Contrary to many beliefs I think a one game fits all mmorpg game could be made.
Problem being Developers don't care what we think for the past 10 years.
They act on their own by using the template "easy ages 5-70 solves this problem". They try using Lord of the Rings, StarWars, Elder Scrolls, Warhamer franchise to bring popularity into the mix, but none of that works for very long..... Sure, few newer games are going strong ONLY BECAUSE OF NOTHING ELSE TO PLAY.
I'm convinced what's left of the so called populated games would clear out instantly if this were a thriving business. ESO, FF14, possibility even retail WoW would take a hard hit, leaving the end game elites as their populations.
The real key to making one game fits all, simply needs a few key parameters:
A huge non instanced world, like Vanilla WoW from back in 2004 but even larger. Am I missing something ?.... where's the technology to do this ?...Hmm..I get it....Maximum graphics above everything !!!... The root of all evil.
With a huge non instanced world, it could have endless possibilities. Content for everyone, even a playground for kids on up to, don't go to that neighborhood without a heavy group. ALL THIS ON ONE MAP !!
Some people want good PvP, others can't stand it...... Well, their really is a solution to both..... A HUGUE WORLD, again don't go to that neighborhood if you don't like it.
The true key is a huge non instance world with neighborhood's....... What a concept right ?....... No, Vanilla World of Warcraft had that basic concept, but go several levels beyond that.
People talk about WoW clones....... Well, the WoW clone developers, left out the most important feature: Huge non instanced world with neighborhoods.
Drop the maximum graphics crap and sink into this !!!!
I'll leave you with this: I would need a billion dollars, with hundreds of developers working day and night....... Don't advertise anything until 3 months before release.
The premise of your post is that you can please everyone in one game.
No, you can't. Especially not if the game relies on character progression as most (all?) MMORPGs do.
It can't be done. It doesn't matter if you have areas designated for different activities. What drives players in a MMO is the desire to progress their character. So which ever activity is most efficient for progression will become the focus of the game. The focus may shift from early to mid to end game but there will always be one best way to advance so that is what people will do (or won't do by leaving the game).
The premise of your post is that you can please everyone in one game.
No, you can't. Especially not if the game relies on character progression as most (all?) MMORPGs do.
It can't be done. It doesn't matter if you have areas designated for different activities. What drives players in a MMO is the desire to progress their character. So which ever activity is most efficient for progression will become the focus of the game. The focus may shift from early to mid to end game but there will always be one best way to advance so that is what people will do (or won't do by leaving the game).
Sorry, but that's just reality.
Yes you can, Your basing everything on every one gets a trophy. And getting to max level as quickly as possible.
Stay in the playground get goodies and exp the same as you would with doing harder content ? .......If you look at it that way then were back to "for all ages 5 to 70".
Infact I played with a lot of talented 10 year olds, often their better than adults. They tend to steel all the good loot, and can be more selfish... But the point is they can handle the harder content, if they choose.
If so, were back to square one. ANOTHER FAILED GAME.
We have a long list of FAILED GAMES because of that reason. I want a game where you have a large world and pick and choose what adventure you want for that day
Large world, lots to do, and what ever floats your boat.....Adventure !!
The premise of your post is that you can please everyone in one game.
No, you can't. Especially not if the game relies on character progression as most (all?) MMORPGs do.
It can't be done. It doesn't matter if you have areas designated for different activities. What drives players in a MMO is the desire to progress their character. So which ever activity is most efficient for progression will become the focus of the game. The focus may shift from early to mid to end game but there will always be one best way to advance so that is what people will do (or won't do by leaving the game).
Sorry, but that's just reality.
Yes you can, Your basing everything on every one gets a trophy. And getting to max level as quickly as possible.
I would say that you are the one espousing the "everyone gets a trophy" mentality. You think a game can satisfy all types of gamers with all types of content/game play---all in one game.
So solo play can provide just as much experience gain and loot as grouping. Ok, then it's going to be next to impossible to find people to group with. Grouping provides just as much rewards as big raids; ok so who would bother doing big raids?
You simply can not fully satisfy all types of gamers in one game. Actually, that has been part of the problem for years. Developers try to cram different stuff into one half-assed catch-all game instead of trying to make a really great game for a more targeted audience.
Take someone like me who would prefer a somewhat harsh death penalty. How would a developer satisfy my desire for a harsh death penalty while simultaneously satisfying people who prefer little or no death penalty?
The premise of your post is that you can please everyone in one game.
No, you can't. Especially not if the game relies on character progression as most (all?) MMORPGs do.
It can't be done. It doesn't matter if you have areas designated for different activities. What drives players in a MMO is the desire to progress their character. So which ever activity is most efficient for progression will become the focus of the game. The focus may shift from early to mid to end game but there will always be one best way to advance so that is what people will do (or won't do by leaving the game).
Sorry, but that's just reality.
Yes you can, Your basing everything on every one gets a trophy. And getting to max level as quickly as possible.
I would say that you are the one espousing the "everyone gets a trophy" mentality. You think a game can satisfy all types of gamers with all types of content/game play---all in one game.
So solo play can provide just as much experience gain and loot as grouping. Ok, then it's going to be next to impossible to find people to group with. Grouping provides just as much rewards as big raids; ok so who would bother doing big raids?
You simply can not fully satisfy all types of gamers in one game. Actually, that has been part of the problem for years. Developers try to cram different stuff into one half-assed catch-all game instead of trying to make a really great game for a more targeted audience.
Take someone like me who would prefer a somewhat harsh death penalty. How would a developer satisfy my desire for a harsh death penalty while simultaneously satisfying people who prefer little or no death penalty?
Sorry you have me perplexed and confused.
I'm saying a HUGE game world with everything. The harder stuff gains more exp, the easier stuff is for fun. Play fast, slow, harder ,easer, whatever, enjoy yourself.
Big world, lots to do for everyone..... I'm not sure what your trying to say, I haven't mentioned death penalty.
Infact I'm not sure what your saying, for me to respond with ?
I was about to type more, but how can I, I don't understand the question.
Contrary to many beliefs I think a one game fits all mmorpg game could be made.
The very first sentence from your original post.
You posited that a MMORPG game could be made which is "one game fits all.." One game which could please all gamers. That's what you were talking about.
Contrary to many beliefs I think a one game fits all mmorpg game could be made.
The very first sentence from your original post.
You posited that a MMORPG game could be made which is "one game fits all.." One game which could please all gamers. That's what you were talking about.
I am saying that that can't be done.
It would have to be a HUGE game, HUGE world. Not all crammed together like you were saying...Remember the old saying "10 pounds of shit in a 5 pound bag"
MMORPGS are all 30 days worth of content, kick starters less than that. Small heavy instanced zones..... What happened ?..... Why are we not their yet ?
Sadly you would have to have a Billion dollars I guess. Back around 2004 we were almost advanced enough. I guess were going backwards and cost are rising.
The premise of your post is that you can please everyone in one game.
No, you can't. Especially not if the game relies on character progression as most (all?) MMORPGs do.
It can't be done. It doesn't matter if you have areas designated for different activities. What drives players in a MMO is the desire to progress their character. So which ever activity is most efficient for progression will become the focus of the game. The focus may shift from early to mid to end game but there will always be one best way to advance so that is what people will do (or won't do by leaving the game).
Sorry, but that's just reality.
Yes you can, Your basing everything on every one gets a trophy. And getting to max level as quickly as possible.
I would say that you are the one espousing the "everyone gets a trophy" mentality. You think a game can satisfy all types of gamers with all types of content/game play---all in one game.
So solo play can provide just as much experience gain and loot as grouping. Ok, then it's going to be next to impossible to find people to group with. Grouping provides just as much rewards as big raids; ok so who would bother doing big raids?
You simply can not fully satisfy all types of gamers in one game. Actually, that has been part of the problem for years. Developers try to cram different stuff into one half-assed catch-all game instead of trying to make a really great game for a more targeted audience.
Take someone like me who would prefer a somewhat harsh death penalty. How would a developer satisfy my desire for a harsh death penalty while simultaneously satisfying people who prefer little or no death penalty?
I will interject something here.
As far as content goes, originally GW2, was set up where Dungeons did not give any better rewards than what someone could get solo doing open world, as such, dungeons were done for the fun of doing dungeons.
And it worked, people did dungeons all the time, there was always a group ready to do dungeons.
They were also not as elitist snots about it either, because, again, doing dungeons and grouping was done by the players that wanted to group with other people and do dungeons.
This whole bullshit ideal that there needs to be a carrot to get people to do things, needs to die in fire, maybe the people that perpetuate that myth need to entice others to group with them, but the reality is, as GW2 proved at it's start, that some players just like group content, and they will do it, simply because they enjoy it, and do not need some special e-peen waving reward for doing so.
In fact, by flattening out the rewards, players are free to do what they enjoy, and that is where the real problem sits, so Delete does have a somewhat sound idea about leveling the playing field, and allowing players to play as they want.
As for your Death Penalty Ideas, they can simply put in various biomes in the massive world domain, where some biomes are harsher, more penalizing, perhaps some regions are open PvP, others are Open PvP with Full Loot, and going there is totally optional.
With a massive world, They could make a biome that was a savage waste like setting, and the players that wanted rugged survival like setting where is was Open PvP, Full Loot, perma-death, setting, they could head out there and test their mettle.
For the player that wants a cushy PvE regions, they have a biome where it's just just care bear PvE, where death has no sting.
and the only thing that divides the two regions is a just Environmental line, and an announcement that comes up on your screen telling you what Biome you just entered.
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.
Even if it were possible to make such a huge and multi-faceted game in any reasonable amount of time I still don't think it would work very well. Instead of trying to make one humongous game with enough different areas with different rules to give a full games worth of content to all the different types of MMO gamers it still seems much more practical to me to simply pick one demographic and try to make a great game for them.
Don't try to please all the people all the time. Pick your audience and try to please those specific people. Then maybe make a different game for a different demographic.
Honestly , after all the "have billions" thread , i understand something.
You don't need a billion USD to make a good MMORPG , but you will need more than a billion to run a good MMORPG.
You need more than a billion pund to keep an MMORPG online for at lease 10 years .
As for how to make a good MMORPG with a few hundred millions USD.
A good MMORPG must have a lots of cosmetic items for player to decorate themselfs and have at lease 100+ animated emote and dance. That's something to expect. Having dancing mini game with alots of songs is something that must have.
And i expect you can play online videos url in game to spend time with your friends.
Texts chat is must but Party voice chat and guild voice chat build in game also something expected
Ability to interact with NPC is something in need. Request NPC to singing songs or dancing is expect
Infinity inventory and free trade is must
Remove tradition of fixed equipment item slots like weapon and armor and use MOBA Item systems instead to make the game more reflex on loot table , PVE and PVP
Use standalone grinds instead of line quest grind
Give in game money more consume value
Remove fixed loot table and replace it with gacha systems
This made me think a bit about what games do and that is they give people things to do.
IMO Survival games give better things to do rather than mmorpg's=quests,we have very ho hum shooters,arpg's kill stuff mindlesslsly and some games seemingly boring have attracted a larger audience than i would have figured like online Chess.
So really that is all there is to it,give players multiple things to do and you might have a winning game.Do it better than the other guy and once again you have success.
Some winning ideas are collectibles,mounts,taming,housing with accessories and the crazy successful glowing colors coming off loot is like a magnet to player brains,it seems to hypnotize them.Another successful carrot is giving players a RANk to chase after even as pointless as it may be to most.
A good quality game doesn't seem to matter which says a lot about gamers in general.Geesh devs have gamers so figured out all they have to do is dangle a Christmas present idea in their face and they are ready to hand out free money before there is even a game.
Never forget 3 mile Island and never trust a government official or company spokesman.
Even if it were possible to make such a huge and multi-faceted game in any reasonable amount of time I still don't think it would work very well. Instead of trying to make one humongous game with enough different areas with different rules to give a full games worth of content to all the different types of MMO gamers it still seems much more practical to me to simply pick one demographic and try to make a great game for them.
Don't try to please all the people all the time. Pick your audience and try to please those specific people. Then maybe make a different game for a different demographic.
Anyone here can tell you that I am staunch believer that MMO should target a direct demographic and that all-in-wonder MMO's are a recipe for failure.
With that said, I was simply pointing out that Delete's plan is mechanically doable.
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.
Comments
Unless you get sued by employees for being insensitive... or a comment...
Well of course there is such game, it's called DreamWorld, duh!
Forget the corporate 'billions needed' mumbo jumbo - your dream game costs exactly ten thousand dollars.
I just want a camera crew to make a documentary.
No, you can't. Especially not if the game relies on character progression as most (all?) MMORPGs do.
It can't be done. It doesn't matter if you have areas designated for different activities. What drives players in a MMO is the desire to progress their character. So which ever activity is most efficient for progression will become the focus of the game. The focus may shift from early to mid to end game but there will always be one best way to advance so that is what people will do (or won't do by leaving the game).
Sorry, but that's just reality.
Your basing everything on every one gets a trophy. And getting to max level as quickly as possible.
Stay in the playground get goodies and exp the same as you would with doing harder content ? .......If you look at it that way then were back to "for all ages 5 to 70".
Infact I played with a lot of talented 10 year olds, often their better than adults. They tend to steel all the good loot, and can be more selfish... But the point is they can handle the harder content, if they choose.
If so, were back to square one. ANOTHER FAILED GAME.
We have a long list of FAILED GAMES because of that reason.
I want a game where you have a large world and pick and choose what adventure you want for that day
Large world, lots to do, and what ever floats your boat.....Adventure !!
I would say that you are the one espousing the "everyone gets a trophy" mentality. You think a game can satisfy all types of gamers with all types of content/game play---all in one game.
So solo play can provide just as much experience gain and loot as grouping. Ok, then it's going to be next to impossible to find people to group with. Grouping provides just as much rewards as big raids; ok so who would bother doing big raids?
You simply can not fully satisfy all types of gamers in one game. Actually, that has been part of the problem for years. Developers try to cram different stuff into one half-assed catch-all game instead of trying to make a really great game for a more targeted audience.
Take someone like me who would prefer a somewhat harsh death penalty. How would a developer satisfy my desire for a harsh death penalty while simultaneously satisfying people who prefer little or no death penalty?
I'm saying a HUGE game world with everything. The harder stuff gains more exp, the easier stuff is for fun. Play fast, slow, harder ,easer, whatever, enjoy yourself.
Big world, lots to do for everyone..... I'm not sure what your trying to say, I haven't mentioned death penalty.
Infact I'm not sure what your saying, for me to respond with ?
I was about to type more, but how can I, I don't understand the question.
The very first sentence from your original post.
You posited that a MMORPG game could be made which is "one game fits all.." One game which could please all gamers. That's what you were talking about.
I am saying that that can't be done.
MMORPGS are all 30 days worth of content, kick starters less than that. Small heavy instanced zones..... What happened ?..... Why are we not their yet ?
Sadly you would have to have a Billion dollars I guess. Back around 2004 we were almost advanced enough. I guess were going backwards and cost are rising.
As far as content goes, originally GW2, was set up where Dungeons did not give any better rewards than what someone could get solo doing open world, as such, dungeons were done for the fun of doing dungeons.
And it worked, people did dungeons all the time, there was always a group ready to do dungeons.
They were also not as elitist snots about it either, because, again, doing dungeons and grouping was done by the players that wanted to group with other people and do dungeons.
This whole bullshit ideal that there needs to be a carrot to get people to do things, needs to die in fire, maybe the people that perpetuate that myth need to entice others to group with them, but the reality is, as GW2 proved at it's start, that some players just like group content, and they will do it, simply because they enjoy it, and do not need some special e-peen waving reward for doing so.
In fact, by flattening out the rewards, players are free to do what they enjoy, and that is where the real problem sits, so Delete does have a somewhat sound idea about leveling the playing field, and allowing players to play as they want.
As for your Death Penalty Ideas, they can simply put in various biomes in the massive world domain, where some biomes are harsher, more penalizing, perhaps some regions are open PvP, others are Open PvP with Full Loot, and going there is totally optional.
With a massive world, They could make a biome that was a savage waste like setting, and the players that wanted rugged survival like setting where is was Open PvP, Full Loot, perma-death, setting, they could head out there and test their mettle.
For the player that wants a cushy PvE regions, they have a biome where it's just just care bear PvE, where death has no sting.
and the only thing that divides the two regions is a just Environmental line, and an announcement that comes up on your screen telling you what Biome you just entered.
Don't try to please all the people all the time. Pick your audience and try to please those specific people. Then maybe make a different game for a different demographic.
IMO Survival games give better things to do rather than mmorpg's=quests,we have very ho hum shooters,arpg's kill stuff mindlesslsly and some games seemingly boring have attracted a larger audience than i would have figured like online Chess.
So really that is all there is to it,give players multiple things to do and you might have a winning game.Do it better than the other guy and once again you have success.
Some winning ideas are collectibles,mounts,taming,housing with accessories and the crazy successful glowing colors coming off loot is like a magnet to player brains,it seems to hypnotize them.Another successful carrot is giving players a RANk to chase after even as pointless as it may be to most.
A good quality game doesn't seem to matter which says a lot about gamers in general.Geesh devs have gamers so figured out all they have to do is dangle a Christmas present idea in their face and they are ready to hand out free money before there is even a game.
Never forget 3 mile Island and never trust a government official or company spokesman.
With that said, I was simply pointing out that Delete's plan is mechanically doable.