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What Would Our Wishlist for The Perfect MMO Look Like?

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  • TheDalaiBombaTheDalaiBomba Member EpicPosts: 1,493
    slyb said:
    这么多年了,还在继续沿用MMO和RPG这2个词,实属无奈,或许多年后我们会说MMOOGP(Massively Multiplayer Online Open Game Platform)。

    上面这段纯属个人杜撰。。。

    不过现今游戏,的确不再有单纯的RPG,随着游戏的发展,游戏的种类更多的是多样式的糅合。不论游戏的方式,还是游戏本身的系统,大家都在进行着各种各样的尝试,目的自然是希望能够创作出更让人喜欢的游戏。

    回归正题,我心目中的MMORPG是怎样的?我个人觉得要从2个方面来说。

    一个是硬件。是的,也就是你使用的PC的硬件。不论再好,再出色的游戏,都需要有足够好的硬件来支持,现行MMORPG发展其实已经到了一个瓶颈,并非完全是游戏本身的问题,或许硬件才是制约的更大限制。

    一个优秀的RPG,是让玩家更深的代入游戏中的这个角色,去体验这个游戏。传统模式上的文字,CG,都是为了让玩家更加深刻的去沉浸入游戏的故事中。但随着这种方式的频繁使用,使玩家更多的抵御了这种沉浸感,所以之前的VR,也是一种沉浸感提升的方式。将来是不是会有完全沉浸式的游戏方式,还有待于硬件的提升,例如全息3D技术,以及只存在小说漫画中的人脑与机器的直联等。毕竟这种方式完全颠覆了目前传统的键鼠等操作方式,对于玩家来说会是一个更加有趣和新颖的方式。

    当前MMO的最大硬件问题是游戏中的同服在线人数,同屏显示人数等,以目前现有游戏来说,真正做到单一服的,貌似只有EVE这一款游戏,当然事实上EVE也因为过于小众,同时在线人数是否有到达过30万还是个未知,当然相对于大多数单个服务器在线人数在3千-5千来说,已经是一个很大的突破。但同样的,同屏显示也是一个很大的问题,玩过EVE的玩家们应该都知道,游戏中大规模会战的时候,延迟,卡顿一直是现有MMO的顽疾。在这点上,也是需要硬件的提升。

    所以我心目中的MMORPG,目前来说,硬件已经是一个很大的门槛。

    说完了硬件,再说说游戏软件本身。

    如同之前我谈到的RPG的故事,很多时候,每一个游戏中的故事都是预设好的,或许好一点的会有多个分支,乃至不同的结局,那么在MMO的时候,单一的故事情节(或者说单一的任务模式),很容易让玩家产生厌倦感。所以现行很多大型MMORPG游戏,要么没有故事,要么就是简单的故事,真正做的很好的非常少。因为是要预设的,所以再怎么也不会脱离预设的范畴。那么,如果用人工智能会怎么样?举一个例子,一个NPC的孩子遗失了,希望你帮他找回,目前来说,正常都是每个玩家去接任务,根据任务预设的环节,找回孩子,然后获取自己的报酬。那么如果这个任务有更多的变化呢?例如,我花了多少时间找到了这个孩子,这个孩子是否受到了损伤,这些都影响了你最终的奖励报酬,这样是否更加有趣或者富有挑战呢?或者你发现这个孩子其实是被他人故意绑架的,在营救过程中孩子意外死亡了?也或者你营救的时候绑匪开始和你交涉,提出给予更好的报酬让你放弃这个任务,当然这也会影响你的道德风评,等等这些,会让玩家有更多的选择,更多的乐趣。

    说完了RPG部分,再来说说我自己胡扯的那个MMOOGP,就如之前我说的,现在的游戏,单纯的RPG已经不再有了,所以单纯的MMORPG也不再有了,就如同《魔兽世界》为了拓展游戏中的内容,增加了宠物系统,《最终幻想14》为了添加卡牌,就有了金蝶游乐场。最初的RPG都是回合制的,但自从《暗黑破坏神》出世后,ARPG的模式也让人津津乐道。那么有没有可能将来的大型网游其实更像一个平台,玩法也不再局限于RPG,它会有STG,也会有MOBA,甚至还会有SLG。但如何在一个游戏框架下,糅合更多不同种类的玩法,或许才是将来MMO游戏的一个方向。因为MMO的本质还是人与人的社交,让更多的人在一个游戏平台上进行互动,才是MMO的出路。

    我曾经设想过一款以大航海时代为背景的大型MMO游戏,其中很多内容可以多项结合,例如航海部分可以参考市面上的比较著名的游戏,例如《海商王》,《海岛大亨》等等,而海战部分也可以考虑现有的《战舰世界》等模式。殖民地开发又可以参考开放世界的沙盒模式,小部分内容还可以结合那些比较经典的种田游戏。探险可以有AVG的元素,相信喜欢《古墓丽影》类型游戏的玩家一定不会抵触。如果一个游戏平台能够满足大多数玩家的口味,每个玩家都能在这个平台上找到自己喜欢的游戏方式,而这个平台本身就是一个游戏,看上去是不是很棒?

    最后部分想谈的是游戏中的经济部分和游戏本身的收费模式。现有的大多数MMORPG游戏都有一个很大的问题就是游戏经济的崩溃,主要问题在于游戏中的通货膨胀。初期货币和后期货币的价值变化,导致很多游戏都在考虑如何回收游戏中的那些亢余货币。在我看来这个问题在最初的时候就应该考虑进去,或许请教当下的那些经济学专家,如何建立一个更加合理和平衡的游戏中的经济模型。至于收费模式,我对现行的几种模式都不太赞同。当然我提议的收费模式对于目前来说可能还比较飘渺,这就是有一个前提,游戏中的货币能够和现实社会的货币有挂钩。当然这样的情况牵涉的东西太多,就不细表了,主要还是谈谈如果可行的情况后,游戏应该怎么收费。我认为可以通过玩家之间的交易来收取手续费,官方可以设定一个类似于网易的藏宝阁一样的专供游戏内道具交易的平台,以收取手续费,这个平台可以交易游戏内的各种各样的物品,乃至游戏账号。同时官方甚至可以与特有的游戏内工作室达成协议,你可以成立工作室,但必须有官方授权,否则就取缔,工作室的交易必须通过官方平台。在有足够玩家人数的支撑下,我相信这个收入还是非常可观的。

    随着人类社会的发展,人工智能化,传统的普通人力被机器取代是一个必然,当大量人口的剩余,在物质资源足够的情况下,大型网游不失为解决人口剩余问题的一个好方法。当然这可能还有一段时间。。。

    伊多阿格里塔特乌辛特托托格瑟伊斯诺特沃特特跟热哈斯科姆托贝诺恩福。
     特罗普哈斯比恩雷莫维德弗罗姆托莫帕特立克有赛。

    伊科门特阿博夫塔特特特克诺洛伊多斯诺特埃克西斯特福特泰普本盖姆伊沃尔德利克托西安德伊阿格里威思有塔特阿。伊。伊斯雷利惠尔特嫦娥尼斯托哈彭。



    当玩家说“活生生的世界”时,谈论“生活世界”总是让我感到好笑,因为这是一个谬论。一个活生生的世界需要的不仅仅是一个哥特式风格的NPC在他们的一天中。它需要生活在创造的世界中的NPC,
    而不仅仅是存在于其中。在这项技术能够被开发和实施之前,我们将继续拥有我们称之为“生活世界”的静态道具集。



    很棒的帖子,欢迎!




    I do agree that using the two together is not what the genre has come to be known for. The rpg has been removed from the mmo part like you say. 

    I commented above that the technology does not exist for the type of game I would like to see and I agree with you that A.I. is really where the change needs to happen.  

    The talk of a 'living world' has always amused me when players say that because it is a fallacy. A living world requires more than just a Gothic style NPC going about their day. It requires NPC who live in the world created not just exist in it. Until that technology is able to be developed and implemented we will continue to have static prop sets we call 'living worlds'         

    Great post and welcome!
    Honestly, bypassing the living world....  I'd love to see an MMORPG effort with a world built like Elden Ring.

    No need for a bunch of scripted dialogue, curscenes, world phasing, etc..  Just some simple scripted encounters, for the most part, wrapped up in juicy lore tidbits that really did have deep, interconnected, and sometimes hidden meanings.

    It is such a smart way to entice players to explore while actually cutting down on the total amount of dev time needed to write, animate, etc..

    Most of the Souls-Like games don't have overly elaborate or lengthy scripted encounters in the world.  Most are "doing this activates a door/ambush/hidden boss encounter," but you actually have to do some intelligent exploring to find them.

    How about an MMORPG set up like this, where the devs could go back and more easily tweak world encounters with just a little bit of creative lore work and some basic NPC encounter changes within the environment.  For example, an abandoned fort that previously housed brigands and a world mini-boss last quarter, now houses ambushing goblins that moved in after players "cleared" out the brigades from earlier.

    Add small bits of lore referencing say, an underground goblin dungeon elsewhere in the world, to the new encounter via loot items or environmental hints.  Avoid too much dialogue, too much scripted animation, focus on just how you can jam pack encounters with cool tidbits to entice the player onward like FromSoftware does.  Notes, wall paintings, relics that must be taken to NPCs to "translate" or give contextual hints to the player regarding the relic they've found and what they should do with it.

    If they could streamline and maintain a good cadence of updated world encounters, man that would be a fresh MMORPG.
    Scot
  • MendelMendel Member LegendaryPosts: 5,609
    Toss me a living world, with an emphasis on role playing and I'll be a happy camper.  It's highly unlikely that the technology for a perfect version of my game will evolve in my lifetime -- incentives for develop a character and dynamic plot generation with AI generated dialog, i.e., not scripted.



    TheDalaiBomba

    Logic, my dear, merely enables one to be wrong with great authority.

  • AdamantineAdamantine Member RarePosts: 5,094
    Honestly, bypassing the living world....  I'd love to see an MMORPG effort with a world built like Elden Ring.
    I would prefer if MMORPGs have a large world with many different types of terrain.

    And some of them might look like Elden Ring, sure.

    Elden Ring combat is not what I'm looking for.

    TheDalaiBomba
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    I have no idea what my perfect MMORPG would look like. I expect I'd need to wait for proper virtual reality before I could experience a lot of the stuff I have in mind.


    Instead, I will list my minimum requirements:

    • Must be massively multiplayer - i.e. can support a minimum of 250 players within the same virtual environment, but preferably 500+
    • Must have deep combat mechanics
    • Must include objective-based open world PvP - this doesn't mean free for all, by open I mean "open to all", so no player-caps or instancing. I want to be fighting over keeps / territory / bases with lots and lots of other players
    • Must be built around horizontal progression - vertical progression causes so much damage to the long term health of an mmo, devs really need to ditch this single player mechanic and start developing progression mechanics for a massively multiplayer environment.
    • Must be based on an IP that I really enjoy

    Whilst I have a very strong preference for the subscription model, I'd be willing to try other business models if the game actually met my minimum requirements.
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • AngrakhanAngrakhan Member EpicPosts: 1,839
    All I know is whatever your perfect MMO is, someone else is going to bitch about it, and spend an inordinate amount of time on the forums telling you what's wrong with it and how it could be better.
    Sovrathuser298[Deleted User]Pr0tag0ni5tScotUngood
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    Angrakhan said:
    All I know is whatever your perfect MMO is, someone else is going to bitch about it, and spend an inordinate amount of time on the forums telling you what's wrong with it and how it could be better.

    Whilst this is definitely true, if someone ever did build my perfect MMORPG, I'll be spending my free time playing that game, not visiting these forums. So, I won't care about other people's criticisms!
    Ungood
    Currently Playing: WAR RoR - Spitt rr7X Black Orc | Scrotling rr6X Squig Herder | Scabrous rr4X Shaman

  • user298user298 Member UncommonPosts: 152
    LOL. Imagine mentioning "impactful PvP" and "meaningful world" but giving completely wrong examples of that without mentioning EVE Online even once...
  • UngoodUngood Member LegendaryPosts: 7,534
    Aeander said:
    Ungood said:
    For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.

    I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)

    Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.

    I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
    It would be really helpful for understanding your posting if you would explain what exactly GW2 did right.

    Guild Wars 2 mounts aren't simple cosmetics that increase your speed and maybe fly like in other MMOs. Each GW2 mount is a unique part of your movement toolkit with its own speed, handling, combat function, and traversal utility. It is the best mount system of any game (not just any MMO - any game) full stop.

    The Raptor is your bread and butter quick, fast-turning mount with a long distance leap, which also lets you start fights by pulling enemies together.

    The Springer is a vertical mount with a massive upwards leap. It also lets you start fights by doing a cannonball to knock foes down.

    The Skimmer is a mount that lets you hover over terrain and underwater, smoothly transitioning between surface and depth. It also lets you start fights by healing and reviving allies.

    The Jackal is a fairly quick mount with 3 short teleports, and it can bypass distances with sand portals placed on certain maps. It lets you start fights with a sand barrier.

    The Roller Beetle is a lightning fast but hard to handle mount that functions like a race car. It can also break through certain rock barriers. It can dash through foes to knock down a line of enemies.

    The griffon is a versatile flying mount that lets you glide long distances and dive bomb foes.

    The wyvern is a versatile flying mount that handles like a helicopter. It can hover in place forever, scale heights (though more gradually than the Springer), an dash short distances. It can start fights by creating a fire field.

    The Siege Turtle is a co-op combat mount with short distance jump jets and a cannon for player 2.
    This is the keynote here, that each mount has a specific and very unique platforming feature about it, that separates it from all other mounts.

    On top of that, in GW2 you cannot do any interactions while mounted, this means, if you try to talk to a shop keeper, or banker, or anyone, you dismount, also If you make an attack, you do a mounted attack and dismount, so they don't generate clutter in banking/shopping/crafting areas, or even during combat. 

    On top of this, each mount has their own progress spec, which you can train to improve their performance, and thus making the mounts an interwoven and integrated aspect of the game itself, as opposed to just some run speed modifier.

    In some cases, like the Warclaw, it does not even increase movement speed, but it allows you to attack doors with a chain pull attack, or finish off downed players with a clawed attack.

    Overall, I have to agree with @Aeander that GW2 has the best mounts of any game ever, and changed my feelings on the idea of mounts in games.

    So like anything, it really depends on how each feature is done, some games can put in features and they are just awesome, other developers put in the same feature, and they are sucking hard.

    So, it really depends on how something is implemented, as opposed to check box of features.
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • AeanderAeander Member LegendaryPosts: 8,060
    edited May 2022
    Ungood said:
    Aeander said:
    Ungood said:
    For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.

    I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)

    Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.

    I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
    It would be really helpful for understanding your posting if you would explain what exactly GW2 did right.

    Guild Wars 2 mounts aren't simple cosmetics that increase your speed and maybe fly like in other MMOs. Each GW2 mount is a unique part of your movement toolkit with its own speed, handling, combat function, and traversal utility. It is the best mount system of any game (not just any MMO - any game) full stop.

    The Raptor is your bread and butter quick, fast-turning mount with a long distance leap, which also lets you start fights by pulling enemies together.

    The Springer is a vertical mount with a massive upwards leap. It also lets you start fights by doing a cannonball to knock foes down.

    The Skimmer is a mount that lets you hover over terrain and underwater, smoothly transitioning between surface and depth. It also lets you start fights by healing and reviving allies.

    The Jackal is a fairly quick mount with 3 short teleports, and it can bypass distances with sand portals placed on certain maps. It lets you start fights with a sand barrier.

    The Roller Beetle is a lightning fast but hard to handle mount that functions like a race car. It can also break through certain rock barriers. It can dash through foes to knock down a line of enemies.

    The griffon is a versatile flying mount that lets you glide long distances and dive bomb foes.

    The wyvern is a versatile flying mount that handles like a helicopter. It can hover in place forever, scale heights (though more gradually than the Springer), an dash short distances. It can start fights by creating a fire field.

    The Siege Turtle is a co-op combat mount with short distance jump jets and a cannon for player 2.
    This is the keynote here, that each mount has a specific and very unique platforming feature about it, that separates it from all other mounts.

    On top of that, in GW2 you cannot do any interactions while mounted, this means, if you try to talk to a shop keeper, or banker, or anyone, you dismount, also If you make an attack, you do a mounted attack and dismount, so they don't generate clutter in banking/shopping/crafting areas, or even during combat. 

    On top of this, each mount has their own progress spec, which you can train to improve their performance, and thus making the mounts an interwoven and integrated aspect of the game itself, as opposed to just some run speed modifier.

    In some cases, like the Warclaw, it does not even increase movement speed, but it allows you to attack doors with a chain pull attack, or finish off downed players with a clawed attack.

    Overall, I have to agree with @Aeander that GW2 has the best mounts of any game ever, and changed my feelings on the idea of mounts in games.

    So like anything, it really depends on how each feature is done, some games can put in features and they are just awesome, other developers put in the same feature, and they are sucking hard.

    So, it really depends on how something is implemented, as opposed to check box of features.
    Warclaw does increase movement speed (even compared to Swiftness). It is the slowest of all mounts, but I do have to say that it makes a noticeable difference in actually keeping up with allies and getting to capture points before they're taken.
  • ScorchienScorchien Member LegendaryPosts: 8,914
    Ungood said:
    It would be very difficult to make the "perect" MMO because our tastes all vary so much......IF we listed 10 major points, no 2 of us would agree on all 10 most likely..>We'd be lucky if we agree on half.

    1. Pvp or no PVP and if PVP what kind? (Battle royale, team based, RVR, arena/BG, etc)
    2. Tab target combat or action combat
    3. P2p, B2p, or F2p
    4. Sandbox or Themepark
    5. Mob scaling or no?
    6. Quest/story or Grind/Explore?
    7. How severe of a death penalty?
    8. Best gear is: Crafted or raid drop?
    9. Class based or no classes?
    10. Levels or horizontal progression?

    All of these depend on the rest of the game, and how they are done.

    For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.

    I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)

    Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.

    I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.




    GW2 mount system was taken from EQ2 , its EQ2 mount system with minor tweaks ..Its nearly identical TBH..
    Ungood
  • UngoodUngood Member LegendaryPosts: 7,534
    Aeander said:
    Ungood said:
    Aeander said:
    Ungood said:
    For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.

    I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)

    Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.

    I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.
    It would be really helpful for understanding your posting if you would explain what exactly GW2 did right.

    Guild Wars 2 mounts aren't simple cosmetics that increase your speed and maybe fly like in other MMOs. Each GW2 mount is a unique part of your movement toolkit with its own speed, handling, combat function, and traversal utility. It is the best mount system of any game (not just any MMO - any game) full stop.

    The Raptor is your bread and butter quick, fast-turning mount with a long distance leap, which also lets you start fights by pulling enemies together.

    The Springer is a vertical mount with a massive upwards leap. It also lets you start fights by doing a cannonball to knock foes down.

    The Skimmer is a mount that lets you hover over terrain and underwater, smoothly transitioning between surface and depth. It also lets you start fights by healing and reviving allies.

    The Jackal is a fairly quick mount with 3 short teleports, and it can bypass distances with sand portals placed on certain maps. It lets you start fights with a sand barrier.

    The Roller Beetle is a lightning fast but hard to handle mount that functions like a race car. It can also break through certain rock barriers. It can dash through foes to knock down a line of enemies.

    The griffon is a versatile flying mount that lets you glide long distances and dive bomb foes.

    The wyvern is a versatile flying mount that handles like a helicopter. It can hover in place forever, scale heights (though more gradually than the Springer), an dash short distances. It can start fights by creating a fire field.

    The Siege Turtle is a co-op combat mount with short distance jump jets and a cannon for player 2.
    This is the keynote here, that each mount has a specific and very unique platforming feature about it, that separates it from all other mounts.

    On top of that, in GW2 you cannot do any interactions while mounted, this means, if you try to talk to a shop keeper, or banker, or anyone, you dismount, also If you make an attack, you do a mounted attack and dismount, so they don't generate clutter in banking/shopping/crafting areas, or even during combat. 

    On top of this, each mount has their own progress spec, which you can train to improve their performance, and thus making the mounts an interwoven and integrated aspect of the game itself, as opposed to just some run speed modifier.

    In some cases, like the Warclaw, it does not even increase movement speed, but it allows you to attack doors with a chain pull attack, or finish off downed players with a clawed attack.
    Overall, I have to agree with @Aeander that GW2 has the best mounts of any game ever, and changed my feelings on the idea of mounts in games.

    So like anything, it really depends on how each feature is done, some games can put in features and they are just awesome, other developers put in the same feature, and they are sucking hard.

    So, it really depends on how something is implemented, as opposed to check box of features.
    Warclaw does increase movement speed (even compared to Swiftness). It is the slowest of all mounts, but I do have to say that it makes a noticeable difference in actually keeping up with allies and getting to capture points before they're taken.
    I thought they nerfed that.


    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • eoloeeoloe Member RarePosts: 864



    I do agree that using the two together is not what the genre has come to be known for. The rpg has been removed from the mmo part like you say. 

    I commented above that the technology does not exist for the type of game I would like to see and I agree with you that A.I. is really where the change needs to happen.  

    The talk of a 'living world' has always amused me when players say that because it is a fallacy. A living world requires more than just a Gothic style NPC going about their day. It requires NPC who live in the world created not just exist in it. Until that technology is able to be developed and implemented we will continue to have static prop sets we call 'living worlds'         

    Great post and welcome!

    Yes I agree on : we need living NPCs to feel in a breathing world.

    However, let me allow to disagree to some extent.

    I really do not think we need a technology revolution in the field of AI to achieve this goal.

    I think that basic scripting could do the trick.

    You can achieve really complex stuff with basic scripting. You could give motivation and action to NPCs. It has just never really be done to this extent in a MMORPGs.

    If I push this idea even more, I would even reduce the number of players in favor of more "living NPCs".

    Why?

    Because:

    - While a lot of players is great for huge scale PVP battles, I always disliked seeing hundreds of players attacking the same spongy-boss until it falls.
    - A lot of players kills the individual epicness. The more players you have the less chances you have to be a hero!

    If I would create a game
    - I would renounce to the huge scale PvP battles appeal in favor of intrigues
    - I would limit the number of players to something like a 50-100/server (or something similar we see in survival games)
    - I would create a lot of heavily scripted NPCs that live/reproduce/die in the world, with their own motivation, missions, etc.
    - I would create a lot of classes or an open system that would produce the same result. The idea would be that each player would provide something unique. For example I would be able to teleport a group to a remote location, and you would be the one able to survey a location from a distance.
    - I would introduce in the world unique magic objects that players could possibly want and fight for. Major NPCs would do it too!

    Blabla... other ideas, other ideas... blabla....
     







  • MonsutaManMonsutaMan Member UncommonPosts: 49
    An mmo were non-bipedal races were playable.
    [Deleted User]AdamantineUngood
  • ScotScot Member LegendaryPosts: 24,427
    Angrakhan said:
    All I know is whatever your perfect MMO is, someone else is going to bitch about it, and spend an inordinate amount of time on the forums telling you what's wrong with it and how it could be better.
    Yes, but if that were not the case would MMORPG.com have even started with forums? ;)
  • AmarantharAmaranthar Member EpicPosts: 5,852
    Torval said:
    slyb said:
    这么多年了,还在继续沿用MMO和RPG这2个词,实属无奈,或许多年后我们会说MMOOGP(Massively Multiplayer Online Open Game Platform)。

    上面这段纯属个人杜撰。。。

    不过现今游戏,的确不再有单纯的RPG,随着游戏的发展,游戏的种类更多的是多样式的糅合。不论游戏的方式,还是游戏本身的系统,大家都在进行着各种各样的尝试,目的自然是希望能够创作出更让人喜欢的游戏。

    Excellent post. It's rare to get such a thoughtful perspective and breakdown of where genre tropes fall apart. Welcome to the forums!

    I had to use Bing translator because I don't know Chinese but I think I got a good idea of your message without too much loss.

    I agree with your points and using RPG in MMOs today is essentially just marketing speak. Sadly, RPG in most games has come to mean increasing combat stats via XP and gear and has little to do with roles outside of the traditional D&D and DIKU models.


    I do agree that using the two together is not what the genre has come to be known for. The rpg has been removed from the mmo part like you say. 

    I commented above that the technology does not exist for the type of game I would like to see and I agree with you that A.I. is really where the change needs to happen.  

    The talk of a 'living world' has always amused me when players say that because it is a fallacy. A living world requires more than just a Gothic style NPC going about their day. It requires NPC who live in the world created not just exist in it. Until that technology is able to be developed and implemented we will continue to have static prop sets we call 'living worlds'         

    Great post and welcome!

    Agreed, we haven't seen "living world" from any MMO even though a lot of studios and fans like to throw that around.

    Also, agreed that AI is a huge barricade and problem point. None of the enemies in an MMORPG use any kind of sentient reasoning. They just perform a little script until the player wears down their objects "health stat" which triggers the loot reward event. Some don't even do that much. They just stand there firing off "skills" until they're "dead".

    So, AI is one area that desperately needs attention.

    For me a couple more are world/environment engagement, player agency in relation to the world, and dynamic narrative.

    World/Environment engagement refers to the player ability to interact with the environment and objects around them.

    Player Agency refers to the ability for players to alter that environment, the objects, influence social and environmental dynamics, and shape their world and their character.

    Dynamic narrative I'm borrowing from how Ken Levine referred to the NPC AI in "Shadow of Mordor" and how the narrative could change even if key figures and bosses were eliminated. That system, while crude, draws a stark contrast to the very narrow and linear on-rails narratives we typically experience. There are forces in a world and how things play out and agendas are executed are constantly shifting.

    Those are a few of my main points on where MMOs (or any sort of game) needs to go in order to create a "living world".
    Even a crude system is much more interesting than not having any of it at all. 
    And Players won't notice just how crude it is since they will notice it's there, but not really know how much is there. 

    That's a great post and I think the MMORPG genre is long overdue to have started moving in that direction. 
    [Deleted User]

    Once upon a time....

  • AmarantharAmaranthar Member EpicPosts: 5,852
    eoloe said:



    I do agree that using the two together is not what the genre has come to be known for. The rpg has been removed from the mmo part like you say. 

    I commented above that the technology does not exist for the type of game I would like to see and I agree with you that A.I. is really where the change needs to happen.  

    The talk of a 'living world' has always amused me when players say that because it is a fallacy. A living world requires more than just a Gothic style NPC going about their day. It requires NPC who live in the world created not just exist in it. Until that technology is able to be developed and implemented we will continue to have static prop sets we call 'living worlds'         

    Great post and welcome!

    Yes I agree on : we need living NPCs to feel in a breathing world.

    However, let me allow to disagree to some extent.

    I really do not think we need a technology revolution in the field of AI to achieve this goal.

    I think that basic scripting could do the trick.

    You can achieve really complex stuff with basic scripting. You could give motivation and action to NPCs. It has just never really be done to this extent in a MMORPGs.

    If I push this idea even more, I would even reduce the number of players in favor of more "living NPCs".

    Why?

    Because:

    - While a lot of players is great for huge scale PVP battles, I always disliked seeing hundreds of players attacking the same spongy-boss until it falls.
    - A lot of players kills the individual epicness. The more players you have the less chances you have to be a hero!

    If I would create a game
    - I would renounce to the huge scale PvP battles appeal in favor of intrigues
    - I would limit the number of players to something like a 50-100/server (or something similar we see in survival games)
    - I would create a lot of heavily scripted NPCs that live/reproduce/die in the world, with their own motivation, missions, etc.
    - I would create a lot of classes or an open system that would produce the same result. The idea would be that each player would provide something unique. For example I would be able to teleport a group to a remote location, and you would be the one able to survey a location from a distance.
    - I would introduce in the world unique magic objects that players could possibly want and fight for. Major NPCs would do it too!

    Blabla... other ideas, other ideas... blabla....
     
    "You can achieve really complex stuff with basic scripting. You could give motivation and action to NPCs. It has just never really be done to this extent in a MMORPGs."

    Yes, you can. I completely agree. 
    In all basic mode-
    - You can give them motivations, goals, agendas. 
    - You can give them some memory of the world and or individuals, related to such.
    - You can give them a running morale score related to such. 
    - You can give them "random, but weighted and modified" die rolls to determine actions. 
    - You can weight those die rolls based on "memory." 

    That's pretty simple, it would be more complex in an actual design. 
    It's not hard. It's just tedious. It also requires server space, depending on how deep it's implanted into the game world. 
    It's not just your same old hack-and-slash, deadpan, FtP, Lowest Common Denominator game world. 

    Once upon a time....

  • UngoodUngood Member LegendaryPosts: 7,534
    Scorchien said:
    Ungood said:
    It would be very difficult to make the "perect" MMO because our tastes all vary so much......IF we listed 10 major points, no 2 of us would agree on all 10 most likely..>We'd be lucky if we agree on half.

    1. Pvp or no PVP and if PVP what kind? (Battle royale, team based, RVR, arena/BG, etc)
    2. Tab target combat or action combat
    3. P2p, B2p, or F2p
    4. Sandbox or Themepark
    5. Mob scaling or no?
    6. Quest/story or Grind/Explore?
    7. How severe of a death penalty?
    8. Best gear is: Crafted or raid drop?
    9. Class based or no classes?
    10. Levels or horizontal progression?

    All of these depend on the rest of the game, and how they are done.

    For example, I was against mounts in GW2, because in every other game, mounts were nothing but a Run Speed Boost, that often cost money from the shop, and just filled the screen with visual clutter.

    I liked how GW2 put in mounts, and bypassed the whole problem with mounts in other games. I also like how they made every mount free, and you only needed to buy skins, if you wanted to look different (and yet people called that P2W... still can't get over that people called mount skins, P2W)

    Equally so, DDO, when they put in mounts, just ran face first into all the things wrong with putting mounts into games.

    I'm just using this as an example to say, that it is not "mounts" that are the point of contention, it is how they are put into the game that is really the important part.




    GW2 mount system was taken from EQ2 , its EQ2 mount system with minor tweaks ..Its nearly identical TBH..
    We can finish this when you get back. Hope to see you soon.
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • UngoodUngood Member LegendaryPosts: 7,534
    Anyway.. My wish List.

    Trove - Home (Cornerstone), Personal instance (Clubworld), Open World Destructibility and building, ability to swap characters on the fly.

    GW2 - Style Open World Events, World Bosses, Map Exploration, Armor / Weapon Cosmetics, Mounts.

    DDO - Character Building, Dungeons, Gear Design, Combat

    Graphics are up in the air, I liked Crowfall Beta graphics, but, I'm not fixed on any one style, GW2 had some amazing areas, just as long as it is not a case where everything is shades of brown and gray, I liked the more vibrant colors in GW2.

    PvP can go fuck itself, all things said and done, but if it is put in, it should be it's own game mode.

    I know there are a lot of things and parts I am leaving out, and that is intended, as I am not really sure what I would like the best in those situations, like crafting.
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

  • ChildoftheShadowsChildoftheShadows Member EpicPosts: 2,193
    OG Archeage with Darkfalls fps combat and skills instead of classes and levels.
  • AmarantharAmaranthar Member EpicPosts: 5,852
    eoloe said:



    I do agree that using the two together is not what the genre has come to be known for. The rpg has been removed from the mmo part like you say. 

    I commented above that the technology does not exist for the type of game I would like to see and I agree with you that A.I. is really where the change needs to happen.  

    The talk of a 'living world' has always amused me when players say that because it is a fallacy. A living world requires more than just a Gothic style NPC going about their day. It requires NPC who live in the world created not just exist in it. Until that technology is able to be developed and implemented we will continue to have static prop sets we call 'living worlds'         

    Great post and welcome!

    Yes I agree on : we need living NPCs to feel in a breathing world.

    However, let me allow to disagree to some extent.

    I really do not think we need a technology revolution in the field of AI to achieve this goal.

    I think that basic scripting could do the trick.

    You can achieve really complex stuff with basic scripting. You could give motivation and action to NPCs. It has just never really be done to this extent in a MMORPGs.

    If I push this idea even more, I would even reduce the number of players in favor of more "living NPCs".

    Why?

    Because:

    - While a lot of players is great for huge scale PVP battles, I always disliked seeing hundreds of players attacking the same spongy-boss until it falls.
    - A lot of players kills the individual epicness. The more players you have the less chances you have to be a hero!

    If I would create a game
    - I would renounce to the huge scale PvP battles appeal in favor of intrigues
    - I would limit the number of players to something like a 50-100/server (or something similar we see in survival games)
    - I would create a lot of heavily scripted NPCs that live/reproduce/die in the world, with their own motivation, missions, etc.
    - I would create a lot of classes or an open system that would produce the same result. The idea would be that each player would provide something unique. For example I would be able to teleport a group to a remote location, and you would be the one able to survey a location from a distance.
    - I would introduce in the world unique magic objects that players could possibly want and fight for. Major NPCs would do it too!

    Blabla... other ideas, other ideas... blabla....
     
    "You can achieve really complex stuff with basic scripting. You could give motivation and action to NPCs. It has just never really be done to this extent in a MMORPGs."

    Yes, you can. I completely agree. 
    In all basic mode-
    - You can give them motivations, goals, agendas. 
    - You can give them some memory of the world and or individuals, related to such.
    - You can give them a running morale score related to such. 
    - You can give them "random, but weighted and modified" die rolls to determine actions. 
    - You can weight those die rolls based on "memory." 

    That's pretty simple, it would be more complex in an actual design. 
    It's not hard. It's just tedious. It also requires server space, depending on how deep it's implanted into the game world. 
    It's not just your same old hack-and-slash, deadpan, FtP, Lowest Common Denominator game world. 
    It's just crazy to post stuff like this in a place like this. 
    It's a waste of time. 
    What's really needed is Alien Technology. 



    cameltosiseoloe

    Once upon a time....

  • ultimateduckultimateduck Member EpicPosts: 1,309
    For me, It's simple. A modernized DAoC right after ToA was introduced (yes, I actually like ToA). It has what everyone is looking for but doesn't require anyone to participate in any aspect they don't want to.

    To me, this is the perfect game... provided the population is high enough.
    Sensai
  • KnightFalzKnightFalz Member EpicPosts: 4,583
    It would look like a broth made by too many cooks and probably taste as well.
    Scot
  • ScotScot Member LegendaryPosts: 24,427
    It would look like a broth made by too many cooks and probably taste as well.
    That's what we would probably end up with if the MMORPG.com forum guys designed a MMORPG. :smile:

    Even when studios make a MMO it seems clear that having one person with a creative vision helps.
    Amaranthar[Deleted User]
  • The user and all related content has been deleted.
    Sometimes we need fantasy to survive reality 
    https://biturl.top/rU7bY3
    Beyond the shadows there's always light
  • UngoodUngood Member LegendaryPosts: 7,534
    Scot said:
    It would look like a broth made by too many cooks and probably taste as well.
    That's what we would probably end up with if the MMORPG.com forum guys designed a MMORPG. :smile:

    Even when studios make a MMO it seems clear that having one person with a creative vision helps.
    Only if we had to work with each other.. and I think it would end in violence in the workplace however if that was the case.
    Scot
    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

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