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An idea about how to get more quality MMOs

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  • Beatnik59Beatnik59 Member UncommonPosts: 2,413
    Originally posted by nariusseldon
    Originally posted by Beatnik59

    2)  Chat bubbles in spatial, chat options, variability in presentation.  Again, another quality of life tool that has been eliminated as these games went from role playing games to combat and loot grinders.  Giving players options to express themselves makes the games about more than the combat and the quests; the games now become a tool of expression and a platform for narrative storytelling.

    The reason why this was eliminated is that few players want to tell stories and "express themselves". Heck, they don't even want to chat in a dungeon group. Given tools that players don't care and don't use will not improve the "quality" of MMOs.

     

    I have yet to encounter anybody who is harmed by these kinds of things...unlike messing around with quest systems, or raid systems, or PvP systems, or loot tables, or levelling etc., which always seems to piss off one group to placate another.

    __________________________
    "Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
    --Arcken

    "...when it comes to pimping EVE I have little restraints."
    --Hellmar, CEO of CCP.

    "It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
    --Exar_Kun on SWG's NGE

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Beatnik59
    Originally posted by nariusseldon
    Originally posted by Beatnik59

    2)  Chat bubbles in spatial, chat options, variability in presentation.  Again, another quality of life tool that has been eliminated as these games went from role playing games to combat and loot grinders.  Giving players options to express themselves makes the games about more than the combat and the quests; the games now become a tool of expression and a platform for narrative storytelling.

    The reason why this was eliminated is that few players want to tell stories and "express themselves". Heck, they don't even want to chat in a dungeon group. Given tools that players don't care and don't use will not improve the "quality" of MMOs.

     

    I have yet to encounter anybody who is harmed by these kinds of things...unlike messing around with quest systems, or raid systems, or PvP systems, or loot tables, or levelling etc., which always seems to piss off one group to placate another.

    We are not talking about "harming". We are talking about "improving". Providing a bunch of features few use will not harm anyone, but it is still a waste of resources.

     

  • Beatnik59Beatnik59 Member UncommonPosts: 2,413
    Originally posted by nariusseldon
    Originally posted by Beatnik59
    Originally posted by nariusseldon
    Originally posted by Beatnik59

    2)  Chat bubbles in spatial, chat options, variability in presentation.  Again, another quality of life tool that has been eliminated as these games went from role playing games to combat and loot grinders.  Giving players options to express themselves makes the games about more than the combat and the quests; the games now become a tool of expression and a platform for narrative storytelling.

    The reason why this was eliminated is that few players want to tell stories and "express themselves". Heck, they don't even want to chat in a dungeon group. Given tools that players don't care and don't use will not improve the "quality" of MMOs.

     

    I have yet to encounter anybody who is harmed by these kinds of things...unlike messing around with quest systems, or raid systems, or PvP systems, or loot tables, or levelling etc., which always seems to piss off one group to placate another.

    We are not talking about "harming". We are talking about "improving". Providing a bunch of features few use will not harm anyone, but it is still a waste of resources.

     

    I don't know where you get this whole "few will use" thing from, anyway.  Everybody I've seen in the games I played--from fanatic roleplayers to casual nobodies to PvP junkies--used chat boxes, emotes and character customization.  Besides, it can't be any more of a "waste of resources" than a hardcore raid that maybe 1-5% of players will ever see or use, just to get sick of it after that 1-5% do it.  Yet we see no shortage of players and publishers complain (and this thread is a good example) that they need to dump more resources into more 1337 quests.

    __________________________
    "Its sad when people use religion to feel superior, its even worse to see people using a video game to do it."
    --Arcken

    "...when it comes to pimping EVE I have little restraints."
    --Hellmar, CEO of CCP.

    "It's like they took a gun, put it to their nugget sack and pulled the trigger over and over again, each time telling us how great it was that they were shooting themselves in the balls."
    --Exar_Kun on SWG's NGE

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Beatnik59

     

    I don't know where you get this whole "few will use" thing from, anyway.  Everybody I've seen in the games I played--from fanatic roleplayers to casual nobodies to PvP junkies--used chat boxes, emotes and character customization.  Besides, it can't be any more of a "waste of resources" than a hardcore raid that maybe 1-5% of players will ever see or use, just to get sick of it after that 1-5% do it.  Yet we see no shortage of players and publishers complain (and this thread is a good example) that they need to dump more resources into more 1337 quests.

    1) You must be meeting very different people. Most PUG groups have no conversation, and emote ... reallly?

    2) Raids are no longer done by 1-5% ... have you heard of LFR, which use the same resources as the hardcore raids. In fact, LFR is introduced to make content more efficient.

  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601
    I've never been in a group that did not start talking after i stated talking ever. I would also say more people use emotes than not.
    Just because you don't like it doesn't mean it is bad.
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by VengeSunsoar
    I've never been in a group that did not start talking after i stated talking ever. I would also say more people use emotes than not.

    You have never been in a group with me, or the millions of PUGs in WOW.

    And oh, talking trash or "kick him" or "mage, your gear is sh*t" .. does not really count.

  • AglarannaAglaranna Member Posts: 204

    I think a lot of you will be interested in CITADEL OF SORCERY.

     

    It's an indie game being developed by a small team, 8 years now. But most of the things RPG players want, as detailed quite nicely in Xonedl's post, is being implemented here. Although I doubt the game will be out for at least another year and a half unless they get more funding.

     

    Anyway, take a look and read up about their Planetforge technology, about how their NPCs have full lives and A.I., about how quests are customized to your character and even change according to the decisions you make.

     

    http://citadelofsorcery.com/

  • zzaxzzax Member UncommonPosts: 324
    Originally posted by fivoroth

    In singleplayer games quests or missions are used to give meaning to your action, to provide you with context and to tell a good story. They are a lot more interactive but there is very few of them.

    In singleplayer games npcs and quests are used as replacement for other players and their actions. In MMOs its all about community and players, we dont need quests.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by zzax
    Originally posted by fivoroth

    In singleplayer games quests or missions are used to give meaning to your action, to provide you with context and to tell a good story. They are a lot more interactive but there is very few of them.

    In singleplayer games npcs and quests are used as replacement for other players and their actions. In MMOs its all about community and players, we dont need quests.

    nah ... MMOs are no longer about communities. Otherwise, why would solo content so popular?

    It is not whether you need quests or not, it is about whether devs think quests attract the audience they want.

     

  • BladestromBladestrom Member UncommonPosts: 5,001
    You keep saying the same thing over and over and over - you like single player MMO, we get it, most if not wll of us do. Some people like Multi player MMO, especially in mmorpg - it is a niche market, thats what you are saying, it's a small market. It is blizzard that fucked this up by confusing the genre. Single player MMO = big audiance, Multi player community games = should be focused on that.

    rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar

    Now playing GW2, AOW 3, ESO, LOTR, Elite D

  • BladestromBladestrom Member UncommonPosts: 5,001
    Games developers should specialise not homogenise, that's the root cause of this confusion.

    rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar

    Now playing GW2, AOW 3, ESO, LOTR, Elite D

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