forged with enough liquidity and pharmed for decades with enough compound interest that a reachable profit would never end.