Modern MMOs "Barely Even Games," Says Former Guild Wars Dev

Gardenia

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Korten12 said:
Gardenia said:
Sounds like someone doesn't like RPG's too much. Although i can't give him a hard time, since he was a dev on Guild Wars. Which. Was. Awesome.
Yeah though honestly I am not suprise to see someone like him saying this, GW, honeslty is probably less stat based then most mmo's.
While that is true, GW was still all numbers. There was no "medium damage", "light armor" or "long recharge." It was all in numbers and percentages. What separates it from other RPG's I have played is that the system was all numbers, but still very easy to comprehend, and quite simplistic.
Bottom line: Some like "spreadsheet games", some like reflex excercises, and some (such as myself) like both. Ranting because you don't like one of them is pointless.

EDIT:
Wolfram01 said:
I think there's room for other types of MMOs, but most right now are MMORPG and those numbers in the background are kind of a huge deal for RPGs. That is a huge reason behind playing it.
So yeah, basically this.
 

Amarsir

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Diagonal Horizontality said:
Latency is a "number behind the scenes".

It generally trumps player skill in determining the outcome of an action game.

Edit:
Controller latency + XBL/PSN server latency + MMO server latency = horrible lag up the wazoo, no matter what you do. I don't really see how an action MMO could ever work in the current console market without signing some sort of deal to bypass Sony and Microsoft's respective online services.
Very well said.

His points come down to not liking RPGs. And that's fine, we should encourage MMO Action games. But it doesn't sound like he's cognizant of the issues they'd have to face.
 

Electrogecko

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He's obviously never played WoW. PvP and PvE both involve extreme amounts of skill and strategy. Yea the numbers matter too, but you increase your numbers (at the level cap) by being skilled and dedicated.
 

coldfrog

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Dec 22, 2008
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snave said:
coldfrog said:
Sure his idea's good, but "numbers and spreadsheets behind the scenes" is pretty much the definition of a D&D-based RPG, and bashing that is the equivalent of saying "I don't like RPGs, I like action games!"
Not really. The numbers in a pen and paper are just a framework to allow for some consistency. The real game is strategy and storytelling, something thats unfeasible to do in MMORPGGERS unless you open the floor to user content (ie: totally untenable unless you personally enjoy a Quest Log that reads "A) Go to Cocksville and defeat the Cockmaster. B) Penistopia is under attack! Drive back the monthly angry monster!")
Sorry, I should have said a D&D based video game. They are pretty much all based on strictly the numbers, and while they'll tell a story, they don't have the flexibility that a real campaign will have.
 

Vortigar

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Loads of people missing the point in this thread makes me a bit sad. People mistaking MMORPG's for MMO's in general being the worst offenders and actually proving the man's point in the process. Do you really think he doesn't understand the practical problems of wanting to make a real-time-persistent-world game? That he's never heard of the games you know of?

Bah, anyway.


I love the fact this man has a dream and wants to do something with it. Tabula Rasa, Hellgate London and the like may not be great successes, but they do what so many developers fear, trying to fit new gameplay types into the MMO World mould.

Games like Mercenaries scream for massive multiplayer gameplay, heck you could do Diablo ala Maple Story as an MMO. MAG is a little step in this direction. We need more of the kind and start making real strides instead of babysteps.

cross ref: The Future of MMO's on Extra Credits.
 

Dastardly

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Logan Westbrook said:
Modern MMOs "Barely Even Games," Says Former Guild Wars Dev

Self-confessed "console guy" Richard Foge thinks that MMOs get an easy ride, but none of them is even as good as Mario 64.

Richard Foge, who has worked on such diverse games as Guild Wars [http://www.amazon.com/Guild-Wars-Trilogy-Pc/dp/B001DI6O6C/ref=sr_1_1?s=videogames&ie=UTF8&qid=1288877263&sr=1-1], SOCOM: U.S. Navy SEALs - Fireteam Bravo [http://www.amazon.com/SOCOM-Seals-Fireteam-Bravo-Sony-PSP/dp/B00005A4X6/ref=sr_1_4?s=videogames&ie=UTF8&qid=1288877226&sr=1-4], and God of War [http://www.amazon.com/God-War-Playstation-2/dp/B0002XL3BA/ref=sr_1_4?s=videogames&ie=UTF8&qid=1288877162&sr=1-4], has attacked MMOs, saying that they are nowhere close to keeping up with cutting edge games and have math where they should have action.

Writing on the Undead Labs website [http://undeadlabs.com/2010/11/zombies/the-way-you-make-me-feel/], the studio that he has recently joined, Foge said that he liked the idea of MMOs, but couldn't stand the actual games themselves. Foge thought that MMOs should be able to go toe-to-toe with the biggest triple-A games, and thinks that making action-orientated MMOs for consoles is how that's going to happen.

He described the game that Undead Labs was working on, a persistent, online, console action game where players banded together to fight zombies, and their success or failure was down to their own skill, rather than "numbers and spreadsheets behind the scenes." Players would be able to set themselves significant and important goals as well, like capturing a power plant to get the communications network in their community up and running.

The game that Foge describes sounds like it could be a lot of fun, albeit very ambitious for a new studio like Undead Labs. It sounds like he's underestimating the challenge of getting a large-scale, persistent world to run smoothly however, especially one with reflex-orientated, action gameplay. That's going to be a significant hurdle to overcome if his game is actually going to be playable, let alone successful.

Source: Massively [http://www.massively.com/2010/11/03/undead-labs-current-mmos-are-barely-even-games/]


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WHERE I THINK THIS GUY IS WRONG:

It's the same apples-oranges mess. There is a difference between "action," "strategy," and "skill."

Action-oriented games tend to be about fast-paced movement (the classic "twitch" gameplay), and are nearly always exclusively focused on combat. This is because non-combat game elements tend not to be as frenetic or rushed as combat can be. The result is that combat is extremely in-the-moment, and is also usually quite short due to the pacing. This is something like raquetball.

Strategy-focused games tend to be about prior planning and out-thinking the opponent before the encounter, while adjusting the plan as needed during combat. The encounter itself is about seeing the results of your prior planning pay off, and trying to adapt to changes forced by your opponent's strategy, which allows combat to be a bit longer and more theatrical, though it seems more "hands-off" than the alternative. This could be seen as something more like chess.

Skill is not owned by either of these two concepts. Skill is simply a measure of the player's decisions and input into the events. Neither of these require more or less skill, they simply require different skills at different points in the process. Action-based games require hand-eye reflexes (and are far more hardware-sensitive, due to lag issues), and they require them in-the-moment. Strategy-based games require planning and forward-thinking skills, and the skill demand tends to be front-loaded (mostly before combat begins).

MMOs have long-favored the strategy model over the action model, and it's for the following very convincing reasons:

1) MMOs require folks of all sorts of rigs and locations to connect to the same world. Connection speed is an issue, and the strategy-oriented structure is more friendly to folks with mid-range machines.

2) Strategy-oriented games tend to allow more focus on non-combat elements, because the mechanics for the entire game are a bit more uniform, and more accessible to a variety of players. MMOs are about participating in a world, not just killing ten rats of varying sizes, so allowing a game to focus on non-combat elements is important (or was, at one point).

3) MMOs tend to want to make combat feel "epic." This means having This usually means scripted animations for various moves, so the fight looks more polished and choreographed, rather than always coming down to circle-strafing or bunny-hopping. It also means allowing the player to enjoy that combat more by being able to at least partially watch the action unfold and watch their character perform these super-sweet moves (also explaining the preference for third-person view).

4) MMOs tend to want combat to last a certain length, which means the pace of combat needs to be fast enough to be exciting, but slow enough to allow the player a chance to use all the epic abilities.

The length of combat also weighs heavily on the pace of the game. If combat is too fast, leveling may be too fast, meaning the game is a throw-away. Or, if combat is fast and leveling is kept in check, it means the player has to engage in MORE of the same fights, making the game extremely boring and repetitive--remember, MMOs aren't about "10 hours of campaign mode," they're about looooong term play. What's "mildly repetitive" in a normal game is "downright tedious and infuriating" in an MMO.

WHERE I THINK THIS GUY IS ACCIDENTALLY RIGHT:

MMOs have been really losing something that did once set them apart from other game experiences. They are losing the feeling of being virtual worlds in which a player was leasing some persistent property--and then living in it. They are almost exclusively focused on a few gameplay elements that can easily be found (and done better) by single-serving games:

a) Combat and action
b) "Epic" storylines, in which every character is THE hero
c) Loot acquisition (via treadmill)

The result is that the following changes have made the game less "world-like," and more like paying a subscription to play a five-year-old single player game:

a) Heavy instancing, which reduces the feeling of persistence and continuity of the world.
b) Reduction or removal of non-combat elements--crafting, social gameplay, costuming.
c) Reduction in player ownership--armor sets are same-y among classes, fewer customization options that matter (it's all covered up by the same-y armor), no player housing or instanced player housing (which removes the feeling that the player owns a footprint in the world).
d) Simple things are bypassed, like sitting in chairs, or mounts that are more than just changes in run speed and animation.

With the removal of those key elements, it's correct to say that MMOs just aren't up to snuff. They offer the same things as single-serving console and PC games, but they do it with less polish and demand more money. Rather than try to do the same things just as well (which just leads to the "But why pay a sub for the same stuff?" issue), they need to go back to doing more to increase the feeling that this is a virtual world worth paying rent to inhabit.
 

Darkauthor81

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MMOs are too much grind for me. Vindictus is good, it will be better when it matures and the game play expands.

But honestly, I have a JOB. If I wanted to run around in a circle doing the same thing over and over until my eyes bleed I'd just put in for overtime. At least then I'd be getting paid for it in the real world rather than paying someone else for the privilege of doing it in a virtual world.

I use to be really into MMOs when I was a teenager. But now I have a life and a job. There's no room or desire for MMOs.
 

Callate

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He's got a point. A lot of MMOs cater to people who love calculating which build has the best Damage Over Time effects and where to grind for optimal loot rather than people who actual embrace the more "game-like" aspects of playing a game. I'm not saying there's necessarily something inherently wrong with that, but if we view such desires as a niche, it's certainly filled to over-saturation.

More frustrating is that many MMOs are at their worst where the action/reflex aspects actually come into play. How many people have lost a fight because their party's healer's ISP suddenly started dropping packets? Or "died" because some junior sociopath attacked them while they were trying to close a message window? I don't know if Foge fully understands the difficulties inherent to the network structure of an MMO, but I'm perfectly happy to see someone try to engage some of the genre's drawbacks.
 

Irony's Acolyte

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A game he described sounds freaking awesome. I like Urban Dead and making an action-MMO around the zombie apocalypse sounds really fun.

Although I do think he has a point, I still get the feeling that its one of those "easier to say, harder to do" one of things. I'm not really that knowledgable of the workings of modern MMO (which are practically all MMORPGs), but I doubt it would be easy to just make an action-MMO and have it do amazing.

I still hope that this idea of a Zombie Apocalypse MMO on the consoles does well. If it comes out I may spend hours playing it.
 

slackbheep

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I think the problem here is that he's not got enough experience with MMO's to understand that one of the primary selling points is that you've almost always got some other way to improve upon your character or account. There is also the fact that MMO companies have been fighting with the problem of making fun and engaging endgame content that's easily extensible for over ten years now. I somehow doubt that he's going to have much more luck, what's the game plan for two years in? Will we be working on our aircraft carriers and sending newbies off to work in an ammo plant? What he's describing sounds to me like a world that would be great fun for a few months, until everything is set up. At which point the new player experience will be much akin to Wurm: You're too late.

I could be wrong, but it sounds to me like he just wants to create a new branch of the MMO tree, a la MMOFPS and call it the rebirth of the genre.
 

Delusibeta

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Mar 7, 2010
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oppp7 said:
WHY THE HELL IS IT TAKING THIS LONG TO MAKE ACTION GAMEPLAY BASED MMOS? I mean, shit, didn't you people even notice how most single player RPGs like Oblivion use action oriented gameplay styles, and that it's usually better than the click interface? Or were you too busy ripping off Everquest?
Latency. The more action-packed your MMO is, the more sensitive players are to lag. Too much latency means your players leaving and your revenue drying up, and for action-packed games "too much latency" is quite low. Plus, you also have the challenge of differentiating yourself from the Call of Duties and Counter-Strikes which don't have monthly fees in your gameplay which, as APB exhibited, is harder than it sounds.
 

archvile93

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Zachary Amaranth said:
coldfrog said:
And for crying the hell out loud, ANOTHER zombie game? I think Black Ops covered the bases nicely by having zombie Nazis. Now can we be done with games prominently featuring either of those?
And what about those of us who want nothing to do with CoD? Or who like the idea of a survival horror zombie MMO?
You could play Dead Frontier.
 

danielsharpe1634

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I would totally play the game he's describing, it sounds awesome. However, there would always be that a**hole that would purposely mess up everyone else's efforts.
 

loremazd

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I think this man is confusing Massive multiplayer online game with Massively Multiplayer Online Role Playing Game.

Role playing games are about the math, they can have action, but the basic idea is you will have stats, get loot, improve the stats, and use the stats to defeat monsters.

The game he trumpets sounds fun, but his argument is basically "MMORPGS are RPGs!"
 

loremazd

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Korten12 said:
Dana22 said:
Richard Foge, who has played such diverse games as Football, Rugby, and Ice Hockey, has attacked Chess players, saying that they are nowhere close to keeping up with cutting edge games and have math where they should have action.
You see what I did right here ? You see how wrong you are Mr. Richard ?
I think the point he was trying to make thoguh was that too many games are based on Stats vs Stats to see who wins. In a real Fantasy world if someone was killed it wouldn't end like this:

"how did you beat me?"

"My sword has higher stats."

In reality it would be who was better, not stat-wise.
Yes, but the only way to play a fantasy world like that would be with a sword controller, and lets face it, wizards would win every fight.
 

StriderShinryu

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tehroc said:
StriderShinryu said:
I think he's right in some senses, and I've spent a good bit of time playing MMOs, but I think he's also missing the point of most MMOs. Most MMOs are about being in a virtual world that you can approach in a variety of different ways, whether it be as a totally social experience a total "game" experience or something in between.. or something else entirely. This also means that MMOs by their very nature appeal to a much larger population of gamers than many other genres.

Would WoW be a "better" game if it was more focused and real time action oriented? Possibly, though it depends on what you think makes a better game.

Would it have 12+ million subscribers and be as successful as it is? Not a chance.
WOW would be a better MMO if they would look at some other model besides 20+ year old DIKU mud.
I would say that many things WoW shares with muds are part of what makes it so popular, namely the abilities to exist in a virtual world, socialize and roleplay. There certainly are a subset of WoW players who play to raid and conquer more game-like challenges, but there are just as many (likely more) who play WoW because they aren't looking for a more action oriented experience.
 

thenumberthirteen

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Dec 19, 2007
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Well his game sounds cool, and I am definitely interested.

As for his comments I sort of agree. MMOs are quite heavily based in RPG territory since you generally play a role, and they want to reward you as you play for longer and longer. It's worked well so far, but maybe he has a point in that we should use MMO technology and interest in different genres. I mean there are shooters with great stories and co-operative elements in them. Maybe it'll work out.