xavierxenon said:
Ok, lets suppose all MMO's are the same, but then again aren't all FPS's the same, all driving games the same and so on?
That sounds like a great idea, lets say every game in a genre is the same as each other.
Why don't people stop hating on MMO's because they don't like them? I've stopped hating halo because its just stupid (My opinion on the topic, not the game)
This.
zaro27 said:
Yeah, but your example is a fairly recent implementation. I have no idea what phasing is, but I'm willing to bet that it was one of the biggest gambles on Blizzard's part.
Also, Guitarmasterx7 hits it on the head: MMO's aren't moving forward creatively because creativity doesn't generate profits.
As for FPS's, Call of Duty 4 changed FPS's quite a bit. The addition of RPG-lite to the genre added depth in an otherwise shallow genre. COD4 isn't perfect, however. The inclusion of leveling up to unlock weapons and perks means that it's unfriendly to new players. Is there an easy way to fix this? Not really. If you remove the mechanic entirely, it just becomes worthless numbers. If you make it easier to level up, then it becomes harder to tell the newbies from the pros.
Eh, it depends on what you're willing to define as "moving forward creatively". Different genres (and the players therein) have different criteria for what moving forward looks like. Gameplay innovation (what you tout as being the innovation of COD4) isn't the only way to accomplish it, it's just the most obvious way. Not for nothing, but FPSes really haven't changed much in the last decade, at least not in the ways you accuse MMOs of not improving.
Any online environment is going to have to limit the amount any individual player can alter the environment, but think about Halo (or COD4, or anything else):
Did Halo 3 introduce a system wherein the Spartans and elites battled it out on a daily basis for control of different planets? Was there a worldwide, constantly shifting, battle for the fate of the galaxy? No? Oh, they just spawned teams or individuals into a small battlefield, and let them kill each other?
Aside from very minor, cosmetic, changes (like "ranks" or "levels" in Halo or COD4), the online portion of an FPS is always the same concept. Same thing with the offline portion: you are a paragon of virtue, go kill bad guys.
Or we can talk about plot. Plot does make or break a game (in my opinion), but the plots are rarely too divergent from each other. Remember, there's a pretty limited supply of what stories can be told. The set pieces can change, and the names, but it's still the same basic storylines.
You complain that creativity doesn't make a profit "in MMOs", but that should be creativity doesn't make a profit "in video games". No one makes truly creative games anymore. You've got your sandbox "fuck with everything" games, your linear "epic plot/evil conspiracy andyou are the only one who knows the truth/can save the world" games, your Real-time build-up-armies-smash-enemies games, your "get a gun a shoot anything that doesn't look like you" games, ect. We can tout specific innovations ("well, see, the graphics in GOW are really good, and the chainsaw was nice... Oh, you mean it's just like a normal melee attack with more gore, oh"), but everything is derivative of something else.
I'm reminded of when Neil Gaiman was asked whether he thought that J.K Rowling was ripping off his book about a young man who, unbeknownst to him, is a wizard and goes to a secret academy for wizards. His response? "I thought we were both ripping off 'The Once and Future King'"