This is all about labels. All sides of the mmorpg community like to throw labels around to differientiate themselves from the dirty "masses" that ruin their gaming experience by being "nubs". Hardcore gamers hate casual gamers for being able to get in 2 hrs what they think should take 20 hrs. Casual gamers hate hardcore gamers for being "elitists". Groupers hate soloers for being able to solo in a game. Soloers hate groupers for saying grouping is hard, soloing is easy. Gankers, griefers, carebears, leets, newbie, noob, etc. are just a few I've seen being tossed at gamers mostly in derogatory ways. As soon as we gamers realize none of us fall completely into any one category we may start making progress in some of these discussion threads. We are all the mmorpg gaming communiity and as long as we keep pointing fingers and making up new lables to seperate ourselves we make no progress. These threads will always devolve into flame fests.
MMO's are not being killed off because of solo questline-based progression. In fact it's the opposite. How many MMO's have launched since EQ? In Asia and the U.S. ?
How many of those said mmos are actually memorable. I think what the poster means to say is what's being killed is community. It really defeats the purpose of an mmo to be solo. I miss being in a niche market where the game was being developed in terms of fun and getting people together to overcome real challenges..which leads to forming bonds with your guildmates. There just is not that magic that keeps a community strong and coming back for more in games these days.
People complain they don't have enough time to play, life, ect. Why are they coming to this genre in the first place? What are they really looking for in a multiplayer genre that was never meant to have instant gains and easy challenges. The only reason I can see is that they are trying to satisfy their young adulthood memories of games like everquest in a way that plays the game in fast forward so they can achieve in 2 hours what they used to do in 12 hours of playtime. The ones still playing mmos since their birth fly through content so fast these days because of this catering, they are left completely bored in most of what offered today.
In short I want a niche game that goes back to the roots of what an mmo is...getting a bunch of friends together to overcome memorable quests and encounters and dungeons. I stuck with EQ games for a very long time. I'd like to see something in a sci-fi setting I can dedicate myself to just as long.
In order to truly fit everyone's play style, they're going to have to completely re-work the entire MMO genre ... and nobody is going to do that because the first few steps are going to be big flops.
They need to fix loot. It works perfectly to drag money from people's pockets so they aren't, but it doesn't help gamers at all.
They need to rebuild they're p2p model. More time SHOULD be more money. OR, less time is less. But for every marathon gamer, there's several casuals (or more). They won't change something that is making them money for the same reason cable won't charge by station (or by time watched) ... cause they KNOW they'd lose money. "The infrastructure is there whether you're on or not." I've heard that answer before. Where's my $15 a month for unlimited phone calls to the world?
For lots of people, this game is going to be a major success because they'll be behind the devlopment curve and never run out of story.
For lots of people, this game is going to be a titanic failure because they're going to have the "climax" of the story WAY before the next chapter comes out and have nothing left to do.
For lots of people, this is likely where I'm going to fall, this game is going to be awesome until I want to punch the jackass in the face, and my only conversation choice is going to be "Shake his hand in a friendly gesture and completely alter the concept of what you thought YOUR character was to match what WE want your character to be."
And if your definition of an "awesome" mmo is about how you are physically forced to group for all activities to have social interactions... you need to seek professional help and medication... cause that implies being "imprisoned" is the best social environment. When we are free to interact with who we like, then your "fun" will be enhanced. And if you have a hard time making friends, then don't expect the game developer to be your pimp.
ROFL! I wonder if some of these groupies were the type off players who used to play those old MMOs and played hundreds of hours for the privilige of being the group leader who could pawn everything and give orders to people. Those people who have no power in real life and "escape" to the gaming world to play out a fantasy. You still see it every once in a awhile, but it's not as bad as it was back in the day when grouping was mandatory.
Comments
This is all about labels. All sides of the mmorpg community like to throw labels around to differientiate themselves from the dirty "masses" that ruin their gaming experience by being "nubs". Hardcore gamers hate casual gamers for being able to get in 2 hrs what they think should take 20 hrs. Casual gamers hate hardcore gamers for being "elitists". Groupers hate soloers for being able to solo in a game. Soloers hate groupers for saying grouping is hard, soloing is easy. Gankers, griefers, carebears, leets, newbie, noob, etc. are just a few I've seen being tossed at gamers mostly in derogatory ways. As soon as we gamers realize none of us fall completely into any one category we may start making progress in some of these discussion threads. We are all the mmorpg gaming communiity and as long as we keep pointing fingers and making up new lables to seperate ourselves we make no progress. These threads will always devolve into flame fests.
MMO's are not being killed off because of solo questline-based progression. In fact it's the opposite. How many MMO's have launched since EQ? In Asia and the U.S. ?
How many of those said mmos are actually memorable. I think what the poster means to say is what's being killed is community. It really defeats the purpose of an mmo to be solo. I miss being in a niche market where the game was being developed in terms of fun and getting people together to overcome real challenges..which leads to forming bonds with your guildmates. There just is not that magic that keeps a community strong and coming back for more in games these days.
People complain they don't have enough time to play, life, ect. Why are they coming to this genre in the first place? What are they really looking for in a multiplayer genre that was never meant to have instant gains and easy challenges. The only reason I can see is that they are trying to satisfy their young adulthood memories of games like everquest in a way that plays the game in fast forward so they can achieve in 2 hours what they used to do in 12 hours of playtime. The ones still playing mmos since their birth fly through content so fast these days because of this catering, they are left completely bored in most of what offered today.
In short I want a niche game that goes back to the roots of what an mmo is...getting a bunch of friends together to overcome memorable quests and encounters and dungeons. I stuck with EQ games for a very long time. I'd like to see something in a sci-fi setting I can dedicate myself to just as long.
In order to truly fit everyone's play style, they're going to have to completely re-work the entire MMO genre ... and nobody is going to do that because the first few steps are going to be big flops.
They need to fix loot. It works perfectly to drag money from people's pockets so they aren't, but it doesn't help gamers at all.
They need to rebuild they're p2p model. More time SHOULD be more money. OR, less time is less. But for every marathon gamer, there's several casuals (or more). They won't change something that is making them money for the same reason cable won't charge by station (or by time watched) ... cause they KNOW they'd lose money. "The infrastructure is there whether you're on or not." I've heard that answer before. Where's my $15 a month for unlimited phone calls to the world?
For lots of people, this game is going to be a major success because they'll be behind the devlopment curve and never run out of story.
For lots of people, this game is going to be a titanic failure because they're going to have the "climax" of the story WAY before the next chapter comes out and have nothing left to do.
For lots of people, this is likely where I'm going to fall, this game is going to be awesome until I want to punch the jackass in the face, and my only conversation choice is going to be "Shake his hand in a friendly gesture and completely alter the concept of what you thought YOUR character was to match what WE want your character to be."
ROFL! I wonder if some of these groupies were the type off players who used to play those old MMOs and played hundreds of hours for the privilige of being the group leader who could pawn everything and give orders to people. Those people who have no power in real life and "escape" to the gaming world to play out a fantasy. You still see it every once in a awhile, but it's not as bad as it was back in the day when grouping was mandatory.
Currently Playing: World of Warcraft