Your Next: Playing to Strengths - GLHF 3

LockSixTime discusses the spike and fail culture of MMOs.

Dungeons and Dragons was a real watershed moment for role-playing games, and I don't think it's unreasonable to assume it has had an effect on every MMO we've ever played.

It offers a system of tools that encouraged collaborative, emergent storytelling while making interesting choices. Sometimes you have to write a sentence like that, just to show the other nerds you mean business.

When RPGs moved off the tabletop and onto the desktop, the technology being used to replicate the experiences possible with pen and paper was very limited. Design compromises had to be made, but the ultimate goal was to replicate the feeling of being part of a group of friends on an epic adventure.

I believe we have totally lost sight of that goal.

As success was found with some of these models, the focus changed. Instead of trying to replicate what a good role-playing experience should be, designers instead attempted to refine the successful models. Before we knew it, people would be on forums actively defending the notion of trinity based combat or static mob spawns.

I'm not trying to say that any particular MMO is bad, or that any particular team was wrong for taking this route—it made sense and there were good reasons to do so. I'm saying this approach has led to the stagnation of the genre; all of the development effort is being put in the wrong areas.

Surely there have been enough embarrassments now for this to be clear? The spike and fail culture, and a sense that the bulk of the MMO playerbase is in a holding pattern on the hype train, is so ubiquitous people have come to accept it as the norm.

Lucky for us, something had to give sooner or later, and I believe it came with the decision to go back to the drawing board for EverQuest Next in 2011. When this decision was revealed in 2012 SOE President John Smedley said, “We saw all these games that we knew were in development and very high-quality, but we saw what was going to happen; this big spike and then it goes down. That's the truth of what's been happening with MMOs. The fans need to realize that if you don't change the nature of what these games are, you're not going to change that core behavior.”

After we as players have spent years exasperated with this cycle, a company was finally willing and able to realign its perception to the point where it could see where we were coming from. Many believe this is just lip service, or another marketing ploy. I would like to remind those people that SOE took a hit right in the development budget when it made this decision. It cost them money to go back to the drawing board, and why would they throw it away just to reheat the leftovers?

That's what sold me on EverQuest Next. We have to wait and see how well the pieces come together, but at least they are trying to do what many others were unwilling or unable to do: create a world for us and our friends to go on an epic adventure in.


LockSixTime

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MMO's should be social
# May 20 2014 at 9:15 AM Rating: Decent
The issue I have with many MMO's is that the social elements are tacked rather than being integral to the game. Meeting another player in game should add to and not detract from your experience.

So if you are soloing and see another player having a fight, you should be rewarded for aiding that player (even if its just something like a reputation system).

The game should go out of its way to help you make friends/allies/enemies and make everyone feel like part of the community whether you prefer to solo, co-op or pvp.

D&D irl was only ever fun if you had other people to play with.
Great Read
# May 18 2014 at 9:58 AM Rating: Decent
28 posts
Very interesting read Lock. I feel largely the same way about MMOs. I hope someone can re-ignite my interest in the genre, but I've become a little cynical. Sometimes I wonder if the golden age of MMOs has past and its just time to move on rather than just try to recreate it (except with better graphics, different combat, and fancier storytelling).

On the other hand, maybe part of the reason I can't get into another MMO (and believe me I've tried) is the time factor. When I was hardcore into MMOs I was single and then newly married. Now I've got kids and work and other hobbies that take priority. Its hard to envision finding time to even consider leveling a character in whatever MMO to max level.

For now I'm sticking to tabletop RPGs. But I am curious to see what Everquest Next will hold.

Thanks for the articles. Once again, great read.
MMOs are not that similar to D&D IMHO.
# May 17 2014 at 8:49 PM Rating: Decent
37 posts
While I was a big fan of D&D, I think it differs from the MMO experience and the computer game experience for a whole slew of reasons.

No computer game(at least in my lifetime) will be able to compete with our imaginations, computer graphics show us exactly what we see. This compares with reading a book and seeing a moview, D&D is the book, computer games are the movie. The movie often doesn't compare with what our imaginations cook up and this is why people are often disappointed with the movie version.

D&D was played in many many different ways by different people, and those preferences on how to play the game were not always compatible. Thus the player population was very segmented by it's very nature and was more like a thousand different games on segmented servers of tiny groups than anything resembling an MMO.

While I agree MMOs should be more focused on communication and bringing people together, we run into several issues. People want to play differently. Small communities can work but can be very hard to maintain and keep active, also less players = less revenue = less development/features. So there has to be a balance. Simply having a large player base is not necessarily the answer either. If your game constantly has a lot of players but is like a revolving door, it is nigh impossible to build a community. This is why simply being free to attract more players doesn't always work. If you want a large number of players and you want them to stick around, you need to widen your focus.(being too wide can have the opposite effect as well) The more kinds of play you support, the more players you attract. The longer you can keep them entertained the more they come back and the more stable your playerbase the easier it is to build good communities which reinforces them wanting to stick with the game. Communities are not built of players who are clones of each other. Players may have only a few shared interests with one other but that is enough for players to build relationships on, IMHO it is those very differences that make for a vibrant community. This is in fact what I like about Wildstar even though I am not personally interested in all of the play types, instead of trying to shove all their players into one play mode and thus making that mode widely accesible and shallow(like WoW raiding for example) they have designed a wide variety of play modes for different players. This prevents a variety of different opportunities for players to come together and also creates more opportunities for players to try things together that they probably wouldn't have sought out on their own.

Honestly I am not sure whether or not EverQuest Next will be able to do that. As a niche game it may succeed, and those can be great too. But I am not sure MMO is the proper word to describe more niche like games as they often tend to not feel very massive, and are probably closer to small D&D communities. Don't get me wrong I love small D&D communities and niche communities, but those are just not the same thing as what MMOs have the potential to be. But then again it may turn out to be widely accepted, but personally I'm just not convinced yet.

Edited, May 18th 2014 1:05am by bombardj
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