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I have been searching forever for a MMORPG that doesn't just amount to the same old kill/loot formulia and haven't really found one. In fact most people and developers seem to be at a complete loss as to ideas on how to make something that isn't centered around kill/loot.
So I started playing other games even going so far as buying a Gamecube. Well one of the games I have found is Metroid Prime. This game is incredible. Now my question is this, Why isn't there an online MMORPG like this? It would seem that creating something that is exploration/combat instead of COMBAT COMBAT COMBAT/exploraiton shouldn't be that hard to do.
Comments
I guess I would kind of dig the entire explorer experience, but it could be a lot like flight simulators -- it could get a little annoying. I guess that I would totally dig a MMORPG Myst game... but a MMORPG hiking or city explorer. Hey, you aready have that! How about the Sims Online? I hear that the Sims Online is a very cool game and its really sort of an explorer game that is not based on combat, right?
Actually the Myst game is not an MMORPG, that is misleading. If you read the site it states that.
And I think you are missing my point. I don't want a explore only game... I would just like to see one where there is more explore than combat, yet still have some combat.
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I to have played Metroid Prime. How many hours a week to log playing it now? I haven't played it since I completed it. Why? I know what it all looks like and what is going to happen. Was it fun, yes. Is it still fun.... no.
Why aren't there more "E" based games?
"Tilting towards explorers would add depth and interest, but remove much of the activity. Spectacle would dominate over action, and there would be no need for other players. The result of this is basically an online book."
"E" centric games are like books, they are loads of fun the 1st or 2nd time, but it gets old pretty quick, as a dev you would have to constantly add more and more content, you could never keep up. So the "E" game type can't exisit as a profitable modle.
So game companies focus on "S" (chat rooms) and "A" (killing things.. mostly) since they are the safe bet and easy to maintain.
If you read this essay, you'll have a deep understanding why MMORPG's are they way they are. http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html and why some things may be good idea's but can't support a userbase.
If you want to just explore, down load Project Entropia http://www.project-entropia.com/main.jsp. it's completely free install and run around. When it gets old, try out another MMORPG that allows free installs.
Just like why your not still playing Metriod Prime, is why you won't still be playing a "E" based MMORPG.
A game is only late untill it's released, but it's bad forever.
A: 93%, E: 55%, S:3% K: 50%
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Achievers realise that killers as a concept are necessary in order to make achievement meaningful and worthwhile (there being no way to "lose" the game if any fool can "win" just by plodding slowly unchallenged). -bartle
Bartle: A: 93% E: 55% S:3% K: 50% The Test. Learn what it means here.
Homer-"let the bears pay the bear tax, but i pay the Homer tax."
Lisa-"Dad, that's the homeOWNERS tax!"
Homer-"Whatever I'll be at Moes."
I will read that article later tonight.
However I would like to comment on your quote:
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"Tilting towards explorers would add depth and interest, but remove much of the activity. Spectacle would dominate over action, and there would be no need for other players. The result of this is basically an online book."
"E" centric games are like books, they are loads of fun the 1st or 2nd time, but it gets old pretty quick, as a dev you would have to constantly add more and more content, you could never keep up. So the "E" game type can't exisit as a profitable modle.
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This goes into the idea that exploration is somehow a one time static thing. This is anything but true. You have to remember that exploration is not simply going and looking at things.. It's investigation, research, and an understanding of things (the where, what, why, how, and who).
You could have an area, lets say it's a forrest. In that forrest you find things. Most people (and developers) think that is all you can do for exploration content. But lets say you put a house in the forrest. More content could be to figure out what the house is doing there, who lives in it, and why. Then you could block the way to the house with a really mean monster. Here combat would come in because you would have to fight it to get into the house. Even with that there is exploration. What is the monster? Why doesn't the monster want you getting into the house?
Ok, now you saying, sure that's great for the first time. But what happens when the house is found, the questions are answered, and the forrest is explored? Simple... the river near by flooded. The forrest that was once alive and beautiful is not dead and muddy. Trees are down everywhere, paths are blocked. Is that house still there? Don't know have to explore to find it. Of course once you find the house then come the investigation into why the river flooded.
I could keep going but the idea is there. I find it terribly frightening that MMORPGS are fast becomming fighting games with no RP in them. MMORPGS are suppose to be online role playing games that contain large numbes of people. If you think back to some of the greatest RPG's the thing that makes them stick out isn't how powerful you could make your character, but more how you got pulled in by a great story and could keep finding new things. Just cause they are going online doesn't mean those two things should be lost.
I know, but it would be a wicked cool MMORPG, Myst would.
Depends what you mean by exploring.
Take EQ for one.There are many zones most players have never seen because it involves looong quest to get keys to them and a huge well equipped army to progress thru.
Now of course here you have to fight and fight damn well to get thru this places to explore.
So here you have a situation of loads to explore and discover but require a lot of combat to get to them.
If you mean explore without having to fight then no MMORPG will have anything you have not seen within a few weeks.
If you can simply run thru the world and see it all without huge risk ,the world will become not only explored in a matter of days it will be boring .
This means lose of customers.
Homer-"let the bears pay the bear tax, but i pay the Homer tax."
Lisa-"Dad, that's the homeOWNERS tax!"
Homer-"Whatever I'll be at Moes."
If you are reffering to Uri, it's not an MMORPG. Read the site at www.ubi.com there isn't anything there that states it's an MMORPG.
hi all,
So basiclly your looking for a sherlock holmes type mmorpg now that would be cool. have it mostly quest based and differant chars to add differant skills to the investigation and throw in twists and some thugs to make it a little hard for you and make you go hmmmmm. change up and add new quests all the time. oh but wait that means that devs would have to add more and do more work or they could hire event cordinators to stand in and have them run the events/quests from the outside. sorry not trying to bag on devs but most of my run in with them has been bad. that could work as long as the company that did it worked all the time on it.
Well, I think I would really like to have an AI engine that is so fine that one might not even be sure which is Live and which is Memorex. I wonder: are there MMORPG 'bot' technology which would allow client users to remain "placed online" or being run by a bot or agent or AI script, in the same way that these entities can be placed in IRC? In MUDs?
Why is it so hard for people to grasp the concept I am putting forth. A MMORPG that involves combat and exploration, but instead of having more combat than exploration, have more exploration than combat.
I don't think you would be doing combat in Sherlock Holmes.
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A game is only late untill it's released, but it's bad forever.
A: 93%, E: 55%, S:3% K: 50%
-=-=-=-=-
Achievers realise that killers as a concept are necessary in order to make achievement meaningful and worthwhile (there being no way to "lose" the game if any fool can "win" just by plodding slowly unchallenged). -bartle
Bartle: A: 93% E: 55% S:3% K: 50% The Test. Learn what it means here.
"A good man knows his limits, a Great man knows he has none...."
"A good man knows his limits, a Great man knows he has none...."
>>>>You CAN NOT keep up with the content as a Dev. People will solve everything you toss out in hours, that took you weeks or months to get to work correctly (you would beta test right?).
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Well a Tale in the Desert seems to have lots of things that people haven't done in hours (that game sufers from a total lack of combat and real missions). Even if that is the case, just because one person has solved it, doens't mean that it's ruined for everyone else. Many people want to solve things for themself.
The other thing that can be done is to create exploration content (puzzles) that have random factors in them. Say for example you created a puzzle that upon the solution you gained access to a new area. Well a way to prevent it from being solved is to have the way to get to the solution be random. For example if you had a puzzle where you needed to collect stones to access a cave. It would be very easy to program that each player received a different number/color combo in order to solve it. You could be required to get 3 red, I could be required to get 2 red, 3 gray, and 5 blue.
Just remember when the idea of Myst was first presented it was looked upon with a very cold shoulder. They said no one would want to play a game where all you did is look and explore. Look how that turned out.
Face of mankind isn't released yet... Have you played it TigerRei?
A game is only late untill it's released, but it's bad forever.
A: 93%, E: 55%, S:3% K: 50%
-=-=-=-=-
Achievers realise that killers as a concept are necessary in order to make achievement meaningful and worthwhile (there being no way to "lose" the game if any fool can "win" just by plodding slowly unchallenged). -bartle
Bartle: A: 93% E: 55% S:3% K: 50% The Test. Learn what it means here.
An exploration based MMORPG would seem to be impossible to maintain as the developers would have to work to outpace thousands of players. The only way I could ever see this happening if instead of many servers the game had 1 server but the game world was literally as large as our real world in square miles. Starting from scratch as far as cities and civilization goes, and not allowing teleportation or gating. Almost molding a Civilization type game with EQ or something. Now that would be cool. I would take a lot of time and patience for someone to play with and make a difference, but it would most certainly be cool.
Shots out!
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Vic - "Androzzi here"
John - "Vic, your case just busted wide open."
Vic - "So close it for me!"
John - "Looks like your going to have to close it yourself, SHITTY!!!!"
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http://www.aspereta.com
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http://www.illutia.com
Shots out!
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Vic - "Androzzi here"
John - "Vic, your case just busted wide open."
Vic - "So close it for me!"
John - "Looks like your going to have to close it yourself, SHITTY!!!!"
Going from all combat to all exploration is a bad thing. What I am basically saying is that MMORPG's need to move away from the 90% combat, 10% other. To more of an equal balance, or at least not so heavily saturated with combat. Not only to get more people playing, but to keep the players you have happy for a LONG period of time.