Originally posted by killion81 You demand, huh? As a player, you demand a development team caters to your "vision". Good luck with that.
More players should make demands then we might actually get what we want and not have to just suffer what they give us.
So how would that work, exactly? Oh sure, you can write letters or emails demanding a particular type of game, but how would you actually force a developer to make a type of game they aren't interested in making? How would that secure funding for a game that investors aren't interested in funding?
Would actually work very well in the same exact way the investors FORCE the developer to make games... stop buying shit and giving free passes during shit releases based solely on the ideology that everything releases shitty, so shitty is normal and acceptable.
No, I meant in the real world. You can't just stomp your foot and shout, "It's my MMORPG design and I want it now!" and expect to get it. You also can't expect a bunch of people who really don't want what you want to change their purchasing decisions just because you want them too. And just to answer the inevitable reply that we can't know what people want without a AAA sandbox game, yes, we can. They want what they thought SWToR was, and that was not a AAA sandbox game. Same thing for ESO, LotRO, Warhammer, Age of Conan, etc. "I want a sandbox" isn't what they are saying with their money. What they are saying is, "I want an adventure game, preferably with a story!"
So again, how would that work, exactly? After you type up posts on forums, and possibly send emails to developers, how do you convince the millions of people who just don't care about sandbox games or seamless worlds, etc., to actually change their purchasing decisions to buy the things that they aren't interested in buying? Because that's what it would take.
I can not remember winning or losing a single debate on the internet.
The OP made no mention of graphics, so I'll just pop in to mention that MUDs pretty much have all that. If you want that seamless virtual world with players having a great deal of control over their factions, then you'll have to sacrifice graphics for now.
The OP made no mention of graphics, so I'll just pop in to mention that MUDs pretty much have all that. If you want that seamless virtual world with players having a great deal of control over their factions, then you'll have to sacrifice graphics for now.
While graphical quality isn't necessarily important (see WoW) there should be a distinct feel to it that is welcoming and which you can enjoy.
We won't get this game until crypto-currency and crowdfunding/direct-investing allows gamers to move beyond the role of consumer to the role of investors and co-owners. Waiting for traditional companies to do this for us, begging them, "demanding", is a dead end. Once buying a game means simultaneously becoming a shareholder in that "company", once gaming companies are not organized hierarchically but rather by consensus, distributed autonomous organizations (DAOs) . . . then we will get the game the OP describes. The game of our dreams isn't possible within the current corporate paradigm. I believe the crypto-currency revolution will make this game possible, however. Perhaps in a decade.
DECLARATION: Over the past decade the ideological advancement of MMOs has naturally evolved to such a distance that the actual content delivered in released MMOs is not only substantially inferior to what we are expecting, but actually insulting in the capacity that we are made to condescend to them, constrain ourselves for a brief time into the limited little game world presented to us, and attempt to convince ourselves that this is what we want.
I DEMAND:
That a development team respond to the growing unrest in the community by providing players with a satisfying, seamless virtual world that provides a living, active society in which we as virtual characters can reside as citizens and residents
That such a game offer the player the opportunity to substantially impact the environment and world, in such a way that if the game is to have multiple servers, the degree of difference between them will be wide and unpredictable, given that individual people making conscious decisions at specific moments in time brought major change to the game world around them
That rather than a domination by NPCs, the factional leadership is to be populated by players themselves, who organize their faction, coordinate, lead it to war, conduct it in peace, etc
That rather than providing the players with fixed cities and environments, cities are able to be constructed and destroyed; environments reaped and burned
That players not be meaningless "heroes" whose impact upon the world is functionally minimal to the degree that if the players never entered the game, the entire thing would look exactly the same and have suffered no change
IF NOT FOR THESE THINGS, the genre will continue to stagnate, as it has done for the past 10 years, an embarrassment to us all, an active insult.
Keep on dreaming, there will not be any AAA game incorporating it any time soon
The growing unrest in the community is only in that small part of it that you live in...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
We don't have the technology for it. Example: Vanguard = lag. Until every soul on the planet has a kick ass station in their house and a way to pay all their bills your dreams will not come true. NASA wants us living on the moon but the human race will never advance because it's weak and feeds on it's own.
Originally posted by loulaki to OP why you dont go and bake WURM online then ?
This is a great example of just how different MMOs can be. There is a ton of room for creativity and innovation in this space. But when you watch the videos of these guys, you quickly realize that playing WURM has a steep learning curve, even for seasoned MMO players, precisely because it is so different than other MMOs. A game like Wildstar, on the other hand, seems like it has very little learning curve. Now if W* were the first MMO, it would have a huge learning curve. But because it copies from so many other games, we already know more or less how to play it. Same for virtually every other AAA game being made today.
I would suggest that the primary reason most people love their first MMO the most is because it was with that first MMO that you had to learn so much. Learning is what makes a game a richer, deeper, memorable experience.
Edit: Oops, thought I was still in the Wildstar forum. Added reference to other modern MMOs to not seem so biased.
Comments
No, I meant in the real world. You can't just stomp your foot and shout, "It's my MMORPG design and I want it now!" and expect to get it. You also can't expect a bunch of people who really don't want what you want to change their purchasing decisions just because you want them too. And just to answer the inevitable reply that we can't know what people want without a AAA sandbox game, yes, we can. They want what they thought SWToR was, and that was not a AAA sandbox game. Same thing for ESO, LotRO, Warhammer, Age of Conan, etc. "I want a sandbox" isn't what they are saying with their money. What they are saying is, "I want an adventure game, preferably with a story!"
So again, how would that work, exactly? After you type up posts on forums, and possibly send emails to developers, how do you convince the millions of people who just don't care about sandbox games or seamless worlds, etc., to actually change their purchasing decisions to buy the things that they aren't interested in buying? Because that's what it would take.
I can not remember winning or losing a single debate on the internet.
The OP made no mention of graphics, so I'll just pop in to mention that MUDs pretty much have all that. If you want that seamless virtual world with players having a great deal of control over their factions, then you'll have to sacrifice graphics for now.
While graphical quality isn't necessarily important (see WoW) there should be a distinct feel to it that is welcoming and which you can enjoy.
Keep on dreaming, there will not be any AAA game incorporating it any time soon
The growing unrest in the community is only in that small part of it that you live in...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
This is a great example of just how different MMOs can be. There is a ton of room for creativity and innovation in this space. But when you watch the videos of these guys, you quickly realize that playing WURM has a steep learning curve, even for seasoned MMO players, precisely because it is so different than other MMOs. A game like Wildstar, on the other hand, seems like it has very little learning curve. Now if W* were the first MMO, it would have a huge learning curve. But because it copies from so many other games, we already know more or less how to play it. Same for virtually every other AAA game being made today.
I would suggest that the primary reason most people love their first MMO the most is because it was with that first MMO that you had to learn so much. Learning is what makes a game a richer, deeper, memorable experience.
Edit: Oops, thought I was still in the Wildstar forum. Added reference to other modern MMOs to not seem so biased.