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Where are the MMOs?

Seriously, I'm at a loss here. I've been looking and I've not been able to find a single game post-EverQuest that I would define as Massively Multiplayer Online.

Where are the huge sprawling dungeons where you can come across other player groups? Where's the social interaction? Where's the actual socialisation and playing with others?

Why have MMOs became "Statistics Grinding Online" without even the veneer of living in a virtual world?

What the hell happened?

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Comments

  • SephirosoSephiroso Member RarePosts: 2,020

    *counts down till the flamewars begin*

    image
    Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!

  • GurosanGurosan Member UncommonPosts: 24

    Pledge now and get into Repopulation alpha on Nov 21st. It has potential and it might just be good, or fail miserably, i for once wish it all the best.

     

    Also, if you're into it and have uber internet connection, try out korean cbt,opb mmos like Kritika online and others you might find fun trying. [altho it does require actual research and effort, just a thing when you're completely out of games to play].

  • ForgrimmForgrimm Member EpicPosts: 3,069
    You were 7 years old when Everquest came out, so I wouldn't expect you to know this, so I'll explain. Almost everything in that game was a chore because of its design. The open dungeons weren't very fun when you had to literally sit around for 8 hours straight competing for a spawn. While the social aspect was nice, the fact that almost everything required a group meant that you could rarely log on for an hour or so and accomplish anything.  MMO's have evolved because developers learned from mistakes of those early games like EQ.
  • CrazKanukCrazKanuk Member EpicPosts: 6,130
    Originally posted by ICastIntegerValue

    Seriously, I'm at a loss here. I've been looking and I've not been able to find a single game post-EverQuest that I would define as Massively Multiplayer Online.

    Where are the huge sprawling dungeons where you can come across other player groups? Where's the social interaction? Where's the actual socialisation and playing with others?

    Why have MMOs became "Statistics Grinding Online" without even the veneer of living in a virtual world?

    What the hell happened?

    Did you want the short answer or the long answer? Short answer, people don't want to play that kind of game because it always ends up being boring and you never feel like you're really progressing or getting any place. People have this whole, "What's the point?" mentality towards MMOs now. 

    Crazkanuk

    ----------------
    Azarelos - 90 Hunter - Emerald
    Durnzig - 90 Paladin - Emerald
    Demonicron - 90 Death Knight - Emerald Dream - US
    Tankinpain - 90 Monk - Azjol-Nerub - US
    Brindell - 90 Warrior - Emerald Dream - US
    ----------------

  • Originally posted by Forgrimm
    You were 7 years old when Everquest came out, so I wouldn't expect you to know this, so I'll explain. Almost everything in that game was a chore because of its design. The open dungeons weren't very fun when you had to literally sit around for 8 hours straight competing for a spawn. While the social aspect was nice, the fact that almost everything required a group meant that you could rarely log on for an hour or so and accomplish anything.  MMO's have evolved because developers learned from mistakes of those early games like EQ.

    First, I actually played EverQuest when it hit Luclin, as well as a certain thing based off original EverQuest which must not be named.

    Second, they're all signs of bad game design choices, not of those particular elements being bad design.

    Third, how is that worse than grinding out dungeons in WoW and it's various spawn?

    Originally posted by CrazKanuk

    Did you want the short answer or the long answer? Short answer, people don't want to play that kind of game because it always ends up being boring and you never feel like you're really progressing or getting any place. People have this whole, "What's the point?" mentality towards MMOs now. 

    Evidence?

  • L0C0ManL0C0Man Member UncommonPosts: 1,065

    Another thing that happened was that we grew old. Or at least that is my case.

    7 years ago I had no problems staying up all night doing a raid or dungeon, I could have lived in a fantasy world because I had the time for it. If it took hours to find a group, and then more hours organizing, and even more doing the content I was happy and perfectly fine with that.

    Fast forward to today. I'm married, have a child, full time job and going back to college to finish my degree. I consider myself lucky if I get 2 hours of gameplay in a day, and even more lucky if out of that time, I can get 30 minutes of uninterrupted game play where I don't have to get AFK for a couple of minutes to check on my son when he's sleeping, check if the clothes my wife is washing are done to put on the drying machine (she usually falls asleep much earlier than me) and a million other little things.

    And I'm sure I'm not alone in that case.

    What can men do against such reckless hate?

  • ForgrimmForgrimm Member EpicPosts: 3,069
    Originally posted by ICastIntegerValue
    Originally posted by Forgrimm
    You were 7 years old when Everquest came out, so I wouldn't expect you to know this, so I'll explain. Almost everything in that game was a chore because of its design. The open dungeons weren't very fun when you had to literally sit around for 8 hours straight competing for a spawn. While the social aspect was nice, the fact that almost everything required a group meant that you could rarely log on for an hour or so and accomplish anything.  MMO's have evolved because developers learned from mistakes of those early games like EQ.

    First, I actually played EverQuest when it hit Luclin, as well as a certain thing based off original EverQuest which must not be named.

    Second, they're all signs of bad game design choices, not of those particular elements being bad design.

    What does that even mean? Bad design is bad design, period.

    Third, how is that worse than grinding out dungeons in WoW and it's various spawn?

    Dungeons in WoW and modern MMO's are instanced, huge difference from EQ. When we wanted to camp a spawn in EQ, not only were the spawn timers ridiculously long, but we had to compete with other people being in that same dungeon with us at the same time. Instancing eliminated all of that useless nonsense.  In addition, games like WoW have many things that can be done solo. So for people who may only log in for an hour or so, they can at least accomplish some things in game. In EQ, almost everything required a group. Some times it took more than an hour just to create a full group. That type of game just doesn't appeal to a large pl;ayerbase anymore.

     

  • Originally posted by Forgrimm

    What does that even mean? Bad design is bad design, period.

    Dungeons in WoW and modern MMO's are instanced, huge difference from EQ. When we wanted to camp a spawn in EQ, not only were the spawn timers ridiculously long, but we had to compete with other people being in that same dungeon with us at the same time. Instancing eliminated all of that useless nonsense.  In addition, games like WoW have many things that can be done solo. So for people who may only log in for an hour or so, they can at least accomplish some things in game. In EQ, almost everything required a group. Some times it took more than an hour just to create a full group. That type of game just doesn't appeal to a large pl;ayerbase anymore.

    What I am saying is that open dungeons and team focused gameplay do not have those problems as a necessary design flaw.

    That's a particular design flaw of EverQuest, not of the elements that I'm a proponent of. An open dungeon doesn't need long spawn timers and the like. Instanced dungeons make for a truly vapid experience, especially when it's a matter of running down a single long corridor for half an hour and nothing else.

    On top of that, there's nothing wrong with offering some sort of solo gameplay or an LFG tool. Just don't make it the pure focus of the game.

    Originally posted by L0C0Man

    Another thing that happened was that we grew old. Or at least that is my case.

    7 years ago I had no problems staying up all night doing a raid or dungeon, I could have lived in a fantasy world because I had the time for it. If it took hours to find a group, and then more hours organizing, and even more doing the content I was happy and perfectly fine with that.

    Fast forward to today. I'm married, have a child, full time job and going back to college to finish my degree. I consider myself lucky if I get 2 hours of gameplay in a day, and even more lucky if out of that time, I can get 30 minutes of uninterrupted game play where I don't have to get AFK for a couple of minutes to check on my son when he's sleeping, check if the clothes my wife is washing are done to put on the drying machine (she usually falls asleep much earlier than me) and a million other little things.

    And I'm sure I'm not alone in that case.

    And? Having team-based gameplay doesn't necessarily mean there's no solo gameplay or that there's no gameplay you can just drop in to.

    My issue is that there's nothing that appeals to me in any way, shape or form. There are no open dungeons or team based gameplay or something me and a few friends can waste a few hours exploring in an open world.

  • ForgrimmForgrimm Member EpicPosts: 3,069
    The fact is that there is only a small, yet somewhat vocal minority that still wants an old-school type mmo. The overwhelming majority of gamers have no interest in it. 
  • Originally posted by Forgrimm
    The fact is that there is only a small, yet somewhat vocal minority that still wants an old-school type mmo. The overwhelming majority of gamers have no interest in it. 

    Do you have evidence of that?

    The same was said of old school RPGs but Divinity: Original Sin, Pillars of Eternity, Torment: Tides of Numenera and Shadowrun Returns have all sold VERY well, and I'd say their gameplay styles are arguably more dated than old-school style MMOs.

  • UO4everUO4ever Member Posts: 38
    Where are the games?  Not made any more it seems...
  • ForgrimmForgrimm Member EpicPosts: 3,069
    Originally posted by ICastIntegerValue
    Originally posted by Forgrimm
    The fact is that there is only a small, yet somewhat vocal minority that still wants an old-school type mmo. The overwhelming majority of gamers have no interest in it. 

    Do you have evidence of that?

    The same was said of old school RPGs but Divinity: Original Sin, Pillars of Eternity, Torment: Tides of Numenera and Shadowrun Returns have all sold VERY well, and I'd say their gameplay styles are arguably more dated than old-school style MMOs.

    I do have evidence of that, plenty in fact. All you need to do is look at the market. The old-school style, hardcore mmo's rarely go beyond niche status, while the casual modern mmo's get the most subscribers. And that casual playstyle has been branching out even further with the advent of MOBA's. 

  • observerobserver Member RarePosts: 3,685
    Originally posted by Forgrimm
    You were 7 years old when Everquest came out, so I wouldn't expect you to know this, so I'll explain. Almost everything in that game was a chore because of its design. The open dungeons weren't very fun when you had to literally sit around for 8 hours straight competing for a spawn. While the social aspect was nice, the fact that almost everything required a group meant that you could rarely log on for an hour or so and accomplish anything.  MMO's have evolved because developers learned from mistakes of those early games like EQ.

    Finally someone who gets it.  People clamor for the "good ol' days", but they really weren't that good.  They had lots of annoyances, such as mob-tagging, camp-spawning, true grinds, etc.  There's a reason developers evolved from it, because it wasn't fun.  If people think open-world raids are so great, just go to GW2, or even AA, and you'll see how bad it really is with the zerging.  There's a reason why instanced content became more desirable.

  • VahraneVahrane Member UncommonPosts: 376
          The amount of games catering to people with limited time and attention spans has grown exorbitantly. Big numbers, gaudy armor, and instances allowing for no outside interference have become the industry standard. The original mmo gamers have, for the most part, moved on to RL after an absolutely astonishing dismissal of their opinions by the aforementioned industry which, as with all businesses, seeks to maximize shareholder wealth by designing games that anyone can succeed at (quantity of players pays the bills while quality design cost more money and time, simple cost benefit analysis there). Some of us wish it weren't so, but that isn't going to change anything as evidenced by the past decade. Even newer games that claim to champion old styles of gameplay continually fail to deliver the experience they were trying to emulate in the first place. 
  • snoockysnoocky Member UncommonPosts: 726

    The days of the mmo's are slowly over....It's all the same all over again.

    My hope and i think the future is single player games, with a little multiplayer feature in it.

     

    Like Dragon Age: Inquisition

    Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before.

    Edgar Allan Poe

  • 0Neo00Neo0 Member UncommonPosts: 47

    Sadly I have to agree, Archage was my final hope for an open world long term mmo (FAIL).

    Have gone back to solo rpg's .

    Using sales of todays garbage is not proof of what ppl want if there are no Choices.

  • Originally posted by Forgrimm

    I do have evidence of that, plenty in fact. All you need to do is look at the market. The old-school style, hardcore mmo's rarely go beyond niche status, while the casual modern mmo's get the most subscribers. And that casual playstyle has been branching out even further with the advent of MOBA's. 

    Look at the market?

    Give me an example of an old-school AAA MMO that has failed horribly.

    You can't, because none have been made.

  • DaikuruDaikuru Member RarePosts: 797
    imo its the "fault" of WoW, because it was the first mmorpg for the masses (and the first mmo for many players) and made the genre popular, blizzard just noticed that they could make more money if they casualize their game. the evolution of the genre went in the wrong direction in imo, no mmo(rpg) needs ~7 million players, but it looks like that ppl dont accept games they are not "wow-like" thats why they always go back to wow.
    Insanity: doing the same thing over and over again and expecting different results.

    - Albert Einstein


  • ForgrimmForgrimm Member EpicPosts: 3,069
    Originally posted by ICastIntegerValue
    Originally posted by Forgrimm

    I do have evidence of that, plenty in fact. All you need to do is look at the market. The old-school style, hardcore mmo's rarely go beyond niche status, while the casual modern mmo's get the most subscribers. And that casual playstyle has been branching out even further with the advent of MOBA's. 

    Look at the market?

    Give me an example of an old-school AAA MMO that has failed horribly.

    You can't, because none have been made.

    Because there's no widespread demand for them, and the developers know this. If there was, then games like Darkfall would be bustling with players. But it's not, it's practically a ghost town. Look, you asked a question, and you've been given the answer. I can't help it if you don't like the answer, but it's the truth.

  • ThestrainThestrain Member CommonPosts: 390
    Originally posted by ICastIntegerValue

    Seriously, I'm at a loss here. I've been looking and I've not been able to find a single game post-EverQuest that I would define as Massively Multiplayer Online.

    Where are the huge sprawling dungeons where you can come across other player groups? Where's the social interaction? Where's the actual socialisation and playing with others?

    Why have MMOs became "Statistics Grinding Online" without even the veneer of living in a virtual world?

    What the hell happened?

    May be because those MMOS are not worth it anymore? given the time and money investment that goes into making these kind of games can you blame the companies to not bother with these MMOS anymore which will only appease a tiny minority?

  • BoneserinoBoneserino Member UncommonPosts: 1,768

    I think you have to look at indie games to find what you are looking for OP.  And you may have to look fast because if they fail, you might not being seeing much else besides what we have now, IMO.   So far there haven't been any runaway succeses there either. ( except maybe minecraft ) 

     

    And as far the social aspect and grouping , I don't think that is the games' fault.  I just think the whole MMO playerbase has evolved, and everyone is now split into PvP, raiding,  hardcore, casual, PvE, you name it camps.   Everyone has their own goals when it comes to games, and the hassle of finding like minded players to play with has become much less easy than it was back in the day when everyone wanted to play with everybody.   Just because you put an LFG feature in your MMO, it does not mean that people will be rushing to use it.   People have to want to group in a game.  Just giving them content that forces you to do it, is actually making players do something they may not want to.   Especially when grouping seems to be for competitive reasons these days.  Not so much for the fun of hanging with regular folk for the fun of it.

     

    Time moves on and the MMO has too.

    FFA Nonconsentual Full Loot PvP ...You know you want it!!

  • Originally posted by Gorwe
    Vanguard:Saga of Heroes.

    There, you satisfied ;) ?

    V:SoH was released as a broken mess. Not really AAA quality.

    If they'd've released it in the same way that it was before it was closed down (although, of course, with some actual content patches, instead of SOE stringing it up for the dogs), then I genuinely think it would've got a decent playerbase.

    Originally posted by Forgrimm

    Because there's no widespread demand for them, and the developers know this. If there was, then games like Darkfall would be bustling with players. But it's not, it's practically a ghost town. Look, you asked a question, and you've been given the answer. I can't help it if you don't like the answer, but it's the truth.

    Just like no old-school RPGs were made until Kickstarter came around and gave game developers the chance to prove investors and major companies wrong.

    Funny, isn't it? Investors and publishers are inherently conservative and careful and try not to take ANY sort of risk (even if it's a risk with a potential large pay off).

    Essentially, what I'm saying here is that you're unbelievably wrong and ignoring a mountain of evidence proving you wrong.

  • grimgryphongrimgryphon Member CommonPosts: 682
    Originally posted by ICastIntegerValue

    Seriously, I'm at a loss here. I've been looking and I've not been able to find a single game post-EverQuest that I would define as Massively Multiplayer Online.

    Where are the huge sprawling dungeons where you can come across other player groups? Where's the social interaction? Where's the actual socialisation and playing with others?

    Why have MMOs became "Statistics Grinding Online" without even the veneer of living in a virtual world?

    What the hell happened?

    In case you didn't get the memo: Your ship is boarding. It's headed to the far shores of Felucca, where old-school gamers who can't move on go to die.

    Optional PvP = No PvP
  • ForgrimmForgrimm Member EpicPosts: 3,069
    Originally posted by ICastIntegerValue
    Originally posted by Gorwe
    Vanguard:Saga of Heroes.

    There, you satisfied ;) ?

    V:SoH was released as a broken mess. Not really AAA quality.

    If they'd've released it in the same way that it was before it was closed down (although, of course, with some actual content patches, instead of SOE stringing it up for the dogs), then I genuinely think it would've got a decent playerbase.

    Originally posted by Forgrimm

    Because there's no widespread demand for them, and the developers know this. If there was, then games like Darkfall would be bustling with players. But it's not, it's practically a ghost town. Look, you asked a question, and you've been given the answer. I can't help it if you don't like the answer, but it's the truth.

    Just like no old-school RPGs were made until Kickstarter came around and gave game developers the chance to prove investors and major companies wrong.

    Funny, isn't it? Investors and publishers are inherently conservative and careful and try not to take ANY sort of risk (even if it's a risk with a potential large pay off).

    Essentially, what I'm saying here is that you're unbelievably wrong and ignoring a mountain of evidence proving you wrong.

    Now you're just trolling and I feel silly for wasting my time answering your question. To the block list you go.

  • asdarasdar Member UncommonPosts: 662

    I totally agree with the OP, except about Vanguard. It was old school and failed, and hurt the whole MMO market.

    I don't ever dislike Devs, but the Vanguard devs I have some hatred for. That was the chance to turn MMO's in a good direction and they trashed the whole concept.

    Eventually the game was OK, that's the one time I think SoE did something good for a game, but you can't go back and fixing it then was too late. Even VG wasn't the game I wanted.


    I think CU is looking to re-make the good MMO, but that games going to be almost purely RvR or crafter sandbox type game.


    I did every mob, every dungeon in EQ right up until I quit after the Luclin expansion and I never camped for even a few hours. The horror stories you hear about camping were people driven to complete quests or people that didn't want to explore because they might die, not the core people that played the game.

    Asdar

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