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Reader Comments (12)

Posted: Jul 9th 2009 10:13AM (Unverified) said

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Great article, but you might want to fix the link to APB. www.apb.com is the correct address, the one you have linked simply goes to a parked domain.
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Posted: Jul 9th 2009 10:30AM (Unverified) said

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d'oh!

Thanks for the catch, all is now working properly.
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Posted: Jul 9th 2009 10:30AM (Unverified) said

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One thing that we will see is the death of the raid guild. People don't have time to deal with complex social networks in their real lives, they most certainly don't want the headache of that in their virtual lives. smaller close knit groups of two to five is the future of MMO's. This will cause a rift between the old school and modern gamer, but developers (smart ones at least) will follow the money, and the money today is no hassle easy in easy out gaming that doesn't require slide rules and micro managing and secret handshakes.

What we will see in the very near future is small associations that resemble the old Pen and Paper D&D group that the 500 person guild. Developers are findign out that adventures with smaller groups makes the individual feel more heroic, and the last thing the modern gamer wants is to spend five hours clearing trash mobs with 24 other jerks he hardly knows and doesn't really like very much.
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Posted: Jul 9th 2009 10:47AM (Unverified) said

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i agree raiding is ok but people do not have time for a 1000 hour raid (im overstating the time i know but still even a 5 hour raid is too long)
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Posted: Jul 9th 2009 10:53AM tRaFiK said

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I dont speak for everyone in this sense, but I am a single player MMO player (if that makes sense). Nothing brings alive a game more than having REAL players running around you, even if those players have nothing to do with your personal goals or "quests". However most MMOs I have played have failed in this respect, I don't resent or blame them for this, as the key word here is Massively. One day I hope for a game that delivers a game for both the masses and the solo player. Devs have taken to the MMO idea as being the next big thing/money spinner (and yes I know that not ALL MMOs are money makers). You hit a good point on SWTOR, I do hope that it delivers what it promises, Bioware in my mind was one of the greatest single player RPG devs in a long time, and I hope they dont forget their roots.

I don't RP in MMOs, but I love the idea of being able to become a crafter and not a fighter, be renowned for your crafting skills and be UNIQUE in that aspect. As frustrating it is to be the "MMO" player wanting to get their hands on that special item, it is a joy to behold for the few players who have commited enough time to become the holder of those crafting skills. Many games have just made it too easy, once everyone has visited all the dungeons/instances, all they do to get by to the next patch is get their crafting up and then everyone is on even ground. Skill decay is a fantastic idea, providing the crafters have incentive to craft and not just fight.

Darkfall, even with it's shortcomings has the right idea. If I choose to do so, I can simply be a crafter and become known as the "go-to" guy for a certain item. Not all of us want to fight (Im a lover not a fighter baby!)

Games reward the greatest combatants/PVPers/arena fighters... how about some love for the guys that make the gear that gets those guys there? Cyberspace celebrity status can be attained in many ways...

I could possibly be rambling, it is late and many beers have been downed. But I think I got my point across in the most neutral way possible.
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Posted: Jul 15th 2009 2:27PM HackJack said

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When I'll become a videogame developer (main story writer, art director and also an investor - all this after I discover a new, a$$-cheap energy source and make money with it) I'll finally be able to do those 3 games I've always wanted to make (new genre included... damn! 11 years and no one thought of doing this? I must be a freakin' genius!)

Until then... hold on!
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Posted: Jul 9th 2009 11:15AM Lethality said

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There's a lot to say about this, but I want to keep it brief:

Developers need to find a way to streamline development and content production without lowering the quality. They need to find a way to bring things to market much more quickly in the MMO space... It's such a gargantuan task, but it needs to be refined.

Having said that, since they are creating entire worlds, I think its a travesty to only have a "combat" game fleshed out (for example.) They need to leverage their creation more.

Developers need to take that world, and develop entirely additional game mechanics systems within it. For example, why not take crafting to a level where it can become its own PvE game with its own levels, skills, etc. Just like combat players might fight a group of NPCs, there's no reason a crafter player shouldn't be able to merchandise their goods to NPCs, etc. Lots can be done here to evolve, and with an entire world at their disposal, should be. It doesn't have to be "all" epic questing & battles.
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Posted: Jul 9th 2009 1:14PM (Unverified) said

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Here's my article I wrote for Gamebunny that addresses a bit of "redefining MMOs".

http://www.gamebunny.com/?page_id=4893

Many....many players never see half or more of the content in some games. CEO of Frogster America cited an analysis of WoW that stated 55% of players never see 85% of the game's content.

My article explores how the evolution in MMORPGs may be shifting based on players perception of how they derive "fun".

Namely, as a whole, the MMO community may simply be tiring of endless raids and grinding to level cap and may have started exploring the more horizontal aspects in games to find their fun.
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Posted: Jul 9th 2009 2:27PM (Unverified) said

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Wrote up one of my ideas on developing story-telling in MMOs focusing on SW:TOR or what I expect one particular aspect to be like:

http://dark-adjustedeye.blogspot.com/2009/07/redefining-mmos-story-and-lore-focusing.html
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Posted: Jul 9th 2009 2:39PM (Unverified) said

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This is a recent paper... the tentative introduction for the second part of my upcoming, yet still potential, Masters Thesis. This represents a large conceptual chunk of what I am doing and thinking. Do not feel obligated to read it, especially if you are prone to using the term "ivory tower" in a derogatory fashion. I'm not building an ivory tower for myself. it's more of an off white cinder block fallout shelter...

http://wetwyered.com/wordpress/?p=102
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Posted: Jul 9th 2009 5:02PM RogueJedi86 said

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A minor note about TOR, but in the area of voicework, one E3 walkthrough(On lucasforums.com) pointed out that the Bounty Hunter player charatcer is voiced by Steve Blum, known to anime fans as Spike Spiegel on Cowboy Bebop, among many other roles(wiki him).

I'd prefer an emphasis in MMOs on storyline and less on raids. Even in the Lich King expansion of WoW, you have to have at least 9 other people to experience the most interesting raids. Wanna fight the titular Lich King? Too bad, you gotta get 9 or 24 other people. I hope TOR does open up the entire game to a much smaller group. 5 players seems about right. It leaves room for the typical Holy Trinity of Tank/Heals/DPS, plus leeway for 2 more people do any of the roles.
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Posted: Jul 12th 2009 12:13AM (Unverified) said

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I really hope that the promised evolution (revolution?) in story telling of SW:TOR doesn't come at the expense of the social aspects of MMOs that were perhaps most prominent in games like UO and Everquest. The harshness of those worlds demanded a reliance on other players that in turn built strong player communities in which players became famous and notorious, and your adventures became the stuff of oral legend among your peer group. "Remember that time we were riding to the city and the dragon came out of nowhere and..."

EVE is often cited as being a fertile spot for this sort of emergent player narrative, it sharing a lot of the of the features of the old guard of MMOs that made such narratives possible. The Old Republic by all the accounts I've read tries to minimize the reliance on other players to such an extent that descriptions of it read like KOTOR times however many character classes ship with the game. I fear that other players will become little more than flavor text in dialogues and a sometimes-better-than AI partner in quests. While you may play a character in SW:TOR, I don't think you'll create one; and that would be a damn shame.
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