How Massive Multiplayer Should Work

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RobfromtheGulag

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May 18, 2010
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Ah, the increasingly rare Shamus article.

I liked this feature a lot when I heard about it a few months before GW2 release. But after jumping on Tera for the combat, it becomes apparent that MMOs in general are losing momentum. WoW has the largest playerbase and most refined game. Tera has pseudo action combat. Star Wars has... lightsabers, er story. Aion has wings. TSW has horror. Without a decent community the model of the MMO (ie Grindfest) is inferior to other games coming out.

So despite minor advances like combat in Tera or this teamster GW2 stuff, I find myself drawn to other things.
 

2xDouble

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Mar 15, 2010
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Nimcha said:
2xDouble said:
Somebody hasn't played Journey [http://www.escapistmagazine.com/articles/view/editorials/reviews/9494-Journey-Review].
I don't have a PS3!
My condolences. I'm sure Steam will finagle a PC port soon enough. Until then, the stuff Susan talks about there can apply to GW2 as well... if you don't want to have/join a guild.
 

Blackbird71

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May 22, 2009
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008Zulu said:
PsiMatrix said:
City of Heroes didn't force you to team till the Incarnate trials (read: RAIDS) came along. And it had the most robust chat system.
Doing things right didn't stop the game from being shut down.
This is where it might be good to point out that City of Heroes is being shut down by NCSoft, the very same company that is publishing GW2.

Is it being shut down because it became unprofitable? Hardly; just last quarter it made $2.5 million. It's not WoW numbers, but it's a decent steady income for an 8 year old game. No, NCSoft decided to shut it down because they are an Asia-centric company, and the super hero themed game didn't fare well in the Asian markets. So basically it was decided to cut the game that was popular in NA/Europe in order to cover the costs of their other bad business decisions.

I'm not trying to derail the thread or anything, I just thought that people might want to keep NCSoft's treatment of their customers in mind when they consider picking up GW2. The game itself may be fantastic, but don't forget that there is a company attached to it; a company that is getting a lot of bad PR at the moment.
 

el_kabong

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Mar 18, 2010
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Great article. I completely agree. I've read a few of the comments and some people are on the fence about purchasing it. I say take the dive. It's well worth the money and, unlike other MMOs, you don't have to keep paying to prove you're a loyal fan. I played WoW quite a bit. Many days, I would play it just because I already paid for the subscription and it wasn't un-fun. However, with GW2, I find myself playing it because I have a good time (without any qualifiers).
 

likalaruku

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Nov 29, 2008
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"Online games reward pragmatism, selfishness, and minding your own business." Hmm, I wish all the MMOs I'd played before worked like that. Instead they gave out more XP for being in a group than you would have gotten on your own, & then punish you for soloing by not allowing you to enter any dungeons & cutting you out of quests. The worst offender was Holic, but that was just an all-around bad game.

I used to think I was the only person who played MMOs who refused to join a party; treating the game as a massive open world single player game. But there have been a few surveys saying that either by choice or by either being unable to find enough friendly same-level players, most MMO players spend more time soloing than partying. Does GW2 punish you for soloing?

"World of Warcraft, Lord of the Rings Online, Champions Online, DC Universe Online, and all the others worked so hard to make me play with others with forced-grouping quests, and it rarely worked." If you're saying LOTRO forces you to group, then no. If you're saying LOTRO, CO, & DCUO are so singleplayer oriented that grouping feels pointless, then I agree.
 

Therumancer

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Nov 28, 2007
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kyoodle said:
Therumancer said:
The thing to understand is that what supports a game IS the endgame and what people do at level cap, the rest of the stuff is just filler to get to that point.
That is exactly the wrong way of looking at it, the whole game should be fun, not a slog to get to the endgame where things are suddenly interesting. Also the PvE isn't there just to usher you to the highest level as everyone goes into it at level 80.
Well, the progression to the top level shouldn't be boring of course, but at the end of the day for an MMO to survive it's all about the endgame. Like it or not, the bottom line is people re-upping subscriptions. If the game is all about the journey and the progression rather than what you do when you finally cap out your advancement, it simply means people are going to run out of things to do and move on. Some might undertake the journey a few times, but in the end if there isn't anything to keep them developing their favorite characters (raids, PVP, etc...) they are inevitably going to leave. We've seen it time, and time again, where pretty much every game that has launched using your basic attitude has pretty much failed, excepting of course WoW, which pretty much represents the standard for what you need to have for an endgame. Granted WoW itself is starting to fail after all these years, but nothing is forever, it's showing it's age, and honestly when Blizzard is turning Pandareans into the topic of an entire expansion as opposed to some cool little thing to toss into the game (which is what the people asking for them generally wanted) it's pretty obvious they are out of ideas... but that's another subject entirely.

A good example of the problem can be found with "The Secret World". People hit the very limited endgame, got burned out fairly quickly, and people are leaving (above and beyond the other problems with the game). There is very little to do in it. The big point is that most are saying (the game is well received by it's players while playing actually) that they will be back when Funcom finally releases Tokyo and there is more to do. Something that happens with a few games. The whole "locust" mentality where the players only drop by and pay when there is new content to devour, when it's gone, if nothing is there to hold their attention, they leave. The problem is that a game needs a constant, paying, subscriber base to justify financing new content. These quick locust bursts don't make enough money to be cost effective, hence the focus of a game has to be on providing enough endgame content via raids and entertaining long term objectives (a grind can be made enjoyable if it's done right) so people will keep paying a subscription.

I'll also go so far as to say that games DO need to face lift themselves once in a while as well, though we rarely see that happen. Way back in the day Everquest 1 re-did and updated it's graphics and models, something I haven't seen any other game do on the same scale. For a while EQ1 gave you the option of using old models or new models or even selecting which races would use which models in your display for purposes of performance for those with (then) older rigs. Funcom has been talking bunk about doing this with Anarchy Online for years, and honestly I think (as sort of mentioned above) part of WoW's recent problems is that it's showing it's age. Blizzard probably would have done better to re-do their entire graphics/art engine then add the Panda continent (though the Pandas and Monk Class themselves are fine, as are the inclusion of new raids and dungeons).