In the Gold Mine added on Jul 10 2008
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by Kyle P., Level 50
Last updated at January 15, 2009, 10:18 pm
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If 2008 was the year of the MMO Crash then 2009 is the year of MMO Doubt. It seems improbable, if not impossible, for most developers to put out a good MMO. And that is to say nothing of the finer points of game design such as balanced combat, stable economy and, you know, making the game fun to play. The sad part is, the average player is prepared to be dissatisfied by future MMO offerings.
Every year we see dozens of games sit unnoticed on store shelves, but these titles pale in comparison to the failure an MMO is capable of. Lack of success for an MMO doesn't just mean the game isn't fun - it means that the game is fated to be never played again, by anyone. Servers close up shop, players move to greener pastures and sooner or later the last light blinks off and the game is pronounced dead.
It is with this weight on their shoulders that MMO developers build their games and that is a plight that can be viewed with at least some sympathy. However, that doesn't mean much to a playerbase that is primed for disappointment. To say it plainly, most of the people building MMOs don't seem to have any idea of what players are looking for and when they do understand they rarely have the ability to follow through on what they promise. They would rather boast of features such as: Hundreds of Monsters, Largest Game World Ever, and 12 Playable Classes! As though they don't realize that the very same marketing print can be found on the the box of any MMO in stores, and many many more located exclusively online.
What are we looking for? Allow me to list them:
More Content, Fewer Bugs
Classes are good, but abilities and skills are better. Often classes are used as a ruse to distract us from the fact that the list of skills is incredibly narrow and unimaginative. When every caster gets a ranged spell for X damage and only the color changes sooner or later we realize that something is up. The same goes for killing increasingly larger versions of the exact same monster. Its not enough for content to have different names,sizes and colors, it needs to function differently as well.
If delivering a world with both scale and depth is a difficult task; delivering it free of bugs is all but impossible. However, MMOs are notorious for being bug ridden (possibly due to the 'we'll fix it in a patch' mentality) and that is one of the major contributing factors to MMO doubts. Of course, this is probably the most well known of issues among developers and players alike.
A Social World

While knowing players want more content and fewer bugs may be at the top of the developer to-do list, recent titles have shown that making a world socially interesting is near the bottom. Despite the wild success of games like The Sims and Second Life developers continually miss the punch on delivering a world that encourages and invigorates social interaction.
Everything from the hamfisted chat interface of Age of Conan to the appalling 'sameness' of Warhammer classes speaks volumes to where developer focus is not. Even the big one, World of Warcraft, has not done nearly what they could have in this department. Whatever happened to player housing? Where are the flashy collectible items? An otherwise mediocre game, City of Heroes, made an immediate impact on new players simply because of how strong its character creation was. Meanwhile, I couldn't tell the difference between myself and any other Dwarven Rune priest while wandering through Warhammer Online.
It seems like giving players the ability to be unique in an MMO is something that has gone the way of the dinosaur. Games like Ultima Online made original MMOers fall in love with their custom decorated villa or tower, extensive wardrobe, and collection of rare and unique items and weapons. Now we're given worlds where not only is looking the same likely, its encouraged through gear sets. Sameness may be king when it comes to socializing in the real world, but online - its just the opposite.
Point, Click, Repeat - Delete

Lets face it, in the world of video games MMOs are a yawnfest to play. If it weren't for the social interaction and the general feeling having made 'progress' no one would be interested in them. People love repetition but there is a time for mindless grinding and there is a time for fun, MMOs seem to be missing out on the latter. Lacking the story driven entertainment of normal RPGs, the action of FPS and adventure games, the strategy of RTS, and even the depth of simulation; what exactly do MMOs have to offer? Well, the aforementioned wealth of content is a start, but what really needs to happen is an escape from mindless repetition prevalent in MMOs.
There should be paths of ease for casual players who just want to explore, but gamers that are gamers beyond MMOs (who often comprise the necessary core of any game's fanbase) need something more. And why shouldn't they get it? Aren't they the very reason these games exist in the first place? Darkfall may be the answer for these players but its uncertain if that game will ever throw off the stigma of vaporware.
Unfortunately, MMOs have become more similar to television than other video games. Next to nothing is required from players in the realm of critical thinking, fast reactions aren't at all necessary, and strategy is only ever employed by hardcore raiders and PvPers. MMOs don't even necessarily need to be harder, they just need to offer a wider variety of options for achieving goals. How often do we see quests that can be completed in multiple ways - possibly each with different outcomes? Why is there really only one way to deal with enemies - why is everything you are able to do in game determined at the character creation screen and not by the choices you make while playing?
An RPG Without a Story

One of the facets of MMORPG design that seems to be under a bit more scrutiny lately is that of story. Bioware, a company renowned for excellent world design and storytelling, is aiming to solve this problem with Star Wars: The Old Republic. Whether they succeed is anyone's guess but at least they've taken note of the pathetic lack of story elements in current MMOs.
If telling a story via a game is different than telling a story via prose or screenplay, then telling a story via an MMO is different from telling one through a game. Confused? Apparently most developers are too. The problem is that in a single player game, once a player completes an objective - that problem is solved now and forever. In an MMO that problem must persist for future waves of players to solve over, and over, and over. So how can a story develop if the quests never change? The short answer is: it can't.
The long answer involves 'opportunity questing' where events in the world allow players to complete a certain chain of quests for a limited amount of time that will then activate a fundamental change in the game world itself. In World of Warcraft this manifested as opening the gates of Ahn'Qiraj. Of course, the resource grindfest that was Ahn'Qiraj is not a model any developer should subscribe to. Still, the potential remains for interesting quests that evolve the world players participate in and give developers the opportunity to tell a story, and move the plot of the game.On a personal level, the branching questlines I mentioned would go a long way towards making each player's experience unique without making it completely alien to fellow players. Even allowing players the option to create quests for each other is a viable option that is grossly underused.
Whatever developers decide, future MMOs are going to have to offer a bit more by way of plot if they want to hook a substantial batch of players.
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The above points may seem incredibly basic when layed out like that but again and again developers are failing to deliver on one or all of those critical areas. MMOs don't need perfectly balanced classes, they don't need incredible boss encounters, they don't even need an incredibly innovative fighting system (that will end up as repetitive as every other fighting system). They just need to refine these basic principles and, if they can manage it, package it with a well loved franchise.
Developer's need to remember that MMOs are first and foremost a social experience and as long as they are providing good social tools, plenty of places for players to explore, differing courses of action for players to discuss, and some sort of story to get people logging in for big events - they'll have a winner on their hands.
Here's to hoping they figure it out, and that 2009 & beyond is a better year for MMOs.

28 comments
kyz Jan 15, 2009 at 11:04 pm
+1 votes
Definitely look for Aion online later this year it looks promising. It is in beta over in korea right now with over 170k people.
Kyiz Jan 15, 2009 at 11:04 pm
-2 votes
When I saw this title, I bursted out in laughter, one day I intend on reading it.
GibTehStix Jan 15, 2009 at 11:50 pm
+3 votes
The only successful MMORPG in my eyes is a sandbox MMORPG (UO, Shadowbane, EVE), but unfortunately the current MMORPG playerbase wouldn't know what to do with themselves if they didnt have developers throwing it in their face.
WoW is and was great for the following reasons:
1) Most in-depth and well done combat system.
2) Player population.
That is it, and every other non sandbox MMORPG is a piece of ****. DAoC is probably the most overrated piece of crap on the planet.
P.S. Ultima Online, not Ultimate Online
WoW is and was great for the following reasons:
1) Most in-depth and well done combat system.
2) Player population.
That is it, and every other non sandbox MMORPG is a piece of ****. DAoC is probably the most overrated piece of crap on the planet.
P.S. Ultima Online, not Ultimate Online
Ghork Jan 18, 2009 at 6:38 pm
+1 votes
Couldn't agree more about Sandbox MMO's greatest game ever was UO, and atm only mmo i play is EVE
Vadren Jan 16, 2009 at 12:21 am
+1 votes
Having a designed and developed story in an MMO is complete and utter fail. MMO developers need to move away from it and need to distance their design philosophies from that of single player games.
Who remembers the time they followed xy quest chain and completed the objective? No one. Because it's ******* boring and everyone's done it an no one cares. Branching story lines doesn't fix this, and making them randomly available doesn't either.
The stories people remember are that time in STV that Jimmy and Bill fought 4 horde, and the last one gave up and suicided off the cliff. Or the time so and so did some thing and hilarity ensued. People remember and enjoy the stories that involve other people and are unique to them. What developers need to do is create a dynamic game world that has enough freedom that it allows for these kinds of stories to develop. When you have a game like WoW where everything is restricted and the developers are trying to guide everyone down the same narrow path the game play and social interaction just become boring repetative.
Who remembers the time they followed xy quest chain and completed the objective? No one. Because it's ******* boring and everyone's done it an no one cares. Branching story lines doesn't fix this, and making them randomly available doesn't either.
The stories people remember are that time in STV that Jimmy and Bill fought 4 horde, and the last one gave up and suicided off the cliff. Or the time so and so did some thing and hilarity ensued. People remember and enjoy the stories that involve other people and are unique to them. What developers need to do is create a dynamic game world that has enough freedom that it allows for these kinds of stories to develop. When you have a game like WoW where everything is restricted and the developers are trying to guide everyone down the same narrow path the game play and social interaction just become boring repetative.
Bromsius Jan 16, 2009 at 5:54 am
+1 votes
I agree with most of what you've said although I would personally add that some sort of competitive combat system is also important. I know that for some people arena isn't true pvp or w/e but I think (despite its flaws) that it has changed the way we perceive MMOs and I wouldn't have enjoyed WoW half as much if it wasn't for arena.
Which is why I'm not enjoying pvp atm cos it's worse than it has ever been. Unless Blizz make some drastic changes I think it will go down as a missed opportunity. I'm hoping that another developer may step-up and expand on what Blizzard did with the arena system.
Which is why I'm not enjoying pvp atm cos it's worse than it has ever been. Unless Blizz make some drastic changes I think it will go down as a missed opportunity. I'm hoping that another developer may step-up and expand on what Blizzard did with the arena system.
TheIrishBecker Jan 16, 2009 at 10:09 am
+1 votes
What I got out of this article is that you're excited for darkfall
Frein Jan 16, 2009 at 12:38 pm
+1 votes
I liked most of what you wrote, however, this part stuck out like a sore thumb:
If telling a story via a game is different than telling a story via prose or screenplay, then telling a story via an MMO is different from telling one through a game. Confused? Apparently most developers are too. The problem is that in a single player game, once a player completes an objective - that problem is solved now and forever. In an MMO that problem must persist for future waves of players to solve over, and over, and over. So how can a story develop if the quests never change? The short answer is: it can't.
It's painfully obvious you haven't played FFXI. Well, who am I to blame you? Most people haven't. In any case, FFXI does story unlike any other MMORPG. It works brilliantly and the experience is comparable to a regular JRPG, if not better. I could try to write a novel on how it accomplishesh this but in the end I think it's mostly an esoteric experience that is incredibly difficult to "get" without direct exposure. That and I'd just get TL;DR anyway.
Bioware's idea of branching storylines and individual choices sounds like mountain of problems in an MMO. We'll see how that works out but I'm not holding my breath.
I completely agree with you about encouraging social interaction. Nowadays "soloability" is the name of the game and it just doesn't make sense in an MMO. Why not play a single player game if you want to solo? Forced grouping has many benefical effects for an MMO's community including higher average player competency and sense of community.
On the other hand, I think classes are a perfectly fine way to differentiate players. If you give everyone the same skill options, everyone will gravitate towards a cookie cutter build.
If telling a story via a game is different than telling a story via prose or screenplay, then telling a story via an MMO is different from telling one through a game. Confused? Apparently most developers are too. The problem is that in a single player game, once a player completes an objective - that problem is solved now and forever. In an MMO that problem must persist for future waves of players to solve over, and over, and over. So how can a story develop if the quests never change? The short answer is: it can't.
It's painfully obvious you haven't played FFXI. Well, who am I to blame you? Most people haven't. In any case, FFXI does story unlike any other MMORPG. It works brilliantly and the experience is comparable to a regular JRPG, if not better. I could try to write a novel on how it accomplishesh this but in the end I think it's mostly an esoteric experience that is incredibly difficult to "get" without direct exposure. That and I'd just get TL;DR anyway.
Bioware's idea of branching storylines and individual choices sounds like mountain of problems in an MMO. We'll see how that works out but I'm not holding my breath.
I completely agree with you about encouraging social interaction. Nowadays "soloability" is the name of the game and it just doesn't make sense in an MMO. Why not play a single player game if you want to solo? Forced grouping has many benefical effects for an MMO's community including higher average player competency and sense of community.
On the other hand, I think classes are a perfectly fine way to differentiate players. If you give everyone the same skill options, everyone will gravitate towards a cookie cutter build.
VidAll Jan 16, 2009 at 9:01 pm
+1 votes
FFXI was awesome, especially the questchain to unlock "sea".
Vain Jan 16, 2009 at 1:17 pm
+1 votes
I highly recommend reading this article: http://www.guildwars.com/events/tradeshows/gc2007/gcspeech.php "How to design a successful MMO", those guys really get it imo.
Speaking of which, I'm waiting for Guild Wars 2. According to the NCsoft investor conference call, they are hoping (but not committed) to release at the end of 2009.
It will be an actual MMO this time, with leveling that doesn't end at 20, they'll have interesting loot this time, and world pvp/battleground stuff where gear matters, but for the competitive pvp side (GvG etc.) everyone's stats/gear will be maxxed/fixed so that it is even.
I always liked the skill system, and they are keeping that and dual-classing. Like the original it will be story based but hopefully with less ****ty voice acting.
They are taking their sweet ass time on it though, as it was announced in March 2007, and they were probably working on it before that, and they have been quiet about it since then. There are only 3 guys supporting GW1, which is pretty stale.
Speaking of which, I'm waiting for Guild Wars 2. According to the NCsoft investor conference call, they are hoping (but not committed) to release at the end of 2009.
It will be an actual MMO this time, with leveling that doesn't end at 20, they'll have interesting loot this time, and world pvp/battleground stuff where gear matters, but for the competitive pvp side (GvG etc.) everyone's stats/gear will be maxxed/fixed so that it is even.
I always liked the skill system, and they are keeping that and dual-classing. Like the original it will be story based but hopefully with less ****ty voice acting.
They are taking their sweet ass time on it though, as it was announced in March 2007, and they were probably working on it before that, and they have been quiet about it since then. There are only 3 guys supporting GW1, which is pretty stale.
Kyle P. Jan 16, 2009 at 6:13 pm
+1 votes
Thats a really good article, and I can see I agree with him on many, many points.
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