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We Need a Hero - General News

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited November 2015 in News & Features Discussion

imageWe Need a Hero - General News

During the heady days of post-Azeroth consumer boom and investor interest, the MMORPG was booming. So many new games… and so many that didn’t meet expectations of consumers or investors. Now, 11 years after the launch of World of Warcraft, it’s clearer now than ever before: we need a hero to save us from extinction.

Read the full story here



¯\_(ツ)_/¯ 


Comments

  • Charlie.CheswickCharlie.Cheswick Member UncommonPosts: 469
    Where have all the good games gone
    And where are all the Gods?
    Where's the street-wise Hercules
    To fight the rising odds?
    Isn't there a white knight upon a fiery steed?
    Late at night I toss and I turn
    And I dream of what I need
    I need a hero, I'm holding out for a hero
    'Til the end of the night
    He's gotta be strong
    And he's gotta be fast
    And he's gotta be fresh from the fight
    I need a hero, I'm holding out for a hero
    'Til the morning light
    He's gotta be sure
    And it's gotta be soon
    And he's gotta be larger than life
    -Chuckles
  • MadFrenchieMadFrenchie Member LegendaryPosts: 8,505
    The indie scene gives me hope. Even if these particular indie titles (for whatever reason) don't end up becoming huge breakout successes... They may entice investors and designers to refine and improve the formula created by one of these titles into another big-budget mainstream success

    Here's to hoping history repeats itself.

    image
  • Righteous_RockRighteous_Rock Member RarePosts: 1,234
    Crowfall and CU are raising my eyebrow, CU, I hope doesn't just bank on Doac popularity and so far I don't see that is what's happening, which is great. Crowfall we'll see, you seem like stand up people, but you don't have a Mark Jacobs type credibility yet. Mark has been part of more than one game I have enjoyed through the years, I used to obsess over Rolemaster Magestorm before Doac.
  • ThebeastttThebeasttt Member RarePosts: 1,130
    Yeah every year I think the genre can't possibly get worse, then somehow it does.
  • A.BlacklochA.Blackloch Member UncommonPosts: 842
    MMORPGs are my favorite game genre, though these past years I haven't found anything that would hold my interest.
  • flguy147flguy147 Member UncommonPosts: 507
    Yeah it got so bad i recently sold my gaming computer and just grabbed a PS4 for single player games. Indie games do nothing to excite me at all. I do miss pc gaming so i may go back to it but i have basically given up on mmorpgs. The last one i tried was ESO and those extra levels after 50 (forgot what they were called) , they killed it for me. I am not hard to please, my favorite MMO was AOC but i didnt play it until a year after launch when it got fixed. Also the communities have gotten bad too i think, elitist gamers kill it for me too. Got to the point where i didnt want to group with players because of people being rude and total punks for no reason or cause you may not know that dungeon yet being your first time in it. My real life friends dont play video games so i cant play with them. Kinda sucks cause i love MMOs but now just looking forward to the next Elder Scrolls game whenever that may be.
  • ShaighShaigh Member EpicPosts: 2,150
    If you are looking for an mmorpg game changer you will be stuck looking for a long time. You are better off accepting what you get instead of wishing for something that's just not going to happen.
    Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
  • Zarkin86Zarkin86 Member UncommonPosts: 122
    i like the new fonts in articles.
  • MaquiameMaquiame Member UncommonPosts: 1,073
    https://www.revivalgame.com/philosophy/mission_statement

    image

    Any mmo worth its salt should be like a good prostitute when it comes to its game world- One hell of a faker, and a damn good shaker!

  • MitaraMitara Member UncommonPosts: 755
    2 games could have something. Crowfall and Camelot Unchained. But I doubt that they follow it all the way through.

    Crowfall has a good idea in the online creation of worlds, but they seem to lack the understanding of creating the game around it. All classes are fighting-centric and not solution-centric, which is necessary to create a lasting game. Camelot seems to understand that there needs to be content in the game as well as great classes. I havent seen all thier classes, so there is still hope that they can think out of the box.

    Classes can be designed with combat in mind, or crafting, but what i miss are role based. What does a paladin actually do besides fighting, they must have a purpose of some kind?
  • perrin82perrin82 Member UncommonPosts: 285
    Good post and reflection Bill.
  • TheJodaTheJoda Member UncommonPosts: 605
    How true, least with 2016 we have some hope with B & S and BDO. We will see how they play out.

    ....Being Banned from MMORPG's forums since 2010, for Trolling the Trolls!!!

  • MikehaMikeha Member EpicPosts: 9,196
    Just give me a fun game to play that keeps me coming back for more.
  • PepeqPepeq Member UncommonPosts: 1,977
    Why make a game that is fun that people buy only once when you can make a thousand crappy games for people to buy?

    Good game = $60
    Crappy game = $10 x 1000

    Now you know why the games aren't getting any better... they have no incentive to change so long as people keep throwing money at them.

    The number one reason why games don't get better?  People who pay sight unseen for a game that is barely an itch in someone's pants because they have zero life outside of video games.  

    The best thing that can happen to this genre is for it to actually die... then it can be reborn in another 10 years as something new and exciting again.  Right now, you've seen one MMO, you've seen them all.  And that is about the attention span everyone has for them.
  • KyleranKyleran Member LegendaryPosts: 43,975
    Preaching to the choir Bill, can't disagree, but like you, can't offer a sure fire solution....just watching to see what develops. Since I haven't really enjoyed a MMORPG for any length of time outside of EVE since WOW launched I don't have much to lose, it really only can get better.

    "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






  • PhaserlightPhaserlight Member EpicPosts: 3,075
    edited November 2015
    Right now, it doesn't really matter to me: I'm not an industry expert, but I have found a game that I've enjoyed for over a decade; as long as it continues to compete and survive and flourish I'll consider myself a satisfied customer of the MMORPG genre:

    "The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
    Authored 139 missions in Vendetta Online and 6 tracks in Distance

  • borghive49borghive49 Member RarePosts: 493
    Pepeq said:
    Why make a game that is fun that people buy only once when you can make a thousand crappy games for people to buy?

    Good game = $60
    Crappy game = $10 x 1000

    Now you know why the games aren't getting any better... they have no incentive to change so long as people keep throwing money at them.

    The number one reason why games don't get better?  People who pay sight unseen for a game that is barely an itch in someone's pants because they have zero life outside of video games.  

    The best thing that can happen to this genre is for it to actually die... then it can be reborn in another 10 years as something new and exciting again.  Right now, you've seen one MMO, you've seen them all.  And that is about the attention span everyone has for them.
    I agree people need to stop throwing money at these poorly done F2P and early access games. I think PC gaming has been infected by the mobile gaming bug.  I hate with a passion how video game companies are monetizing their games now. Mobile gaming is the worst offender in my opinion and their success of bringing in tons of money has a lot of PC and console devs trying to copy this model. It is ruining my hobby by bringing those stupid P2W elements into games that traditionally have just a one time cost or a monthly sub. 
  • ChaserzChaserz Member RarePosts: 335
    As one of those EQ1 old schoolers that had that "experience" over dial up around 1999 sometimes I wonder if myself and many others are chasing their shadows unless they invent a time machine and a "Men in Black" memory wiper :)
  • SubilacSubilac Member UncommonPosts: 49
    When I think of a great MMORPG, my brain is still stuck in 1999 with Everquest. Although I have played and really enjoyed WoW, EQ2, and many others, nothing in my mind will compare to the original EQ. At the moment, I am not playing any MMO's. I keep trying new ones, but they all seem to be easy mode, and quickly lose interest. I was severely hyped about EQ Next like three years ago, but lost hope. I am waiting patiently for "a hero", and have that itch to play a good MMO, but am doubtful for the future. Funny how amazing the community was in EQ 1. I still keep in contact with about 20 people I met in game from EQ, and 0 from any other game.
  • BorlucBorluc Member UncommonPosts: 262
    I've recently realized that part of the problem was me. I'd get so wrapped up in all the potentially great ideas of new games that I'd miss great titles that were out at the time. So much choice confuses the mind and puts people in search of perfection, because surely one game must fill my concept of that. Reality is that I was not digging into the depths of new games I tried and instead judging them on the first couple of flaws I perceived.

    I tried GW2 a few times without even trying dungeons or exploring the rich world. People call it a themepark but the variety available is astounding in terms of gameplay. Mainly it was my obsession with advancement that blinded me to other available options.

    There are games out now that we would have played over many of the older options if they were contemporaries. Many of which still offer rewarding team play but don't force it. In gw2 you can team up to get massive loot without loosing exp or said bounty. We just choose to run solo for much less.

    Driving point: we inflict many of our woes on ourselves. Don't expect there to ever be the perfect game and you will find great joy in one of the current offerings.
  • Pratt2112Pratt2112 Member UncommonPosts: 1,636
    edited November 2015
    I dunno. I don't think we need a "hero" at all.

    I look around and see a massive amount of MMOs, each having its own audience, even if small and niche. But they have a crowd, and they're making enough money to continue development, and their creators continue to support them. For me, as a MMORPG player, that's all that really matters. I have a game I like to play, and I have others to play it with.

    If people are finding games they can play and be happy with, shouldn't that be sufficient?

    Do we really *need* a new blockbuster WoW-like success to "shake things up" and give companies a new template to copy for the next decade 'til it, too, gets old and fizzles out, because people have become sick of it? I don't think so.

    WoW may have done a great job of bringing more people to the genre, but more isn't necessarily better.

    Looking at the big picture, and the sweeping changes it brought not only to the genre, but to what people expect from it, I think ultimately WoW's done more harm to the genre than good. Someone who came around post-WoW and never played (or enjoyed) MMOs before then might not be able to see what I mean by that. But, I think people who played and enjoyed them for what they were back then will know what I'm getting at.

    To use an analogy... MMORPGs (for me anyway) could once be likened to enjoying a good meal at a smallish but well-run restaurant or diner. There weren't as many tables, and the clientele wasn't huge, but you recognized the regulars, were on good terms with the owners and staff, and it was always an enjoyable experience to just *be* there.

    Nowadays, MMORPGs are more like sitting in a crowded stadium of screaming and yelling sports fans, getting a hot dog and soda from an apathetic stadium employee whose bosses couldn't care less who you are, or even that you're there. All they care about is how much money they can get from you before you leave.

    As I see it, when MMORPGs were a smaller demographic, and not every other company was trying to get their piece of the pie, we saw more originality between titles (Anarchy Online was nothing like Dark Age of Camelot was nothing like Ultima Online was nothing like Lineage 1 or 2, was nothing like FFXI, etc. etc). MMORPGs back then tended to be detailed, fully realized worlds first with the gameplay designed into them, rather than games with a world serving as nothing but a pretty backdrop as they are now (with few exceptions).

    The sense of team-play, socializing and cooperation was the norm - there was far, far, *far* less of the "me me me first" mentality that's overtaken the genre. People embraced, encouraged and enjoyed grouping. They didn't try to avoid it and continuously demand more and more soloable content.

    Overall, MMORPGs used to be a genre that fit the "we want to make a great game, so we need money to do so" mindset. In the last 10 years, they've become the standard, corporate example of "we want to make money, so we make passable games, and then find ways to monetize the fuck out of them".

    MMOs have reached the point where they're basically designed for people who don't like MMOs. Everything that made MMORPGs appealing to people in the first place has been either eliminated, streamlined into oblivion, or monetized to the point of absurdity.

    I think that, if the MMO genre - as it exists right now - is to be crushed under its own weight, that might very well be a good thing. Perhaps it's what we need for the genre to get back, or at least closer to what drew people to it in the first place. Maybe it's what we need to see developers get back to coming up with new, creative ideas that distinguish them from everything else again, rather than trying to "fit in".

    And if that means the MMO genre has to shrink way back down again, then so what? Is that really a bad thing? The people who were here only because they wanted to be part of the "latest big thing", will move on to whatever becomes the new "latest big thing". And those who truly enjoy the MMORPG experience will still be around. There might not be any more "blockbusters", but there doesn't have to be. A MMORPG only needs enough people to allow the developers to continue supporting and developing it, and that number does not have to be "millions of people".

    The sooner we can stop comparing everything to "WoW", and stop thinking a MMO needs "millions of players" to be good, or needs to be the WoW killer to be worth playing, or whatever, the sooner we can maybe see MMORPGs get back to what they used to be and, in my personal opinion, should have always remained.
    Post edited by Pratt2112 on
  • DarkKatalystDarkKatalyst Member UncommonPosts: 1
    Here is my two cents. I think that one of the biggest reasons why we have so many iterations of the same formulas is because the publishers of those games hold too much control or sway over the creative process in making a game. Gaming publishers are investors, so they think with dollar signs and do not have a gamer's mindset (or understanding). That is why they are rabid over funding a game that is a WoW clone, because they hope the sales numbers will transfer over in the cloning process! When the formula begins to fail, they sort of get frantic to find a new one, and therefore allow more creative freedom to their studios until someone strikes gold. This is why I am happy when a game that tries to clone another's success fails, because it forces the publisher to fund new possibilities! And then other times publishers will (sadly) dig up an old formula... Right now the focus is on MOBA's and cloning LoL's and TF2's success, considering that Blizzard is leading with their Overwatch and HoS, and other games in their wake like Battleborn, Gigantic, Paladins and even more coming 2016. I hope they most of those games, or all of them fail, because if they become a huge success, prepare for nonstop MOBA clones during the next five years. In the end, the consumers decide with their wallets, so people cannot complain about stagnation in the gaming industry when everyone keeps getting ensnared by the clones' marketing campaigns (aka hype trains).

    I think MMO's as we know them today will merge with the sandbox genre, but with the twist being some linear or developer induced events occurring over time, like an upcoming game called ECO (http://goo.gl/4hp55m). Here's another example off the top of my head:
    An MMO sandbox game where a world-wide story or event is occurring and players have to cooperate (or not) to create a dynamic impact. So say hypothetically in that world a demon god is awakening in three months, and as time progresses, its spawn/worshipers are causing various havoc around the world, and a few key events occur (either in one spot, or diffused around the world) where the players' actions will determine the variables of the demon god's awakening (its strength, various abilities, etc). Things like exploration, pvp, construction, and other overlapping or smaller world events would fill any gaps.

    The general formula would consist of:
    *A fully destructible, sandbox world
    *Horizontal progression
    *A general event(s) that impacts everyone
    *Constraints decided by players
    *Tools to prevent or punish negative player behavior
    *Elements that encourage deep player cooperation
    *A low to medium learning curve for the game's basic mechanics
    *Rewards for participation that increase depending of level of participation
    *Fluid combat and action oriented controls (no tab targeting, or anything of the like)

    That's just a rough outline, so one can probably poke holes in it. TBH I would love to see a game like this happen.
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