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What drives us in MMORPGs is not something that we often think about much. In fact, character advancement (levels/skill) has become such a dominating motivating factor that I don't think many developers look at alternate ways to motivate players.
However, I contend that the factor that motivates you to play any given MMORPG has a huge influence on how that game plays and how its community (or lack thereof) shapes up. As such, I would like to pose this question to the forum. What do YOU think should motivate players in an MMORPG?
I have listed several motivating factors I could think of in the poll below along with accompanying descriptions in this post:
1. Character Advancement (Leveling/Gear) - By far the most common motivating factor in most MMORPGs. It's advantages are that it is a tried and true method of motivating players to keep coming back in addition to being fairly simple for players to understand. Disadvantages are that it is finite in nature, players will reach max level and then the game faces the conundrum of trying to keep players motivated in the "End-game." The "end-game" is typically very sparse until the developer has had ample post-release time to create content for the end-game.
2. Dominance - Being "better" than the other players. A game that uses dominance to motivate will typically have lots of PvP competitions, and likely record the results of said competitions so that players can see the pecking order. WoW tournaments and StarCraft 2 multiplayer are both games that motivate with dominance. An advantage of this is that competition is essentially limitless, players will never "reach the end" of a sport. However, many players do not like purely competitive games.
3. Fame (Social Influence) - Motivation based on how well known players can become in the game world. It is an intriguing concept, the only game I can think of that remotely has something like this is EvE, or maybe games based on dominance since the most dominant players will naturally be famous. An advantage is that being famous can be a very powerful motivating factor, a disadvantage is that only so many people can be famous. So no matter what, most players will never achieve fame.
4. Story - Motivation by having a strong story that players want to see through. Prominent in single player games, can be a very strong motivating factor. A big disadvantage is that a story is often (very) finite and after it's over, players need to wait for an expansion.
5. Wealth - Motivating by wealth is different than by character advancement. Wealth is potential power. Having a good degree of wealth means that you can make things happen, but doing so will cost you. Many people in reality are motivated by wealth, it doesn't need much of an explanation. An advantage is that wealth can be lost and gained, unlike levels, it is much more fluid. A disadvantage is that its utility depends on the game world, in a game like UO, wealth was powerful because it could have real effects on the world through player housing. In a game like WoW, wealth just serves as a means to the end of character advancement.
6. Other - Please explain.
Are you team Azeroth, team Tyria, or team Jacob?
Comments
How about a mix of all?
I chose dominance.
I interpreted it in a RvR type PvP context. There are few things more fun than crushing a neighboring nation with your countrymen in an MMORPG. DAoC kind of had it going on.
DOMINANCE.
I went with other, because at the end of the day - it should be fun. The game should be fun. Of course, one could say that some of the things you have listed are fun for some people...but not for me.
Character Advancement as listed...is a goal - and thus - work...not play.
As for Dominance, being the #1 nerd in a MMORPG still just means you are the #1 nerd in a MMORPG.
Fame, lol - what was that country song? Oh yeah, Brad Paisley's Online...lol.
If I wanted Story, a passive thing - I would read a book or watch a movie.
And Wealth in a MMORPG is not going to make my car payment.
So yeah, for me - I went with Other...fun.
I miss the MMORPG genre. Will a developer ever make one again?
Explorer: 87%, Killer: 67%, Achiever: 27%, Socializer: 20%
Freedom.
I picked Other. A mix of "all the above" would be a good option too.
Other: Do something creative: Build, craft, find something etc that changes the world or outwit, be outwitted in PvP or play good teamwork. The great thing about MMO is that these things can be done in a very social way.
http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem
I kinda agree with the first bit, except that leveling itself has nothing to do with community, while wealth, fame, and dominance are community-dependant.
The second part, absolutely. I don't even think it's so much death penalty (thought I indeed wish death was tougher) but just a lack of meaning overall. There's no price to pay - other than time - in today's MMOs. Casual, 'hardcore', or anything in between generally boils down to spending the most time with the systems current MMOs have implemented, and as such require outside forms of motivation to really even have the will to bother (friends, guildmates; community in general). Actually, to a degree, I think it does come down to a death penalty because without risk there's little meaning to anything you 'accomplish' in these games, as the challenges offered still boil down to little more than time investment and practice, or copying someone else's strategy to defeat. The argument could be made that people don't care about that, but then I'd argue that that's why Facebook and Farmville exist...
Screw it; bring back harsher punishment for death!
"The power of accurate observation is commonly called cynicism by those who have not got it."
George Bernard Shaw
What is a cynic? A man who knows the price of everything and the value of nothing.
Oscar Wilde
Seemed to of missed out the important social aspect of the games, which is making friends and having a good time.
EDIT: Since I'm playing EVE atm, I would say infamy/excellence.
100% agree. This is why these worlds were concieved in the first place. An idea that seems to have become lost in the last 5 or so years.
There should never be a primary motivating factor in an MMORPG. That's the reason so many people want a "virtual world," so they can pick different things to focus on at any time and not feel like there's something they need to grind. It's the difference between the game having a "primary motivating factor" and the player choosing their own. That's a problem with most MMORPG's today. They focus too much on player advancement through combat and eventually turn into a looping gear hunt or a nonstop team deathmatch. There's really nothing else even worth doing.
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"Fixed it. Because that wall of text attacked me, killed me and looted my body..."
-George "sniperg" Light
Fun is most important. I dont get the feeling lately that most people who make mmo's put any thought at all into how enjoyable the game is. Most feel like work, and a few like unpaid work.
6. Other:
In order of importance -
Immersion in a desirable alternate universe, with thorough and unrestrictive but well thought out game mechanics, where adventure is promoted and rewarded at all levels, where individuals can come together to overcome both short term and long term goals and obstacles that would otherwise be insurmountable, and all of this done with gameplay that is simple where simplicity is best and complex where complexity is best and fun at all times.
The way some on this web site act, I would think gaming should be about farming money to shop at Uncle Owens store.
Personally I feel PVE gaming is the most important aspect.
Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget.
Odd, figured social interaction should be a motivating factor of an MMO. These barely touch it.
Need more events like WoW AQ(?) gate openning that involve the entire community. I only mentions WoW's take on such events because most are probably familiar with it. Also, because it attempted to involve the entire community.
Forever looking for employment. Life is rather dull without it.
I went with other, too. Fun is the only reason I play, and I find different things fun on different days, so fun/freedom/variety are the most important. I don't ever want to be locked into one goal. Today I might want to harvest, tomorrow I might want to skill up, the day after that, I might want to craft, the next day, maybe I want to do all of the above and pvp in a group or solo, too.
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
~Albert Einstein
I chose other. My motivating factor for playing any game including MMo's is to be entertained. Fun, as others have said. To take my mind off the shyte that bothers me and, by killing electronic bad guys, to ease any tensions I have.
Currently bored with MMO's.
Fun. If I'm not having a good time, it's not a game anymore.
As was mentioned, these options barely touch on social interaction, thus the poll is really flawed in that regard. Player to player interaction is the ONLY reason to play a game online. I don't mean chatting or playing coop but also PvP and such. Even if a player just wants to be "better" than everyone else, that's still a form of player interaction. Everything that drives an online game should be centered around interacting with the people you are playing with. Otherwise, what's the bloody point? Go offline and play a good single-player game.
http://mmo-hell.blogspot.com/
http://www.mmorpg.com/blogs/rejad
Fun and the intensity of the graphics. Also I enjoy the effectiveness of how the company hides the grind in the game (Every game has some grind) But if im not having fun it isnt a game anymore.
Playing: WoW
Waiting On: SWTOR, GW2, Rift, TERA.
I would say a good clan system and pvp system.
I say GREEEEEEDO
He shot first you know.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
For me, it's the story that keeps me playing. If not the story, something that I should finish. I like RPGs precisely because of this. I tried MMORPG also because of this. Although as you said, stories are limited and once you've finished it, you'll have to wait for an expansion OR you stop playing. But for me, if I am able to finish the story or all the things which should be done, I no longer have to play more since I've already accomplished and satisfied with what I did.
It's like playing RPGs like Final Fantasy. When I finish it, I don't say, awwww it's done already. I say, "Wow that's a very cool ending!" Or "I enjoyed the whole journey of playing this game from start to finish." Something like that.
Played: Runescape, Adventure Quest
Currently playing: Aika Global, Atlantica Online
Waiting for: Cardmon Hero, Dynasty Warriors Online
Fun is my motivator.
Creating a character that finds his niche in a virtual world has always appealed to me. And to all you lamers that said "for fun"... i think thats why everyone plays. Pretty sure the op was asking whats fun for you in an mmorpg in a roundabout way.
I'm motivated by a sort of pioneering spirit - I see a good MMO as a new frontier, a wilderness to be explored and settled.
( of the 5, I'd rank them advancement/wealth/fame/story/dominance - for me that last one is actually a negative, I'm repelled from games that put me in direct competition with other players )
Well it seems from my perview of these forums that most people's reason for playing is finding more things to bitch about.
Myself, I find MMOS the closest thing to the depth and awesomness that is tabletop rpgs without being tabletop rpgs.