So, I have been messing around with WoW Classic hard-core mode and it is great, a breath of fresh air in the MMO space.
Although WoW hardcore is fun, the game was obviously not designed to be played this way and those limitations show when playing.
So I am throwing out the question to the community,
How would you design a MMO to be a hardcore style game from the ground up?Some background for those that do not know,
Hard-core classic WoW is a self imposed ruleset, although Blizzard are making hardcore servers themselves,
The core rule is if you die you start over, there are other rules as well, like no trading, you can only do dungeons once, no teaming other than dungeons, you can't ask for a buff but can recieve them if the player gives you one, etc.
But death=restart is the big one.
If you hit level 60, you "win" and the game is technically over,
This essentially turns WoW into a roguelike game.
My thoughts on the potential benefits/challenges of a hardcore style MMO• All the development time goes into adding more variety and options during the leveling process instead of constantly expanding the level cap, since hitting max level means you win and start over.
• This means no outdated content, new content adds to the game rather than outmodes older content.
• It makes the game easier to jump in and jump out and reduces the barrier between veteran and newbie.
• It offers a very different gameplay loop than other MMOs, you are not constantly amassing power and loot, the fun would be more about the challenge and the variety added over time.
• You could add unlocks and special skins and stuff for hitting max level with certain races and classes.
• It reduces metagaming, because in roguelike fashion, you can't really control what items you are going to find or come across and there is no running dungeons repeatedly for gear, so it is more about adaptation rather than planning for min maxing.
• The biggest challenge with a hardcore game will be retention, so there will have to be long term goals to achieve that do not compromise the core loop of the game, ie no permanent power gain. Maybe this could take the form of things like housing and such?
• Player interaction would be different than other MMOs, since this is a hardcore challenge, player interactions would have to be more indirect since they can't help each other too much.
This leads to things like making camps to rest or portable vendors and other more passive forms or teamwork.
Comments
For example, I see people complaining "I don't want to lose my gold and purple gear!" or some such thing.
For a hardcore game you wouldn't have hard to get items that could be taken on a whim. You'd have a more narrow quality of items "if" item loss was a thing. When I tried Darkfall and I had items taken I'd just run to the bank and bam, back in business.
I can imagine that if there is a permadeath feature then the character itself isn't the end all be all but is just one of your roster of characters. I would think that it would be a good idea to inherit from the previous character.
In Darkest Dungeon you'd lose a character but had a roster of characters AND a steady stream of new characters.
In Dark Souls you can die and lose your souls but you can always run back to get them again. Of course, don't die while doing it or you lose them forever. However, you constantly get them through game play so it's not as if you will fall behind forever.
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
You can have permadeath and still take on difficult content. Once again, let's use darkest dungeon as an example.
My first run through had me taking on the final dungeon without really knowing what it was about. I had 4 heroes who were able to do it but I wasn't really sure what to expect or what I would need. Still, I was doing well enough so decided to try.
I believe you can get decimated if you fail or flee. I ended up succeeding though in truth I believe it's designed to lose at least one character if memory serves. That may or may not be true.
Had I failed I would be able to bring some new heroes in to try again. Easy peezy.
If the nature of the game is to concentrate on "one" hero, win or lose, then yeah, no one is going to play.
But if the game isn't about that one hero but a lineage, or a roster of characters and there's a larger framework (in the case of darkest dungeon it's the hamlet) then I don't think it will be an issue with the player.
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
There are enough people willingly doing the hard-core WoW ruleset Blizzard is adding officially supported realms.
https://worldofwarcraft.blizzard.com/en-us/news/23973734/rules-of-engagement-classic-hardcore-is-coming-to-world-of-warcraft
It might become an interesting spin on MMOs or spawn a subgenre.
Good roguelikes allows for quick in and quick out with a lot of variety in-between
I don't want to get into the roguelike vs roguelite argument, mostly because I think it is pointless,
But the topic of meta progression, or progression that carries over between runs is important for any roguelike mechanics.
You could build power from run to run, I am not a big fan because I feel it defeats the purpose of the roguelike.
There is also the model like Enter the Gungeon, death unlocks more guns that will spawn on your next run,
So in a weird sense you want to die to see new content.
No doubt HC WoW benefits from being WoW and having a massive player base with fond memories of the old game.
From my experience, I haven't touched WoW since Cataclysm launched and have really never given it a second thought since then,
But the HC rules revitalized the fame for me though by turning tired and boring MMO tropes on their head
Now the game is only leveling, as there us no end game to race too,
Items and consumables I would have vendored without second thought can become valuable life saving items
I suddenly really care if I get stat bonuses from cooked food
Every gear upgrade could mean life or death rather than a predictable upgrade on that gear treadmill
I have to make due with what I find rather than optimize the fun out of the game.
Personally I hope someone takes the WoW HC rules and vibe and runs with it to make something new.
Maybe it might get more attention if we called it an online roguelike or something.
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Can't speak for others, but I am far less interested in challenging game play and will easily sacrifice it for activities (like mining) which guarantee a good long term reward, even if others perceive them as mundane or boring.
Using a sports analogy, if I were a coach, player or owner of a professional team I would be all too happy to win the championship game in a total blow-out of the opponent, heck 10-1 in football terms, 50 to 3 in the NFL.
Screw the challenge, I want to win, and win big.
"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
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Rather it refocuses the game on the leveling journey by making max level, or death, whichever comes first, the end point rather than the goal.
So it is a nice change of pace to play an MMO without feeling like you have to grind all these levels to catch up to people, get good gear, grind reputation etc.,
because everyone is in the same cycle of death and restart you are.
And it gets you to appreciate leveling for its own sake rather than just a means to an end.
Weirdly enough, death=delete frees you from the treadmill is a way.
Permadeath is a punishment, not a challenge
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
Calling it WoW roguelike mode, or Rogue WoW, would be more accurate.