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Reader Comments (72)

Posted: Mar 19th 2011 8:14AM Tizmah said

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Sure, I can do headshots all day long and rack up the kills on NPCs and Players.

Posted: Mar 19th 2011 8:31AM Dumac said

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Why not.

Posted: Mar 19th 2011 8:36AM Thorium88 said

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The thing you're really asking is: do you want a simulation of reality or do you want a good competitive game?
If you want a true simulation, then you can make your sniper who one-shots opponents long before they realize they're in danger. But that sort of thing doesn't make a good competition, or if we were to imagine a real-life bloodsport, it wouldn't make for good television.
What makes a good game (or good television) is balanced combatants engaging in a contest that takes a certain amount of time and at some point in the middle "it could go wither way!"
Either approach is justified by the purpose of the game -- do you want a brutally realistic (and often boring or unfair) simulation, or do want good competition?

Posted: Mar 19th 2011 2:22PM Jef Reahard said

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@Thorium88

The thing is, though, who's to say that a more realistic game is "boring" or "unfair?" I don't think there are enough of them out there to make such a judgment. Aside from WW2 Online there's... er, well... yeah.

To answer your question, I would prefer a sim over "good competition." That said, I don't think it has to be one or the other. MMOs can, and should, incorporate aspects of both.
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Posted: Mar 19th 2011 4:59PM (Unverified) said

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@Thorium88 When i think of realistic type MMO, id say something like Rainbow 6 or Ghost Recon. Yes they can be fun, but they can be all sorts of frustrating if you have a bad group or connection. An assassins creed MMO However.....
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Posted: Mar 19th 2011 8:41AM Solp said

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A more realistic mage: "Lighter burn" "Ice water" "Does my bum look big in this?"

Posted: Mar 19th 2011 8:58AM Laren said

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So if I hit you with a big fireball, and you die instantly, then what? That isn't fun for either side. More active combat is probably where some fun can be had..still not real, but closer. Maybe if I shoot a big fireball towards you, you have to counter with an ice shield. Latency makes this type of mmo pretty hard to get right.

Posted: Mar 19th 2011 8:59AM (Unverified) said

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WWII Online has been doing this for a long time now. It's a niche play style, but popular enough to keep them in business..

Posted: Mar 19th 2011 9:33AM Apakal said

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Bushido Blade is one of the greatest games ever!

I wouldn't be directly opposed to a more realistic MMO. I've never been one for slow paced PvP anyways. In that regard, I've always enjoyed FPS games more.

Posted: Mar 19th 2011 9:37AM Apakal said

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@Apakal

Oh and APB Reloaded is working towards this. Combat is pretty fast. Once someone starts shooting at you, you don't have a lot of time to do anything about it.

Unfortunately, its also still littered with a variety of other problems that just make it a not very good game, so its maybe not the best example. Otherwise, yeah, combat like that can be pretty fun.
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Posted: Mar 19th 2011 9:38AM Mystal said

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People would play something that fast paced (they already do play FPS games with RPGish elements) but the faster paced you make it, the more niche your target audience is going to become.

You're also going to come up against more of a limit in terms of depth, because there's only so many options you can give people before the pace of play makes it impossible for them to take advantage of most of it.

So the question is what you're going to offer to keep people engrossed enough to shell out cash over an extended period of play. The fast paced combat by itself is available in FPS's, and it makes it harder to achieve the feeling of depth that sets MMOs apart from a lot of other games, so you might wind up with a game that's extremely niche.

Posted: Mar 19th 2011 9:40AM Lyones said

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We are hundreds years away from a realistic combat experience in gaming.
Anyway it should be great to find at least a funny combat style in mmorpgs, in the Devil May Cry Way more than assassin's creed.

Posted: Mar 19th 2011 10:02AM Grayden5 said

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Although i think truly realistic combat in an MMO would be a terrible idea, i do think developers should be trying to create more immersion combat which is not all about abilities and spells but more about raw skill.
Despite the bugs, Mortal Online's combat is my idea of a perfect combat system, sadly it still needs much polish. It is not very fast paced, but you still die in few hits, therefore it becomes a very tactical based on who strikes when and not who can spam 1,2,3 the fastest.

Posted: Mar 19th 2011 10:31AM Fakeassname said

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*looks at vindictus*

uhm ... I try to, despite the fact that it still has got stats it's quite realistic in it's constant one shots to my connection.

I actually endorse more "action" in mmo combat, but sadly our connection tech (at least in the us) is just not up to snuff yet.

Posted: Mar 19th 2011 11:11AM Apakal said

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@Fakeassname

I've never had my latency prove to be particularly prohibitive in any online FPS game I play. The latency in my Call of Duty games ranges from maybe 80-170 ms, with the host maybe getting a very slight advantage if they're around 40 ms or so. I'm not really sure why an MMO would be any different.

My latency in APB is around 100-150 ms to West Coast servers (as good or better than my connection ever was in WoW to East Coast servers) and I live in Ohio. I haven't found it to be particularly prohibitive when it comes to the combat.
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Posted: Mar 19th 2011 5:46PM Fakeassname said

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@Apakal

lol, I'm making a jab at Vindictus.

it really is nothing more than a small instance lan based third person hack and slash, yet can't maintain a connection for longer than 7 minutes. most any 1st person / 3rd person game of similar make can operate better than that on less stable tech than the source engine.

jab at Vindictus aside, we are quite a ways away from having "live" combat in mmo's. yeah, current tech can handle relatively large combat (36 v 36) without a hitch, but that is with rather static characters spread across the map (limited number of 1 piece skins, few weapon types, and few "mass combat" encounters of more than 6 people in one location) unlike what a mmo demands (lots of visual variances with multi-segmented skins, lots of different weapon types, and most combat being close range brawl with 50% or more of the combatants in close proximity).

server and client capacities are still struggling to keep up with just the virtual dice rolls, no way can the tech hold up to stress load that live combat in a mmo setting brings.

... we will get there eventually, probably another generation or two for the server and client tech to get up to speed, but even then the NA ISP's gotta get off their asses and roll out some better cable instead of making us hook up our $500-$1,000 game boxes with string and tin cans.
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Posted: Mar 19th 2011 8:58PM Apakal said

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@Fakeassname

Ah. Okay. I see what you're getting at. Yeah, I can go along with that. Who knows though? More efficient network code, more widespread fiber optic service, etc. etc. might not be that far off.

There was an article a few weeks back on Joystiq I think about some networking firm, connected to CCP somehow, who built a 1000 player FPS demo of some sort. I didn't read the whole article, but considering how fast technology moves, who knows.
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Posted: Mar 19th 2011 10:38AM mszv said

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No twitch gameplay for me -- not into it, can't do it, all that.

Posted: Mar 19th 2011 11:26AM Saker said

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@mszv
Many people can't and don't want to either.
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Posted: Mar 19th 2011 2:00PM Jef Reahard said

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@mszv

Wasn't talking about twitch (and I'm bad at it too fwiw). I'm talking about a more realistic approach to armor, weapons, positioning, situational awareness, etc.
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