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Reader Comments (19)

Posted: Oct 10th 2010 7:25PM Liltawen said

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In LOTRO I wonder what will finally happen when one gets to Mordor.
Will you get to go back and live in Shire housing,sail off to Valinor,what?
LOTRO has a definite end point-if we ever get to it.Turbine has the IP until 2015 I think.

Posted: Oct 10th 2010 7:34PM (Unverified) said

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At the rate Turbine adds content, and which content they decided to add specifically, they can probably hold out until at least 2020.
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Posted: Oct 11th 2010 12:20AM Jef Reahard said

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Terrific interview.

I got a chuckle out of his gentle digs at the metrics and numbers inherent in social games, and he's absolutely spot on about the way the MMO genre is being wasted on gameplay when it had (has?) the potential for so much more.

Great read. Sad and disheartening, but great work nonetheless.

Posted: Oct 11th 2010 3:07AM Dblade said

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He doesn't get it. Permadeath worked in MUDS because barely anyone played them. That meant you had many less griefers or grief potential, because MUD admins could counter them easier. It's not a matter of freedom or responsibility when someone keeps rolling new accounts to grief, and Permadeath and possibly even world PvP itself simply can't work with any decent population.

EVE created empire for relative safety, and wormholes to make friendlier alternatives to 0.0. Aion killed rifting because twink rifters drove a lot of new players out of the game. Darkfall is rediscovering PvE because its failed entirely to keep a decent audience through PvP only.

I guess I'm saying that responsibility cannot ever make up for the power of anonymity and the freedom to wreck things it gives.

Posted: Oct 11th 2010 3:39AM Noteamini said

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Then there isn't enough responsibility. Say you lose item when killed by player. If you attacked another player without reason, you are marked with bounty for other player to hunt and banned from town. If you die, not only do you lose item, you are in dept for that bounty.would you still mindlessly gank? You are free to do what ever you want in real life,but you don't because of the concenquences(responsibility)
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Posted: Oct 11th 2010 10:57PM Dblade said

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Yeah, they would mindlessly gank, because they could switch to alts, or bait another person into attacking, or kill in large groups as not to lose the fight. In the 30 billion EVE article mentioned, even FIRING on another ship unprovoked kills your ship in hi-sec, yet they still banded together to gank him, and ganking barges and haulers are common.

The only way responsibility would ever work is if you made it such a crime to kill another player that players would wonder why you bothered to make the game PvP in the first place.
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Posted: Oct 13th 2010 2:27AM Noteamini said

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like i said, not enough responsibilities. what if your bounty is account wide? what would you do then? large groups? there is always larger groups, with enough incentives they can rally up the entire server to hunt you. there is always ways to break the system, as there is to patch it up.

the point of responsibilities isn't to wipe ganking/evil doing off the game, is to create consequences for your action. you can still do your evil deed, but can you deal with the consequence afterward is what make it so much more. it makes one think before PKing. On one hand, you get the thrill of the kill and possibly to loot your victim, but on another hand you will be marked for bounty and punished if you fail to escape. right now in games like aion/wow/warhammer pvp is rewarded, you are rewarded to kill another player. i believe in one of bioware's(or ArenaNet's, i can't remember) interview, they said it's the fact you have a choice make your decision so much more. it's the freedom of choosing make it worth while. you choose to kill this player and deal with the consequences, or you stay good and not attack him. in game like aion you aren't presented with a choice, you see an asmo(or elyos) you kill him, because you have the incentives to do so(ie. AP, kill counts, quest, he will likely attack you) and no negative consequences to follow(it's a no brainer).


rather than force the game to be played out a certain way, it allow the player to choose the path, but balance the output with mechanics like responsibility and consequences.
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Posted: Oct 11th 2010 7:32AM Qehb said

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An ending? Realy?

Any MMO with an actual ending would be a joke, people will just play through it and never pick it up again meaning there would be a very little amount of people playing it after its first month leading to it being a dead game.

Posted: Oct 11th 2010 12:14PM Noteamini said

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perhaps you shouldn't look at an MMO with ending with views of triditional MMORPG. view it as a massive co-op RPG. you start the adventure, meet companions as you go, and complete your adventure with a grand ending.

imagine dragon age but with real people to encounter for party and interaction.

an ending is definitely something i would like to see, it would break MMORPG away from the traditional model of grind->level->gear->expansion->repeat.

i really like what bartle said, and completely agree with him.
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Posted: Oct 11th 2010 4:36PM wcanyon said

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Johny has it right. Alternately, you could do a large game that is reset when one faction gets to a certain percentage of territory or something. Diplomacy + Eve + Mass Effect would be a full on win for me.
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Posted: Oct 11th 2010 12:39PM End Dream said

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Very interesting interview. I agree, and it is very sad that MMO's will likely never reach their potential.

Posted: Oct 11th 2010 12:57PM Meagen said

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Why is it that every interview with someone who was young in the time MUDs were king sounds like "You spoiled kids today and your demanding games to be fun. Back in *my* day, we never had fun, all we had was rocks. We had to make our own fun: we threw the rocks at each other until someone lost an eye, and we *liked* it..."

Posted: Oct 11th 2010 1:08PM (Unverified) said

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One of the best article I read on this website. Too bad... it was a little short.

Posted: Oct 11th 2010 2:59PM DarthDan said

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Fantastic article. Wish more guys like Dr. Bartle were at the helm of today's MMOs.

Posted: Oct 11th 2010 3:11PM jimr9999us said

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An mmog with an ending you could reach in 18-24 months of continued play, requiring completion of story driven time sensitive quests, would be an admirable achievement in the industry.

I 100% agree that the way mmog "end game" mechanics are constructed, there is no sense of the accomplishment that comes with the completion of a good rpg. In this sense WoW is no different than Tetris.

Mmog's as they currently stand are no different than LasVegas. We exist as millions of vaguely dissatisfied tourists, wandering the strip and looking for the next big payout, biding our time until the next shiney new casino opens offering more of exactly the same.

Posted: Oct 11th 2010 4:06PM (Unverified) said

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Brilliant.
MMO with an ending. Talk about thinking outside the box...

Posted: Oct 11th 2010 6:39PM Cavadus said

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Rather than permadeath you could achieve nearly the same thing by simply tossing levels and classes, having a straight forward skill system with no redundancy whatsoever (that part is quite important), make it generally an easy and fast grind (couple of weeks to be skilled enough but not maxed out by any means), but make a player lose all skills and inventory upon death.

So you don't lose the character itself, you just lose all skill progression and the items you had with you. If it only took me a week or two to get back up to speed it wouldn't bother me at all.

Posted: Oct 12th 2010 2:47AM (Unverified) said

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Cavadus>If it only took me a week or two to get back up to speed it wouldn't bother me at all.

As a rule of thumb, the length of time it used to take to get back to where you were when you died in MUD1 was roughly half the time it took you the last time. You also tended to get better at avoiding being killed, so that by the time you got to the second-highest level other players were more afraid of you than you were of them.

We're not going to see permadeath return, though, so this is merely an academic discussion these days.

Richard

Posted: Oct 13th 2010 8:13AM Xilmar said

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Really don't like to be condescending here, but the very vast majority of mmo gamers don't get what he's talking about. I had the great opportunity to talk to him a bit about these things and AI in general and he's sort of a visionary.

What he said about permadeath is brilliant because that implies that people will keep playing not because of loot, endgame, lvl or achievements, but because it's fun and they want to play that, not some other MMO. In an ideal society, making money should be the result of making a great game, not the other way around...

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