Sociality is what is missing to me in MMORPGs. It is not that I want a game to force me to be social, but I want a game that provides an environment that gives me the intrinsic desire to want to be social within them. I should be so taken away by the feeling being in a certain town or village provides me with that, in this state of awe, I would want to wander the streets as one of its citizens, and see groups of players doing things in that city that are completely within the role-playing the city encourages. And yet this role-playing should not be a mindset forcefully adopted by the players, but it should be suggested, once again, by the game environment itself, and the player would naturally desire to role-play, in such a way that they perhaps won't even be aware of what they are doing.
And I have encountered this in games. The Blood Elf city in WoW evoked this, as did that first entrance into Stormwind, or Ironforge.
Though all of this boils down to the constant argument I hear from here: we are wanting worlds, not just games.
So it's true then: add my vote to the pot. I want a social world that is full of beauty and intricasy. Combat isn't even necessary to me.
I share your views and I too miss the social element in MMOs these days. Yes, to a degree it is a matter of design, visuals, placement asf. A part could be achieved by a bit of sandbox elements, like housing too.
But also I think we level WAY too fast. I had great communities in Everquest 2 and Star Wars Galaxies, and levelling was MUCH slower then. Today, you play and ZIPP you are max level. I guess that makes forming communities very difficult. I dont claim to say what the ways could be, but I miss living, active communities the MOST in MMOs! The best was in SWG methinks.
So yeah, I am with you! ^^
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
So it's true then: add my vote to the pot. I want a social world that is full of beauty and intricasy. Combat isn't even necessary to me.
Substract my vote to the pot (guesss i cancel you out). I want a combat game that is full of beauty and intricasy. Social isn't even necessarily to me.
The only game that I know that could do what you were describing was SWG especially pre-CU, from battle fatigue, getting buffs to waiting for a shuttle to travel to different planets was made to promote socialization.
I wonder if the designers set out to "promote socialization", or if they just plopped down the same transport + boarding time systems that were in vogue at the time? (see: WoW, Capt. Placeholder, boats, gryphons).
Sometimes we give the old games waaay too much credit. "Where'd you get that idea, Dave?" "Oh, I copped it from Cloak and Wizardstaff, they just put Stagecoaches in."
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
No, I can honestly say I have absolutely zero interest in that whatsoever.
Now playing none, hope none? Get on your bike and find some optimism.
Or just find other hobbies, there are very many.
Which kinda goes without saying...
Nothing goes without saying here .. otherwise it won't be as much fun.
Winter is cold.
One one thousand, two one thousand, 3....
Nah, I didn't have any fun with that
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
No, I can honestly say I have absolutely zero interest in that whatsoever.
Now playing none, hope none? Get on your bike and find some optimism.
Or just find other hobbies, there are very many.
Which kinda goes without saying...
I wish that it did. There are so many people on here that, if you suggest they go find something else to do, they look at you like your head is on backwards. They cannot comprehend that there is a world outside of playing MMOs.
The only game that I know that could do what you were describing was SWG especially pre-CU, from battle fatigue, getting buffs to waiting for a shuttle to travel to different planets was made to promote socialization.
I wonder if the designers set out to "promote socialization", or if they just plopped down the same transport + boarding time systems that were in vogue at the time? (see: WoW, Capt. Placeholder, boats, gryphons).
Sometimes we give the old games waaay too much credit. "Where'd you get that idea, Dave?" "Oh, I copped it from Cloak and Wizardstaff, they just put Stagecoaches in."
I do think a lot of the bonding methods in older games were accidental. Well, not SWG stuff but say in EQ. I think that's why they were removed without realizing the consequences to the actions.
The only game that I know that could do what you were describing was SWG especially pre-CU, from battle fatigue, getting buffs to waiting for a shuttle to travel to different planets was made to promote socialization.
I wonder if the designers set out to "promote socialization", or if they just plopped down the same transport + boarding time systems that were in vogue at the time? (see: WoW, Capt. Placeholder, boats, gryphons).
Sometimes we give the old games waaay too much credit. "Where'd you get that idea, Dave?" "Oh, I copped it from Cloak and Wizardstaff, they just put Stagecoaches in."
I do think a lot of the bonding methods in older games were accidental. Well, not SWG stuff but say in EQ. I think that's why they were removed without realizing the consequences to the actions.
New game design often has unintended consequences, but I think they new the direction of travel a couple of years after WoW came out. Chasing a bigger market became and still is the fundamental principle of MMO design.
The only game that I know that could do what you were describing was SWG especially pre-CU, from battle fatigue, getting buffs to waiting for a shuttle to travel to different planets was made to promote socialization.
I wonder if the designers set out to "promote socialization", or if they just plopped down the same transport + boarding time systems that were in vogue at the time? (see: WoW, Capt. Placeholder, boats, gryphons).
Sometimes we give the old games waaay too much credit. "Where'd you get that idea, Dave?" "Oh, I copped it from Cloak and Wizardstaff, they just put Stagecoaches in."
I do think a lot of the bonding methods in older games were accidental. Well, not SWG stuff but say in EQ. I think that's why they were removed without realizing the consequences to the actions.
New game design often has unintended consequences, but I think they new the direction of travel a couple of years after WoW came out. Chasing a bigger market became and still is the fundamental principle of MMO design.
I doubt one can argue that it is accidental when devs go the same direction years after years. May be the first time it is accidental, by the time of LFR, it is certainly deliberate.
Comments
Thanks,
Mike
Working on Social Strategy MMORTS (now Launched!) http://www.worldalpha.com
I share your views and I too miss the social element in MMOs these days. Yes, to a degree it is a matter of design, visuals, placement asf. A part could be achieved by a bit of sandbox elements, like housing too.
But also I think we level WAY too fast. I had great communities in Everquest 2 and Star Wars Galaxies, and levelling was MUCH slower then. Today, you play and ZIPP you are max level. I guess that makes forming communities very difficult. I dont claim to say what the ways could be, but I miss living, active communities the MOST in MMOs! The best was in SWG methinks.
So yeah, I am with you! ^^
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Nothing goes without saying here .. otherwise it won't be as much fun.
Substract my vote to the pot (guesss i cancel you out). I want a combat game that is full of beauty and intricasy. Social isn't even necessarily to me.
I wonder if the designers set out to "promote socialization", or if they just plopped down the same transport + boarding time systems that were in vogue at the time? (see: WoW, Capt. Placeholder, boats, gryphons).
Sometimes we give the old games waaay too much credit. "Where'd you get that idea, Dave?" "Oh, I copped it from Cloak and Wizardstaff, they just put Stagecoaches in."
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Winter is cold.
One one thousand, two one thousand, 3....
Nah, I didn't have any fun with that
"Mr. Rothstein, your people never will understand... the way it works out here. You're all just our guests. But you act like you're at home. Let me tell you something, partner. You ain't home. But that's where we're gonna send you if it harelips the governor." - Pat Webb
I wish that it did. There are so many people on here that, if you suggest they go find something else to do, they look at you like your head is on backwards. They cannot comprehend that there is a world outside of playing MMOs.
Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
Relatively Recently (Re)Played: HL2 (all), Halo (PC, all), Batman:AA; AC, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR, Portal 1&2, Blink, Elder Scrolls (all), lots more
Now Playing: None
Hope: None
I do think a lot of the bonding methods in older games were accidental. Well, not SWG stuff but say in EQ. I think that's why they were removed without realizing the consequences to the actions.
New game design often has unintended consequences, but I think they new the direction of travel a couple of years after WoW came out. Chasing a bigger market became and still is the fundamental principle of MMO design.
I did .. getting you to say that is fun to me.
I doubt one can argue that it is accidental when devs go the same direction years after years. May be the first time it is accidental, by the time of LFR, it is certainly deliberate.