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Do they design mmo's where the playerbase actions actually come together in the end?

DzoneDzone Member UncommonPosts: 371
In real life for example when a house is built. You have your carpenters, electritions, plumbers, painters, the drywall people. All those people may work independently, but in the end it all comes together and all works together.


A lot of stuff is like that in real life. So how come mmo's aren't deseigned like this?


Whereas there's objects that can be soloed, or stuff you require more help with. But in the end the playerbase content will connect in some way.

Any mmo's like this or will that never happen?


Come to think of it perhaps archeage works like this? but I don't like cashshops since they pull me away from the game.

Comments

  • NarwrynnNarwrynn Member UncommonPosts: 83
    Eve online does this the best of the games I have played. It is complicated, requires you make large barriers to certain things. 

    In WoW you could do this, players work together to craft items, back in the day it was even common for getting legendary weapons. However, most players would just rather solo and get the stuff them selves and not have to share, so what do you do? Do you make it to hard to solo knowing it will drive off a lot of players?
    Or do you make it simpler, it is a game after all, you're here to have fun.
    They are both valid options. Just know what type of game you are making and the audience you want. 
    Most games want the larger, more casual audience so the make the content easier.

    Like you said making it so the casual players have some impact on this is necessary but without large barriers in some places most people would just solo it. Those barriers drive some non-zero number of players away. 
  • Tasslehoff35Tasslehoff35 Member UncommonPosts: 962
    Umm most mmos do.  A lot of the story ends in raids so you build a good team and fight through the raid to come to a conclusion. 
  • TikkunTikkun Member UncommonPosts: 13
    Look at some of the 'in development '  MMORPGs  that are coming down the line.  Many of these require groups to complete content; some of them require people to craft together to accomplish ends.  I think we are now seeing a backlash, to some extent, to the solo MMORPG.  These games do not pretend to be WoW 'killers'.  They rely on a smaller,  more social aspect of game play.  Each has it's own systems in place.  I refer to games such as: Project Gorgon, Pantheon, Sacrament and Saga of Lucimia.  There are websites for all 4 and some, more than others, have very robust discussions concerning game play and community.  I would urge  you to visit their sites read their forums/blogs and even--dare I say it--contribute to the discussion. 

    Who knows your views might have a significant impact on the development of one or all of the above-mentioned games
  • WizardryWizardry Member LegendaryPosts: 19,332
    edited September 2015
    Well most all games have everyone come together for the story and help each other throughout the game but aside from that not much else to do.

    Crafting for example is often extremely time consuming,so you rely on each other for the mats and crafts you can't make.Auction house, you sell stuff to make money,so there are components that teeter on real life situations.

    The only concept i can think of is if we took crafting a lot further and i would have no problem with that at all.However devs do a have problem,they can't afford to make really robust games they can only afford to slap on tags like Alpha...Beta ..Early Access,Kick Starters and Indie.

    Square Enix actually introduced two player crafting,perhaps the first and only developer to do that?However players scoffed at the idea and very few if any used two players.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • sunandshadowsunandshadow Member RarePosts: 1,985
    Nobody has all those people putting effort into building a house because they WANT their house to be a group effort.  Reality is like that because it's just plain too difficult for people to build their own dream houses by themselves or have them instantly made by magic, which are the two ways people really wish houses were made.
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • GruntyGrunty Member EpicPosts: 8,657
    A Tale in the Desert is based on that principle. Everyone works on their own projects and learning. The ultimate goal of each telling is several group efforts to raise monuments to Egypt.

    One telling just ended. A new one starts this week.  Tale 7 is estimated to last 18 months with a new main developer/owner actively involved.
    "I used to think the worst thing in life was to be all alone.  It's not.  The worst thing in life is to end up with people who make you feel all alone."  Robin Williams
  • sunandshadowsunandshadow Member RarePosts: 1,985
    Grunty said:
    A Tale in the Desert is based on that principle. Everyone works on their own projects and learning. The ultimate goal of each telling is several group efforts to raise monuments to Egypt.

    One telling just ended. A new one starts this week.  Tale 7 is estimated to last 18 months with a new main developer/owner actively involved.
    Ooh, it finally changed hands?  I hadn't heard that!  *Throws confetti for ATITD*  Hope the new owner turns out well.
    I want to help design and develop a PvE-focused, solo-friendly, sandpark MMO which combines crafting, monster hunting, and story.  So PM me if you are starting one.
  • ScotScot Member LegendaryPosts: 24,429
    Grunty said:
    A Tale in the Desert is based on that principle. Everyone works on their own projects and learning. The ultimate goal of each telling is several group efforts to raise monuments to Egypt.

    One telling just ended. A new one starts this week.  Tale 7 is estimated to last 18 months with a new main developer/owner actively involved.
    Ooh, it finally changed hands?  I hadn't heard that!  *Throws confetti for ATITD*  Hope the new owner turns out well.


    Glad to hear it is still doing well. But that great game highlights rather than solves the OP's issue. How long did Tales come out? Since then that format has hardly been touched.

    A Minecraft MMO with a Tales in the Desert rules setup and world would be something to see. :)

  • GruntyGrunty Member EpicPosts: 8,657
    edited September 2015
    Grunty said:
    A Tale in the Desert is based on that principle. Everyone works on their own projects and learning. The ultimate goal of each telling is several group efforts to raise monuments to Egypt.

    One telling just ended. A new one starts this week.  Tale 7 is estimated to last 18 months with a new main developer/owner actively involved.
    Ooh, it finally changed hands?  I hadn't heard that!  *Throws confetti for ATITD*  Hope the new owner turns out well.
    The new owner is former player/programmer now developer Pluribus, a long time contributor. Teppy lost interest and focused mainly on his bitcoin game the last few years. 

    The telling starts Sept 10/11 depending on subscription or starting free. Pluribus has built an updated server cluster, been working on lots of bugs, and a new payment system the last year or so.   He will be bringing some older tests back in.

    Give a wave to Gazelle if you get in game.
    "I used to think the worst thing in life was to be all alone.  It's not.  The worst thing in life is to end up with people who make you feel all alone."  Robin Williams
  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    Age Of Wulin....Wurm Online. 




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