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An examination of happiness with regard to mmorpgs can be analyzed in two most elementary respects: ends based, and means based. (in examinations of morality it's deontology and teleology--i dont think there are specific names for this with happiness)
Part of the fun of EQ (and the other old games) rested in potential--the potential of what you could accomplish, the potential of what you could gain, and the potential of the new updates to provide more for you to accomplish/ gain.
However another big part of the fun was present in the actions that led up to accomplishing or gaining.
(Social aspects are necessary, but if the game is fun, and the developers allow people to meet/group/form guilds/etc societies will develop)
The problem with todays games is there's no potential. It's all inherent. For example, if i pick x class and work hard y surely will happen and this is exactly how i get to that point--as i have done this many a time in other games. This is where innovativeness comes in. Today, if everquest came out for the first time, i think it would flounder and die, as its innovative features were implemented in other games.
Some people say the big problem now with innovation is that there really isn't much more to innovate. That UO and EQ accomplished so much that there's really nothign left. But my argument to them is empirical; look at Infantry or Cosmic rift--quite different games (compared to the typical mmorpgs) that were incredibly enjoyable (some of the zones qualified the games as mmorpgs).
Although I cannot specifically say why EQ, UO, infantry, and cosmic rift were so enjoyable (except that they were new and innovative--which is not necessarily synonomous with "funness"), I can attempt to proscribe a new way to develop games. I think developers should approach a new game idea with specific respect to means and ends. They key is 'dynamicness." Means needs to be constantly changing, i dont think any pure type will suffice (an action type rpg with crafting and other elements is probably the best solution imho); quests are one example of different types of means. Ends needs to be constantly offering more--but more than "oh i cant wait to get to x strenght level so i can use this new sword." obvious examples of ends include: guildhalls, pvp, houses, real estate, wars--with real palpable reasons (pointless pvp or random houses have no real worth).
I think (and hope) the next major innovation will come in the means area, as many people have noted that even though the system has changed in EVE, EB, etc, the "leveling" remains the same basic type.
Comments
Your topic is dangerous because are ascribing mechanics to emotions. What makes you happy is not the same as what makes another player happy, and bleeding your point into abstracts (such as means and ends) only confuses the issue.
If you would like to better understand what tends to excite players in online gaming then I highly recommend starting by understanding the Bartle Quotient. Even though his focus was developed with MUDs in mind, it is still a very accurate measure of a player's compatibility to gaming mechanics.
emotions are solely mechanics--> happiness is perceived from increased release (or reduced uptake) of seratonin and dopamine.
but i know this isn't your point.
While i agree with you about the nebulous nature of happiness, there are some things that make everyone (or nearly everyone) happy and other things that make everyone (or nearly everyone) unhappy. Yes, while specifics are uncertain; we can (almost) all agree that playing EQ is more enjoyable than say getting dumped, or getting rejected by college, or failing a test--specifically regarding mmorpgs, we can (almost) all agree that EQ is/was more fun than say bloodlust.
I'll reiterate and extend what i said before, the more potential the game has the better--for everyone, as people who are more killers, for example, can go kill stuff, and people who are adventurers can go explore, as long as there's sufficient dynamicness.