selyf wrote:Having adventured in over a dozen online worlds in the last decade, with extended stretches in some of them, both out of guilds, in guilds, and in one case, leading a guild, allow me to say this.
- Nadisu
Great post, selyf, I agree with everything you say. I'm in the same boat, been a veteran of MMOs going back to "The Realm", and even as far back as BBS *gasp* turn based MUD style games. I've been in guilds big and small, have lead a small RP Guild, and have often just enjoyed being an un-guilded journeyman.
And, absolutely, an MMOs success is made by the community and spirit of the players, not the features, loot, graphics, or items.
DAoC, as you mentioned, IMO, is successful because it tries hard to connect players IN GAME, with LFG flags (and the ability to find players looking to group), common places at dungeons and keeps to find others looking to form a group, limited "region" style chat, places to find crafters, etc. Because of the way experience works, you have to find players near your level, which basically forces every PvE group to be a pick up group. On top of that, there are distinct classes which are desirable, and required in order to hunt effectively. With each server having 500-2500 players online, there's no problem finding new people, and players around your level to form a hunting group.
That being said, I'm absolutely not saying that is the best or only model -- everything about DAoC is against the grain of Ryzom -- too structured, templated, class based, single path, etc. I don't want Ryzom to be like that -- I was drawn to this game because it's *so* different from others I have played. However, some of the key elements required to allow the players to *need* to interact with others outside their clique / guild / friends, if even on the rare occassion (spare buying player crafted items), are lacking.
I'm not sure how or what is needed to fix it, or if perhaps it will just work itself out as time goes on. But it seems too easy to fall into a niche and never have to interact with "new" people, which works against fostering and developing an in-game community. Unless there is a mass influx of new players to counteract some of those existing guild and "familial" structures, it can turn isolated players away.
Many of us play MMOs because, well, they are social, and playing a game in a shared world with other people is pretty darn fun. If it weren't, we'd all be playing "Baldur's Gate XVIII: Return of The Bride of Baal" by now.
Anyway, perhaps my experience over the last couple of weeks has been isolated and temporary until more players pick up the game, but Nevraxx may want to look into some of the "social issues" of the game -- how to develop and foster a supportive and interconnected in-game player community, that needs the *community*, not just their guild.
Ultimately, Big Picture, this is probably more important to the life and popularity of the game than "feature tweaks" like spell costs, player merchants, mounts and the like.
That being said, still playing and happy. I'd just like to interract with you all more often that when I need equipment upgrades