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Stale MMO? No longer!
Stale MMO? No longer!
| Name: | Trace Kern | |
|---|---|---|
| Date Posted: | Aug 16, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Trace Kern |
Blog post
Argh, I really don't want to seem a malcontent or ranter, but I can't resist the impulse to write this.
Hehe. Okay, so maybe I am a malcontent.
I'm now going to break the seemingly sacred rule of an Indie and tell you about my ideas and plans for my own MMO, if/when I ever get to make it. I don't really care if someone copies these ideas. Why? Because if someone incorporated these ideas into their game, than that game wouldn't be a knock off of WoW/MoM/EQ/UO/etc. anymore.
So, without further stalling for time...
We all know that an MMO has to have the following right?
Monsters
Levels
Inventory
Dungeons
Magic system
Combat
Skills
WRONG!
An MMORPG might seem to need all that stuff, but even that is not set in stone!
Planetside: An MMO premised around team-based FPS combat. No dungeons. No monsters. No Magic system (Although could be argued that Commander powers of EMP Strike and Orbital Cannon would fit). Sure, there's combat, levels, inventory, and skills. But does this game play like any other MMO out there? Well maybe, but certainly not like the 'standard' MMO.
Auto Assault: Post-apocalyptic, real-time vehicular combat game. Okay, there's monsters, levels, powers, skills, combat, and yes even dungeons. Okay, so it does play like WoW/EQ/etc in some places. Quests are still for the most part "Go here and kill X number of Y monsters to get Z number of widgets". That said, most of the time you don't really notice the fact that you're actually level grinding because of the difference in how combat plays. You don't target a monster and just cycle pressing buttons till you or the monster are dead. You actually have to control your vehicle as you drive around trying to line up shots. It adds spice to an otherwise old style of gameplay.
EVE Online: Y'know, this one probably has most of the items on the above list, but it just *feels* so different from most/any other game out there that it doesn't seem stale and re-used. Again, it's an example of adding or changing something seemingly simple in the old formula, and getting something that feels brand new.
Where am I going with all this?
Please, please, PLEASE stop comparing your indie MMO game with (Insert whatever brand-name MMO)!
Your game is just that: your game!
So what am I doing? Let's find out.
Twitch-based combat:
I'm tired of buttons and stats being the primary determiners of combat ability. Let's let the player have some control over if they can hit that orc. Guns or melee, you're gonna have to aim (FPS or 3rdPS) if you want a chance to hit.
Granted there'll be some stats to add random factors (Cone of fire, change to miss with melee, degree of damage, etc).
Vehicles:
Most people here seemed to love Tribes and/or Tribes 2. After all, our local heros (Garage Games) is partly founded on the legacy of those games. Nothing like grabbing a tank and dispensing indiscriminate justice on the enemy (Ten points if you can name the reference here).
Take Planetside again. Vehicles add whole new facets to warfare and combat, especially when coupled with twitch play as above. So my MMO will feature a variety of vehicles for battle, for transporting characters and goods, or even just for getting around the world quicker (Horses and other mounts are still a staple in many fantasy MMOs these days).
Player-owned territory:
Okay, my game is more or less a war-game. In that the central story involves a long-standing war between factions. So you can fight for your nation, or better yet, start your own!
Go out into the wasteland and stake a claim on some land. Set up a few beacons, get some construction units out there, and build your very own base! Anything from a single-building Outpost (good place to rest, heal, and store your loot), all the way up to your own Enclave (more or less a small town/city)!
Those are just some of my ideas that make things just different enough that the game *feels* different from other games out there.
It's almost impossible to be totally unique these days. All you really need to do is *feel* unique.
Hehe. Okay, so maybe I am a malcontent.
I'm now going to break the seemingly sacred rule of an Indie and tell you about my ideas and plans for my own MMO, if/when I ever get to make it. I don't really care if someone copies these ideas. Why? Because if someone incorporated these ideas into their game, than that game wouldn't be a knock off of WoW/MoM/EQ/UO/etc. anymore.
So, without further stalling for time...
We all know that an MMO has to have the following right?
Monsters
Levels
Inventory
Dungeons
Magic system
Combat
Skills
WRONG!
An MMORPG might seem to need all that stuff, but even that is not set in stone!
Planetside: An MMO premised around team-based FPS combat. No dungeons. No monsters. No Magic system (Although could be argued that Commander powers of EMP Strike and Orbital Cannon would fit). Sure, there's combat, levels, inventory, and skills. But does this game play like any other MMO out there? Well maybe, but certainly not like the 'standard' MMO.
Auto Assault: Post-apocalyptic, real-time vehicular combat game. Okay, there's monsters, levels, powers, skills, combat, and yes even dungeons. Okay, so it does play like WoW/EQ/etc in some places. Quests are still for the most part "Go here and kill X number of Y monsters to get Z number of widgets". That said, most of the time you don't really notice the fact that you're actually level grinding because of the difference in how combat plays. You don't target a monster and just cycle pressing buttons till you or the monster are dead. You actually have to control your vehicle as you drive around trying to line up shots. It adds spice to an otherwise old style of gameplay.
EVE Online: Y'know, this one probably has most of the items on the above list, but it just *feels* so different from most/any other game out there that it doesn't seem stale and re-used. Again, it's an example of adding or changing something seemingly simple in the old formula, and getting something that feels brand new.
Where am I going with all this?
Please, please, PLEASE stop comparing your indie MMO game with (Insert whatever brand-name MMO)!
Your game is just that: your game!
So what am I doing? Let's find out.
Twitch-based combat:
I'm tired of buttons and stats being the primary determiners of combat ability. Let's let the player have some control over if they can hit that orc. Guns or melee, you're gonna have to aim (FPS or 3rdPS) if you want a chance to hit.
Granted there'll be some stats to add random factors (Cone of fire, change to miss with melee, degree of damage, etc).
Vehicles:
Most people here seemed to love Tribes and/or Tribes 2. After all, our local heros (Garage Games) is partly founded on the legacy of those games. Nothing like grabbing a tank and dispensing indiscriminate justice on the enemy (Ten points if you can name the reference here).
Take Planetside again. Vehicles add whole new facets to warfare and combat, especially when coupled with twitch play as above. So my MMO will feature a variety of vehicles for battle, for transporting characters and goods, or even just for getting around the world quicker (Horses and other mounts are still a staple in many fantasy MMOs these days).
Player-owned territory:
Okay, my game is more or less a war-game. In that the central story involves a long-standing war between factions. So you can fight for your nation, or better yet, start your own!
Go out into the wasteland and stake a claim on some land. Set up a few beacons, get some construction units out there, and build your very own base! Anything from a single-building Outpost (good place to rest, heal, and store your loot), all the way up to your own Enclave (more or less a small town/city)!
Those are just some of my ideas that make things just different enough that the game *feels* different from other games out there.
It's almost impossible to be totally unique these days. All you really need to do is *feel* unique.
Recent Blog Posts
| List: | 08/16/07 - Stale MMO? No longer! 05/09/07 - My Mining Game 07/06/04 - Plan for Trace Kern |
|---|
Submit your own resources!| Phil Carlisle (Aug 16, 2007 at 19:45 GMT) |
After I posted about the future of TV being internet based and talked about MMO's being the next thing on from that. I did a silly thing and did a search for "MMO" on youtube. Suffice to say that the video's on youtube bear out your comments. Basically there is a "template" most MMO's use that seems to involve level grinding and "click select, attack, bash bash bash level up!".
Anyway, it doesnt HAVE to be like that. Think about games like audition, albatross18, a tale in the desert, puzzle pirates etc. Online mini-mo's that have something unique and NOT a level grind. Well, not in the traditional sense.
Seriously, go on youtube and type in "korean MMO" for a giggle at the template.
| Tom Eastman (Eastbeast314) (Aug 16, 2007 at 19:52 GMT) |
But really, there are lots of design decisions that seem motivated by money - and not fun. I really, really want to play the kind of game you're talking about get made. Someone will make it eventually - and it'll be awesome. So, good luck. If you take too long though, I might get around to beating you ;)
| Jeremy Jenkins (Aug 16, 2007 at 20:29 GMT) |
I also like the idea of making your own bases and land, but i am curious how that would really work. I mean does your chunck of land disappear when your not on? If not, how do you defend it, while your not there?
Anyway, i agree with what your saying and good luck
| Claude-Alain Fournier (Aug 16, 2007 at 20:42 GMT) |
| Ethan Groves (Aug 16, 2007 at 23:20 GMT) |
I can't tell you how much I DISLIKE having the computer decide whether I hit that orc or not. LET IT BE MY OWN SKILL!!! NOT RANDOM NUMBERS!!! GAAAAAAAAAAAH!!!! *Panting heavily as he stares hatefully at the pathetic game* That's why I can't stand Runescape. [/rant]
I wonder... Have you really thought through the implications that some of your ideas present? When you introduce the concept of owning land, suddenly things get REALLY complicated REALLY fast.
Anyway, I'm glad I'm not the only one who feels this way.
Basically, I want to be able to make a difference in the game. Whether it's aiming my gun or changing the world... I don't want to be just another face in the crowd.
...It's time to make a difference!
(Okay, so I got a little carried away.)
| Unsung Zero (Aug 17, 2007 at 00:19 GMT) |
| Ross Pawley (Aug 17, 2007 at 02:40 GMT) |
I definitely agree though, MMOs that are Everquest-likes (WoW, LoTRO etc) are basically a waste. Having what is essentially an online die-rolling chat room to me seems very pointless. It's little more than keyboard whack-a-mole when you've set up your keyboard hotbar to be in the order necessary to do all your attacks. You basically press one key to target, then press the 1 key to start auto-attacking, then press 2-0 (possibly - and = as well, if you have that many abilities) and repeat starting from 2 until the miscellaneous creature is defeated. Rinse and repeat several hundreds of thousands of times.
That's not what an MMO should be, at all. The games that do break the mold tend to fail though, as evinced by Planetside, DDO (though that suffers from the developers not understanding and/or ignoring D&D balance, which is clearly evident by the fact that low level monsters have AC ratings in the 30s and 40s and most casters have infinite spell points). DDO particularly did some very fun and innovative things, but failed in a lot of areas that caused it to be merely mediocre.
On DDO:
Personally I think the reasons it wasn't so good are 1) the fact that the balance was completely broken, 2) all areas are instanced, so you never get the feeling of a large "world" which is something inherently necessary for D&D, and by extension, a D&D based MMO, 3) lack of content. Many people had to complete the same quests multiple times to level up, defeating the point. What Turbine *should* have done, was allow players to contribute and DM modules with friends, in a massive environment. This would solve issues 1 and 3 at the least.
Things they did right:
1) All experience is gained based on the quest level, not the per-kill level. You gain modifiers based on objectives completed in the quest. This essentially means there is no reason to merely go and "grind". However, lack of a large amount of quests made it so you had to "grind quests" by repeating them for experience.
2) The traps. They are all physical, as in PnP RPGs. So if you walk into a trap and it's blades coming out of the wall, you have the ability to *dodge* out of the way, manually. So you would end up triggering the trap, and being able to avoid it based on your own skill. Skills involved with finding them are purely character based for the most part, which is good.
3) You were able to complete quests in many different ways. As a rogue, you could hide/move silently through many of the challenges. As a wizard or sorceror, you could possibly complete them in interesting ways with various spells. Even fighting classes had some of this, since it was possible to dodge arrows, or trap enemies into compromised positions for increased effectiveness in battle.
I would go into what made Planetside great and not so great, but that would be a far longer block of text. It boils down to whining people on the forums ending up in questionable balance patches, a lack of variety in the bases, and the fact that the player population continued to decline over the years.
| Trace Kern (Aug 17, 2007 at 05:40 GMT) |
Quote:
I would love to play an MMO like that (i'm not a real big fan of WoW type games), but my computer and most other people's computer couldn't handle it. 50 people shooting maching guns at each other would take its toll on your machine. (Not to bash your ideas or anything, just a thought. I actually like most of your ideas)
I also like the idea of making your own bases and land, but i am curious how that would really work. I mean does your chunck of land disappear when your not on? If not, how do you defend it, while your not there?
Anyway, i agree with what your saying and good luck
Well, when I first started playing Planetside way back when, I didn't have that great a computer, but I could easily handle 50+ people firing all sorts of weapons at once.
As long as the game is designed and programmed well, then just becuase you're using guns instead of swords won't really matter much at all.
As for bases, no your land won't vanish while you're gone. If/when I or someone else implements this kind of feature, it would incorporate AI to enable you to set up automated defenses in the event that you happen to be offline when that PC or NPC horde comes knocking.
Which actually reminds me of another idea I'm willing to let others steal, especially seeing as I didn't actually come up with it.
Imagine that you're a single PC player commanding a dozen or more NPC soldiers, sent by your PC commander to exterminate an nest of insectoid aliens off on the borderlands. Okay, so you order your soldiers into the APCs and head out. The NPCs are mainly controlled by AI, they can be given orders such as Follow Me, Attack My Target, Fire At Will, etc.
Your squad heads towards the nest, and you pull up to unload the troops. As you open up with atillary a swarm of warrior bugs comes rushing down the rise of the nest, crying for blood.
Your troops open up with guns and rockets, cutting down the bugs as they rush you. Overhead some flying bugs swoop in and cut down a few of your soldiers.
Soon though the stream of warrior bugs reaches your front lines and it goes into close range combat, sometimes with shotguns, sometimes with plasma swords.
In the end you manage to wipe out the bugs, and blast the hive to a smoking ruin with your big guns from the rear. The day is won!
Now, sounds impossible right? Too many NPCs relying on AI right?
Nope.
There's already a game called Saga of Ryzom which utilizes an AI controller which is capable of running literally thousands of NPC units simultaneously, all without noticeable client lag or slowdown.
The basics are that undividual units can be controlled for skirmish fighting, larger numbers (squads) can be handled by another agent, armies by yet another, and the whole swarm by yet another.
What this results in is a completely NPC enemy race/army/horde which will actually respond to player actions and input.
Leave that enemy hive untouched, it'll build it's numbers to a critical point, at which it will begin moving into surrounding territory, attacking enemies as they're encountered, focusing attention on tough opponents, garrisoning key locations...
Basicly, acting like a more or less intelligent army would!
It's possible. It's already been done once, and it *can* be done again. All it takes is the right mix of dedication, talent, and tools to make it a reality.
My point? Don't be afraid to dream big, but especially don't be afraid to think totally out of the box and be different, not just in flavor, but ingredients!
| David Dougher (Aug 17, 2007 at 14:48 GMT) |
The first is that games like WoW sell. They sell a lot. You might decry the level grind, but when you look at the gameplay, the artwork, the sound effects, and the audio, it is meshed together to create a really fun, immersive environment. 9 million subscribers think it's worth playing.
The second is that while there are other ways that MMO's can be approached none have produced the kind of numbers that these games have. Level based grind games are the 80% market. That means that there is still a 20% market out there for niche MMO's. It also means that there is more opportunity for niche development which means smaller teams, meybe even indie teams.
I have been working on Adellion for quite a while now and I can honestly say that it is very different than WoW, or Asheron's call, or EQ or LotR, or any of a dozen other major MMO titles. It is also a niche MMO - the game is not architected for the kinds of numbers WoW gets. We would collapse in a second with those kinds of numbers. Instead we are going for a very specific market, one we feel is large enough to support the kind of game we are building. We won't be buying Ferrari's when it launches, but we will be having fun and making a living.
Which brings me to my point. I hear all the time about people bad mouthing FPS games, MMO games, RTS games as all being the same as Quake, WoW, StarCraft (fill in your favorite comparison here.) It simply isn't true. Yes, the game mechanics are similar, but every one of those MMO's, FPS's and RTS's has their own story to tell.
It's like a book or a movie. Yes, a lot of sci-fi, fantasy, murder mysteries, seem to be the same. Each genre has its own thematic lines most have similar underlying plots. But people LIKE those plots. They will read similar barbarian stories over and over because they like the big brawny guy finally sticking it to the evil wizard and riding off with the rescued damsel.
The bigger games become, the more we will see replays of the popular themes. Big game producers need blockbusters just like TV and Movies and Books do. MMO's are the biggest money maker out there in the game world, but they also carry the highest risk, so don't be surprised to see a repeating fantasy or sci-fi theme, or similar game mechanics, and even similar artwork.
It will be in the niche markets that you will find the different stuff. It's simple economics. If people didn't like the way games like EQ and WoW and LotR worked they wouldn't buy them anymore. But they really do, and they are willing to pay for them. I like making niche games. As soon as Adellion launches I will be moving onto another niche game. It doesn't mean I think less of anybody who made WoW. In fact, I have the utmost respect for them. They are dealing with balance issues, and population issues I hope to never, ever see.
So don't put down game companies who are making the games the majority of people like to play. If your tastes run to a different theme look for games that support you. They are out there. And if they are not then build them. That's what being an indie is all about.
Edited on Aug 17, 2007 14:50 GMT
| Mario N. Bonassin (Aug 17, 2007 at 16:37 GMT) |
Since it was a completely twitch fps system that was one of it biggest downfalls. If you weren't a master at FPS they you were dead every time. I played the game for a year and I still was never able to beat those Halo junkies. But the system offers some to very little skills that improved your chances. Any MMO needs to have skills that make hitting something a random factor. Its the only way to maintain a constant balance between skilled and unskilled people. Otherwise your unskilled people will get frustrated with getting killed all the time and quit. Thats one of the reasons WoW did so well, KISS.
Conan has an interesting combat system which may do some bridging.
I just did a quick search on Neocron and it looks like they have a new version out, which may have addressed some of these issues.
Edited on Aug 17, 2007 16:40 GMT
| Trace Kern (Aug 17, 2007 at 17:07 GMT) |
Yes, niche games is where an indie team really should be focusing their attention, because to take on the big markets without a *lot* of talent might well be financial suicide.
Now, as for your other assertion, that 80% of the market *wants* those "grind" games? I'd have to disagree.
I've done a lot of research into player reviews, opinion polls, and player retention stats reports; all spanning many websites, magazines, and fan-forums. The general conclusion I've come to is this. At least 25-50% of the players who currently play the big games play them because they feel that's all there is. They "like" them only because they don't know anything better.
Many are the times I've seen forums drowned with posts decrying the "grind" nature of most big MMOs. Only they don't know what else there is to play.
Now, there are still a *lot* of players who probably do in fact enjoy the big games. And even for me it was fun for a while. Just that that so-called niche market is probably a lot larger than people realize.
There's hundreds, probably thousands of players out there that are looking for something... Something *different* than what they're already playing. They move from game to game, staying for a few months, only to move on to the next fad.
In any event, take my opinions for what you will. But *my* bottom line is this:
Indies, don't ignore unique and different ideas! Make the games *you* want to play, not what everyone else is making. You're already small, so don't be afraid to take risks and try something different.
You might just be suprised with what you create...
| Wysardry (Aug 17, 2007 at 18:38 GMT) |
Another related problem is that game genres in general are becoming more loosely defined, which is confusing for newcomers and frustrating for more experienced players.
If you start removing and/or changing features found in a particular genre eventually you will reach a point where it should not be classified as such. One obvious example of developers ignoring this is Oblivion, which plays like an above average RPG/FPS hybrid, but is a mediocre experience if you're expecting an RPG.
| Thomas Buscaglia (Aug 17, 2007 at 20:08 GMT) |
Quote:
I feel like I've read this .plan a billion times. :[
The sad thing is that many developers still don't get it.
Good rant.
| Ross Pawley (Aug 18, 2007 at 00:25 GMT) |
WoW, et al (all Everquest-likes) inherently have no gameplay. They are essentially just die rollers with a chat room attached. My reasoning for this assertion is due to the fact that the player does not in fact control his characters actions outside the realm of "attacking" or "not-attacking". It is simply a game of "press the number row in order, then repeat for the next enemy" which can't be said to be "gameplay".
| Ethan Groves (Aug 19, 2007 at 03:15 GMT) |
Quote:
WoW, et al (all Everquest-likes) inherently have no gameplay. They are essentially just die rollers with a chat room attached. My reasoning for this assertion is due to the fact that the player does not in fact control his characters actions outside the realm of "attacking" or "not-attacking". It is simply a game of "press the number row in order, then repeat for the next enemy" which can't be said to be "gameplay".
Amen.
| Trace Kern (Aug 19, 2007 at 05:58 GMT) |
Not saying anyone's flaming, just that this seems to be a hot topic.
Now, my originaly purpose in writing this was to try and encourage new indies to try and think beyond the so called "tried and true" formulas for making an MMO*.
I don't want to say there is any "right way" to make any kind of game, even an MMO. I was just personally annoyed at seeing so many potential developers assuming there was only one path.
With that said, feel free to continue to debate amongst yourselves. I'm gonna go back to trying to learn enough C++ so I can keep moving forwards in my own projects.
| Kevin McLaughlin (Aug 19, 2007 at 06:04 GMT) Resource Rating: 5 |
Since 1999, the number of MMO subs has doubled every two years, fairly consistently. Given that people drop out of the hobby too, that means that at any given time maybe 50% or so of the playerbase has played these games for under a year. They don't have the experience to know WHAT they want, yet; and they have not had the time to become tired and jaded to the "Stock MMO Build".
This then helps to explain the phenominon where internet polls and forums CLEARLY show that "nobody" likes the EQ/WOW model, but millions of people are playing it anyway. The people answering the polls are the veteran players, for the most part. They're...us. People who have played for years, and are sick to tears with the same old stuff, and crying for something new.
Unfortunately, we aren't the majority.
Just as unfortunately, most of us enjoy MMOing enough that we suck it up and pay a monthly sub to some game or another anyway, and don't vote with our feet.
It is easier and cheaper to develop a Stock MMO Template game. Stock MMO Template games sell, and tend to sell better than games which require some real thought or ask the player to interact with the game on a more meaningful level than pushing a few buttons to fire off abilities in combat (what this says about our culture is a bit sad, too...). Eventually (might have even already happened) we'll see the experienced gamer crowd grow to such a size that a 200k+ "game for vets" will be viable. But until they're sure they can get the numbers, producers look at the string of "deep, immersive, innovative, complex" games that have been small or failed completely, and then...
...they look at WOW. Since it costs about as much to develop a game for 20k players as it does to develop one for 10 million players, guess where they're going to sink their money? ;)
| Frank Carney (Aug 21, 2007 at 03:36 GMT) |
Example:
Player 1 attacks.
Player 2 successfully defends player one attack.
Player 1 attacks.
Player 2 is not successful in defending themselves and takes some damage.
In order to do this physically we need animations, a much more complicated control interface, and hopefully we don't end up with a "first person to swing wins" scenario. Otherwise whoever has a better ping rate wins. Try playing Quake3 Arena at 28.8K baud if you would like to see a game where whoever has the best ping rate wins too often.
While the concept of doing all the little nuances of an armed combat with animation and player control is possible, making it work online may be harder. You may end up sacrificing a lot to achieve this. Like maybe the first M in MMO.
Now, to achieve having your own world or land to defend you could do this with peer to peer networking. Perhaps your player goes around and tallies up a bunch of cash and possessions. This allows the character to play offline to purchase land that is stored on their own computer and deck it out. You could also set it up so only trusted users are allowed to enter this domain. The main problem this approach would create is cheating if people hack the data files. Although, a decent encryption scheme could lock it down. Then again, in order to play offline it would require going online to unlock the world then going back offline to adjust things in your world. Then you also run the risk of people coming in and trashing your world if they figure out how to get in.
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