the truth behind the mmorpgs

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varelse
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Re: the truth behind the mmorpgs

Post by varelse »

jesder wrote:I always find it funny when people throw UO.

UO was the first major MMORPG. It is still one of the most complex MMOGs out there. However it never had any of the content so many people complain about. The players made over 75% of the content for the game. The rest was from the GM's and Seers.

lordzren is correct when saying that the players of MMOGs have changed. Most of us have become sheep and it is really sad. However there is also the issue of the people making these games giving into wants of the players who really didnt understand what they were asking for. Now I am going to touch on a system that even UO removed .. Open PvP where you can attack and kill anyone at any time. There are side effects, but you could actually play the part of the bad guy. Since there are always people out there willing to play the bad guy, it tends to give the other players something to fight against. It adds the conflict that everyone seems to want. If we were fighting eachother, would the Kitin really need to raid the cities? No, we would have much more exciting battles to fight.
I am an ex-UO player who's last "home" shard was Siege Perilous, one of two remaining open PvP shards in UO. This shard, and the open PvP areas in the other shards, had a very low, stable player population compared to the controlled/consensual PvP areas of the game. Depending on the time of day and what else was going on in the game industry, Siege could seem quite barren of player population. Often I would log on to my shard and not even find anyone to pk me. Even in UO, open PvP is a highly controversial topic and the majority opinion seems to be that it's not something they want to be exposed to.

Talking to people in Ryzom (ingame) about various aspects of PvP, I have discovered that the great majority of Ryzom players are very much against open PvP and would leave the game immediately if it were implemented. On finding out that I actually miss some aspects of open PvP, their reaction is typically quite negative.

Also, in my own limited experience with the open PvP experiments, it looks to me like this game is not really designed with PvP balance (especially in the area of 1v1 fighting) and it also does not seem to be a popular pastime among the players.

So, I would have to disagree with your opinion that open PvP would be good for Ryzom. I think it would in fact kill the game, which is already struggling against two behemoths, neither of which has offered open PvP in their gameplay.
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yy48n19
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Re: the truth behind the mmorpgs

Post by yy48n19 »

lordzren wrote:it wasnt the fact you can kill goats more the fact that it was another world. There i stood in a town never before playing a online game and a man runs past me asking for my help. i replyed and he spoke back. it was more like the game had magic npcs which you could chat to and not select pre-set ansers. i played that game for 1 year never leveling much just enjoying roleplaying.
I'm glad you brought this up, lordzren. This is also what I've been looking for in MMORPGs, and I've had trouble finding it. I've had better rp experiences in muds, myself, but the whole graphical aspect of MMORPGs promises a bit more immersion.

I agree with what you say about the devs and players getting distracted by the game mechanics; the mobs, the damage, the leveling grind; and I would, like you, like to see things get more back to basics, as far as roleplaying goes. It would definitely be nice to log in and actually have people to roleplay with, rather than everything seeming so focused on game mechanics.

By the way, have you stopped by the SoR Role Player Association? There are a few of us who are trying to get a more rp-focused schtick going on in Ryzom.
"To become fully alive, a person must have goals and aims that transcend himself."
--Herbert Otto

[yy48n19]
Mellodi has left the bark.


lordzren
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Re: the truth behind the mmorpgs

Post by lordzren »

yy48n19 wrote:By the way, have you stopped by the SoR Role Player Association? There are a few of us who are trying to get a more rp-focused schtick going on in Ryzom.
cool looks good. atm im playing a old mud game discworld lol.

payed for 6 months access to this game but nothing at the moment wants me to play. low server pops and people just want to grind . mabey i will find some good people on that forum . thanks for the link
kisedd
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Re: the truth behind the mmorpgs

Post by kisedd »

lordzren wrote:cool looks good. atm im playing a old mud game discworld lol.

payed for 6 months access to this game but nothing at the moment wants me to play. low server pops and people just want to grind . mabey i will find some good people on that forum . thanks for the link
Very good post. Watching the first early live events, it seemed that people when given the chance started to roleplay. Giving players that framework to play within, people love to take on roles. It might be more through their actions, than words, but they take up a role in the story.

Ryzom promises a story where players can make a difference. Most games are static worlds where nothing really changes. An event can happen, but after its over, its like it never was. There are no impacts or fallout of these events. Players can ignore them if they want.

Most players think of RPG from a single player game. They hack and bash their way through a game and mostly its about building up their character. New weapons, armor, stats, abilities. They bring that drive into the online world.

I know my place in the world. I know how my character feels, but endlessly talking about it doesn't really accomplish anything. So I hate the Fyros. So I sided with the Kami. I've made these choices, until I have to see what life brings me, endlessly hashing out the obvious I'm not sure is very good RP. Life is always moving forward, excect in mmorpgs.
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eschiava
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Re: the truth behind the mmorpgs

Post by eschiava »

I decided to start the SoR RPA because I knew what a success a similar group had with Lineage 2. Even though L2 is a very UN-RP friendly game on the surface, the community was quite successful and served as a focus for several RP guilds and many unguilded individuals on the unofficial RP server. There were (and still are) events being planned and thrown all the time, and among the circle of RPers there is always some form of RP going on.

I guess seeing the success there I expected that in a game that is (or so it seems to me) a very RP friendly game that a similar association here would be jumped at by all of the RPers. Unfortunately, the RPers here (mostly) seem to be hiding until the story is added, whenever that will happen. :(

One person even asked if the SoR RPA had the endorsement of any major guilds. I guess he would visit and participate if we were accepted already, of course, the guilds aren't going to endorse us because we are so completely lacking in activity. Nice! Anyone for a little Catch-a 22? :(
- Miyann, Hunter Mage of Matis
jesder
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Re: the truth behind the mmorpgs

Post by jesder »

varelse wrote: So, I would have to disagree with your opinion that open PvP would be good for Ryzom. I think it would in fact kill the game, which is already struggling against two behemoths, neither of which has offered open PvP in their gameplay.

No No .. any true form of PvP would not fit in ryzom .. I never said it would. The game would need a huge redesign to support it properly.

The problem is just that most players do not want it and therefore the dev studios do not make the games around it. While I am not really for open PvP I do understand what it brings to the table. I always enjoyed a good fight, but I never looked for them.
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jenuviel
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Re: the truth behind the mmorpgs

Post by jenuviel »

lordzren wrote:so the truth behind the mmorpg..


they are all going down hill fast. there is two reasons for this.


the first is the dev teams in 99% of mmorpgs have lost there way. they focus on numbers they balance they tweak they change and patch and bug fix ..
they forget that day when they all sat around the meeting table and all got excited about a game what could be and the storys it would tell. the devs forgot the dream .

the second is the players me included. we have lost our way as well we have forgot the deam. we buy a mmorpg and we grind we lvl we watch the numbers and the damage bar we become zombies...
we dont make background storys to our chrs anymore we dont role play we dont do anything which doesnt get us xp. we find a bug and we focus on it we find an exploit and use it. we dont follow the story or even ask for one anymore we just want easy leveling and fast killing. we spend 20 mins making a chr and giving it a good name but never speek in character.
There was an essay written by Richard Bartle (one of the inventors of MUD/MUSE code, game developer, creator of the famed "Bartle Test") on this subject that was posted on the UK forum here that was absolutely fascinating. I made a link to it in another post, but the entire article is worth reposting here since it's on-topic. It's long, but it's not like there's much else to read on the boards right now. ;) (I know you've all read up to episode five in the TNN thread, after all!)
______________________________________________________________

Introduction

Virtual worlds are being designed by know-nothing newbies, and there's not a damned thing anyone can do about it. I don't mean newbie designers, I mean newbie players - first timers. They're dictating design through a twisted "survival of the not-quite-fittest" form of natural selection that will lead to a long-term decay in quality, guaranteed. If you think some of today's offerings are garbage, just you wait…

Yeah, yeah, you want some justification for this assertion. Even though I'm in Soapbox mode, I can see that, so I will explain - only not just yet. First, I'm going to make four general points that I can string together to build my case. Bear with me on this…

The Newbie Stream

Here's a quote from Victorian author Charles Dickens:

Annual income £20/-/-, annual expenditure £19/19/6, result happiness.
Annual income £20/-/-, annual expenditure £20/-/6, result misery.
Annual income £0, annual expenditure £20,000,000, result There.com.

OK, so maybe he didn't actually write that last line.

What Dickens was actually saying is that, so long as you don't lose more than you gain, things are good. In our particular case, we're not talking olde English money, we're talking newbies, although ultimately, the two amount to one and the same thing.

Now I'm sorry to be the bringer of bad news, people, but here goes anyway: even for the most compelling of virtual worlds, players will eventually leave. Don't blame me, I didn't invent reality.

If oldbies leave, newbies are needed to replace them. The newbies must arrive at the same rate (or better) than the oldbies leave; otherwise, the population of the virtual world will decline until eventually no-one will be left to play it.

Point #1: Virtual worlds live or die by their ability to attract newbies

Newbie Preconceptions

Another quote, this time from the 1989 movie Field of Dreams:

If we build it, they will come.

Well, maybe if you're an Iowa corn farmer who hears voices inside your head telling you to construct a baseball stadium, but otherwise…

A virtual world can be fully functioning and free of bugs, but still be pretty well devoid of players. There are plenty of non-gameplay reasons why this could happen, but I'm going to focus on the most basic: lack of appeal. Some virtual worlds just aren't attractive to newbies. There are some wonderfully original, joyous virtual worlds out there. They're exquisitely balanced, rich in depth, abundant in breadth, alive with subtleties, and full of wise, interesting, fun people who engender an atmosphere of mystique and marvel without compare. Newbies would love these virtual worlds, but they're not going to play them.

Why not? Because they're all text. Newbies don't do text.

Newbies come to virtual worlds with a set of preconceptions acquired from other virtual worlds; or, failing that, from other computer games; or, failing that, from gut instinct. They will not consider virtual worlds that confront these expectations if there are others around that don't.

Put another way, if a virtual world has a feature that offends newbies, the developers will have to remove that feature or they won't get any newbies. This is irrespective of what the oldbies think: they may adore a feature, but if newbies don't like it then (under point #1) eventually there won't be anyone left to adore it.

Point #2: Newbies won't play a virtual world that has a major feature they don't like.

Not-So-Newbies

Here's another quote (kind of), from a private study of 1,100 players by the Themis Group. Themis's researchers asked veterans of 3 or more virtual worlds how many months they'd spent in their first one and how many months they'd spent in their second one. Dividing the second figure by the first, we get these averages for time spent in the second virtual world compared to the first:

EverQuest 80%
Ultima Online 70%
Asheron's Call 70%
Dark Age of Camelot 55%
Anarchy Online 55%

Players spend considerably less time in their second virtual world than they do in their first. Why is this?

Well, the first virtual world that someone gets into is very special to them. It's a magical, enchanting, never-to-be-repeated experience. You thought it was only you who looked back wistfully on your early days like that? Nah, it's everyone.

This has consequences. There used to be a virtual world called NeverWinter Nights, unrelated to the BioWare RPG, on AOL. When it was closed down, its refugees descended on Meridian 59. They immediately wanted M59 to incorporate every piece of NWN functionality that they could remember.

In general, players view all their subsequent virtual worlds in the light cast from their first one. They will demand that features from their first world be added to their current world, even if those very features were partly responsible for why they left the first world. They'll say they hate treadmills, but if their first experience was in a virtual world with treadmills, then they'll gravitate towards other virtual worlds with treadmills, all the while still hating them.

There's a long explanation for this, to do with the search for identity, which I won't delve into here because you only need to know that players do behave this way, not why (that's a different rant). Read my book (Designing Virtual Worlds) if you want the full story.

Point #3: Players judge all virtual worlds as a reflection of the one they first got into.

Short-Termism

No quote this time.

When a virtual world changes (as it must), all but its most experienced players will consider the change on its short-term merits only. They look at how the change affects them, personally, right now. They will only make mention of possible long-term effects to help buttress a short-termist argument. They don't care that things will be majorly better for them later if things are minorly worse for them today - it's only the now that matters.

Why is this? I've no idea. Well, I do have an idea, but not one I can back up, so I'll keep quiet about it. The fact is, players do behave like this all the time, and it would only take a cursory scan of any forum after patch day for you to convince yourself, if you don't believe me.

This short-termist attitude has two outcomes. Firstly, something short-term good but long-term bad is hard for developers to remove, because players are mainly in favor of it. Secondly, something short-term bad but long-term good is hard to keep because players are mainly not in favor of it.

Design that is short-term good but long-term bad I call "poor". Virtual worlds are primarily a mixture of good and poor design, because the other two possibilities (outright bad and short-term bad, long-term good) either aren't implemented or are swiftly removed. Good design keeps players; poor design drives them away (when the short term becomes the long term and the game becomes unfun).

Point #4: Many players will think some poor design choices are good.

Summary

OK, so we now have the four points I need to launch into my tirade. These are:

Point #1: Virtual worlds live or die by their ability to attract newbies
Point #2: Newbies won't play a virtual world that has a major feature they don't like.
Point #3: Players judge all virtual worlds as a reflection of the one they first got into.
Point #4: Many players will think some poor design choices are good.

I can now construct a line of reasoning that supports my initial assertion.

The Newbie Induction

Under point #4, players will eventually quit a virtual world that has poor features. Under point #3, however, they won't necessarily recognize that a feature which caused them to leave was indeed poor. Under point #2, they won't play those virtual worlds that lack this feature. Under point #1, those virtual worlds that do lack the feature - that is, those with the better design - will die through dearth of newbies. Any absolute newbies, for whom this is their first virtual world, will be educated to believe that this is how things are meant to be, thus starting the whole cycle again. Q.E.D.

The normal rules of evolution by which computer games operate propagate good design genes from one to the next. Each generation of game takes the best mutations from the previous generation and adds to them.

Virtual worlds also propagate good genes, but they propagate poor ones more readily. The best virtual worlds don't pass their design genes around much because of their high retention rate: "Why would I quit when what I want is right here?". Poor design genes cause players to leave sooner, so it's these features that wind up being must-haves for the next generation of products. This leads to a bizarre situation: for a new virtual world to succeed, it has to have the same features that caused its antecedents to fail..!

You're not convinced, huh? OK, here are two of examples of the theory in action, one old and one new.

Example 1 (Old): Permanent Death

If characters that died stayed dead, it would open up all kinds of very convenient doors for virtual world design:

It prevents early-adopter players from gaining an iron grip on positions of power.

It re-uses content effectively, because players view same-level encounters from different angles using different characters.

It's the default fiction for real life.

It promotes role-play, because players aren't stuck with the same, tired old character the whole time.

It validates players' sense of achievement, because a high-level character means a high-level player is behind it.
Many designers and experienced players would love to see a form of PD in their virtual world, but it's not going to happen. Newbies wouldn't play such a game (under points #2, #3 and #4), therefore eventually neither would anyone else (point #1).

PD is short-term bad, long-term good: rejected.

Example 2 (new): Instancing

Instancing looks very appealing on the face of it: groups of friends can play together without interference in relative tranquillity. What's not to love?

The thing is, this is not what virtual worlds are about. How can you have any impact on a world if you're only using it as a portal to a first-person shooter? How do you interact with people if they're battened down in an inaccessible pocket universe? Where's the sense of achievement, of making a difference, of being someone?

Most players don't see it that way, though.

Newbies see it as familiar - "fantasy Counterstrike, cool!" (point #2). They don't know what it means for their long-term enjoyment (point #4). Of course, they eventually will learn what it means - boredom and disenchantment - but even so, they probably won't connect the effect with the cause. They'll just go looking for another virtual world that features instancing (point #3). Older-era players will perhaps initially avoid anything with instancing because their first love didn't have it (point #3), but they'll probably try it eventually because (point #4) hey, maybe it's that missing piece that will give them the sense of closure they crave?

Thus, instancing will get locked into the paradigm. New virtual worlds that don't have it will get fewer players than those that do have it, even though they have the better design.

Instancing is short-term good, long-term bad: accepted.

Analysis

It's not just permanent death, it's not just instancing: it's teleportation, it's banks, it's non-drop objects - it's everything that makes sense in some contexts but not in all (or even most) contexts.

Player: You don't have teleporting! How can I rejoin my group if I miss a session?
Designer: Well gee, maybe by omitting teleportation I'm kinda dropping a hint that you can have a meaningful gaming experience, without always having to group with the same people of the same level and run a treadmill the whole time?
Player: Are you NUTS? I want to play with my friends, and I want to play with them RIGHT NOW!
Designer: But how are you ever going to make new friends? How -
Player: Are you listening? RIGHT NOW!
Designer: (Sigh)

Virtual worlds are becoming diluted by poor design decisions that can't be undone. We're getting de-evolution - our future is in effect being drawn up by newbies who (being newbies) are clueless. Regular computer games don't have this problem.

The market for regular computer games is driven by the hardcore. The hardcore finishes product faster than newbies, and therefore buys new product faster than newbies. The hardcore understands design implications better than newbies. They won't buy a game with features they can see are poor; they select games with good design genes. Because of this, games which are good are rewarded by higher sales than games which are bad.

In virtual worlds, the hardcore either wanders from one to the next, trying to recapture the experience of their first experience or they never left in the first place. Furthermore, in today's flat-fee universe, the hardcore spends the same amount of money as everyone else: developers aren't rewarded for appealing to the cognoscenti, except maybe through word of mouth that always comes with caveats (because of point #3).

Possible solutions

I'm not completely pessimistic here; there are ways the cycle can be broken, mainly by attacking points #2 and #3 (that is, by overcoming prejudices concerning what "should" be in a virtual world). Here are half a dozen hopes for the future:

Innovation. If evolution doesn't work, maybe revolution will? A virtual world different enough that it doesn't map onto players' existing experiences may attract newbies and oldbies alike. Of course, there's no guarantee that the new paradigm won't itself be short-term good, long-term bad…

Marketing. People can sometimes be persuaded to overcome their preconceptions. Even a text-based virtual world could become a monster hit if it had the right licence and was advertised to the right group of people. Unfortunately, marketing costs money.

Cross-fertilization. If no poor features are ever added, point #4 becomes redundant. How do you know that a proposed feature is genuinely good, though? Simple - there are two traditions of virtual worlds (West and East) so you cherry-pick the best ideas from the other one. You speak Korean, right?

Works of art. Virtual world design involves much craft, but at root it's art. A designer makes decisions based on how they feel things ought to be. Players will eventually pick up on the differences and play a new virtual world just because they like the designer's previous work: Raph Koster, Brad McQuaid and Richard Garriott already have more creative freedom than first-time designers. Point #3 evaporates! If only designing a virtual world didn't take so long…

Time may heal. If you wait long enough that people forget why they ever objected to something, that something can come back. Fashions change, and who knows what the newbies of 2024 will think? Good ideas will always get a second chance to enter the paradigm, it's just that "wait a quarter of your life for it to happen" thing that's a little depressing.

Growing maturity. Perhaps the best hope for the future is the growing maturity of the player base. First-time newbies will always assert the supremacy of their first virtual world, but oldbies who have been through the mill enough will realise that some of the features they've been taking for granted are actually counter-productive. If they're around in sufficient numbers, we may see virtual worlds appearing that do everything right and very little wrong, removing point #4 and leading us into a golden age. I can dream…

Conclusion

Virtual worlds are under evolutionary pressure to promote design features that, while not exactly bad, are nevertheless poor. Each succeeding generation absorbs these into the virtual world paradigm, and introduces new poor features for the next generation to take on board. The result is that virtual world design follows a downward path of not-quite-good-enough, leading ultimately to an erosion of what virtual worlds are.

Fortunately, there are a number of processes at work that have the potential to arrest this descent. Thus, although the future of virtual worlds may look disappointing, it's not completely bleak.

Besides, for the purist there will always be text MUDs.

[Author's second note: A non-Soapbox version of this hypothesis will be presented at the Other Players conference in Copenhagen, Denmark, later this year. Academics should refer to that, not to this.] -Richard Bartle
________________________________________________________________


From Jenuviel: As you can tell, the article is written a bit from the "glass half empty" point of view, but that's pretty understandable given the fellow's been working against the machine with limited success since the early '80s. Someone made a comment that the developers are just making games for businesses, but I think that's only partially true. Game developers do work for businesses, yes, but I think it's a mistake to confuse them with the people in suits.

"Game developer" isn't a job you just end up in, it's a job you seek out. It's a competitive industry, the pay is quite often less than one could make in other avenues of software engineering, and I think we can all agree that players are fair-weather friends. Why would people choose such jobs? Because they find game design to be enjoyable and rewarding; they have passion for it. Developers aren't the guys who go to USC and shmooz their way through econ classes to get a BA in business, they're the guys who go to Harvey Mudd university and build battlebots in their free time because they like problem-solving. This doesn't mean they don't make mistakes, but it does mean they deserve the benefit of the doubt when mistakes are made. I'll be the first to agree that the current state of this game and many other MMOs is pretty underwhelming, but I don't believe for a second it's because the developers are placing their personal income over the game's very outcome just to milk my pocketbook for a few cents more.

I'm usually something of a pessimistic and cynical woman (and lord knows my view of Ryzom right now is definitely grim), but I'm optimistic about the developers' intent, if not their execution.

Cheers,

Jenuviel
Last edited by jenuviel on Wed Nov 10, 2004 8:10 am, edited 1 time in total.
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dirak
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Re: the truth behind the mmorpgs

Post by dirak »

The problem with mmorpgs as I see it, is that we players don't play them as games, but rather like something that is dead serious.

Before I played my first mmorpg I used to play a lot of real time single player strategy games, where I could spend hours or almost an entire weekend playing a scenario then just putting it away the next day. I played for fun, with no concideration of risk vs reward or what I would get in return for my time, except having fun.

If a player spends an entire weekend playing a mmorpg and gets nothing in return in form of skills/stats he will often complain that it was a waste of his time. He is not playing for fun, this is a serious game that should be treated in a mature way like work!

Where is our inner child and playfulness in mmorpgs? In the last 3 mmorpgs I played I met mostly players that were very mature and focused on reaching goals, reminding me very much of how adults are in the real world. Sometimes I met 12 year olds that had been playing for quite a long time but never gotten to a high level, they were just having fun playing around with things and people they found in the game world.

Have adults lost the ability to play for fun and only know how to play serious?


Rajo - new to Ryzom this week
lordzren
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Re: the truth behind the mmorpgs

Post by lordzren »

it would be intresting to see if they made all monsters do 0xp for a few weeks and see if people still logged on to play and meet people.

if they didnt you would know nobody wants to role play and that they shoudnt buy a game with rpg in the title
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aelvana
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Re: the truth behind the mmorpgs

Post by aelvana »

Text based MUDs were level/grind based. They're quite the same as MMORPGs, identical other than a graphic engine instead of N/S/E/W. Everquest even uses some stock public domain MUD code, as most MUDs did. They had plenty enough player base to have active guilds, cliques, etc. They just weren't in the public eye cause they were pre-big-public-internet. This was where it all started ;)
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