The survival genre was a very popular craze that has brought us a ton of different games for those that enjoy them. After a while they started slowly phasing out, apart of a couple ones like Dayz, Ark etc. With games like New World, which incorporates certain elements of a survival game in an mmo, I can't help but wonder if that's a possible future for the mmorpg genre.
Most mmos have become quite stale (and frankly unoriginal). Something fresh has to show up, and this mesh of genres might be a good start. Another thing I wish we see more is the elimination of levels. Bring back the runescape style! Let people focus on whatever skill they desire to level instead of being handed everything on a silver platter. This would be perfect in survival scenario, as in 99% of them you start by harvesting stone/wood in order to get tools and become more efficient.
What do you people think? Will there be more companies trying such an approach, or will the survival genre remain as is for those that enjoy pvping with a sprinkle of content?
Comments
Thinking on how to make new mmos more "realistic", I believe certain elements from these genres need to be present.
Keep the hunger, thirst, sleep, and horniness meters out. I want to play my character, not babysit them.
With that said, having thirst, and hunger (not sure about the others lol unless perhaps you can sleep once a day to get an exp boost) in the game where it's not a do or die, but more like getting a boost if the meter is not empty, could promote interactivity with players that indulge in the profession of food and drink making.
But they need to bring in PVE elements, and naturally expend the server pop.
Athlas was kind of a hope that something like that was on horizon. But instead it turned to be ARK clone ( quite literally )
I think that one good example was very overlooked game : Life is Feudal ( mmo )
In fallout 76 for example, if you don't eat or drink, a portion of your max health and stamina is red. You can still fight and do whatever you want, but you're "gimped" until you take some food and/or water. This is not a "harsh" penalty (considering it's a survival game) and incentives players to carry food/drinks and equipping perks to make it better.
In a game like WoW for example, whilst leveling, there's no point in carrying food/drinks because fighting monsters is easy. You only start using them for dungeons and/or whilst pvping. That is an area where it could be improved. This let's players who like crafting engage with other players to build an economy.
It doesn't need to be overly harsh, but there needs to be an incentive so that players have to be wary of their surroundings, and whether or not they can hold out without supplies for long before needing to resupply themselves.
Whenever there's a design question that relies on negative reinforcement, ask yourself if this can be better achieved through positive means that improve the player experience.
If you're traversing a snowstorm, you should require to provide heat to your character or end taking damage. Same goes for volcanoes and such. Most mmos take the "safe" route where you're magically impervious to everything.
FFXI also required players to buy maps, else you're going in blind. Nowadays, you magically already know the whole terrain. In my opinion, there should be a sense of danger and mystery while exploring.
But I don't want to be Gandalf rubbing two sticks together for a campfire, or Legelos digging a latrine.
Survival games strike me as a passing fad. And they don't interest me much at all.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I don't know the future of MMO's right now, but I will say this, neither do the Developers, as the truth is, since copying WoW is not working that well anymore, all these AAA companies have no idea what to do, and are just flying blind on where to go.
Outside some Kickstarter Fails, I am really seeing the future of MMO's being Indie developers that have returned to having a passion for their product, not just people looking at a spreadsheet and data lists trying to find the best way to monetize their product.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
But maybe its simply because they are so easy to make and so 70% of them are cookiecutter unreal engine asset store rips like Rust, Ark, Atlas... that kinda stuff. The kinda stuff noone would even get close to if their friend wasnt playing it and so they have to play it to make their friend enjoy the game XD
Mostly only can handle survival mechanics if its a single player game
https://ashesofcreation.com/r/Y4U3PQCASUPJ5SED
Same here. Survival in a multiplayer setting has no interest for me. I play lots of Minecraft... solo
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
If you are interested in making a MMO maybe visit my page to get a free open source engine.