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What should the focus of an MMORPG be?

2

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  • VolkonVolkon Member UncommonPosts: 3,748

    Fun. 

     

    The focus should be on fun.

    Oderint, dum metuant.

  • TwoThreeFourTwoThreeFour Member UncommonPosts: 2,155
    Originally posted by GeezerGamer
    Q:  What should the focus of an MMORPG be?

    A:  Make me want to log back in again tomorrow.

    That's not a good focus per se. Heroin has a similar effect: it makes you want to get more.

  • IcewhiteIcewhite Member Posts: 6,403
    Originally posted by TwoThreeFour
    Originally posted by GeezerGamer
    Q:  What should the focus of an MMORPG be?

    A:  Make me want to log back in again tomorrow.

    That's not a good focus per se. Heroin has a similar effect: it makes you want to get more.

    So do Blondes.

    Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by TwoThreeFour
    Originally posted by GeezerGamer
    Q:  What should the focus of an MMORPG be?

    A:  Make me want to log back in again tomorrow.

    That's not a good focus per se. Heroin has a similar effect: it makes you want to get more.

    Good or bad is subjective. A good MMO should at least tickle your addiction. I once heard WoW referred to as "The Widowmaker". As a user it's up to me to control myself. But if an MMO is not in the least bit addicting, I don't think it' a good one.

     

    And Blondes are also subjective. I prefer Reds. Then again, at my age............

  • KyleranKyleran Member LegendaryPosts: 44,079
    Originally posted by Icewhite
    Originally posted by TwoThreeFour
    Originally posted by GeezerGamer
    Q:  What should the focus of an MMORPG be?

    A:  Make me want to log back in again tomorrow.

    That's not a good focus per se. Heroin has a similar effect: it makes you want to get more.

    So do Blondes.

    Meh, I prefer Red-heads, but then I have niche tastes. image

    "True friends stab you in the front." | Oscar Wilde 

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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  • SomeOldBlokeSomeOldBloke Member UncommonPosts: 2,167
    Originally posted by Jean-Luc_Picard

    What it should be about: adventure, exploration, a journey, meeting fellow players.

    What it should NOT be about: end game, gear/stat grinding.

    what he said...

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Different MMOs focus on different thing.

    The whole industry does not need ONE focus.

  • munx4555munx4555 Member Posts: 169

    The first focus of any mmo should be immersion, most important thing when making a mmo is making players feel like they are actually a part of that world.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by ReallyNow10
    Originally posted by Volkon

    Fun. 

     

    The focus should be on fun.

    While MMORPG's should be fun, they should still be MMORPG's, right?  If a game design deviates to the point there it is a "fun" single player coop game, then it meets the "fun" standard, but it not really an MMORPG, anymore.

    Hamburgers can be good, pizzas can be good, but hamburgers are not pizza's.

    Not really. If MMOs are not fun, they should change to something fun, and re-label them.

    Many MMOs are already single player co-op game, and only MMO in name only, which sort of prove my point.

    In your food example, if no one likes pizzas anymore, shouldn't pizza joints all convert to hamburger joints?

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by munx4555

    The first focus of any mmo should be immersion, most important thing when making a mmo is making players feel like they are actually a part of that world.

    nah .. LFD is not immersive but very popular. Why? Because many players value convenience and good "gameplay" over immersion.

     

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by nariusseldon
    Originally posted by munx4555

    The first focus of any mmo should be immersion, most important thing when making a mmo is making players feel like they are actually a part of that world.

    LFD is not immersive but very popular. Why? Because many players value convenience and good "gameplay" over immersion.

    sigh - agree

  • NadiaNadia Member UncommonPosts: 11,798
    Originally posted by Jean-Luc_Picard

    What it should be about: adventure, exploration, a journey, meeting fellow players.

    What it should NOT be about: end game, gear/stat grinding.

    exploration is my favorite thing in mmos  :)

  • TheRealBanangoTheRealBanango Member UncommonPosts: 89
    Originally posted by Vrika

    I think the question is wrong. It's like trying to ask what should be for dessert, and once you have the answer, eat only those desserts for the rest of your life.

    I think different MMOs should have different focuses, so that there's something everyone likes, and once you get bored with one thing you can try out something different.

    This is how I feel too.

    For me an MMO should be a world you can immerse yourself into, just like most of you have said. To expand on the quote above: I think a game should be able to appeal to different kinds of playstyles, this is what builds communities and creates a living world. I like to pvp, but I like the fact that in the game there are people that only like to pve, or only craft, or etc. In short, an mmorpg should have depth, which for me are in the details. Mini games are key, they could be as small as a gambling table in a tavern, or as big as arenas in WoW.

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Originally posted by nariusseldon
    Originally posted by ReallyNow10
    Originally posted by Volkon

    Fun. 

     

    The focus should be on fun.

    While MMORPG's should be fun, they should still be MMORPG's, right?  If a game design deviates to the point there it is a "fun" single player coop game, then it meets the "fun" standard, but it not really an MMORPG, anymore.

    Hamburgers can be good, pizzas can be good, but hamburgers are not pizza's.

    Not really. If MMOs are not fun, they should change to something fun, and re-label them.

    Many MMOs are already single player co-op game, and only MMO in name only, which sort of prove my point.

    In your food example, if no one likes pizzas anymore, shouldn't pizza joints all convert to hamburger joints?

    That's a bad comparison. There is always a market for both.

  • Shadowguy64Shadowguy64 Member Posts: 848

    Fun is the only universal answer.

     

    After that, the focus can be anything. That is what differentiates each MMO and allows us to pick and choose.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by GeezerGamer
    Originally posted by nariusseldon
    Originally posted by ReallyNow10
    Originally posted by Volkon

    Fun. 

     

    The focus should be on fun.

    While MMORPG's should be fun, they should still be MMORPG's, right?  If a game design deviates to the point there it is a "fun" single player coop game, then it meets the "fun" standard, but it not really an MMORPG, anymore.

    Hamburgers can be good, pizzas can be good, but hamburgers are not pizza's.

    Not really. If MMOs are not fun, they should change to something fun, and re-label them.

    Many MMOs are already single player co-op game, and only MMO in name only, which sort of prove my point.

    In your food example, if no one likes pizzas anymore, shouldn't pizza joints all convert to hamburger joints?

    That's a bad comparison. There is always a market for both.

    Depends on the demand. The market for text adventure is so small now that it does not really matter. And that market shifted to graphical adventures in the 80s.

    The same can happen to MMO, or sub-genre of MMOs.

  • crack_foxcrack_fox Member UncommonPosts: 399
    Originally posted by jesad

    What do you all think the focus of an MMORPG should be?

    I think the focus of an MMORPG should be adventure. To create adventure, you need unfamiliarity. Adventure comes from finding yourself in an unfamiliar situation and satisfaction comes from overcoming that. Unfortunately, the focus of most recent MMORPGs has been quite the opposite of adventure: familiar game mechanics packaged slightly differently so that nobody has to suffer the confusion of not know what to do or where to go.

     

    The irony is that when asked for their most memorable and exciting game memories, most MMORPG players will cite their first faltering steps in their first MMO. When everything was new and unknown and we didn't possess the intimate knowledge of the secret workings of the genre - then, these games were about adventure and then, these games were exciting.  You know what they say about familiarity and contempt. I see no end of contempt for game developers on these boards, and it's not all undeserved. 

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by ReallyNow10
    Originally posted by nariusseldon
    Originally posted by munx4555

    The first focus of any mmo should be immersion, most important thing when making a mmo is making players feel like they are actually a part of that world.

    nah .. LFD is not immersive but very popular. Why? Because many players value convenience and good "gameplay" over immersion.

     

    This is a good point:  the trade off between immersion and convenience.

    I often wonder what an Old West MMORPG might look like, and think of the transportation.  The train ride from East to West (to Dodge) might be long, slow, tedious, but immersive, or it might be click-on-the-train-icon and teleport immediately to Dodge, with zero tedium but sort of a sizable hit to immersion.  

    Or, it might be something in between.  Maybe it takes a little time to get there (Deeprun Tram kind of time), with some small chance of a train robbery or Indian raid event, or even the train breaking down and folks having to scavenge buckets of water to get it going again.  And maybe a player or two stands lookout with a WInchester to protect against bandits while folks are working on the train or calming the womenfolk and children to keep them from distracting the NPC engine crew, etc....

    I do know that some efforts can be turned into adventure, sort of the glass is half empty or half full, depending upon how folks choose to look at things.

    It obviously depends on your audience. I would argue that most players will be bored by a straight, nothing happens, train rides after the first time (the first time, arguable can be fun if it shows your new and interesting scenaries).

    Train robbery certainly can be interesting, but it would be a waste to create the experience, but requires the players to sit through many boring train rides to get to it.

    Here is what i would like to see .....

    Version #1

    1) click on a 'fast travel destination' button (on a map).

    2) by chance, a train robbery will happen. If so, you are teleported to an instance where this took place. Afterwards, depending on the success or failure of your actions, you are deposited in your destination, or not.

    3) If there is no event, you instantly port to your destination.

    Version #2 (for the players who want more control

    1) click on a "fast travel destination"

    2) A small window pop up saying "do you want to play a train robbery scenaro, or ignore it and go to the destination"

    3) the game either port you to the destination or the train robber instance accordingly.

  • maplestonemaplestone Member UncommonPosts: 3,099
    Originally posted by Shadowguy64

    Fun is the only universal answer.

    That feels like a challenge :)

    *puts on my stubborn contrarian hat*

    Yes, obviously in the end these are entertainment products, but I can find fun in many environments, even ones that were not created with a focus on fun.  Sometimes fun is just the backdrop, not the full story.   It's like going to a pub for reasons other than to drink.  When I log into an MMORPG, I want to have a world open up for me to explore - the fun will come in due time, but first show me around.

  • WW4BWWW4BW Member UncommonPosts: 501

      I am partial to virtual words or world sims or whatever they can be called.

      I want game play to be shaped by the players, supported by the devs. As in; I want the players to be given the freedom and tools to shape how the game is played. Less artificial mechanisms, limiting options for gameplay, and more focus on having the community enforce rules that they decide on. 

      For instance:

      I want to be able to attack an "ally" that is being a jerk. 

      This will ofcourse allow jerks to attack everyone else first for no cause except greed or to get their rocks off.

      But if the players are empowered by the tools in the game, instead of limited, to keep the game "fun", they can band together in PK and PKK guilds and things start to get interesting.

      I may have to wait forever to see my ideal game. And it might even be totally devoid of fun, if it was actually made. So I will accept lesser extremes :P

  • WW4BWWW4BW Member UncommonPosts: 501
    Originally posted by nariusseldon
    Originally posted by ReallyNow10
    Originally posted by nariusseldon
    Originally posted by munx4555

    The first focus of any mmo should be immersion, most important thing when making a mmo is making players feel like they are actually a part of that world.

    nah .. LFD is not immersive but very popular. Why? Because many players value convenience and good "gameplay" over immersion.

     

    This is a good point:  the trade off between immersion and convenience.

     

    It obviously depends on your audience. I would argue that most players will be bored by a straight, nothing happens, train rides after the first time (the first time, arguable can be fun if it shows your new and interesting scenaries).

    Train robbery certainly can be interesting, but it would be a waste to create the experience, but requires the players to sit through many boring train rides to get to it.

    Here is what i would like to see .....

    Version #1

    1) click on a 'fast travel destination' button (on a map).

    2) by chance, a train robbery will happen. If so, you are teleported to an instance where this took place. Afterwards, depending on the success or failure of your actions, you are deposited in your destination, or not.

    3) If there is no event, you instantly port to your destination.

    Version #2 (for the players who want more control

    1) click on a "fast travel destination"

    2) A small window pop up saying "do you want to play a train robbery scenaro, or ignore it and go to the destination"

    3) the game either port you to the destination or the train robber instance accordingly.

      Good idea.

      Only problem I would have is, that I might want to play as a train robber. 

  • AntariousAntarious Member UncommonPosts: 2,846

    I agree with the fun comment.   It should feel entertaining overall...   If you every time you log in all that happens is you get frustrated and pissed off then the game has failed for you.

     

    There have been quite a few MMO's I found fun for different reason (not the same one for each) ...   So there really isn't one defining thing from my experience.   Other than something you can find that really captivates you in the game.

  • ShadanwolfShadanwolf Member UncommonPosts: 2,392

    For me(and yes I'm atypical)

    24/7 faction vs faction conflict

    thats why I'm still playing DAOC after 11 years.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by WW4BW
    Originally posted by nariusseldon
    Originally posted by ReallyNow10
    Originally posted by nariusseldon
    Originally posted by munx4555

    The first focus of any mmo should be immersion, most important thing when making a mmo is making players feel like they are actually a part of that world.

    nah .. LFD is not immersive but very popular. Why? Because many players value convenience and good "gameplay" over immersion.

     

    This is a good point:  the trade off between immersion and convenience.

     

    It obviously depends on your audience. I would argue that most players will be bored by a straight, nothing happens, train rides after the first time (the first time, arguable can be fun if it shows your new and interesting scenaries).

    Train robbery certainly can be interesting, but it would be a waste to create the experience, but requires the players to sit through many boring train rides to get to it.

    Here is what i would like to see .....

    Version #1

    1) click on a 'fast travel destination' button (on a map).

    2) by chance, a train robbery will happen. If so, you are teleported to an instance where this took place. Afterwards, depending on the success or failure of your actions, you are deposited in your destination, or not.

    3) If there is no event, you instantly port to your destination.

    Version #2 (for the players who want more control

    1) click on a "fast travel destination"

    2) A small window pop up saying "do you want to play a train robbery scenaro, or ignore it and go to the destination"

    3) the game either port you to the destination or the train robber instance accordingly.

      Good idea.

      Only problem I would have is, that I might want to play as a train robber. 

    Not a problem. It is quite easy to code an instance where you *are* the robber. In fact, it is possible to make either a pve instance (that you are the robber, with NPC "marshals") or a pvp one.

    All the other stuff i said applies. You click and choose the instance .. and you are a robber without traveling.

  • jesadjesad Member UncommonPosts: 882
    Originally posted by Vrika

    I think the question is wrong. It's like trying to ask what should be for dessert, and once you have the answer, eat only those desserts for the rest of your life.

    I think different MMOs should have different focuses, so that there's something everyone likes, and once you get bored with one thing you can try out something different.

    Actually there are many different kinds of desserts that all fall under the category of dessert, but everyone knows that when you call a traditionally prepared porterhouse "dessert" you're just being silly.  Likewise when you call a hot beef sundae dessert, you are outright lying.

    Hot Beef Sundae

    There can be as much variety in an MMORPG as there can be in anything else with a focus, such as an automobile, or a house, or even beer.  The "RP" in the term gives it some specifics however that "I believe" should separate it from just an MMOG (which there is nothing wrong with).  I am just asking everyone's opinion on what they think those specifics should be.

    Now if you all don't mind eating hot beef sundae's when you thought you were getting a caramel, vanilla, and strawberry sundae, or a unicycle when you paid for a car, that's all good.  Me though, I'd rather get what I paid for, and the only way to do that, in my mind, is to have solid definitions for what things really are.

    Anything else and we are just babbling, literally and biblically.

    image
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