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What might the next generation MMO look like?Follow

#52 Aug 25 2007 at 9:29 AM Rating: Good
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Dynamic economy. Yeah. This one's been hashed out for a long time. And it's really hard to do. And it's potentially exploitable if not done correctly. However, I still feel that it's something that *should* appear.


Second Life, moron.


I'd like to see a game however that actually had a dedicated "world engine" that did nothing in terms of dealing directly with the players, but instead kept the world operating. It should track things like raw materials. Basically everything that exists in the world and in what degrees.


Second Life, moron.


These threats would then affect the world around them *and* whatever quests are available


Exploitable by 7 year olds for reasons obvious to everyone but you, apparently.


"Real" timeline. As in things change over time. People age. They die. Yup. Even characters. It's quite possible to set a time scale for a game that allows for reasonable (yet realistic) rates of travel (especially if you assume time compression when traveling and time expansion when fighting), while being set with realistic age limits and still giving players plenty of time to play their characters. My idea is that time moves even if you aren't playing.


Possibly the stupidest idea ever fielded about a for profit game. "We'll get consumers hooked into the immersive game play where they identify with the character as an extension of themselves, then, and this is the good part, we have the character die!" "Who hired this moron?"

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To make a long story short, I don't take any responsibility for anything I post here. It's not news, it's not truth, it's not serious. It's parody. It's satire. It's bitter. It's angsty. Your mother's a *****. You like to jack off dogs. That's right, you heard me. You like to grab that dog by the bone and rub it like a ski pole. Your dad? Gay. Your priest? Straight. **** off and let me post. It's not true, it's all in good fun. Now go away.

#53 Aug 25 2007 at 9:31 AM Rating: Good
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I ended up on one of the SOE official forums


That likely explains a great deal of how they went from crushing dominating market share to third rate players in a few short years.

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Disclaimer:

To make a long story short, I don't take any responsibility for anything I post here. It's not news, it's not truth, it's not serious. It's parody. It's satire. It's bitter. It's angsty. Your mother's a *****. You like to jack off dogs. That's right, you heard me. You like to grab that dog by the bone and rub it like a ski pole. Your dad? Gay. Your priest? Straight. **** off and let me post. It's not true, it's all in good fun. Now go away.

#54 Aug 25 2007 at 2:42 PM Rating: Excellent
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yossarian wrote:
But once you've slain dragons, how can you go back? And how long will the devs put off letting you slay dragons? Exactly how many A_Orc_Warrior_01's do I need to kill? (Weren't those tougher then the An_Orc_Warriors? Oasis of Marr, back in the day Everquest.)

Imagine you're at the level cap in your favorite shiny new MMO and you've slain dragons, giants, vampires, even wombats and now they implement a really nice looking chimera. How excited can I get about that? Yes, it is nice, yes it is new...but in some sense it doesn't *look* as dangerous as my prior adversaries thus I feel I should win.
I imagine that a lot of that requires planning on the part of the design team. I've said before that I felt like Everquest blew its load with having players kill the very deities who supposedly created the world of Norrath* and then... what? Extra-dimensional alien what-the-fucks?

I can't help but think that, with enough forethought and scaling, you couldn't create a sloping progression from mundane fauna and minor humanoids/undead/etc to fantastical and mystical opponents. Humanoids are kind of easy -- if a human warrior can be lvl 45 then there's nothing logically keeping an orc or ogre or troll from reaching the same skill. Mundane fauna is somewhat scalable in that a Kodiak or polar bear is tougher than a black bear and you can always have an especially tough, prehistoric style bear or something. But when you have a lion or a bear or a wolf who could tear apart a typical city militia, it gets silly. Maybe someday you need to raise the bar to Super-Giant or Mega-Ghost but it still beats the "Rat of Invincible Power".


*Yeah, I know that Norrath was found by Veeshan and not created but the gods populated it and supposedly have control over the weather and other primal forces so it's close enough...
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#55 Aug 25 2007 at 11:03 PM Rating: Default
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I posted this somewhere else, but it's relevant. It's only part of it so it may be a bit convoluted:

Well, I honestly don't know anything about UO, but I'll try to address your thoughts otherwise.

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Each level just gets harder and harder to gain. Rumor has it that most people would give up once they reach around the 300s or so. But some idiots would go well passed that.


The idea is somewhat like that; however, (and keeping in mind I don't know about UO) the intent is that you don't worry about capping skills, you just naturally become stronger as you go. In other words, there is little incentive to intentionally get out there and grind (at least, for the most part) because you can actually get grind-like results just from doing quests and the like. As for diminishing returns the higher you go, only to a small extent. Actually depending on your race you would have different growth rates for different stats.

But you have to keep in mind, I'm not talking about your bare bones stats like strength, magic, and speed. There would be hundreds, eventually thousands of abilities and stats, each becoming stronger through repeated use as well as training quests. You want to make an ice-based ranged user who's fast on his feet? If that's what you use, that's what you'll get.

Another aspect to deter people from grinding is that there is really no advantage to being stronger as far as personal growth goes, except that your chances of victory will naturally depend on your abilities. For example, let's say that you've been a dedicated player for a year, and you want to play with your friend who just picked up the game. If you take your friend to an area where you can solo, they'll get the same growth rates as they would in a newbie area, they'll just have a greater risk of dying. So if you want to party with someone, there's really no disadvantage to letting them tag along for either you or themselves (with few exceptions, like say they wanted to train as a tank but the enemies you fight will one-shot them-- it's for that reason you do grow slightly faster the lower you are)

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While you mention this Utopian core system to power an MMO do you have any idea at all how it would actually work?



That depends on to what extent you want to know if I know, because as far as programming goes, I dropped out of my first C++ class, so no, unfortunately I have no programming skills. I'm just an architect. As for how it would function, now that I can divulge. As I mentioned, the idea is not to cap the players' growth, but also not to set a cap that they can see but is just insanely difficult to reach-- more like, there is effectively no cap. If you were to repeat the same action over and over nonstop for two years let's say, then maybe the math would allow you to cap it. It would be so unrealistic to cap, no one would even try, but at the same time, you would still make observable progress. The trick here is that people won't be dwelling on that numerical stat that's recorded on their character anyway, because many of the better abilities will require actual skill to use optimally.

Ok, skipping ahead a bit. Let's say that you want to cast a water materialization spell to suffocate your opponent. Now, you'll have to hit your macro, or whatever the trigger for the spell will be, and now a small diagram will appear on your target, in the shape of a wave (just as an example). To execute the spell optimally, you need to trace the shape of the wave with your mouse. The spell will work even if you just draw a straight line, but to maximize your damage, you want to be as close as possible, and the better you do, the more growth you get. This is just one of many ways in which abilities would be made to depend on something other than your stats. Now do you really have time to worry about grinding out stats when your performance depends more importantly upon your execution? No, now you're not doing the same boring task over and over to improve your character, you're actually pushing YOURSELF to get better at something.

Of course, with a system like this, updating new content that grows in challenge with the playerbases' progress is paramount. Essentially, there will always be monsters and tasks in the game that are too hard for anyone to defeat. By the time they can overcome those obstacles, new ones are added that again the playerbase cannot defeat.

Heh, that was more than I wanted to share without getting paid for it, but at this point I'd just be satisfied if someone would make my vision a reality, even if no money were involved. Any questions or if you think you may have found a flaw in my design, I'm happy to address it.
#56 Aug 27 2007 at 12:24 PM Rating: Decent
shadowrelm wrote:
One thing I'd like to see is some interesting set piece (instanced) fights: your party walks into this room and warriors come at you from three sides. Someone is in an alcove casting healing spells, and there is an archer in one corner shooting. Perhaps after 20 seconds, 2 more reinforcements arrive. All this random each time. Find a way with your 5 person party to defeat this.
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what you want has been done. i would love to see a large mmorpg incorperate this into a game.

but grouping games are dead. and like all grouping games, D&D online died shortly after launch. its still going, like Vanguard is still going, but its very small.



Ya, that's the biggest problem and the next generation should address that. We have great games designed to be played together, in groups, and people choose to solo. To the point where if you can't solo content from 1-max_level, people will go find a game where they can.

I think instanced, interesting content with sufficient rewards would get people to play together. But if the rewards are too high, it is all anyone will ever do, and that's not cool.

Ergo my solution of one really good reward per day. And your group gets multiple chances at it - and you should learn from a wipe and get another shot (maybe one more shot, or two) at that exact same "random" encounter so that the group learns what to do. Or not. And the content regulates your group so that it is going to be a challenge. No more paying someone 20 levels higher to run you through the content, with no risk, no challenge, no learning.

Implement it at low enough level (to high enough level) and people will learn their role in groups far better.

Lastly, and I think I've posted this before, I'd like to see a group sit-down chat session after a period of fighting. Perhaps tradeskills could be used to serve drinks, food, play music, sing songs, whatever. The reward would be (up to) a doubling of the experience you'd gained that day (or last 8 hours realtime, or whatever) over a reasonably short realtime, maybe 5 minuets. The "reason" is that your character is talking over and reliving the day and thus integrating the information at a deeper level. In reality, you'd be chatting with others and you'd have periodic duties (pass the pipe, the plate, the flagon, etc). Maybe there would be a player rating system, so that if someone gets into it you can give them high marks or if they just go afk, you can ding them. It wouldn't have to be with your own group, it would work with anyone. Maybe the mage would conjure chairs and a rogue with kindle a fire (or something) and at higher levels, the chairs are little floating clouds or some kind of personalized thing. Maybe ogres would sit on stone-like sturdy throne-like chairs, etc.

Which brings me to my last point: pointless individuality. Look: if you have to min/max your gear, everyone looks alike. People want to be individual. Give them some ways to do it. Most games are doing better now. I hear Eq 1.0 has a /hidehelm command so that people can actually see what face you've chosen. Bravo.

Edited, Aug 27th 2007 1:31pm by yossarian
#57 Aug 27 2007 at 12:47 PM Rating: Good
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Smasharoo wrote:

Dynamic economy. Yeah. This one's been hashed out for a long time. And it's really hard to do. And it's potentially exploitable if not done correctly. However, I still feel that it's something that *should* appear.


Second Life, moron.


I'd like to see a game however that actually had a dedicated "world engine" that did nothing in terms of dealing directly with the players, but instead kept the world operating. It should track things like raw materials. Basically everything that exists in the world and in what degrees.


Second Life, moron.


I'm sorry. Did I ever state that this had never been attempted before?

Moron.

Quote:

These threats would then affect the world around them *and* whatever quests are available


Exploitable by 7 year olds for reasons obvious to everyone but you, apparently.


Care to elaborate on that? Exactly how is dynamic content with unique randomly generated quests/tasks that change based on the nature of another randomly generated threat more exploitable then static content in which every single player can figure out the "best" quests to do and just do them over and over?

Cause I'm not getting that. See. There's a reason everyone does the Creator task in EQ's DoN expansion. Best bang for the buck. There's a reason why 99% of the content in EQ (for example) is completely ignored. Same deal. Static content allows players to quickly realize which quests/mobs/zones are "best". And once they do that, they'll pretty much only hunt/quest/raid in those zones.

Worse, the developers know this, and they also know that if the new content they introduce doesn't match up, the players wont play it (and wont buy the expansion). This factor is largely responsible for the mudflation most games experience over time. Each new expansion has to intruduce "better" rewards for the player's time, or the players wont bother.

All of this occurs because of the focus most MMORPGs have on reward over time. That very dynamic is what causes most of the problems most games run into. Players don't play for immersive content. They play to get the "best" gear, and play the "best" class or power combination. My suggestion involves removing those things. Players (presumably) would play for the content. They'd do quests because they are part of a storyline. They want to see how the story progresses. They want to see what happens next. I'm not suggesting that my ideas are the perfect way to achieve that. I *am* saying that if a game could be built that achieved those goals, I'd play it and never look back. By removing levels, and "per-kill" based experience systems, you remove the need/desire to grind. By removing static content, you remove the tendency for players to focus on just "the best" content, and remove the need for expansions to add "better" content. Heaven forbid that new content simply be about more storyline possibilities and new quest constructs rather then "phat lewt!"...

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"Real" timeline. As in things change over time. People age. They die. Yup. Even characters. It's quite possible to set a time scale for a game that allows for reasonable (yet realistic) rates of travel (especially if you assume time compression when traveling and time expansion when fighting), while being set with realistic age limits and still giving players plenty of time to play their characters. My idea is that time moves even if you aren't playing.


Possibly the stupidest idea ever fielded about a for profit game. "We'll get consumers hooked into the immersive game play where they identify with the character as an extension of themselves, then, and this is the good part, we have the character die!" "Who hired this moron?"



Only because you are stuck in the mindset that the entire purpose of playing is to build up your character(s). You're judging this idea based on the assumption that we're playing in a game that does not have those other things I've been talking about. Remove them entirely and the player plays for the fun of playing, not purely because of any single character.

You may think this is odd, but I don't. Remember, the scale I'd set would still give the average character a 5-6 year lifespan. How many players actually stick out that much time playing a game? And if they do? So what? You retire that old character and start some new ones. Happens all the time. I've been playing in a rpg in which we use normal aging rules for decades. I've had tons of characters life, retire, grow old and die. Believe it or not, it works just fine. You find new characters that interest you more. You don't get stuck thinking "I've got to make this the most uber character possible!!!".

In short, it's a "role playing" game. Not "play one mighty character" game. You aren't playing yourself. You're playing a role. You may even be playing multiple roles. Frankly, it gets boring playing the same characters over and over. Fresh characters and fresh ideas breathe new life into a game. Games that don't do this tend to stagnate and die...
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#58 Aug 27 2007 at 12:58 PM Rating: Good
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I'm sorry. Did I ever state that this had never been attempted before?

Moron


Well, idiot. The traditional usage of the word "actually" suggests, the yes indeed, you did actually think that in all actuality it had never been implemented before. You see, mon petit abrutir, you're in one of two positions here. Either a moron who can't communicate simple concepts well or a moron who communicates the wrong concepts well.

I'm not going to get into a prolonged argument with you about exactly which type of moron you *actually* are. Sorry, Corkster.

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To make a long story short, I don't take any responsibility for anything I post here. It's not news, it's not truth, it's not serious. It's parody. It's satire. It's bitter. It's angsty. Your mother's a *****. You like to jack off dogs. That's right, you heard me. You like to grab that dog by the bone and rub it like a ski pole. Your dad? Gay. Your priest? Straight. **** off and let me post. It's not true, it's all in good fun. Now go away.

#59 Aug 27 2007 at 12:58 PM Rating: Good
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gbaji wrote:
I still feel that it's something that *should* appear.
gbaji wrote:
Did I ever state that this had never been attempted before?


****

Go on. You're itching to post 3,000 words that 'attempting' something isn't the same as it 'appearing'. Make yourself look even more of an cnut
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#60 Aug 27 2007 at 12:59 PM Rating: Good
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You may think this is odd, but I don't.


I don't think it's odd, fool, I think it's financial unviable because a game that you and nine other GURPS players would find satisfying isn't going to make anyone any money.

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Disclaimer:

To make a long story short, I don't take any responsibility for anything I post here. It's not news, it's not truth, it's not serious. It's parody. It's satire. It's bitter. It's angsty. Your mother's a *****. You like to jack off dogs. That's right, you heard me. You like to grab that dog by the bone and rub it like a ski pole. Your dad? Gay. Your priest? Straight. **** off and let me post. It's not true, it's all in good fun. Now go away.

#61 Aug 27 2007 at 1:44 PM Rating: Excellent
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Ah... So if I were to say that I thought good game should include the ability for players to make choices that affect their success, this means that I believe that no game has included these features?

I was listing off a set of thing I believe that next gen MMORPGs should have. Some are "new ideas". Some are things that have been tried (with varying degrees of success). I'm not sure why you're assuming anything other then that this is a list of things I'd like to see in future games. Period.

Sheesh. You guys just look for thing to ***** about now?

Smasharoo wrote:


You may think this is odd, but I don't.


I don't think it's odd, fool, I think it's financial unviable because a game that you and nine other GURPS players would find satisfying isn't going to make anyone any money.


Look. The OP asked people to post what they'd like to see in a game. So I posted a list of things I'd like to see in a game.

You're free to disagree if you want. Those are the things I'd like to see. Emphasis on "me".

Now if you'd care to be constructive instead of a nitwit who can't do anything but ******* all over other's posts, how about you show us your brilliance and come up with your own list of things?
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#62 Aug 27 2007 at 2:13 PM Rating: Decent
Direct self contradiction has never been a problem for gbaji before. I doubt it will start now.

That said, gbaji actually has some intriguing ideas in this thread. Nothing I'm particularly interested in, but to some people who want a more "real world" experience, I can see the appeal.
#63 Aug 27 2007 at 6:53 PM Rating: Excellent
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gbaji wrote:
Sheesh. You guys just look for thing to ***** about now?


It took you how many years to figure this out? Smiley: tongue
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#64 Aug 31 2007 at 5:29 PM Rating: Excellent
We're continuing this discussion (for the 3rd week) tonight. We've gone over user interface capabilities, variations between console and PC, and various other side topics derived from comments in our chatroom.

Might I add an entirely unintelligent comment to the back and forth on this thread: wow.

If you have the time, tune in. The link is in my signature.


Oh... and nobby - your avatar is disturbing me. I swear that dude is watching me. Does his eyes move when I move or... just plain wrong.

Edited, Aug 31st 2007 8:45pm by Leonai_art
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