Mmorpg Graveyard
by Prairie Games · in General Discussion · 06/21/2004 (1:40 pm) · 137 replies
Bring out yer dead...
Warhammer Online, Dead
Mythica, Dead
Ultima X Odyssey, Dead
Dragon Empires, Dead
Horizons, soon to be Dead
-Josh
Warhammer Online, Dead
Mythica, Dead
Ultima X Odyssey, Dead
Dragon Empires, Dead
Horizons, soon to be Dead
-Josh
#82
But a big part of the enjoyment of an MMORPGS is to see what's available "over the next hill." If you open up ALL the content to ALL the players immediately, they'll quickly blow through it and become board. Allowing access to content gradually, as a 'reward' for accomplishments within the game (even if its just putting in your hours), not only provides motivation for players to keep playing, but also doles out some serious emotional 'rush'. You all know of the power of EverQuest's "Ding" sound, right?
But that, by itself, is something of a treadmill. Unless you can come up with completely unique gameplay that involves no repetition for months and months of constant play... you're gonna have it. Somehow. Rather than trying to beat it, you may try and make it work FOR you instead of AGAINST you. Have the system reward the kind of play you want to see, not just the quantity.
A possibility: The big problem with MMORPGs is that players *consume* content (at a ravenous rate... far faster than it can be created). The answer has been to to make players repeat the same content over and over again (kill the Gnoll King several times...) to slow down the content consumption. In a more traditional model (MUD-style), each player effectively consumes the potential content for other players in real-time... not everyone can kill the Gnoll King at the same time. This puts players in competition for scarce resources, and every player that enters the game represents a reduction in the 'share' of the world than everyone else can enjoy at one time.
One answer is to instance content, as is being done in many new MMOGs, but then you've effectively taken a massively multiplayer game and scaled it down to a small-scale multiplayer game.
In a PvP environment, every player also represents a new source of content - he's a potential enemy, a potential source of loot, or whatever. And always an unknown danger. How about, in a PvE environment, rewarding players for somehow PROVIDING other forms of content in the game? If players could earn XP on the old leveling treadmill by CREATING dungeons for other players?
Things could get very interesting very fast.
06/29/2004 (4:17 pm)
Quote:It won't be an easy task to make an MMORPG with no treadmills of any kind and be fun, easy to play, and more importantly, addictive. :)I've played some online games where progress was supposedly secondary to roleplaying (and... more than anything else... hanging out and chatting with online friends). But I'm really not sure how you'd get rid of the 'treadmill' idea entirely. You can maybe disguise it, reduce it's impact...
But a big part of the enjoyment of an MMORPGS is to see what's available "over the next hill." If you open up ALL the content to ALL the players immediately, they'll quickly blow through it and become board. Allowing access to content gradually, as a 'reward' for accomplishments within the game (even if its just putting in your hours), not only provides motivation for players to keep playing, but also doles out some serious emotional 'rush'. You all know of the power of EverQuest's "Ding" sound, right?
But that, by itself, is something of a treadmill. Unless you can come up with completely unique gameplay that involves no repetition for months and months of constant play... you're gonna have it. Somehow. Rather than trying to beat it, you may try and make it work FOR you instead of AGAINST you. Have the system reward the kind of play you want to see, not just the quantity.
A possibility: The big problem with MMORPGs is that players *consume* content (at a ravenous rate... far faster than it can be created). The answer has been to to make players repeat the same content over and over again (kill the Gnoll King several times...) to slow down the content consumption. In a more traditional model (MUD-style), each player effectively consumes the potential content for other players in real-time... not everyone can kill the Gnoll King at the same time. This puts players in competition for scarce resources, and every player that enters the game represents a reduction in the 'share' of the world than everyone else can enjoy at one time.
One answer is to instance content, as is being done in many new MMOGs, but then you've effectively taken a massively multiplayer game and scaled it down to a small-scale multiplayer game.
In a PvP environment, every player also represents a new source of content - he's a potential enemy, a potential source of loot, or whatever. And always an unknown danger. How about, in a PvE environment, rewarding players for somehow PROVIDING other forms of content in the game? If players could earn XP on the old leveling treadmill by CREATING dungeons for other players?
Things could get very interesting very fast.
#83
Mining does suck (boredom), but if your in a good corporation (their guild) the discussions can be quite entertaining and relieve the boredom. It's also highly profitable. :)
Deep space mining with miners, haulers and guards can be quite interesting. Especially if another PC corp decides your mining in their territory. 8()
You can be killed by NPC's. It's usually splash damage from missiles that do it.. 1 set of missiles blows up your ship, next set comes in and kills you in your pod.
The game is missing out on alot of potential.. It was supposed to have player owned stations, mobile refineries, sentry guns, reverse engineering of items, etc. That would have been the "player generated" content aspect that is missing in most MMORPGs.
The time for skills does level the playing field somewhat, but is truly dwarfed by being in a good corporation. Teamwork will increase your wallet faster than anything.. And when you boil it all down the richest people own everyone else.
To me a GOOD MMORPG will allow the players to make permanent changes to the environment.. To tbe benefit or detriment of other players. EVE is the 2nd best I've ever seen on that. Mankind was the most persistent universe game I've played to date.
A good mix of SWG (I love the resource properties/shift system), EVE (skill training, market), Mankind (Space, Planetary, Player owned facilities in both environments), with a good salvage/tech research/item construction system would be a very good game IMO.
-Jerry
06/29/2004 (4:53 pm)
As a former EVE addict I'd just like to add a few points on the EVE discussion...Mining does suck (boredom), but if your in a good corporation (their guild) the discussions can be quite entertaining and relieve the boredom. It's also highly profitable. :)
Deep space mining with miners, haulers and guards can be quite interesting. Especially if another PC corp decides your mining in their territory. 8()
You can be killed by NPC's. It's usually splash damage from missiles that do it.. 1 set of missiles blows up your ship, next set comes in and kills you in your pod.
The game is missing out on alot of potential.. It was supposed to have player owned stations, mobile refineries, sentry guns, reverse engineering of items, etc. That would have been the "player generated" content aspect that is missing in most MMORPGs.
The time for skills does level the playing field somewhat, but is truly dwarfed by being in a good corporation. Teamwork will increase your wallet faster than anything.. And when you boil it all down the richest people own everyone else.
To me a GOOD MMORPG will allow the players to make permanent changes to the environment.. To tbe benefit or detriment of other players. EVE is the 2nd best I've ever seen on that. Mankind was the most persistent universe game I've played to date.
A good mix of SWG (I love the resource properties/shift system), EVE (skill training, market), Mankind (Space, Planetary, Player owned facilities in both environments), with a good salvage/tech research/item construction system would be a very good game IMO.
-Jerry
#85
07/03/2004 (5:02 am)
To think of all those resources totally wasted.
#86
Realizing the cost in time and money to develop a MMORPG forced our team to abandon the idea. We are now pursuing a RPG with multiplayer support.
I would expect to see more MMORPGs going to the grave:(
07/03/2004 (9:12 am)
The bottomline is that MMORPGs are very expensive develop, launch, and support! The 'Big Boys' continue to miscalculate all the expenses involved. Take a gander at Developing Online Games: An Insider's Guide. Realizing the cost in time and money to develop a MMORPG forced our team to abandon the idea. We are now pursuing a RPG with multiplayer support.
I would expect to see more MMORPGs going to the grave:(
#87
Gee, ya think?
-Josh Ritter
Prairie Games
07/03/2004 (2:19 pm)
Q&A: Karl Jeffrey's Warhammer Online requiemQuote:KJ: The cost was far higher than either party had originally planned for, in particular the cost of rolling out the infrastructure and support teams for the ongoing operation of the game worlds.
Gee, ya think?
-Josh Ritter
Prairie Games
#88
It was about Marvel Comics, a while back was on the verge of bankruptcy. At the time was owned by businessmen who didn't have any interest in the product of the company, just the interest on their investment. IT was bought from them by some of the employees who love the product and beleive in it. Shares went from about $2.30 to almost $20.00 as a result. There's more too it than that but that's the gist of it.
Having deep pockets doesn't always equate to instant success, look at Id software. Carmack had only a high school education and began writing cutting edge game engines. Look at him now. And Id is still only a handfull of people. The impression I get from companies like EA for example is that they're a huge profit driven corporation, that happens to make games.
Don't make the mistake of thinking of the money you'll make off of a game, keep focused on your ideas.
I'm not knocking investors either, unfortunatly many tend to only care about the money they get in return. They're not the one's whose heart and soul is going into all of the creativity, the setbacks and breakthroughs that occur when undertaking the task of making a dream a virtual reality.
07/03/2004 (8:21 pm)
I was going to make a comment earlier about how some of these larger corporations get too wrapped up in "the bottom line", and care little about the actual product. But I went to go watch the national news (CBS) and they just happen to have an item that was similar to what I was going to post.It was about Marvel Comics, a while back was on the verge of bankruptcy. At the time was owned by businessmen who didn't have any interest in the product of the company, just the interest on their investment. IT was bought from them by some of the employees who love the product and beleive in it. Shares went from about $2.30 to almost $20.00 as a result. There's more too it than that but that's the gist of it.
Having deep pockets doesn't always equate to instant success, look at Id software. Carmack had only a high school education and began writing cutting edge game engines. Look at him now. And Id is still only a handfull of people. The impression I get from companies like EA for example is that they're a huge profit driven corporation, that happens to make games.
Don't make the mistake of thinking of the money you'll make off of a game, keep focused on your ideas.
I'm not knocking investors either, unfortunatly many tend to only care about the money they get in return. They're not the one's whose heart and soul is going into all of the creativity, the setbacks and breakthroughs that occur when undertaking the task of making a dream a virtual reality.
#89
Of all the problems an indie team will come across getting their persistent world ready and launched, this won't be one of them ;)
07/05/2004 (6:11 am)
Quote:Give me fewer players per server...
Of all the problems an indie team will come across getting their persistent world ready and launched, this won't be one of them ;)
#90
Solution - Brainstorming Forums where players can help us make the game better for them.
----------------
Solution - Purchase the game. Most play is free. Options to purchase Bonus and Upgraded Materials and Items at your own leisure, or just wait to discover them in game. Options to purchase Player-Run Tools, either all together or for a solid timeframe (rented) for guild/player-run campaigns. Options to purchase Customization Tools to do all kinds of cool things. Options to purchase very rare commodities and treasures (lesser artifacts). NO MONTHLY COST
----------------
Solution - Very versitile Karma System which monitors player actions according to the mood of a situation and what actions are being taken by any player at a given time. First off, each player is automatically logged as a storyline feature. Slander and Profainity, as well as politeness and helpfulness, are being monitored and are explained in-game. The monitoring is also conducted individually by 'God Systems' and alert in-game support reps whenever their assistance is needed. YOU ONLY LIVE ONCE** but the steps you've taken to be accepted by the 'Gods' will be reflected upon in death and can mean the difference between a second chance or mortality.
** - Addressing the lifespan issue - This issue was the most important one. Living once, though it sounds lame at first, will actually encourage better gameplay and enforce a more relative survival rate to players. Also to address this issue is the fact that players can enhance a legacy if they create from within the Family Tree System that will be present in the game. As an example, Player_X creates a character who becomes a great warrior and dies at the hands of a tough dragon, or a war, etc. Their next character can come from the same lineage and be stronger at the time of creation due to the high level of the 'parent character'. Other mortality traits and weaknesses are planned as well.
--------------------
Solution - No experience caps, no time constraining treadmilling, no major level requirements, skill-based combat systems, you're limited mostly by how much game content you discover yourself.
You could be on for a day and research enough magic to make the spell you desire most, or you can work on it for a week and make that spell so much more extravegant by researching and training. YOU ARE LIMITED TO YOUR ROLE'S KNOWLEDGE OF THE SKILL IN QUESTION AND THE RESOURCES EARNED not by how much hacking you've been able to do in any amount of time.
Bonus Solution - The game will encourage teams straight from the start and will query weither you would like to be invited into conversation with both in-game and player-run guilds in order to allow for safety in numbers, friendship, and 'learning' bonuses.
--------------------
Continued in next post...
07/05/2004 (12:41 pm)
The tough part for me has just been finding anyone who'd be willing to help me make the game, but I've addressed EVERY SINGLE PROBLEM that has been mentioned above.Quote:...but the developers just didnt listen to the community at all...
Solution - Brainstorming Forums where players can help us make the game better for them.
----------------
Quote:...the monthly cost. I know that for me, that is the biggest obstacle...
Solution - Purchase the game. Most play is free. Options to purchase Bonus and Upgraded Materials and Items at your own leisure, or just wait to discover them in game. Options to purchase Player-Run Tools, either all together or for a solid timeframe (rented) for guild/player-run campaigns. Options to purchase Customization Tools to do all kinds of cool things. Options to purchase very rare commodities and treasures (lesser artifacts). NO MONTHLY COST
----------------
Quote:...dealing with the immature jackasses that cheat or teamkill or just act like jerks...
Solution - Very versitile Karma System which monitors player actions according to the mood of a situation and what actions are being taken by any player at a given time. First off, each player is automatically logged as a storyline feature. Slander and Profainity, as well as politeness and helpfulness, are being monitored and are explained in-game. The monitoring is also conducted individually by 'God Systems' and alert in-game support reps whenever their assistance is needed. YOU ONLY LIVE ONCE** but the steps you've taken to be accepted by the 'Gods' will be reflected upon in death and can mean the difference between a second chance or mortality.
** - Addressing the lifespan issue - This issue was the most important one. Living once, though it sounds lame at first, will actually encourage better gameplay and enforce a more relative survival rate to players. Also to address this issue is the fact that players can enhance a legacy if they create from within the Family Tree System that will be present in the game. As an example, Player_X creates a character who becomes a great warrior and dies at the hands of a tough dragon, or a war, etc. Their next character can come from the same lineage and be stronger at the time of creation due to the high level of the 'parent character'. Other mortality traits and weaknesses are planned as well.
--------------------
Quote:...feel bad because they are being killed every 2 seconds by little 12 year olds who play the game 10 hours a day...
Solution - No experience caps, no time constraining treadmilling, no major level requirements, skill-based combat systems, you're limited mostly by how much game content you discover yourself.
You could be on for a day and research enough magic to make the spell you desire most, or you can work on it for a week and make that spell so much more extravegant by researching and training. YOU ARE LIMITED TO YOUR ROLE'S KNOWLEDGE OF THE SKILL IN QUESTION AND THE RESOURCES EARNED not by how much hacking you've been able to do in any amount of time.
Bonus Solution - The game will encourage teams straight from the start and will query weither you would like to be invited into conversation with both in-game and player-run guilds in order to allow for safety in numbers, friendship, and 'learning' bonuses.
--------------------
Continued in next post...
#91
Because if you see the Help Wanted ads, a new MMORPG appears every week. I know already know two people who are convinced they can each make their own. I don't wish to step on anyones dreams, but it's enough of an undertaking to design and program a game, let alone design, program and then maintain a MMORPG.
Poor project management is what kills most projects, so you may want to get some advice on that if that's been a problem in the past.
This is not a solution. It's a pipe dream. Funding is the number one problem of getting a MMORPG running, because you need the infrastructure to run it twenty-four hours a day, with a fair number of people playing the game at any one time. That's not even counting the gameplay issues.
Have you calculated the income from the number of game units you expect to sell at their recommended retail price against the cost of running a server through a co-lo and the wages of the people who are going to maintain it? Try it; numbers don't lie.
An interesting and clever solution, but nonetheless it requires human interaction and thus I refer to my previous paragraph about costs.
Clearly you've done some brainstorming on the issue, but you're going to require clever solutions and some luck to get the funding you'd require to host and maintain the game. It's not feasible to host it off your 512K ADSL and maintain it yourself, I assure you.
Good luck anyhow.
-Paul
07/06/2004 (2:37 am)
Quote:
The tough part for me has just been finding anyone who'd be willing to help me make the game, but I've addressed EVERY SINGLE PROBLEM that has been mentioned above.
Because if you see the Help Wanted ads, a new MMORPG appears every week. I know already know two people who are convinced they can each make their own. I don't wish to step on anyones dreams, but it's enough of an undertaking to design and program a game, let alone design, program and then maintain a MMORPG.
Poor project management is what kills most projects, so you may want to get some advice on that if that's been a problem in the past.
Quote:
Solution - Purchase the game. Most play is free. Options to purchase Bonus and Upgraded Materials and Items at your own leisure, or just wait to discover them in game. Options to purchase Player-Run Tools, either all together or for a solid timeframe (rented) for guild/player-run campaigns. Options to purchase Customization Tools to do all kinds of cool things. Options to purchase very rare commodities and treasures (lesser artifacts). NO MONTHLY COST
This is not a solution. It's a pipe dream. Funding is the number one problem of getting a MMORPG running, because you need the infrastructure to run it twenty-four hours a day, with a fair number of people playing the game at any one time. That's not even counting the gameplay issues.
Have you calculated the income from the number of game units you expect to sell at their recommended retail price against the cost of running a server through a co-lo and the wages of the people who are going to maintain it? Try it; numbers don't lie.
Quote:
Solution - Very versitile Karma System which monitors player actions according to the mood of a situation and what actions are being taken by any player at a given time. First off, each player is automatically logged as a storyline feature. Slander and Profainity, as well as politeness and helpfulness, are being monitored and are explained in-game. The monitoring is also conducted individually by 'God Systems' and alert in-game support reps whenever their assistance is needed. YOU ONLY LIVE ONCE** but the steps you've taken to be accepted by the 'Gods' will be reflected upon in death and can mean the difference between a second chance or mortality.
An interesting and clever solution, but nonetheless it requires human interaction and thus I refer to my previous paragraph about costs.
Clearly you've done some brainstorming on the issue, but you're going to require clever solutions and some luck to get the funding you'd require to host and maintain the game. It's not feasible to host it off your 512K ADSL and maintain it yourself, I assure you.
Good luck anyhow.
-Paul
#92
07/06/2004 (3:01 am)
I'd have to agree with Paul. The biggest issue IMO are the financial ones and you WILL need a source of income to make it work.
#93
I believe that I am in the same position as 90% of the Indie Licence owners out there, I'm studying at Uni (Medicine), I love making games, I have a great game idea, and I have the motivation to go all the way. Although this Forum Thread has shed a lot of light on the obvious issues with creating an online game. With the time and money involved, it's no walk in the park. However I believe that no ones Generalised opinion, or feedback on the subject should make you think twice about setting out to create, nor give up on an Online Game project. Everyone take a look at Runescape.
This is an 3D MMORPG project which has been around for a while. It is created in Java, and contained entirely within the browser, yet provides a persistent 3D world for players to craft, fight and all the basic elements of an online RPG (Innovative isnt it?)
You may have noticed that there is no "EA Games" or "Sierra" anywhere on this site. That is because the creators of this game began just like us. A small game project by a couple of guys, with maybe a 300 person player base, entirely free. Which has lead to them becoming incorporated out of the UK, Gaining revenue from add traffic, and $5 a month for subscribers. It is evident from their 10+ game servers, each with about 400-500 players on it, including the 5 or so Pay servers that they are presently creating huge revenue.
That is coming a long way from a small team project, which is evidence that it can be done, this goes for any game project you might be dreaming of persuing. I personally am not affiliated with the game or its creators, I dont even enjoy playing the game! But it has thousands of players immersed in its world and is creating a living for the employees of Jagex inc. Creating an MMORPG isnt about competing at industry level. You could very well create a self sustaining online game with even a minute player base, because that means you would only need a minute server/bandwith!
If other people have created a working MMORPG project, there shouldnt be any reason that you can not do the same, Even the largest of game devs are only human, probably with way lower IQ's than a lot of the motivated Indie's here in the community. And with affordable tools like Brain Editor and Milkshape.. Who is to stop you...
Have a think about it.. And Stoke those project fires!
07/06/2004 (6:23 am)
Hi Everyone. I am a fan of MMORPG's (I subscribe to Star Wars Galaxies and Ultima Online). I also am a Torque Owner, who is presently taking steps to create my own MMORPG. I believe that I am in the same position as 90% of the Indie Licence owners out there, I'm studying at Uni (Medicine), I love making games, I have a great game idea, and I have the motivation to go all the way. Although this Forum Thread has shed a lot of light on the obvious issues with creating an online game. With the time and money involved, it's no walk in the park. However I believe that no ones Generalised opinion, or feedback on the subject should make you think twice about setting out to create, nor give up on an Online Game project. Everyone take a look at Runescape.
This is an 3D MMORPG project which has been around for a while. It is created in Java, and contained entirely within the browser, yet provides a persistent 3D world for players to craft, fight and all the basic elements of an online RPG (Innovative isnt it?)
You may have noticed that there is no "EA Games" or "Sierra" anywhere on this site. That is because the creators of this game began just like us. A small game project by a couple of guys, with maybe a 300 person player base, entirely free. Which has lead to them becoming incorporated out of the UK, Gaining revenue from add traffic, and $5 a month for subscribers. It is evident from their 10+ game servers, each with about 400-500 players on it, including the 5 or so Pay servers that they are presently creating huge revenue.
That is coming a long way from a small team project, which is evidence that it can be done, this goes for any game project you might be dreaming of persuing. I personally am not affiliated with the game or its creators, I dont even enjoy playing the game! But it has thousands of players immersed in its world and is creating a living for the employees of Jagex inc. Creating an MMORPG isnt about competing at industry level. You could very well create a self sustaining online game with even a minute player base, because that means you would only need a minute server/bandwith!
If other people have created a working MMORPG project, there shouldnt be any reason that you can not do the same, Even the largest of game devs are only human, probably with way lower IQ's than a lot of the motivated Indie's here in the community. And with affordable tools like Brain Editor and Milkshape.. Who is to stop you...
Have a think about it.. And Stoke those project fires!
#94
07/06/2004 (9:39 am)
That's just not realistic, Jarrad, IMHO.
#95
07/06/2004 (9:42 am)
I second Paul on what he's said. A free service with as much human support as you want, supported by selling tools(which will get warez within 24 hours of release) is a recipe for financial disaster. You can create tiers of subscriptions, like a free use account limited to an hour a day, and then priced for more or something like that, but not free. Not free when you have that Karma system in there, and have people doing tech support...
#96
I wanted to comment on EQ feeling a bit like DIKU;
It's not diku that they tried to emulate at all, it was Duris. I was the original lead coder for Duris, and yes it was diku based. All the original EQ writers were avid players there in the early days, and we knew most of them personally. I haven't looked at EQ for many years now, but when it first came out, I was simply amazed at some of the feel/wordings they incorporated. Mainly, referring to speaking with an admin as 'petition', which was 100% our original idea. None of us minded any of it though, we took it more as a great compliment.
07/06/2004 (10:07 am)
I just now skimmed through this topic, so this is a bit late and semi off-topic...I wanted to comment on EQ feeling a bit like DIKU;
It's not diku that they tried to emulate at all, it was Duris. I was the original lead coder for Duris, and yes it was diku based. All the original EQ writers were avid players there in the early days, and we knew most of them personally. I haven't looked at EQ for many years now, but when it first came out, I was simply amazed at some of the feel/wordings they incorporated. Mainly, referring to speaking with an admin as 'petition', which was 100% our original idea. None of us minded any of it though, we took it more as a great compliment.
#97
Probably mostly semantical difference given the immediate ancestry of Duris is/was Sojourn...
07/06/2004 (5:45 pm)
Minor correction, Erik, as another former Duris immortal ... Brad McQuaid has been very open that it was Sojourn he was copying, as he was a pretty avid player before the Duris/Toril split ;) Can't speak towards the other EQ founders. Brad/Aradune apparantly still pokes around on Toril (now re-named Sojourn of course) from time to time.Probably mostly semantical difference given the immediate ancestry of Duris is/was Sojourn...
#98
--------------------------------------------------------------------------------
...feel bad because they are being killed every 2 seconds by little 12 year olds who play the game 10 hours a day...
--------------------------------------------------------------------------------
How about having something where the more time you spend online, the less xp you get as apposed to people who spend a normal amount of time playing. Sort of a penalty for being on too much...
just a thought...
07/06/2004 (11:23 pm)
Quote:--------------------------------------------------------------------------------
...feel bad because they are being killed every 2 seconds by little 12 year olds who play the game 10 hours a day...
--------------------------------------------------------------------------------
How about having something where the more time you spend online, the less xp you get as apposed to people who spend a normal amount of time playing. Sort of a penalty for being on too much...
just a thought...
#99
-Josh Ritter
Prairie Games
07/06/2004 (11:33 pm)
I think you just invented methadone for MMOG addiction! Good work!-Josh Ritter
Prairie Games
#100
Rumor is that Worlds of Warcraft is doing exactly this--and the players in general hate the idea. From what I read, the purpose was to defeat account sharing where a toon is played 24/7/365, and that it wouldn't affect folks that played "normal" sessions (what's normal? 4 hours? 8 hours? I've had game sessions in EQ where I'd play 16 hours, myself).
Not sure if the idea survived or not to be honest, but I thought it was interesting someone else brought it up.
07/07/2004 (5:48 am)
Quote:How about having something where the more time you spend online, the less xp you get as apposed to people who spend a normal amount of time playing. Sort of a penalty for being on too much...
just a thought...
Rumor is that Worlds of Warcraft is doing exactly this--and the players in general hate the idea. From what I read, the purpose was to defeat account sharing where a toon is played 24/7/365, and that it wouldn't affect folks that played "normal" sessions (what's normal? 4 hours? 8 hours? I've had game sessions in EQ where I'd play 16 hours, myself).
Not sure if the idea survived or not to be honest, but I thought it was interesting someone else brought it up.
Torque Owner Don Bates
Orion Codeworks
Trying to identify the problems of existing MMORPG's and of those that've fallen off the face of the virtual world, so developers here may hopefully figure out a way to avoid such pitfalls.
I should've tried to look at your post more as identifying some of the bottlenecks of the game instead of thinking of it as "flaming" it. :)
It won't be an easy task to make an MMORPG with no treadmills of any kind and be fun, easy to play, and more importantly, addictive. :)
But I do think it's possible...