When I played EQ, on many nights I would join a small xp group in some safe spot in a zone and just pull mobs again and again. In those days zones presented many dangers, and you were less likely just to run through one.
As another example, Velketor's Labyrinth. It was filled with camp spots where groups would pull the nearby mobs for xp (and if you stayed long enough decent loot).
While that may sound dull and repetitious, it was actually a very social experience. We spent our time laughing and talking as we fought.
I hope that Pantheon can make a space for that type of play. I sorely miss it.
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All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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Lets see your Battle Stations /r/battlestations
Battle Station
It's also funny what people remember when looking back on a game they once played.
For example, I barely recall the day I finished the Swiftwind leg of the Ranger epic. But I remember in detail a day I spent with a good friend in Fungus Grove working on a quest together. And don't even get me started on Crushbone Castle. A thousand memories there lol.
So often these days people rush through the parts of the game that someday they will remember the fondest.
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Lets see your Battle Stations /r/battlestations
Battle Station
For myself it is not only about grouping and plausible realism in both mechanics and ideals,it is about making levels meaningful.
If using levels,each should be exactly the same,just as we have birthdays,it is the same every year.I would like to see very long tenures between levels like make levels more like aging,maybe 1 level every 3 weeks or so.Put some meaning into each level.Utilize sub classes that way it gives your character a lot more to advance/progress with.
Stealing ideas from a game i love,we could be leveling skills instead of a level number.Use the level number instead as a base like in aging,you would need to be a certain age to realistically learn certain skills,so it would work hand in hand.
You could have 30+ skills and faction favor and crafting and guild ideas to give players plenty to do within each year/level.Quests to learn new skills,new weapon abilities,new defense maneuvers then perform player>player combos to raise those skills etc etc.
It is called DEPTH,put some in your game and you won't need to be a meaningless leveling game racing to end game raid looting.
Never forget 3 mile Island and never trust a government official or company spokesman.
Depth would be having those skills lead to other things, maybe situationally, maybe changing depending how they are used in combination and against "what". It's about "going somewhere", exploring a chain of possibilities.
Just havign 30 + skills means nothing except you have a lot of skills.
though you did mention combos so that can be the start of some sort of depth.
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Ahhh the good old days, of pulling for a xp group and dropping trains on the neighbors.
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I am tired as well of reaching level cap after a month, it is not what MMORPGs should be about.
In my view MMORPGs are about the journey, so the longer the journey is, the better.
This is the classic "copy & paste" mainstream mentality which thinks that majority of players wants to beat games within 2 months.
I think this is a rather superficial analisys and very naive for the Industry to think so, this is the sort of mentality that is killing MMORPGs.
After WoW came out, we had 1000 MMORPGs that came out after it.
95% of them with a fast leveling curve.
I struggle to think of any of those games that kept their original player base for more than a couple of months, and didn't have to go F2P in the process in order to survive.
I don't know why this is not obvious yet, but the End Game is the death of a MMORPG.
People keep playing a MMORPG in a quest to reach the End Game, but once they reached it.....ooops their interest plummets.
That happens systematically throughout all those MMOs, look around you, an experienced MMO player like yourself should have noticed this trend by now.
What the MMOs have to do is to make leveling much slower and the leveling content moreinteresting and more challenging, so people are not stressed to get to level caps as fast as they can.
No one tried that yet, I hope Pantheon do not make the same mistake everyone else is doing, thinking that players hate leveling and are only interested in the End Game.
I believe the opposite is true.
Do the math, sit down and run the numbers. A small game can easily be very successful if they run it like a small company. Big companies need big returns, being profitable isn't enough, they need to reach a significant level of profit to justify the venture.
Pantheon doesn't need to be the next WoW, or the next big hit. It just needs a small steady and healthy interest in the game to which will allow them to pay the bills and have enough to continue development. It is in VRs best interest to do what they do well, than do what others do in order to broaden their audience. Jack of all trades, is a master of none.
Besides, I agree with Brad in that if he can obtain his Vision (TM) to the full extent of its realization, even some mainstreamers will find such mechanics and environments entertaining (though there are some you can never please, nor should you even try).
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Because I explained why retantion is so low after just a couple of months.
Once players hit End Game, they had their prize and quit.
Reaching the end game is the goal modern MMORPGs are built around, it became like a race, once you get through the finishing line, you stop running, simple as that.
You don't see runners that keep going around the track in circle after the race is over do you?
Yet the industry expect players to stick around playing the End Game, which to me is equal to going running around the track once the race is over.....there is simply no point.
It is actually simple psychology if you think about.
I believe that the industry vision is based on the false pretence that players like to jump from game to game, and that's because they insist in considering MMOs on par with other games.
I am a gamer and I like to play a game, beat it and move to another, so in this case they might have a point.
But when I play a MMO though, I like to play it for years and stick with it for as long as I can.
So the industry is currently making MMOs based on my "mainstream gamer" persona and keep ignoring my "MMO" persona, as if it doesn't exists.
The problem is that the mainstream industry never really understood what MMORPGs stands for.
So I hope that someone like Brad Mcquad can make a MMO which is as close as possible to the original purpose of a MMO, which was socialising and creating a comunity around it......not just play a game.
My fear is that Pantheon will end up being another generic MMO because Mcquaid listen to people like you.
I hope someone has the balls to prove this misconception wrong.
The more you try to appeal to a wider audience, the more likely you will run off your niche audience. I know this because several games over the years have done just that.
VR has to decide what their priority is (which by the way, they have with their Tenant/features and numerous statements). Is it to make the most money possible in making a game? Or is it to make a game they want to make and be as profitable as they can in making that game? If it is the former, then they should scrap Pantheon and go into the mobile MMO market, it is a huge money maker right now. If it is the latter, they should stick with the "Vision" and do their very best to see it to complete realization.
You keep what you are doing and if more people sub then bonus for you, if not then oh well you still have a steady revenue stream.
NOW with that said if you make the MMO about the journey and raiding is just a part of the game but not THE GAME; then and only then you can have low leveling. You have to go back to a time where in games like UO and SWG where even taking on tough monsters having several players even if they are not maxed in their skills they can down that content. For example when I did Champion spawns in UO I did with with my Bard, he was a 3x GM (Magic, Meditation, Music) my other skills were in the 80s even Provoke. Guess what I didnt have a problem doing a Champion spawn because I joined 30 + other players that were their. It also didnt take Raid like coordination to get the champion spawn complete. It was FUN. Even though I was leveling my skills. I didnt have to be at max skills to do the Champion spawn.
If you do that having longer leveling can be done because the game does not start at end level it just makes it so you are less likely to get your ass handed to you when taking on tougher content.
As for XP Groups. You have to be very careful with XP Groups. Today people don't have time to wait 2 to 3 hours just to get into a FFXI like XP Group. I am sorry but that will kill any game and thats a fact, we have players who today cannot play an MMO without a Party Finder who does not put them in a group in 10 minutes. Now we dont need to be that stupid. But we can balance out the need for a group with having good solo content for players who only have 30 or so minutes to play on a holiday for example. SWG is a good example of this. I didnt go out and try to kill a Rancor myself, I did that with a group, how ever I could go kill mobs that my skill will let me do BUT it was not the best XP. It allowed me to have a few short period play seasons between other things but it pushed me to group with people to get better XP.
The Key to Pantheon as well as other MMOs is balance between old school and new school ways.
This issue is more of one with existing games that had a consistent base who then started streamlining for fast leveled content. Look at WoW. WoW is losing players because there is no long term play, just a fast race to the end and then a "spinning of wheels". Same with DDO and other types of games. They make the content so fast, so easy, that they can't retain their player bases.
Smedly even commented on this in his blog about how the wave of the future is sandbox player created content because they can't keep up in providing content to the players. I disagree with him as his problem is the very thing we are discussing which is making content to cater to convenience over game play and the result is locust style behavior that is impossible to keep up with.
So, basically if your game is good to start (which is the reason people leave in the first month), then you have to keep people busy and that requires long term development with "journey game", not "end game" so players are kept busy with content and developer have time to create new content.
Smedly is right about one thing. You can't make easy content that people can plow through in little time and keep up with them. The solution is to stop catering to the ADD crowd, even if it means reducing your target market size. There is no profit off the ADD crowd outside of marketing gimmicks for quick cash schemes.
Getting the end game right is not easy. If you make it so hard that only 5% of the players will ever do it, then it's hardly worth having at all. If instead you make it so manageable that most people can do it, you alienate people who are looking for a real challenge, and face the problem of content exhaustion outpacing new production.
Rather than give poor old WoW a kick in the jimmies, I think it would be better to see what can be taken away from its lessons that still fits with this game. And one lesson is that WoW has done a decent job of creating end game raiding that increases in difficulty, so that a lot of people can get a taste of it, but much fewer ever complete it on its highest difficulty setting.
That way, there is something for everyone under the tree.
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Particularly if you do it MUD-style, standing on a growing pile of creature corpses and trash gear that will continue to grow as long as the segment is loaded, or until the server crashes, whichever comes first.
"Immersive," yup yup yup.
Wow isn't getting an unfair assessment. WoW is making games for "everyone" and that is why it is dying. You can not make everyone happy, it is impossible. Look at DDO right now. People want a new mode above "elite" (called reaper) because elite has become the mode everyone does and can do which is so ridiculously easy everyone is soloing it. You would think that wouldn't be an issue, that adding another difficulty would be fine, but nope... there is much strife over it because the crowd who likes to easy solo the elites are worried that better gear will drop in the reaper mode to which they won't be able to solo.
You can not please everyone and every game that does is failing for many reasons, a lot of it being that you can only do some mundane task over and over before the game is just a boring pointless effortless grind. They are bleeding people because there is no point in the game anymore. I know people who still play and I swear they bitch constantly about how there is nothing to do, they are bored, blah blah, but if you suggest harder more difficult content, longer leveling, etc... as is discussed here, they freak out and want nothing to do with it.
I played all of WoW up until BC, then off and on up to Cata, with a couple of returns to check it out after and the game is nothing what it was, it is a entertainment theme park chat room with boring content, pointless tasks, and ridiculous rewards (ie you stacked 100 widgets, here is the ARMOR OF THE GODS!!!).
WoW is failing because of mainstream game design and that same market is bailing on the PC MMO market to capture the next fad market in mobile (Turbine/Warner bros have put their MMOs on autopilot and chased that market, which is typical for big business who chase money, make money, but don't make games).
That is not to say that WoW doesn't have some interesting solutions it had and interesting mechanics, but the fact is that if you make games for everyone, only the lowest common denominator will be happy.
It is important that Pantheon continue on focusing to its Tenants and serving a very specific design and style as that way, people can choose to play the game or not based on their acceptance of that style of play, after all the entire market is mostly focused on one style of play (ie lowest common denominator) and as Brad believes (and I agree), many people are going to enjoy Pantheon when it is finished because all of these "game play" things that I discuss, that brad talks about, etc... they really are the "key" to an addictive game play experience. They didn't call EQ "Evercrack" for nothing.
So much better to milk 30k players (for as long as they'll let you) with an appeal to nostalgia pitch. Maybe you'll bank a million, some day. But by gum you didn't "sell out" rawr!
Wonder if the wife and kids care if I "sell out" or not? Or should I go for the seven-figure salary? Hmm, decisions decisions.