| Mail |
You might also like: WoW Insider, Joystiq, and more

Reader Comments (34)

Posted: Aug 25th 2008 3:36PM (Unverified) said

  • 2 hearts
  • Report
Levels, which fixes some of the other problems, like the grind.

A skill based system is better, although EVE's is not the way to go, it's majorly flawed too.
Game design I have fixes it, but I'm not exactly in the industry with a voice to be heard.

Posted: Aug 25th 2008 3:36PM (Unverified) said

  • 2 hearts
  • Report
These comments are ridiculous. Level and classed based systems are the only way to go. Have you seen any successful mmo with at least 400k+ for more than one year in the non asian mmo's markets? The answer is no. Look how fast people fled UO when EQ came out.

And what the hell is horizontal progression? Do you mean breadth first then depth?

Posted: Aug 25th 2008 8:17PM wjowski said

  • 2 hearts
  • Report
UO's problems had less to do with it's skill-based system and more to do with it's absolutely toxic social environment.

Also, EVE Online is likewise skill-based, and is steadily growing.
Reply

Posted: Aug 26th 2008 11:49AM (Unverified) said

  • 2 hearts
  • Report
Yeah I'm not sure what you mean. Skills based seems the way to go for me. You are more in control and to me it seems more realistic for my character to learn things gradually as I progress through the game. EVE is an amazing game.
Reply

Posted: Aug 26th 2008 11:04PM thranx said

  • 2 hearts
  • Report
"Have you seen any successful mmo with at least 400k+ for more than one year in the non asian mmo's markets?"

No... do you know why? Because there wasn't a western MMO with more than 400k subscribers until WoW (not completely a western mmo) aside from EQ1 for a very breif stint. Star Wars Galaxies apparently came close at one point, claiming 350k, and EQ1 topped out around 450K I believe... but that's a stupid comment. Know the roots before making that type of broad comment.

A skill based system can work, it just takes alot of tweaking and balance. It's the customization of a skill based system that I think is appealing to most people... it's just that no one's hit that sweet spot of great game and great skill bases system.

I think SWG made a great pass at a level/skill-based hybrid system in it's original form, not the re-done pile that it is today.

Horizon's skill/class hybrid was very fun as well... but that one was doomed long ago.

AO is skill based, and it would certainly have to be considered "successful." Horrible start, but it's maintained a decent (80k?) paying userbase for 7 years now, peaking at around 150k. It's successful enough to have spawned multiple expansions and an upcoming graphical re-vamp.
Reply

Posted: Aug 25th 2008 5:13PM (Unverified) said

  • 2 hearts
  • Report
Classes. I can understand that developers are not able to invent new game mechanics. But, they have a preexisting skill progression system to copy, besides the WoW trinity. I guess having a game that is noob friendly is more important than not insulting every one else.

Posted: Aug 25th 2008 5:53PM (Unverified) said

  • 2 hearts
  • Report
There is a MMORPG that:

1. Does not have classes
2. Is skill based
3. Has optional quests
4. Creatures do not drop weapons as loot when they die. They do have body parts that are useful to crafters, though.

It's called Ryzom. Currently, it is in the middle of a resurrection, and the new owners are testing it to see if everything works correctly. Check out Ryzom's forums.

The player can make a gun toting magic user who can make armor and weapons. The player also gives himself/herself personal objectives. NPC have optional quests, but they are not necessary to complete. I think they are there for those that are afraid of free-form games.

People might consider raising the level of a skill(s) a grind though.

Posted: Aug 25th 2008 9:31PM (Unverified) said

  • 2 hearts
  • Report
Long travel times.

http://www.tremblinghand.net/2008/08/mmo-runaround.html

Since when was tromping over the same old ground back and forth fun? Exploring is fun. Repetition isn't. And time wasting is the *opposite* of fun.

Seriously, making us wait for 30 levels before we can use a mount is beyond inane. It's just plain rude.

Make it like SWG where you get a vehicle/mount as soon as you start so you can hit the ground running, so to speak.

Posted: Aug 25th 2008 9:54PM (Unverified) said

  • 2 hearts
  • Report
I agree, but when I played Guild Wars (and I didn't play THAT much) I felt like the instant-travel system there kind of cheapened it. Maybe there's a compromise, something better than long walks but something more immersive than "I'm here, now I'm there".
Reply

Posted: Aug 25th 2008 10:06PM (Unverified) said

  • 2 hearts
  • Report
I'd disable all but proper English sentences in chat windows. Perhaps by allowing idiotic talk be punished by being "downranked" like comments on these articles, til the offending person is silenced. Maybe have the downranking decay over time, perhaps.

Posted: Aug 26th 2008 9:12AM (Unverified) said

  • 2 hearts
  • Report
How about a game that doesn't stop when you log off. Your avatar becomes a regular NPC doing things according to his/her talents. Also make it biological, meaning, every NPC in your town needs some place to live, enough food to stay healthy, so food comes from hunting and farming, you'll need NPC (and PC) to contribute to that.

Furthermore, make death permanent. Your avatar dies, he's dead. Keep the game going by letting your players posses the bodies of their avatars NPC family (see you get to make babies) as a way to extend the family name but if you suicide through your whole gene pool your family dies out.

Posted: Aug 27th 2008 2:26PM Durinthal said

  • 2 hearts
  • Report
Well, it looks like everyone else covered my issues.

1. Unrealistic looting (if the generic goblin model is wielding a short sword, a short sword should drop every time one dies)
2. Rigid class systems (I'd honestly prefer a hybrid where every class can train a skill, but some are better at specific skills than others)
3. Meaningless deaths (permadeath should even be an option, albeit a relatively easily-avoided one)

Posted: Aug 30th 2008 12:57AM (Unverified) said

  • 2 hearts
  • Report
I'd abolish "towns" that consist of three small houses.

If you want to put that in the landscape, call it a farm or an estate or an outpost-- not a "town". It's not a town.

Posted: Aug 31st 2008 1:04PM J Brad Hicks said

  • 2 hearts
  • Report
Having taken some time to think about it, if I only get to pick one then here's mine: having to walk the same ridiculous distance *over and over again.* The first time, maybe even the first three times, it's fascinating revelation of interesting new terrain. After that, it's a commute. A time sink. Not fun.

Featured Stories

Editorial: Learning from the 38 Studios disaster

Posted on May 25th 2012 1:00PM

Storyboard: Why I rejected your guild application

Posted on May 25th 2012 12:00PM

Everything you need to know about The Secret World

Posted on May 25th 2012 11:30AM

Coming soon
Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW