Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Playable Worlds Countdown Gives Us More MMO Questions to Ponder | MMORPG.com

SystemSystem Member UncommonPosts: 12,599

imagePlayable Worlds Countdown Gives Us More MMO Questions to Ponder | MMORPG.com

Playable Worlds is continuing its mystery countdown, posing intriguing questions and dropping some hints along the way. 

Read the full story here


«1

Comments

  • RaphRaph MMO DesignerMember RarePosts: 243
    There are more of these on both Instagram and Facebook, by the way. :)
  • GrimDogGamingGrimDogGaming Member UncommonPosts: 178
    edited June 24
    10 - What if... you could easily change your mind about who your character is?

    Race and gender swaps and barbershop systems already exists in most games.


    9 - What if... you could be admired and famous in an MMO for more than just your character level or raid skills?

    This can be done in any game. Try to find any well known game without at least one player famous for their personality and deeds that have nothing to do with combat or level, such as their knowledge of the game and guides/assistance they provide other players. Or those famous for decorating housing or for always being available to craft.

    8 - What if... the game also rewarded you for playing peacefully?

    Every PvE game does. If you mean as a pacifist in regards to PvE mobs, yep most games reward crafting, RP, housing, etc.

    7 - What if... an MMO let you reshape the landscape?

    Minecraft and Roblox called. Also, see every survival game out there.

    6 - What if... you and your friends could govern an entire planet in your MMO?

    Yay?

    5 - What if... even the devs didn't know what was hidden out there in the world?

    Ah, yes. The garbage, lazy dev system known as procedural generation.
    GreatnessZenJellyMargraveCogohi
  • cheezyweaselcheezyweasel Member UncommonPosts: 17
    if that's not cryptobro buzzword salad I dont know what is
    GrimDogGamingZenJellyMargrave
  • NeoyoshiNeoyoshi Member RarePosts: 1,450
    When it gets to 0, is it just going to be a 'reveal trailer' by Michael Scott?

    image
    GrimDogGamingScotMargraveTerazon


    Fishing on Gilgamesh since 2013
    Fishing on Bronzebeard since 2005
    Fishing in RL since 1992
    Born with a fishing rod in my hand in 1979
  • AmarantharAmaranthar Member EpicPosts: 5,851
    edited June 24
    10 - What if... you could easily change your mind about who your character is?

    Frankly, I'm really surprised at this one, coming from Raph Koster.
    I don't like this idea. I like the identity I create with my characters, and take pride in developing them well.
    I do see a need to be able to change mistakes, and I loved the system that UO had where you changed from one skill to another, and naturally replaced the one with another, through skill gain that "robbed" from the old.


    9 - What if... you could be admired and famous in an MMO for more than just your character level or raid skills?

    Yes, this is a biggy for my likes. UO had players that were famous for what they did and accomplished outside of that.
    Kazola's Tavern, for making and running (for years) the first player owned and run tavern.
    The player that created the Museum of Memories, where players that gained unique items, including one-of-a-kind rares, loaned them to another player who created the museum, a player who had earned trust by his actions in-game.
    The players who ran Player run auctions, again due to trust they earned.
    The Fishing Council of Britannia.
    The Mage Tower.
    Etc., etc., etc.
    This was social involvement that you'd think that MMORPGs would strive for due to their nature.


    8 - What if... the game also rewarded you for playing peacefully?

    Really? This is a no-brainer.

    7 - What if... an MMO let you reshape the landscape?

    Of course that's desirable. As long as it doesn't bring problems with it that can't be fixed. (Being a social game.)

    6 - What if... you and your friends could govern an entire planet in your MMO?

    I'm fearful of what this means. I'm looking for a single game, not something that's chopped up by instances. But that doesn't sound like Raph, so I'll have to wait and see.


    5 - What if... even the devs didn't know what was hidden out there in the world?

    Oh God! I would love this. It's a long-standing dream since before MMORPG were actually created. A world that runs on its own as a viable world.
    Scot

    Once upon a time....

  • TillerTiller Member LegendaryPosts: 11,449
    edited June 24
    Ahh I see they are making an MMO version of the party game What if?



    GrimDogGaming
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
  • RaskbuckRaskbuck Member UncommonPosts: 43
    edited June 24
    There's going to be an AMA on the MMORPG subreddit this Friday, if anyone cares to ask questions and/or see what the fuzz is about.
    Sovrathharken33ZenJelly
  • GrimDogGamingGrimDogGaming Member UncommonPosts: 178
    I avoid Reddit like the cesspool that it is, but I'm sure whatever is driveled about in the AMA will be posted here as "news", so I'll read it then.
    RaskbuckNeoyoshiZenJelly
  • RaskbuckRaskbuck Member UncommonPosts: 43


    I avoid Reddit like the cesspool that it is, but I'm sure whatever is driveled about in the AMA will be posted here as "news", so I'll read it then.



    I hear you. I deleted my account for a similar sentiment, but I occasionally browse it for gaming news every now and then.
  • sabrefoxxsabrefoxx Member UncommonPosts: 234
    No matter what it is, can we all agree that we're all going to be disappointed regardless? Our expectations cannot and will not match the hype they are trying to generate to their big reveal....
    GrimDogGamingZenJelly
  • fearufearu Member UncommonPosts: 292
    69 - who cares just release it
  • LithuanianLithuanian Member UncommonPosts: 558
    10 - What if... you could easily change your mind about who your character is?

    Already done. Change genmder, haircut...


    9 - What if... you could be admired and famous in an MMO for more than just your character level or raid skills?

    Already done. Be famous for crafting.

    8 - What if... the game also rewarded you for playing peacefully?

    Kind of done.

    7 - What if... an MMO let you reshape the landscape?

    Already done.

    6 - What if... you and your friends could govern an entire planet in your MMO?

    Already done.

    5 - What if... even the devs didn't know what was hidden out there in the world?

    Alredy done.

    ---
    [Drums nervously beating]

    MINECRAFT!

    You can changer your character, you can be admired for your skills (building/griefing), you can reshape landscape for better or worse, you could govern all server or all cave and no dev would know what RPG generated 5,87 million blocks from spawn point.
    Oh, the rewards for playing peacefully. Just your inner peace. OM.
    GrimDogGaming
  • TerazonTerazon Member RarePosts: 407
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    ValdemarJGrimDogGaming
  • WargfootWargfoot Member EpicPosts: 1,406
    Terazon said:
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    If I had to choose between old school and the NFT/BlockChain/BitCoin/Earn2Play/Web3 monkeys, I'd choose old school every time.

    The game of chess has been basically the same game for hundreds of years because of its replayability - something the MMORPG genre seems to struggle with a great deal.  Great games, even the old ones, can keep people entertained for generations, if made well.

    Maybe something needs to be learned from the old.
    Sovrath
  • TerazonTerazon Member RarePosts: 407
    Wargfoot said:
    Terazon said:
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    If I had to choose between old school and the NFT/BlockChain/BitCoin/Earn2Play/Web3 monkeys, I'd choose old school every time.

    The game of chess has been basically the same game for hundreds of years because of its replayability - something the MMORPG genre seems to struggle with a great deal.  Great games, even the old ones, can keep people entertained for generations, if made well.

    Maybe something needs to be learned from the old.
    New does not have to mean NFT/Blockchain/Bitcoin/Earn2Play/Web3 monkeys.
    Outside of trying to, for some reason, justify your love of 25-year-old game design I am not sure why you would say that.

    Software technology that allows for greater immersion and net architecture that allows for deeper interactions is required to move the genre past what was created 25 years ago and has not progressed. Until we see advances to those areas we will continue to see the same tired formulas.
    Over and over again.
    Boring.  


    ValdemarJ
  • WargfootWargfoot Member EpicPosts: 1,406
    Terazon said:
    Wargfoot said:
    Terazon said:
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    If I had to choose between old school and the NFT/BlockChain/BitCoin/Earn2Play/Web3 monkeys, I'd choose old school every time.

    The game of chess has been basically the same game for hundreds of years because of its replayability - something the MMORPG genre seems to struggle with a great deal.  Great games, even the old ones, can keep people entertained for generations, if made well.

    Maybe something needs to be learned from the old.
    New does not have to mean NFT/Blockchain/Bitcoin/Earn2Play/Web3 monkeys.
    Outside of trying to, for some reason, justify your love of 25-year-old game design I am not sure why you would say that.

    Software technology that allows for greater immersion and net architecture that allows for deeper interactions is required to move the genre past what was created 25 years ago and has not progressed. Until we see advances to those areas we will continue to see the same tired formulas.
    Over and over again.
    Boring.  


    While I agree with you whole-heartedly that modern games aren't moving the bar forward, I'd go so far to say outside of graphics and UI they've been a step backwards.

    Just take housing as an example, 20 years ago when playing UO I was hoping by now we'd have houses with basements, towers, and lots of variety - additional ways to interact with our houses and other people's houses - and instead we get instanced houses little more than trophy cases - a place to store stuff won in battle.

    I guess I'd be wanting to see more innovation if the games of today would first meet the bar of matching the innovation we saw 20 years ago.
    TerazonGrimDogGaming
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,590
    Wargfoot said:
    Terazon said:
    Wargfoot said:
    Terazon said:
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    If I had to choose between old school and the NFT/BlockChain/BitCoin/Earn2Play/Web3 monkeys, I'd choose old school every time.

    The game of chess has been basically the same game for hundreds of years because of its replayability - something the MMORPG genre seems to struggle with a great deal.  Great games, even the old ones, can keep people entertained for generations, if made well.

    Maybe something needs to be learned from the old.
    New does not have to mean NFT/Blockchain/Bitcoin/Earn2Play/Web3 monkeys.
    Outside of trying to, for some reason, justify your love of 25-year-old game design I am not sure why you would say that.

    Software technology that allows for greater immersion and net architecture that allows for deeper interactions is required to move the genre past what was created 25 years ago and has not progressed. Until we see advances to those areas we will continue to see the same tired formulas.
    Over and over again.
    Boring.  


    While I agree with you whole-heartedly that modern games aren't moving the bar forward, I'd go so far to say outside of graphics and UI they've been a step backwards.

    Just take housing as an example, 20 years ago when playing UO I was hoping by now we'd have houses with basements, towers, and lots of variety - additional ways to interact with our houses and other people's houses - and instead we get instanced houses little more than trophy cases - a place to store stuff won in battle.

    I guess I'd be wanting to see more innovation if the games of today would first meet the bar of matching the innovation we saw 20 years ago.
    In PaxDei we have constructed our home.  We built a basement level, a main floor, and just expanded on it.  We have numerous crafting stations in the main hall.  We have a small field of kilns and smelters a short distance from our porch (to keep the smoke away).  Our neighbors can come and use our crafting stations. and we are currently using their mill.   Each and every building is unique on the server.  Some range from tiny huts, while others span a large distance with external walls and parapets and a whole village inside.   Soon (we hope) we will have the ability to add merchants which will sell our wares.  We specifically chose a spot by the crossroads into the Wilderness as it will have a lot of foot traffic.

    I think it's hard in a "themepark" game to have a robust and useful housing features that doesn't feature instanced housing.  A sandbox can give you that ability to create homes, villages and kingdoms from scratch. Usually that potential never fully materializes, but there is always hope.



    SovrathTillerPr0tag0ni5t

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • WargfootWargfoot Member EpicPosts: 1,406
    edited June 25
    In PaxDei we have constructed our home.  We built a basement level, a main floor, and just expanded on it.  We have numerous crafting stations in the main hall.  We have a small field of kilns and smelters a short distance from our porch (to keep the smoke away).  Our neighbors can come and use our crafting stations. and we are currently using their mill.   Each and every building is unique on the server.  Some range from tiny huts, while others span a large distance with external walls and parapets and a whole village inside.   Soon (we hope) we will have the ability to add merchants which will sell our wares.  We specifically chose a spot by the crossroads into the Wilderness as it will have a lot of foot traffic.n


    That's cool and exactly what is wanted.
    I would like to get your response to this: WE GOT PROOF! Pax Dei is a Pay to Win Game! (youtube.com)

    He also posts another video about guilds surrounding resources and walling them off from other players.

    I'm not too concerned about this in an early access title; however, what interests me is whether or not the developer has expressed their opinion on it - is this desired or do they see it as something to patch out?
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,590
    Wargfoot said:
    In PaxDei we have constructed our home.  We built a basement level, a main floor, and just expanded on it.  We have numerous crafting stations in the main hall.  We have a small field of kilns and smelters a short distance from our porch (to keep the smoke away).  Our neighbors can come and use our crafting stations. and we are currently using their mill.   Each and every building is unique on the server.  Some range from tiny huts, while others span a large distance with external walls and parapets and a whole village inside.   Soon (we hope) we will have the ability to add merchants which will sell our wares.  We specifically chose a spot by the crossroads into the Wilderness as it will have a lot of foot traffic.n


    That's cool and exactly what is wanted.
    I would like to get your response to this: WE GOT PROOF! Pax Dei is a Pay to Win Game! (youtube.com)

    He also posts another video about guilds surrounding resources and walling them off from other players.

    I'm not too concerned about this in an early access title; however, what interests me is whether or not the developer has expressed their opinion on it - is this desired or do they see it as something to patch out?
    Not sure I followed much of it as I was reading sub-titles while on a business call but it seems like his big complaint is multiple housing plots.   I think there are a few parts to that.

    1. We have no idea what a "sub" will be or how much it will change for more land.   If we are talking about a dollar extra, NBD in my view.  If we are talking $10/plot.. probably a bigger deal.

    2. That said, it's really very clearly NOT a solo game.  You can build everything you need on 1 plot.  It might be a bit tight, but doable.  If you have a clan/guild, even a small one like mine, there is no need for multiple plots per person. 

    3. You can also only build in the homestead zones.  The Wilderness (where the better resources and mobs/ruins/towers/caves/dungeons are) is a no build area.

    4.  Griefing via building has been stated by the Devs to be against the rules and they asked for folks to just open a ticket and they will address.  I'm sure that they will make adjustments to prevent it as EA progresses.

    5.  They are going to wipe.  Characters.  Inventory.  Land.  Whole servers.  Probably multiple times in EA.   That said, what will KILL this game is when they actually launch, if they still have some kind of exploits/dupes.  Because that will ruin the economy.

    At the end of the day, until they actually finalize what the monetization is, it's hard to definitively say it's NOT P2W.  Or P2W.  But I really and truly do not think this will be a place where you have a "whale" show up, plop down $1000 and buys the best shit in the game.  I think the monetization will be a sub (that fluctuates based on property) and some kind of cosmetics.  Until it's final though, thats just my educated (or non-educated) guess.

    TerazonWargfootPr0tag0ni5t

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • CogohiCogohi Member UncommonPosts: 108

    I think it's hard in a "themepark" game to have a robust and useful housing features that doesn't feature instanced housing.  A sandbox can give you that ability to create homes, villages and kingdoms from scratch. Usually that potential never fully materializes, but there is always hope.

    Style of game (themepark vs. sandbox) doesn't really have a bearing on whether housing is "robust" or "instanced".  Last time I checked EVE doesn't have any ability to decorate your structures.  While many of the survival types do offer base building there's nothing that prevents a themepark game from doing the same.

    While many may sneer at instancing (no true Scotsman!) once your active population to desirable plots ratio passes certain thresholds open world housing very quickly loses its luster.  Just look at how well FF:XIV's disaster of a housing system is doing.

    It's not all sunshine and roses if your open world supports reasonable accessibility.  From what I understand SWG sported several player made cities that were abandoned.

    I will agree that instanced housing can sometimes be lonely but given the right tools it really does satisfy a significant population wants out of it.  The happy medium I'd love to see would be instanced neighborhoods.
  • WargfootWargfoot Member EpicPosts: 1,406
    Cogohi said:

    I will agree that instanced housing can sometimes be lonely but given the right tools it really does satisfy a significant population wants out of it.  The happy medium I'd love to see would be instanced neighborhoods.
    LOTRO has instanced neighborhoods.

    I enjoyed spending a couple of months looking for a housing spot in UO and it was a banner day when I got it.  What would be nice is several levels of housing - maybe fill up those empty NPC towns with apartments and such, so a person can get started, but be on the lookout for a non-instanced house.
  • GrimDogGamingGrimDogGaming Member UncommonPosts: 178
    edited June 26
    Terazon said:
    Wargfoot said:
    Terazon said:
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    If I had to choose between old school and the NFT/BlockChain/BitCoin/Earn2Play/Web3 monkeys, I'd choose old school every time.

    The game of chess has been basically the same game for hundreds of years because of its replayability - something the MMORPG genre seems to struggle with a great deal.  Great games, even the old ones, can keep people entertained for generations, if made well.

    Maybe something needs to be learned from the old.
    New does not have to mean NFT/Blockchain/Bitcoin/Earn2Play/Web3 monkeys.
    Outside of trying to, for some reason, justify your love of 25-year-old game design I am not sure why you would say that.

    Software technology that allows for greater immersion and net architecture that allows for deeper interactions is required to move the genre past what was created 25 years ago and has not progressed. Until we see advances to those areas we will continue to see the same tired formulas.
    Over and over again.
    Boring.  


    Funny thing is, 20+ years ago the claim was better technology would make bigger, better game worlds with more features and more people playing side by side.

    Every year tech has improved and the game worlds have gotten smaller with less features and instanced to the point you're lucky to see 50 people before being thrown into a new "instance".

    Instancing, by the way, was developed by Funcom, first used in Anarchy Online. So at least we can blame Funcom for giving developers an easy out instead of actually developing better net code.

    And we can blame modern developers themselves for being the lazy focks who think instancing is the holy grail of server management.
    cameltosisAmaranthar
  • ScotScot Member LegendaryPosts: 24,273
    Good to see "Raph" is still coming here regardless of our scepticism. :)
    cameltosisAmaranthar
  • TerazonTerazon Member RarePosts: 407
    edited June 26
    Terazon said:
    Wargfoot said:
    Terazon said:
    What if.... these old school developers would just go away and allow the genre to either fade away into small server-based games or wait for the advancement of software technology to carry gaming to a new level.
    If I had to choose between old school and the NFT/BlockChain/BitCoin/Earn2Play/Web3 monkeys, I'd choose old school every time.

    The game of chess has been basically the same game for hundreds of years because of its replayability - something the MMORPG genre seems to struggle with a great deal.  Great games, even the old ones, can keep people entertained for generations, if made well.

    Maybe something needs to be learned from the old.
    New does not have to mean NFT/Blockchain/Bitcoin/Earn2Play/Web3 monkeys.
    Outside of trying to, for some reason, justify your love of 25-year-old game design I am not sure why you would say that.

    Software technology that allows for greater immersion and net architecture that allows for deeper interactions is required to move the genre past what was created 25 years ago and has not progressed. Until we see advances to those areas we will continue to see the same tired formulas.
    Over and over again.
    Boring.  


    Funny thing is, 20+ years ago the claim was better technology would make bigger, better game worlds with more features and more people playing side by side.

    Every year tech has improved and the game worlds have gotten smaller with less features and instanced to the point you're lucky to see 50 people before being thrown into a new "instance".

    Instancing, by the way, was developed by Funcom, first used in Anarchy Online. So at least we can blame Funcom for giving developers an easy out instead of actually developing better net code.

    And we can blame modern developers themselves for being the lazy focks who think instancing is the holy grail of server management.
    Technology in the MMORPG space has not improved regardless of what it has done in the tech world beyond its borders. 
    We are talking net architecture that allows for 1,000's of people online one server with minimal lag (not possible)
    A.I. for mobs that allows for 100,000's of individuals going through their lifecycles without player involvement. 
    Seasons, natural terraforming (erosion)
    Deep complex software systems in place that allow a world to come alive. 
     These do not exist yet. 
    20+ years ago or today. 
    So we are stuck with gameplay from 20+ years ago. 
    No thanks. 
    ValdemarJ
  • Elidien_gaElidien_ga Member UncommonPosts: 385
    I do think the issue with "pay to win" accusations are due to the multiple plots tied to more expensive editions. But I think its too early to say. For me, if someone wants to spend more money, fine,  just do not encroach on my game or my playstyle. If having multiple plots allows someone to build bigger houses or something, so be it. I will be happy with my one plot and tiny shack. :) Or at least I think I would be.
Sign In or Register to comment.