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

Reader Comments (4)

Posted: Oct 30th 2011 12:34PM BigAndShiny said

  • 2 hearts
  • Report
I really don't see why MMOs have to have
-worse combat
-worse graphics
-no voice acting
-less story
-less atmosphere
than singleplayer games. And worst of all, customer just seem to accept it. I remember people praising Rift's graphics when it came out, despite the fact it would have been majorly criticised had it been a singleplayer game.

Why do we accept 'kill 10' missions or fetch quests? Why do we accept a lack of voice acting when pretty much EVERY SINGLE other game in other genres have it?

Devs are just being lazy,. because I know that servers, grouping and other MMO features don't suddenly turn a game from a $10 million budget into a $100 million budget. They can do so much more!

Posted: Oct 30th 2011 2:42PM Saker said

  • 2 hearts
  • Report
@BigAndShiny You said they were "lazy", I would counter that it's the greed of the money men and absolute -terror- of trying anything that hasn't been "proven" by being a WoW feature.
Reply

Posted: Oct 30th 2011 4:55PM hereafter said

  • 2 hearts
  • Report
@BigAndShiny

I agree, but MMOs tend to be pretty huge (or at least as large as the budget has room for) and getting all that space up to snuff isn't the same as making a 20-hour blockbuster single-player game. So yeah, they resort to typical quest design because it's a way to move the story along that doesn't require the tightness of design that a master-crafted campaign would. Standard questing can be added to and rearranged relatively easily while advanced phasing techniques and dynamic content isn't as cut-and-dry.

We as gamers have accepted it because often the style of questing hasn't been as important to us as the quality of the graphics, the character creator, the endgame, etc. Fortunately, there's a growing desire for a redesigned wheel, so I think we'll start to see a shift.
Reply

Posted: Oct 31st 2011 1:09PM Vandal said

  • 2 hearts
  • Report
I always regarded the post-WoW 'bubble' as having been partly driven by the industry thinking that old-school developers like McQuaid, Garriott, Jacobs and Godger were capable of making games for the modern MMO market. Even with games where such people were not involved, there was always the attitude that old MMO traditions established by these past developers were somehow relevant or useful.

Traditions such as expecting players to be dense enough to 'pay to beta test' bug-filled games. Or making games that dictate player's schedules like a second job rather than games where the players are in allowed the choices.

The genre is finally starting to move past that but then you hear the plans for Final Fantasy which amount to a pay-to-beta and you realize the industry is still mired in old traditions. Until new games show that that the market it ready for those traditions to be abandoned, we'll keep seeing the same mistakes.

Featured Stories

Coming soon
Engadget

Engadget

Joystiq

Joystiq

WoW Insider

WoW

TUAW

TUAW